the cutting room mirror

Hello Guest

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This is a sub-page of Proto:Hello Neighbor 2.

After radio silence for months, on June 13, 2020, Alpha 1 of Hello Guest released.

Unused Meshes#

SM_Hummer#

A hammer mesh, used in the unused funicular cutscene explained below.

SM_engine#

an Engine with the Same use as the previous mesh.

SM_wrench#

a Wrench that has Yet again, the same use as the two previous meshes.

location_objects#

A mesh with allot of objects, and a police car. This was possibly used for the Ending as a placeholder when it was being developed. If this is the case, the Man In The Hat's car used to be a police car, which makes sense as the filenames for the car door audio is referred as 'Police Car'.

CH_Quentin_placeholder#

As the filename suggests, this is a placeholder model of Quentin, being the final model with no rig.

Textures & Materials#

crow_flock#

Even though not being particularly unused, the Flying Crow's around the map used to have a texture of a crow from the upside view, but was never added for whatever reason.

Placeholder_ManInHat#

A placeholder material for Man In The Hat, having no texture.

Unused Cinematics#

To do:
Reshoot all of these, as these cutscenes DO have audio, but the video doesn't as the uploader forgot to turn audio on.

Extended Endings#

In the files, there exists two unused extended endings for Beatrix and Quentin.

These are labelled as "Alpha2_Intro" in the files, so they were either scrapped for time constraints, or meant to be used in a possible Alpha 2 of Hello Guest, before being scrapped entirely for Hello Neighbor 2 Alpha 1.

"Funicular Tutorial" Animations#

These scrapped cutscenes would have taught the player how to activate the funicular.

These cutscenes exist for both Quentin and Beatrix.

Unused Objects#

BP_BotExtinguisher#

The 'Bot' Extinguisher was a blue variant of the Fire Extinguisher, that had a ZZZ logo, possibly sleep gas. It cannot be spawned, but the textures can be found in the files.

Unused Maps#

Test Map#

In the files of Hello Guest Alpha 1, exists a test map for, well, testing. It has a working Funicular (unlike the main game) as well as an unused mechanic where you can arrest the Vandals and take them to the "DetentionRoom" for the night.

PostCreditsScene#

The map used for the Announcement Trailer's last scenes. If spawned with the "streammap" command in the main map, it will spawn near the Cafe Building (Ending Area).

Unused Mechanics#

Vandal Capture#

To do:

  • Get footage of Vandal's breaking out Vandal's

Watch on YouTube

In the TestMap, there exists a unused mechanic where knocking down a Vandal and then shining your flashlight on them, would cause them to surrender, taking them to the nearest "DetentionRoom" would have them enter, allowing you to lock the door with a key, if you leave the Guard House alone for long enough, another vandal will come around, pick the lock, and free his friend.

Items that can drop from locking up a Vandal are:

- Tea (decreases Stress) - Battery (Increases Flashlight Power)

Unused Animations#

Quentin#

  • Quentin has an old version of his looking up at the crow statue after he interacts with the phone. It was meant to be used in that cutscene, due to the final one being called Version 2.

Vandals#

  • In the files for Hello Guest Alpha 1, there are five animations of the vandals for scaring Imbir. The vandals never interact with Imbir in the final game. Imbir also doesn't have any animations for being scared either.

YouTuber Build#

Placeholder Beatrix Model#

In the Files for the "YouTuber Build" of Hello Guest Alpha 1, There exists a Static Mesh of Beatrix named "CH_Beatrix". It features:

  • Unassigned Material Slots
  • Bigger *clears throat* uh.. Assets.

Left is Placeholder. Right is Final. This model was used in one promotional screenshot, but the rig shown on that screenshot was replaced by the final model. The model is also taller than the final models. A remnant of this model appears as "SK_beatrix_eye_patch", used for her intro scene, as her.. assets match this model.

Placeholder Hospital#

  • This build consists of a EARLY Prototype Hospital, Consisting of 3 cubes, and a bright blue light.