This is a sub-page of Grand Theft Auto V.
Prologue
Torching The Prologue Server Room#
|
|
To do:
|
Originally, it was planned for the server room, also known as the camera room to be destroyed during the mission by the player. This would have destroyed all of the camera recordings, which is also why in the final game Michael, Brad and Trevor aren't all that worried about showing their faces on camera during the heist.
SURVEILLANCE Room#
In the building that the player starts in at the beginning of the mission, there is an inaccessible SURVEILLANCE room.
This room is tied to a cut mission objective, where the player would have had to destroy C.C.T.V. evidence. This room was made inaccessible when that objective was cut during development.




prologue_monitor_smash.awc#
Entirely unused audio container whose name shows its sounds were meant for smashing the monitors in the cut "Prologue" objective about going to the security room.
Filename |
Audio |
|---|---|
0x0AAC0F3B |
|
0x0DEA27E4 |
|
0x0E3CCF07 |
|
0x0FC10B51 |
|
0x1C6DF2BD |
|
0x05CD8036 |
|
0x122F1E46 |
|
0x155C5DE0 |
|
0x166C400B |
Location: x64\audio\sfx\script.rpf\prologue_monitor_smash.awc
Text#
0x63ACF4C2
~s~Go to the ~y~security~s~ room.~s~
Self explanatory mission objective.
0x9C2D0ADE
~s~Shoot the ~r~monitors.~s~
According to this mission objective text, the crew would've shot the monitors, presumably the ones in the security room.
Location: x64b.rpf\data\lang\american_rel.rpf\prolog.gxt2
Code#
Thanks to a source code leak from 2022, it is possible to take a look at the code used for this mission. All of this code exists in the final game and is ran when playing the mission.
A couple of things relating to the security room can be found in the code.
In the audio track there is a track known as PROLOGUE_TEST_HEAD_TO_SECURITY_ROOM_MA. Sadly, no audio for this track is left-over. There is some code left-over that sets the current playing audio track to NO_AUDIO whenever the music event PROLOGUE_TEST_HEAD_TO_SECURITY_ROOM_MA is triggered. This is standard functionality done for all audio tracks, like that of the hostages.
This unused audio track would've played after Michael's and Trevor's encounter with the security guard. The line of code that plays the empty audio track has the comment //Score above it.
There is also left-over code for opening and closing the security door. In the final game, the only one that is used on the door is the closing one.
The door will be closed by the game when the player is in a range of 15.0, 5.0, 1.5 of the position 5307.029785, -5180.698730, 84.018654. (You can see the "range" value like a box that when entered, triggers the function). This only happens when the current mission objective is past the loading stage and before the 'get in the car' objective pops up.
This code ends up being unneeded, due to the door spawning in closed in the first place.
There is also code for the door being opened. In the case of this code being ran with the hash for the door inserted, the door will become unlocked. The function used for this is the function DOOR_SYSTEM_SET_DOOR_STATE(iFrontDoor, DOORSTATE_UNLOCKED, FALSE, TRUE). With iFrontDoor being set to HASH("CCTV_ROOM_DOOR"). This bit of code is never activated under any circumstances.
The door in question is a door with the model v_ilev_cd_door3 at the position 5305.46, -5177.75, 83.67. (This is the door seen with the white "SECURITY" text during the prologue mission. The door can be partially seen on the interior screenshots found above this section.)
There are also some snippets related to a mission sequence known as stageDisableCameras, which sadly has no left-over code or assets. This section was commented-out and not included in the final game. Documentation for this code can be found on the development page.
Location: update\update2.rpf\x64\levels\gta5\script\script_rel.rpf\prologue1.ysc
Franklin Switch For Prologue#
For some reason, the player switch icon list for prologue includes Franklin. This asset is likely here due to the switch texture binary being a copy from the normal switch icons.
|
allcharacters |
allcharacters_balaclava |
|---|---|
|
|
Locations: update\update.rpf\x64\data\cdimages\scaleform_generic.rpf\player_switch_prologue.ytd & Location: x64b.rpf\data\cdimages\scaleform_generic.rpf\player_switch_prologue.ytd
Unused Text#
|
|
To do: |
0x03A5ED47
~s~Stay in the ~y~lobby~s~ and watch over the hostages.~s~
In the final game it is not possible to move during the hostage sequence.
0x0FD93C5F
~s~Hold ~INPUT_SPRINT~ to sprint when outside.~s~
This hint got replaced with a different hint that shows the player that they can sprint, which is shown whilst inside.
0x7B443543 & 0x4D67C6CF
~s~Wait for ~b~Trevor~s~ to get to the car.~s~
~s~Wait for ~b~Brad~s~ to get in the car.~s~
The game asks the player to wait for the entire crew instead.
