the cutting room mirror

Futaba's Palace

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This is a sub-page of Proto:Persona 5/December 4th, 2015/Areas.

General Differences#

There's floating cracked tablets instead of the idle ones used in the final. These share the same animation as the (also scrapped) lock/key/chain object from Mementos Depths.

Early

Final (JP)

Entrance(155_001)#

Futaba's palace has a different entrance than what is normally seen in the final game. Rather than a set of stairs going up to the front door, there are four ledges that the player must climb to make their way up to the door. As they do so, there's a locked dynamic camera that was scrapped in the final, and when they reach the top, it switches to another scrapped dynamic camera. The immediate inside of the palace is different. Instead of stairs on either side as in the final, there's a single climbable ledge on the right side.

The exit of the palace was moved in the final game to the mirage dock, but in this build and the February build, it's on the platform above the sand slide. This explains why this area is seemingly pointless in the final game when it originally did have a point in these earlier builds.

The Velvet Room door has been moved from near the entrance door/ledges to closer to the mirage dock in the final game, likely due to the change in palace exit location.

Early

Final (JP)

Early

Final (JP)

Scrapped Rooftop Section#

Careful, you'll lose an eye.

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Specifically: Find internal name of field

As seen in the prerelease screenshots in Dengeki Playstation Volume 599 from September 2015, Futaba's palace had a scrapped rooftop segment in the nearby town which is present in the fields of this build. It features a wood plank connecting two rooftops that the Phantom Thieves would be able to walk across, and as there is no exit from the other rooftop, it likely would've been either for a treasure chest (as can be seen on the one accessible rooftop that made it to the final game), or to spy on the bandit shadow during the segment where you need to chase him into the alley.

Based on the incomplete, fully whited-out map, it looks as though the out of bounds area behind this building was intended to be a playable area.

By clipping out of bounds and over to this area, it is revealed that it has full properly working collision (with the exception of an invisible wall at the top of the first roof and the fire escape causing characters to slowly slip off the stairs.) It otherwise is a fully explorable area. The brick wall blocking it off has collision, the nearby buildings have collision, the fire escape has collision, both rooftops have collision, and the plank in between them does, too.

Another subtle difference about the field in this build is that it appears to be an earlier time of day, looking more like 12pm-1pm rather than the 4pm-5pm late afternoon look in the final game.

Chamber of Emptiness(155_009)#

There's a button that cannot be interacted.

Underground passage(155_021)#

There's giant sitting statues. In the final game, these statues are surrounded by scaffolding, but it's completely absent in this build.

Early

Final (JP)