This is a sub-page of Grand Theft Auto IV.
Removed Interiors#
Interiors that are no longer exist in the final version of the game, but from which various stuff left in the game files.
Sergei's Bar#
0x9C20492D = Sergei's Bar.
An interesting place, which apparently had an early plot connected to it, as evidenced by such things as:
- Artwork with Mikhail Faustin, where he standing outside the bar, this also confirms that the bar was located somewhere in Hove Beach;
- Cutscene props of the door and chair, which clearly would not have been made for a regular interior, the only thing is that these props have a typo in the name, but such a character as Sergie does not exist in the game at all.


In the game files, there are couple renders of this interior, and a possible photos of its appearance from the game itself, on which the developers added photos of random pedestrians, but some details from these photos corresponds with the interior from renders, which allows to connect it all together.


Barbershop#
There are several pictures in the game files which indicates that the developers planned the interior of the barbershop, but it is unknown whether the function of changing hairstyles through it was implemented or not.


According to one frame from the CNT TV program, the interior was located in Rotterdam Hill.
There are other leftovers from this place in the game files that the developers reused in other interiors, these leftovers include:
- Textures
In such archives as bars_2.img and homes_3.img there are some textures that have the prefix barb or barber, obviously the textures belonged or at least was connected with barbershop, but were reused in other interiors. Among the interiors are the Little Jacob's apartments, Homebrew Cafe, the apartments from Concrete Jungle mission.
- Props
There are several props in the files that were directly related to the barbershop, as evidenced by the barb prefix in their name.



However, that's not all. In beauty.img there are many props that are related to the barbershop, they are linked by the texture file gbbarbers.wtd, which refers to these same props.







Most of these props were reused in other interiors, so it cannot be said that they are all unused.
Jewelry Store#
In the game files there is an env map of scrapped jewelry store interior, which is no longer exist in the game.
However, there are some leftovers from this place in the game files that the developers reused in other interiors, these leftovers include:
- Textures
In the level_3.img archive there are some textures that are named as jewel, the textures themselves are used in the Goldberg, Ligner & Shyster interior, they were probably initially made for a jewelry store and were simply reused there.
- Props
In the beauty.img there are possible props from jewelry store interior, since they either have prefix jewel in their name or are connected to the texture file gbjewellery.wtd.











There is also jewelry store light model that located in pc\data\maps\props\residential\details.img

Most of these props were reused in other interiors, so it cannot be said that they are all unused.
Tattoo Parlor#
An interior about which almost nothing is known, but from which bunch of texture leftovers can be found in the game files that have tattoo prefix.
This stuff cannot be attributed to some kind of store window on random spot on the map, since these textures are associated with interiors such as the Homebrew Cafe, the toilets in Middle Park, the hospital, etc.
Top $ Bank#
A bank that might have been completely unknown if one of the game developers hadn't shared a few screenshots of the interior of this place.
This bank was completely cut from the game, but the props that were intended for it still remain in the files, although most of them were reused in other interiors, so in order not to clutter this topic with unnecessary material, only the props that really deserve attention will be analyzed.
The props presented below have a key feature in their name, which is that the developer apparently noted that these props were intended exclusively for the bank, after the letters gb (Gill Bertram) there is another letter b, which most likely could stand for the bank word.


Three chairs that are absolutely identical, but exist as separate models with their own names. As for the monitor, it was repurposed for Tom Goldberg's office, for which the developers made a texture with Niko's resume.
The next, probably the most important prop from this bank, is a board on which the logo of this very bank appears, the board itself was reused in Bank of Liberty interior.

It is also worth to be noted that there are some unused props in the files that were probably related to this bank but were forgotten and left in the files, there is a separate sub-page for them.
(Source: Gillian Bertram portfolio, link to which doesn't seem to be working anymore.)
24/7#
The supermarket from Grand Theft Auto: San Andreas which, according by various leftovers, was supposed to re-appear in IV, but didn't really make it. However, there are several leftovers and oddities from it that can be found in the game files. From the oddities there is a collision of the stairs in Downtown Broker area that perfectly fits the storefront of the 24/7 shop.
From the leftovers we have two door models, the textures of which named as 24_7. Despite the fact that the doors most likely belonged to this store, the game still uses them only in the Autoeroticar car dealership in Alderney.


