the cutting room mirror

Kaneshiro's Palace

This article has a talk page!
view on tcrf.net

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

Kaneshiro's Palace - Scrapped Pipe Room + Miscellaneous Differences#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Replace images with higher quality PNG ones.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find internal name of field

Kaneshiro's palace is very close to what it is in the final game, as is Futaba's palace, with very minor differences.

One noteworthy difference of Kaneshiro's palace are these scrapped restroom doors throughout the second field, reminiscent of the restrooms in Madarame's palace, although these ones are just doors that the player cannot interact with and there are no explorable areas behind them. This may indicate at one point they intended to have explorable restrooms just like Madarame's palace before scrapping the idea altogether.

The elevator that comes down from field three to four is on the other part of the wall next to where it is in the final game. In this same area nearby, there is a giant pile of money next to some plants on the railing absent from the final game.

On field two, there is a hallway and blocked off staircase that was removed from the final game. This either was intended to connect to a scrapped field, or it was going to be the shortcut back to field one before it was moved to the other side of this field.

On the giant safe cylinder field, the number pad uses a basic-looking early model. The letters/key items needed for finding out the code of these number pads are in basic-looking safes rather than piggy bank looking safes used in the final.

The last few maps of this palace have gold bars on racks instead of stacks of money in the final game.

There is a scrapped vent system on field one, connecting from where the outside shortcut is to where the hallway on the first visit is. This unused vent system still exists in the final game, but due to how the final game handles rendering areas that are out of view, it's hard to get a good look at it in the final. It has full collision both here and in the final game albeit with no prompt to enter or exit. A similar unused vent system exists in Madarame's palace. Interestingly, even though it's technically there in the final game, there is a hole in the wall where the vent grate would be in the final game. The shortcut was likely scrapped when they decided they never want the player to be able to access this area again after the first time entering Kaneshiro's palace.

The most noteworthy part of Kaneshiro's palace in this build are the scrapped areas on the first field in the area where the Phantom Thieves visit the bank for the first time.

The map shows originally instead of there being two doors, they would've entered from the door on the left side that is permanently locked in the final game. The current geometry has two doors, though, and the player is required to go through the door on the right.

If the player clips out of bounds and follows the door to the left, they'll see that rather than ending in an L-shaped hall and looping back to the right door as in the final, the hallway keeps going back more to reveal... one of the unused doors from Madarame's palace's scrapped Art Warehouse field. While this could mean Kaneshiro's palace was built off remnants of Madarame's palace, it could be more likely that this is just a generic door model that they used in palaces until they got around to making unique-looking doors for the palaces, and this one was left behind in this build.

Lastly, there is this unused pipe room at the back of field 1 with an open hatch that definitely looks like it would've connected to another field, yet it does nothing in this build. Rather than the hallway ending abruptly as it does in the final game, it keeps going to the left, and the player opens another door to this hallway. To the left there is a door that cannot be opened, but to the right down the hall is this room that is absent from this field in future builds. It has full collision outside of the boxes on the wall that appear like they would've done something, but the player cannot interact with them. This pipe room features a fully animated exhaust fan. It is possible this scrapped pipe room with the open hatch was the original way the phantom thieves were intended to infiltrate the bank after the front entrance gets blocked off after the first visit, and it was instead simplified to be the manhole behind the stairs.