0x4F124FDC
~s~Grab the ~b~woman.~s~
The woman in question is grabbed during the intro sequence by a character not controlled by the player.
0x694E1EFD
~s~The hostage got away.~s~
Apparently, it was planned for the hostages to have the ability to escape. Known as PRO_FHOSTAWAY in the early console releases. ('PRO' stands for 'Prologue', 'F' stands for 'Fail' and 'HOSTAWAY' stands for 'Hostage Away'.)
0x76E8916C & 0xC76F2916
~s~SWITCH to Michael to drive.~s~
~s~As a passenger press ~INPUT_VEH_PASSENGER_AIM~ to aim and ~INPUT_VEH_PASSENGER_ATTACK~ to shoot from a vehicle.~s~
It was going to be possible to play both as Trevor and Michael during the driving sequence.
0x94B24CA7
~s~Go to the ~r~guard.~s~
0x96297413
~s~Press ~INPUT_CELLPHONE_CANCEL~ to exit the phone menu and put away the phone.~s~
The final game automatically puts away the phone to play the vault exploding cutscene.
0xD1EC09D4
~s~Stay in the ~y~lobby~s~ to safely detonate the explosives.~s~
The player cannot leave the lobby during this sequence, even when using cheats to get out of the lobby, this hint does not show up.
0xD55551E9
~s~The chopper lift zone was abandoned.~s~
Apparently, at one point, there would've actually been a chopper or the shootout sequence with the cops after the car crash would've been more in-depth. This string is known as 'PRO_FRANAWAY' in the first gen releases. ('PRO' stands for 'Prologue', 'F' stands for 'Fail' and 'RANAWAY' stands for, well, 'Ran Away'.)
0xC66B8FC5
~s~Drive to the ~y~helicopter pick up point.~s~
The game instead of saying this, simply says that the destination is marked in yellow on the players mini-map/gps.
Location: x64b.rpf\data\lang\american_rel.rpf\prolog.gxt2
Complications
Tracey calling 'Jay'#
This image known as arm3connectedbaby would've served a similar purpose to the used asset arm3connectedlara. This image would've shown up on Tracy's phone screen during the mission Complications instead of Lara's used image based on the images name.1 The 'arm1' in the file name does suggest that this asset could've once been for the 'arm1' mission, which is the mission 'Franklin and Lamar'.
Location: x64b.rpf\data\cdimages\scaleform_generic.rpf\arm1_connected_baby.ytd
Friend Request
Presentation 'Blow' Sound#
A sound effect plays from Michael's cellphone after the player calls the 'Jay Norris' contact. In-game this audio can be quite hard to hear and is partially cut off thanks to the call sound of the presentation.
|
Sound from the presentation. |
Sound from Michael's cellphone. |
|---|---|
Location (Presentation): x64\audio\sfx\script.rpf\lester1b.awc\0x1C9403C8 | Location (Cellphone): x64d.rpf\movies\lester1b_2.bik
Prototype Phone Texture#
There is an unused texture for the 'prototype phone'. In the game files, the prototype phone is the phone that Michael puts the bomb in.
This texture is a placeholder texture. The final phone model has the textures for it stored in the model package.
Location: x64c.rpf\levels\gta5\props\lev_des\lev_des.rpf\phone_prototype.ytd
Presentation Video Left-Overs#
In this mission the final assassination presentation is handled through a video stored in a Bink 2 format. Due to this video being recorded in GTA V and due to lazy developers, almost all assets for the presentation can be found in the game files.
Lifeinvader Docker Phone UI#
These graphics were used for the making of the recording shown in the mission 'Friend Request'. Whilst some of these graphics are visible, they are really hard to view. Also the presentation shown in-game is a prerecorded video, which makes these assets fully unused in-game.
Location: x64b.rpf\data\cdimages\scaleform_generic.rpf\ls1_lifeinvader_call.ytd
Location: x64b.rpf\data\cdimages\scaleform_generic.rpf\ls1_lifeinvader_home.ytd
Location: x64b.rpf\data\cdimages\scaleform_generic.rpf\ls1_lifeinvader_updates.ytd
The Bureau Raid (Firefighter approach)
Bomb Planting Sounds#
There are multiple high pitched noises left-over along-side some splashing sounds and a sound of a toilet tank lid being moved. Meaning that originally, it was planned for the bomb to go in the toilet's tank, instead of the bomb going behind the toilets drainage.
Location: x64\audio\sfx\script.rpf\fbi_heist_s4_plant_bombs.awc
Struggling In The Bathroom Noises#
This mission has a sound bank associated with it that contains noises of a woman struggling on the toilet. This audio existing hints at three things. Either the toilets were going to be gender neutral, Michael was once going to plant the bomb in the ladies room or an audio event coming from the other restroom got scrapped due to being confusing.