It is also worth mentioning that in the TLAD and TBoGT files there is a unused grocery store blip. It is strange that this blip exists only in the EFLC files, but not IV.
Fanny Crab's#
The idea for Fanny Crab's was a joke made by the publisher, parodying the now-closed New York restaurant Fatty Crab. Fanny Crab's locations exist in the final game but are not accessible, since they're just a decorative buildings on the game's map.
Location |
Sound |
Subtitle |
|---|---|---|
|
Don't forget to bite me again. |
|
Thanks for biting today. |
||
Hi, ready to bite some Fanny Crabs? |
||
Hi, the taste of fish leads to Fanny Crabs. |
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Hey, welcome to Fanny Crabs. |
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Hey, thanks for getting some Fanny Crabs! |
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Hey, c'mon back to Fanny Crabs, you hear? |
||
Can I get you some Fanny Crabs? |
||
|
Hi. Hungry for some Fanny Crabs? |
|
Fanny Crabs, can I help you? |
||
Thanks for helping us make food fast. |
||
Bye, come gorge again! |
||
|
Hi there, welcome to Fanny Crabs! |
|
Helo, welcome to Fanny Crabs, what can I get you? |
||
Bye, hope you enjoy your meal. |
||
Goodbye! |

Ping#
Unlike Fanny Crab's, there is absolutely nothing left of Ping in the game, except for the employees audio, which is exactly what indicates that this establishment was once in the game. The restaurant chain exists in Grand Theft Auto V as their advertising can be seen at several gas stations.
Location |
Sound |
Subtitle |
|---|---|---|
|
Ready for some super-nuke food?! |
|
Welcome to Ping, what can I nuke today? |
||
5, 4, 3, 2, 1, Ping, you're done! |
||
Thanks for Pinging me, LOL! |
||
|
How about some Ping food, fast? |
|
Welcome to Ping, dawg! |
||
Hope you enjoyed your microwaved food! |
||
Come back again! |
||
|
Welcome to Ping, the fastest sandwich! |
|
Hi! Can I Ping you? |
||
Please come back, I'm so lonely. |
||
Bye! Thanks for Pinging me. |
||
|
Hi, welcome to Ping! We heat it, you eat it! |
|
Hello, welcome to Ping, where we heat it then you eat it. What do you want? |
||
Bye, thanks for coming! |
||
Goodbye! |

(Source: https://josimar.com/gtaiv.html)
The Well Stacked Pizza Co.#
While the store exists in the older Grand Theft Auto games and the buildings and boxes exist in-game, there is no establishment as such in the game, there is only audio and employee models left of it and nothing more. It could be assumed this establishment was replaced by a new one - Pizza This... since such places in the game have The Well Stacked Pizza Co. female employees spawning close to it.
Location |
Sound |
Subtitle |
|---|---|---|
|
Get ready to be stacked to fill! |
|
Would you like a meat lover surprise? |
||
See you later! |
||
Thanks for stacking at Pizza Stack! |
||
|
Pizza Stack, where everything has extra cheese. Can I help you? |
|
Pizza Stack! Can I get you a meat lover? |
||
Hey, thanks for coming to Pizza Stack! |
||
We appreciate you stopping by Pizza Stack. |
||
|
Hi! Care to try the three inch pie of death? |
|
Welcome to Pizza Stack! Eat my pie. |
||
Thanks for trying my pie. |
||
Did you enjoy eating my pie? |
||
|
Hello, welcome to Pizza Stack! How may I help you? |
|
Hi! Pizza Stack, what do you want? |
||
Bye! |
||
See ya! |


