This is a sub-page of Proto:Persona 5/December 4th, 2015/Areas.
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General Differences#
Shido's palace is very broken and barren in this build of the game. Progressing through it requires debugging exploits.
- It is impossible to get any further than the looking for information part at the beginning of Shido's palace without editing flags due to the game not loading any interactable NPCs. Additionally, the first Guard Dog of Hades boss fight right when entering Shido's palace for the first time is not implemented yet.
- Almost no safe rooms in this palace work correctly other than the first one (similar to half of the safe rooms in Sae's palace)
- The first rat puzzle segment cannot be completed normally as the switch to turn off the rattled effect has no collision and no functional prompt, so it was necessary to clip out of bounds just to open a door in a non-rat state to access the next field.
- The corridors in this build use a purple carpet texture rather than a yellow-golden one seen in the final.
- The engine room cannot be accessed in this build, at least not via normal means.
- The changing room has not been implemented yet. There's no vent shortcut to it underneath the stairs, and opening the door to it reveals an empty void.
In the pool area, unlike the final game, the pool is elevated higher with two ramps going up to it on either side.
On the second pool field and the gambling hall field, there's no regular door to continue, and the way to the next fields are the doors that are actually supposed to take you to the safe rooms.
The mid port hallway (final rat puzzle with 12 squares in the final game) is actually doubled to 24 squares in this build and split up into two separate fields.













Unused Field Geometry#
Within the files exists the geometry for several locations grouped with the rest of Shido's Palace that can never be accessed under normal circumstances.
Empty Room (f059_001)#
A very sparse room. Judging by the layout, it may be a placeholder Safe Room.
Concept of a Wedge-Shaped Room (f059_040)#
This room contains what looks like an elevator and a branching chamber that connects to a room with pipes. It seems like certain color vertex maps have been used to indicate what kinds of textures should be used (orange for wood, gold for metal, black for water, &c).
Concept of Chess-Themed Interior (f059_041)#
Another concept art field. This has some placeholders for paintings, which use chess.dds and Chess_King.dds. 
chess.dss as a painting |
Chess_King.dds as a painting |
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Concept of a Sparse Hallway with Grate(f059_042)#
A very sparse hallway, with no colors to indicate texture type save for the green of the vent. It is not apparent if field this corresponds to any field that made it into the final version of Shido's Palace. This may attach to the hallway stemming from f059_040.
Concept of Castle Throne Room (f059_050)#
A rather out of place field. In the middle is a gigantic chess board, on the entrance side is a miniature castle-keep with a golden throne on it, under the keep is a hallway lined with what seems to be red carpet, and on the far side is a balcony framed by pillars. This field also appears to be one of the fields that references the "field x40 catsle" door, so it may be concept art for a different Palace. 
Concept of Castle Hallway (f059_051)#
A sparse hallway. Judging by the red colouration of the floor, this field is likely supposed to connect to f059_050.
Concept of Ship Exterior (f059_161)#
A concept art field for the exterior of Shido's boat. The text on the side reads "Emperor's Ship." 