Listening to the audio, it seems like Michael wasn't going to be the only one there "blowing up" a bathroom.
Location: x64\audio\sfx\script.rpf\fbi_heist_s4_bathroom.awc
Grass Roots - Michael
Alternative Music#
Found in the 'streams' folder. barry_01_music.awc is an entirely unused audio container that has another edit of V-I-S-I-T-O-R-S by Visitors, the song heard in "Grass Roots - Michael". Unlike the used sound, found in audio_music.rpf, this one has a less heavy distortion effect and has less of the song trimmed out (making this 4:23 while the used one is 3:54).
|
ALIEN_MUSIC (barry_01_music.awc, unused) |
ALIEN_MUSIC_1 (alien_music.awc, used) |
|---|---|
Location: x64\audio\sfx\streams.rpf\barry_01_music.awc
Assassinations
Old Assassination Mission Target Pictures#
There are textures for an early version of assassination missions featuring GTA IV style peds with an early version of the map in the background.




Location: x64v.rpf\textures\script_txds.rpf\assassinations.ytd
Misc.
Character Intro Stingers#
The playable characters originally had stingers, whereas the most logical guess is for Character Switch.
Audio |
Name |
Character |
|---|---|---|
0x0FBEE021 |
Michael |
|
0x180A0957 |
Michael |
|
0x189E18FB |
Michael |
|
0x0EDBD84D |
Trevor |
|
0x152501D1 |
Trevor |
|
0x1D51CE4F |
Trevor |
|
0x162C23FD |
Franklin |
|
0x167BC2DA |
Franklin |
|
0x1D67AF32 |
Franklin |
Location: x64\audio\sfx\script.rpf\char_intro_michael_01.awc & x64\audio\sfx\script.rpf\char_intro_franklin_01.awc & x64\audio\sfx\script.rpf\char_intro_trevor_01.awc
Alternative Mission Completed Jingles#
mission_complete_franklin_big_01.awc
The first of multiple completely unused audio containers whose filenames indicate their contents were meant to be Mission Complete music like in previous Grand Theft Auto games. They come in different variants named after each playable character, in "big" and "small" versions (their exact purpose being unknown, likely similar to Grand Theft Auto IV that had such stingers).
There is a chance these sounds' current form were placeholders, because they are clips of previously released songs by the game's composers. In the case of the tunes here for Franklin, they are ripped from West Coast Rocks by The Glitch Mob.
An additional thing to note is that for some reason in the STREAMS folder there are similar but not identical duplicates of audiofiles and the following Mission Complete containers.
Filename |
Audio |
|---|---|
MISSION_COMPLETE_FRANKLIN_BIG |
mission_complete_franklin_small_01.awc
Entirely unused audio container with the "small" version of the Mission Complete music for Franklin.
Filename |
Audio |
|---|---|
MISSION_COMPLETE_FRANKLIN_SMALL |
mission_complete_michael_big_01.awc
Completely unused audio container with the "big" version of the Mission Complete music for Michael. The song heard here is The Silver Seal by Tangerine Dream.
Filename |
Audio |
|---|---|
MISSION_COMPLETE_MICHAEL_BIG |
mission_complete_michael_small_01.awc
Entirely unused audio container with the "small" version of the Mission Complete music for Michael.
Filename |
Audio |
|---|---|
MISSION_COMPLETE_MICHAEL_SMALL |
mission_complete_trevor_big_01.awc
Completely unused audio container with the "big" version of the Mission Complete music for Trevor. It's unknown what song is heard in both of his tracks.
Filename |
Audio |
|---|---|
MISSION_COMPLETE_TREVOR_BIG |
mission_complete_trevor_small_01.awc
Entirely unused audio container with the "small" version of the Mission Complete music for Trevor.
Filename |
Audio |
|---|---|
MISSION_COMPLETE_TREVOR_SMALL |
Location: x64\audio\sfx\script.rpf
The versions listed down below are found in the 'STREAMS' folder. The only difference between these and the ones shown above are audio quality and the fact that these are stored as stereo files, instead of two different tracks.
To be more precise about the audio quality, the files documented above are 32006 Hz and the files documented down here are 48000 Hz.
Filename |
Clip |
|---|---|
mission_complete_michael_big_left.awc & mission_complete_michael_big_right.awc |
|
mission_complete_michael_small_left.awc & mission_complete_michael_small_right.awc |
|
mission_complete_franklin_big_left.awc & mission_complete_franklin_big_right.awc |
|
mission_complete_franklin_small_left.awc & mission_complete_franklin_small_right.awc |
|
mission_complete_trevor_big_left.awc & mission_complete_trevor_big_right.awc |
|
mission_complete_trevor_small_left.awc & mission_complete_trevor_small_right.awc |
Location: x64\audio\sfx\STREAMS.rpf