Cluckin' Bell#
Hove Beach#
According to the TLAD debug script, which has a function for displaying hidden or unused blips on the map, it became known that on Crockett Ave there was a Cluckin' Bell fastfood place.
The biggest proof of this fact is a screenshot from the portfolio of one of the game developers.
(Source: josimar portfolio which was edited resulting in some pre-release screenshots being removed.)
Northwood#
game.dat16 (audio metadata file) has a leftover line indicating that the Cluckin' Bell in Northwood was supposed to be opened and accessible for the player, rather than closed as in the final version.
Same as with Cluckin' Bell in Hove Beach, there is a screenshot from the developer's portfolio that completely proves that this place was meant to be open initially. Also in the TLAD debug script, there is a leftover map blip indicating that this place was once planned to be open and accessible to the player.
(Source: josimar portfolio which was edited resulting in some pre-release screenshots being removed.)
Burger Shot in Cerveza Heights#
game.dat16 has a leftover line indicating that the Burger Shot in Cerveza Heights was supposed to be opened and accessible for the player, rather than closed as in the final version.
Not only that, the TLAD debug script, similar to the Cluckin' Bell in Hove Beach, has a leftover map blip indicating that this place was once planned to be open and accessible to the player.
Laundromat in Cerveza Heights#
Just like Burger Shot, the same leftover in game.dat16 file points to the fact that there was a laundromat interior in this district.
Moreover, one of the images of the area shows that the laundromat was indeed open, and not closed by iron rollers as in the final version of the game.
|
Early Design |
Final Look |
|---|---|
|
|
tw@ cafe in Lower Easton#
Yet again game.dat16 has a leftover line indicating that the tw@ cafe in Lower Easton was supposed to be opened and accessible for the player, rather than closed as in the final version.
It is worth noting that in Grand Theft Auto: Chinatown Wars this place is not abandoned and closed as in IV.
60 Diner#
This diner is located in Westminster, and has spawn points for waitresses, both outside and inside the building. game.dat16 contains a line about the second use of the Hove Beach diner interior, and apparently this was the place where it meant to be used.
Unfinished Warehouse#
In Chase Point, one of the warehouses has a well-developed collision, but the warehouse itself is inaccessible to the player, even if he gets into it, there will still be nothing in the place except that collision.
Videogeddon Arcade#
According to the leftovers of early design of Ruff Rider mission, the mission was supposed to take place inside Videogeddon Arcade place, there was also supposed to be some kind of office, and that's pretty much it about this place.
0xD89D3A78 = ~s~Go to the ~y~video arcade~s~!
0xAF3A06BE = ~s~Go downstairs to the ~y~Office~s~!
0x2A55C02A = ~s~ Find Jayvon and Bernice in the ~y~arcade~s~!
0x3D3FE745 = ~s~Get out of the Arcade!
Restaurant in Alderney#
Another find related to early mission design, this time it's a restaurant mentioned in an early and unused mission text for Smackdown. It's unknown what kind of restaurant it was or where exactly it would have been in.
TF_BYDSH_15 = ~r~Bucky~s~ has headed into the restaurant, follow him.
Safehouse in Alderney#
Removed Phil Bell mission tells about some safehouse that the player had to go to, since the mission does not have any details, it is impossible to say what kind of safehouse it was.
0x07AC129B = ~s~Go to the Target's ~y~Safe House.
Renderings of Unknown Interiors#
The files contain a considerable number of renders or screenshots of some interiors, which are either impossible to examine and understand whether such an interior is in the game or not, or interiors that are no longer exist in the game at all.




