the cutting room mirror

Sae's Palace

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

Careful, you'll lose an eye.

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Miscellaneous Differences#

  • Elevators mention that the members area is floors "11F-50F". The floors that the members floor and high limit floor take place on are never specified in the final game.
  • All vents in this palace are very wide compared to the ones used in the final game. This is true for some earlier palaces in this build as well, but it is most apparent in this palace.

Early

Final

Prologue#

  • The BGM is Whims of Fate instead of Life Will Change, since it isn't in this build.
  • When fighting Moloch, the music changes to Blooming Villain instead of the BGM from the overworld continuing to play throughout the fight.

Different Entrance (157_001)#

The entire casino entrance is different. It takes place much higher in the sky between two buildings with a fire escape, scaffolding, and ledges along a path of windows.

  • The time of day was changed form night to sunset.
  • Parts of this original entrance was turned to be a backdrop in front of the final casino entrance, except there's a hole in the building to the right where the door at the top of the fire escape was, all collision, fire escapes, scaffoldings, balconies, and climbable window ledges were removed.
  • After reaching the door at the end of the window ledges, the player enters the palace normally, though the door may have initially been more to the left of where it is based on how the cast walks into the next scene.

Early

Final

Staff Passageway (157_005)#

There is a green animated arrow object with a 3D render of the word "Event" above it seen near the room where the cast gets the members cards. It can be interacted with, and the message it pops up with roughly translates simply to "forced battle", which is true about the battle immediately ahead of this object.

Early

Final

Dice Area (157_007)#

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The Dice Game Area has a huge chunk removed. It ends in a wall although the map makes it apparent it was supposed to connect directly to the final part of the map that was actually used.

Members floor lobby (157_006)#

  • The doors that the player goes through to enter the slot room and dice game area are flipped from what they are in future builds. The map also makes it seem as though there used to be a door where the members floor prize counter is.
  • The slot room is paywalled with a 5000-chip requirement. It even has a chip payment terminal such as the one needed to lower Sae's bridge on the high limit floor. This was later changed to a rule board in later builds with nothing stopping the player from attempting to tackle the slot room field before the dice game field.

Early

Final

High limit lobby (157_011)#

  • After the event where the player reaches the high limit floor for the first time and need to leave to see Sae in court outside the metaverse to lower the round wall, they have the option to stay and look around. Doing so in the final game has no repercussions, but choosing to do so in this build will punish the player if they walk a few feet forward. A shadow will pop up roughly stating that the "player doesn't have the authorization to be on this floor, and they will forcibly remove them". This then starts a battle. Even after the battle, the player can trigger the enemy to pop up again, leading to the same fight.

Early

Final

  • When leaving the VIP Floor safe room, it spawns the player within the prize counter of the High Limit Floor, which along with the missing door shown on the map, indicates the safe room was originally on this side of the room where the prize counter was rather than being behind the elevator.

Early

Final

House of Darkness#

157_012#

The House of Darkness field isn't dark in this build, appearing how it normally does after the player finishes the area in the final game.

157_013#

The door at the very end of this field works as a direct shortcut back to the door at the beginning of the House of Darkness, whereas in future builds they're two independent safe rooms.

Casino manager area (157_016)#

Sae's treasure room has the missing hallway and door that was seen as a prerendered image. The door is guarded by giant paper hands holding playing cards. Clipping through and entering this door takes the player to the scrapped poker event.

Sae's Poker Field (157_170)#

In the final game, there are references to an unused poker event. In this build, the poker event and the room it takes place in are both fully intact. They can be accessed from Sae's treasure room in the area where there's normally a wall. In this build, it's a small hallway and door blocked by a pair of hands holding cards. See the changed fields section below. Upon clipping through the cards and entering the door, the poker event and this field can be accessed. There's nothing to do here after the poker event is over, however. Presumably, players would have been required to view this scene before being able to fight Sae from the elevator access on the previous map.