This is a sub-page of Proto:Persona 5/December 4th, 2015/Areas.
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Early Fields#
2nd Exhibition Room (153_003)#
Madarame's palace field three right after the laser/treasure demon segment includes fake path wall painting objects that are removed after this build, the second of which completely halts the player's progress in this palace with no discernible way past it (outside of the scrapped missing out of bounds elevator leading to the scrapped Art Warehouse field mentioned above).
On the same field three, there is a completely unused area out of bounds that was removed from the out of bounds area in future builds. Clipping here and walking up the stairs will load the scrapped Art Warehouse field, revealing that it's the intended exit of the Art Warehouse field.
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Central Garden (153_005)#
Field four (Central Garden) has a slightly different map. The area near the safe room looks closer to a full square separated by a thin wall, even though the actual field geometry is finalized already and doesn't match up to this map.
This indicates at one point the pond/plant area near the safe room on this field was intended to be a centered square that the player could run around on either side. This is backed up by the fact that an earlier layout of field four exists in the backdrop of field five, even in the final game. If the camera is taken out of bounds on the Treasure Hall Lounge field, it can be seen that the pond was intended to be a square instead of going all the way to the wall.
Treasure Hall Lounge (153_006)#
The room almost completely lacks lasers in the shadow area other than three of them.
Treasure Hall Gallery (153_007)#
This part of the Palace has a few noteworthy differences. First of all, the buttons that activate the paintings are completely different. Secondly, the sinking boat painting with the octopus attacking it appears to be on fire on the left side, something that is absent in the final game. Lastly, there are two inaccessible hallways on both the left and right sides at the bottom, blocked off by the metal beam platforms. Each hallway contains one shadow.
Lastly, Madarame's treasure isn't hidden with a cloud effect, it is the Sayuri painting just sitting there. Notably, the fake Sayuri, which is censored differently than it is in the final game. In the final game, it's blended in to naturally look like a misty cloud of smoke, whereas in this build it's just a giant purple splotch of paint across the bottom. Later in the game after this arc, Yusuke gives Sojiro this same fake textured Sayuri to hang up in Leblanc, which indicates the look of the real painting hadn't yet been finalized by this point in development.
Additionally, the catwalk/crane part of the treasure room utilizes two scrapped locked dynamic camera angles, an ongoing trend in Futaba's Palace and Okumura's Palace as well.
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There are a couple more oddities in Madarame's palace, such as an unused vent system with full collision just like Kaneshiro's palace. While this is still left over in the final, here it utilizes an extra-wide vent grate instead of the standard ones seen in the final game. This vent system seems to indicate that the Phantom Thieves were initially going to attempt to access the treasure room from the security room, or at least get a view of it from the vent.
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Over by the end of field three, the player can view a laser grid just out of bounds on the second floor. It is possible that this would've been the exit connecting a long hallway to the out of bounds exit of the Art Warehouse Field, completing the way the player would've gotten around the fake path painting objects. Additional out of bounds images show evidence that the safe room on this map would've been a hallway leading to the Art Warehouse Field elevator. There is credence to this theory as there are also two more unused out of bounds hiding spots on the other side of this laser grid. Pressing the action prompt puts Joker in a hiding position as if there were a hallway corner here intersecting the with the treasure chest balcony hallway.
Lastly, on field one, the other half across the shutters that the player never normally accesses has full collision in this build whereas none of it has collision in the final game. There is also an interestingly-textured picture frame unlike anything seen in the final. This may indicate this side of the field was intended to be explorable at an earlier point in development. This area would later go on to be explorable in the version of Madarame's palace seen in Persona 5 X.
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Removed Fields#
Madarame's Scrapped Art Warehouse Field#
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As seen in developer interview footage, there was a removed section of Madarame's palace that featured crane controls that slid paintings along a track in a puzzle-like fashion. Additionally, there were texture banks found in the final game that references an unused elevator in Madarame's palace. Both of these are found on the deleted field in this build - fully intact!
Some of the objects in this field would later go on to be used in Persona 5 Royal for the redesigned field with the second will seed, and a redesigned sliver of the 1st exhibition room accessible via grappling hook, making the concept of this area recycled in that version of the game, albeit on a much smaller scale.
This massive deleted field can be accessed from the out of bounds area on field three. That area has a staircase, and when it is ran up, it loads directly in to the art warehouse field.
The field starts the player out along a hallway that is textured differently from anything else seen in the palace. Additionally, there are doors seen here that are never seen in the final game. The door immediately to the left when entering this field is a safe room that shares the same safe room ID as the one on field three, so exiting the safe room will load the player back in front of the second fake path wall painting that cannot be passed normally.
The opening at the end of the hallway takes the player to an area with ceiling glass panes shining light down. To the left side are two more restrooms that can be entered and contain objects.
To the right side is another hallway that opens up with shadows walking throughout. To the left of this is a gate that has a shadow guarding a treasure chest.
If the player hops up on the wall, they can walk outside the window onto a window sill overlooking an expansive outdoor section showing a parking lot and a side of Madarame's palace unlike anything seen in the final game.
If the player walks to the right, they hop down in another similar area, but then they can hop back up on the other side to continue walking along the windows. At the end, there is one more open window that drops the player into the real art warehouse. To progress, the player needs to enter a vent to the left to go through to another area. This area features treasure chests and stealable objects.
After opening a couple doors, the player's progress is halted with sliding paintings that are in the way. After clipping through these, the following massive room can be interacted with. It contains treasure chests with key items necessary for operating the painting controls.
After opening all painting walls, the player can still not progress and clipping into the rest of the unexplored section is necessary. This takes the player to the last few sections of this field, ending in a shutter/elevator with unique animations never seen anywhere else in the final game! After Joker presses the elevator button, the shutter opens up, and the light inside slowly flickers on, an effect also never seen anywhere else.
It then cuts to all Phantom Thieves currently in the party in the elevator with the shutter now closing.
Interestingly enough, the elevator drops the player off into the void right behind the safe room on field three mentioned below. It seems as though the field is accessed in reverse order, and it's possible that instead of the safe room being there on field three, there would have been this elevator instead. Remnants of a short hallway are evident here, as there are two remaining hiding spots Joker can interact with along with a stealable object, and if this scrapped field is completed in reverse order - elevator first, that would make more sense, as the crane controls seem to open the way to earlier parts of the field and allowing the player to progress through the field without issue. This is also backed up by the fact that in the room after the vent, there is a short scripted scene with Ryuji thinking they've reached "another" dead end, but Ann and Joker point out there's a draft coming from a vent, meaning that the staircase at the beginning is actually supposed to be the very end of this field, and the out of bounds area it connects to on field three was likely the original way the player was intended to get around the fake path wall painting mentioned below. It is unknown why this field was scrapped given how it is essentially complete and fully functional. In the end, it looks as though Atlus scrapped the idea of this field the moment they scrapped the idea of the unused fake path painting objects, likely in a build slightly before this one since the final safe room is already in place.
It is worth noting that the removal of this field and related elevator on field three makes Madarame's Palace the only Palace in the entirety of Persona 5/Royal that doesn't feature at least one elevator (with the exception of Mementos Depths).































