Unused and Removed Rooms#
Perestroika#
In the interior of Perestroika, behind the stage, there is a descent leading to a small corridor that has two doors, one door opens and behind it is a simple room that has QUB3D arcade cabinet and that's pretty much it, the second door is closed, and behind it there is a hidden and unfinished room that can be seen if fly outside the interior.
In the files this room can be seen in more detail, because it has proper lighting there, but there is nothing special about it, it is just unfinished, and does not even have a collision.
Suffolk Church#
The church's interior has a hidden section, never used by the game or shown in cutscenes, that leads to a small cemetery.
It is always closed from the street, and does not give any indication that it was meant to be enterable, if it wasn't for it's interior.
Burger Shot#
LOD of the Burger Shot interior shows that at one time the interior included toilet stalls, probably similar to the interior of Clukin' Bell, these stalls is closed in the final version of the game.
|
Early Design |
Final Look |
|---|---|
|
|
|
Concrete Jungle Apartment#
These apartments should have had rooms on the second floor, from which the LOD remained, with which early design of the Concrete Jungle mission was connected.
|
Early Design |
Final Look |
|---|---|
|
|
|
(Source: GTAForums Beta Hunt thread)
Bohan Blocks#
Apparently, the developers wanted to add large staircases in the blocks in Bohan similar to those in Northwood, but seems like that something didn't work out and they closed them with metal doors. It is also noteworthy that pedestrians can spawn in these closed areas.
|
Outside |
Inside |
|---|---|
|
|
Broker and Alderney Apartments#
Both of these apartments have one hidden room. It can be assumed that these rooms could have served as toilets, but according by how they look, the idea was never finished.
|
Outside |
Inside |
|---|---|
|
|
|
Mr. Fuk's Rice Box#
In the game files there is a several images of the early interior of Mr. Fuk's Rice Box, from which it can be understood that the place had a restroom for some time, which was removed during the process.
It is also worth noting that the place had more visible areas that were eventually hidden.
|
Early Design |
Final Look |
|---|---|
|
|
Early Design#
Superstar Café#
Superstar Café was originally going to be Rockstar Café, a reference to the developer and publisher in Rockstar Games. Audio files and models exist within the files. However, there is some oddities here, it is unknown why, but in the M_Y_FASTFOODWHITES sound bank there are no lines related to Rockstar Café, despite the fact that the employee model exist that could match the audio, perhaps developers dropped idea with this café and did not recorded any lines for this employee model.
Location |
Sound |
Subtitle |
|---|---|---|
|
Rockstar Café, what up? |
|
Welcome to Rockstar Café! |
||
Rockstar Café, hollaback now! |
||
Hey thanks for coming to Rockstar Café. |
||
|
Welcome to Rockstar Café! Congresses favorite. |
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Rockstar Café. We're out of coffe. |
||
Thanks for coming by to Rockstar Café! |
||
Come again! And bring more money. |
||
|
Hello, what can I get you? |
|
Hi, welcome to the Rockstar Café! |
||
See ya! |
||
Bye! Thanks for coming in. |



Burger Shot#
This extra low-res LOD for the shut-down Burger Shot in Cerveza Heights appears to show an early exterior design for the Burger Shot restaurants with a white background with red text for it's logo instead of the red background with white text as seen in the final. 
(Source: sebbellic01 on GTAForums)
Chairs were different according to render of this interior that was found in the game files.
|
Early Design |
Final Look |
|---|---|
|
|
In the mission Lure, the game uses early footage of Burger Shot commercial, from which a little more about the early design of this place can be found:
- The monitors were green, obviously unfinished;
- There was no door leading to the kitchen.
Additionally, the posters seen in the early version of the in-game Burger Shot commercial can still be found in the interior's LOD version.
Cluckin' Bell#
There are quite a lot images showing early Cluckin' Bell interior, the best ones were shared by one of the developers, but there's also some in the game files that shows early design of the place.
|
Early Design |
Final Look |
|---|---|
|
|
|
|
Early Design |
Final Look |
|---|---|
|
|
|
Hospital#
In the game files there is a render of one of the hospital rooms, it's hard to tell which one, as the render looks quite early and unfinished.
Triangle Club#
The game's manual has an image that shows earlier design of the Triangle Club. Despite having the same layout, lots of details were changed in the club.
|
Early Design |
Final Look |
|---|---|
|
|
Memory Lanes#
The place was more reflective and slightly darker, as evidenced by the env map texture found in the game files.
|
Early Design |
Final Look |
|---|---|
|
|
Perestroika#
Despite the strong blur, it can be seen that the placement of the tables was different, as well as the paintings on the wall, and the overall lighting was different.
|
Early Design |
Final Look |
|---|---|
|
|
Goldberg, Ligner & Shyster#
There is a texture in the game files that shows an early looks of the Goldberg, Ligner & Shyster interior lobby, texture is called bm_door_lawyers_env, which has a lot of differences compared to the final version.
|
Early Design |
Final Look |
|---|---|
|
|
The texture itself is horizontally flipped, so it has been edited for better clarity.
Playboy X Apartment#
An early version of the Playboy X apartment can be seen on the CNT TV show.
|
Early Design |
Final Look |
|---|---|
|
|
A texture with render of the kitchen can be found in the game files that looks different in comparison with final look of the place.
|
Early Design |
Final Look |
|---|---|
|
|
|
The paintings in Playboy X apartments were originally meant to be separate props and not part of one of the interior models. In the final there is only one painting is used, while the other two were reused in other interiors, but their names suggest that they were intended for this apartment.
|
Early Design |
Final Look |
|---|---|
|
|
|
Majestic Hotel#
The corridor had completely different lighting, and there were also no props at all, obviously the place was not finished at the moment when developer took the screenshot of the place.
|
Early Design |
Final Look |
|---|---|
|
|
The Libertonian#
Lots of differences, such as props, textures and even lighting in this interior.
|
Early Design |
Final Look |
|---|---|
|
|
Middle Park East Apartment#
The in-game website www.krapea.com has a picture showing the interior of Niko's apartment in a slightly different look.
|
Early Design |
Final Look |
|---|---|
|
|
Middle Park Toilet#
The game files contain a render showing the interior of the toilets in Middle Park in an early look. According by it, initially this place looked much cleaner than in the final.
|
Early Design |
Final Look |
|---|---|
|
|
|
Mr. Fuk's Rice Box#
The lighting in this place was different, much brighter than in the final version, also some props were missing.
|
Early Design |
Final Look |
|---|---|
|
|
|
Split Sides Comedy Club#
In the game files there is a texture that shown an early version of the Split Sides Comedy Club interior. The texture also points out to the fact that the place was initially somewhere in Alderney, due to its having nj tag in the name (ab_reflect_njcomclub).
|
Early Design |
Final Look |
|---|---|
|
|
Chinese Shop in Cerveza Heights#
A lot of props placement differences, it also seems like the place had two tables instead of one, also the lighting was more yellowish rather that clean white.
|
Early Design |
Final Look |
|---|---|
|
|
Elizabeta Torres Apartment#
The curtains in Elizabeth's apartment were different, they were open and it was possible to see the street through them, which isn't the case in final version of the game.
|
Early Design |
Final Look |
|---|---|
|
|
The early version also matches concept art of this apartment, probably developers decided to hid the windows at late stage of development.
Jon Gravelli Hospital Room#
The lighting in this room was different, much brighter than in the final version.
|
Early Design |
Final Look |
|---|---|
|
|
Miscellaneous#
Various things and oddities related to interiors and locations.
Unused Test Maps#
In the Windows version, there are some test maps left in the game's files called CJ_Test and AnimViewer While another unused test map named InteriorTest is listed inside of the game's code, it won't load as it doesn't have the proper files in the data. Watch on YouTube
Fastfood Closure#
It seems that fastfood restaurants originally had working hours, unlike in the final version of the game, where they work 24/7, as evidenced by these lines from the employees of the places. According to how they sound, the employees would not expect to see the player in a closed place.
Location |
Audio |
Subtitles |
|---|---|---|
|
Get out of here, Now! |
|
You better get out before we call the cops! |
||
|
We are closed, get out shithead! |
|
We're not open, leave! |
||
|
Yo, you're crazy, man. We're closed! |
|
Get out man, we closing the store! |
||
|
Get out, we're closed! |
|
Hey, we're closed! |
ZIP#
In the game.dat16 and american.gxt files, Modo is referred to as ZIP.
ZIP = Modo
The game.dat16 file says that in The Exchange district there was ZIP clothing store instead of the Perseus.
Michelle's Apartment#
Michelle's apartment has one oddity - the view from the window does not match where the game wants players to think that the apartment is located on Rotterdam Hill, when in fact the interior is in East Hook, on the same Mohawk Ave. Watch on YouTube
Prison#
In office.img there is a model called bm_prisonbog02, which is strange considering that in the final prison interior (the meeting room where Niko talks to Gerry) such bog is not used because there is no place for it.
The only place where this bog is used is the cabins on the Platypus ship, which has nothing to do with the prison.
Police Station#
In office.img there are many props with the POL prefix, which is an abbreviation for the police, and most of these props are not used in the police station interior.
It is worth noting that some of the listed props, such as GB_POL_locker02 & 03, GB_POL_boxlite01, GB_POL_coathooks are still present in the interior, but as parts of the interior itself, and thus they have no collision, but all other props were not found to be used there.

























