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A Hat in Time (Windows, Mac OS X)/Level Oddities & Secrets

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This is a sub-page of A Hat in Time (Windows, Mac OS X).

Hidden Concept Art on the Main Menu

AHatIntime Release HiddenMainMenuConcepts.png
Two planes with concept art likely used for assembling the Main Menu are hidden behind the logo on the Main Menu.


Hidden Badge Seller in the Spaceship

AHatIntime UnusedSpaceshipBadgeSeller.png
Hidden in the Spaceship Hub in all builds of the final game is Badge Seller, who was originally supposed to show up here after collecting a certain amount of Time Pieces. Upon unhiding him and talking to him, he works perfectly fine, allowing the player to purchase anything he has for sale.


Hidden Moleman in Mafia Town

AHatIntime HiddenMoleman.png
Hidden in the center of the underground cave of Mafia Town, which cannot normally be accessed by the player (except if they use a couple cannons in the level, but even then they only shoot through the cave and cannot explore it on their own), is a hidden model of Habboi's character, Moleman. This model can only be revealed by setting all mesh components to unhidden by a console command. This easter egg is one of two instances where this character is hidden in the game.


Hidden Pon in Mafia Town

AHatIntime MafiaTownPonInWall.png
Inside of the walls of the water tower structure in the center of Mafia Town is a single Pon, which can only be collected by using the Magnet Badge or by swiping at it with your weapon. This Pon is still present in the current version of the game.

Prototype Lava Mafia Town Remains

AHatIntime HiddenLavaRocks1.png
AHatIntime HiddenLavaRocks2.png
Still leftover in Mafia Town all the way back from the Prototypes are the lava rock platforms that were used in that version of the Act. The platforms are all non-solid, however, so they can't actually be used as platforms anymore. All of these were also Hidden in Mafia Town in Alpha and Beta builds.

The platforms use unique textures not used anywhere else:

Hidden Mafia Boss

AHatIntime HiddenMafiaBoss.png
Mafia Boss is still standing up at the edge of the platform for Mafia HQ, just as he was in the Beta builds. Also like in the Beta builds, he is Hidden normally, but can be unhidden via console commands.

Hidden Boxes in Deadbird Studio

AHatInTime DeadbirdBoxes.png
Several non-solid steel boxes are hidden outside the level at the lobby. The reason for their presence here is unknown. They are not visible normally, and can be seen by unhiding them through console commands.

Unused Moon Penguin Door Guard

AHatIntime UnusedPenguinNPC.png
In the lobby in Deadbird Studio, there's a Moon Penguin NPC that is Hidden and never gets unhidden. Given his position, he was supposed to be the door guard for DJ Grooves's side of the studio, much like how there's an Express Owl door guard for the Conductor's side of the studio. He's also actually hooked up to matinee data, and viewing the data in the game's Modding Tools reveals how he would've moved in the intro cutscene!


Hidden Chairs in Murder on the Owl Express

AHatIntime SecretCafeteriaChairs.png
Two chairs can be found in a wall under the cafeteria stairs in Murder on the Owl Express. Given that there's two chairs on one side of the stairs next to the couch, it's likely that these were meant to sit next to the couch on the other side of the stairs.

Lava Mafia Town in Train Rush

AHatInTime LavaMafia1.png
AHatInTime LAvaMafia2.png
Hidden far outside the level for Train Rush is, strangely, models leftover from an older version of Heating Up Mafia Town. All of this is Hidden normally, and must be unhidden through console commands to appear.

Leftover Science Platforms in Train Rush

AHatIntime HiddenSciencePlatforms.png
Leftovers from the leftovers found in the Beta builds for the Alpha version of Train Rush still exist in the final game, though far less remains than in the Betas. Two science platforms, which are otherwise unused, are still present in the outdoor panel platforming section. They are Hidden normally, and can be unhidden with console commands.

Vanessa's Manor 3rd Floor Remnants

One of the more well-known leftovers in the final game is the scrapped 3rd floor of Queen Vanessa's Manor, which was used in the Alpha and Beta builds of the game. Almost all of the Kismet programming for it got wiped, leaving the floor in an uncompletable state. Screenshots are provided in unlit lighting due the darkness of the area.
AHatInTime 3rdFloor1.pngAHatInTime 3rdFloor7.png
The main hall. Its appearance remains unchanged since the Beta. The invisible wall that blocked the player from proceeding past Snatcher Kid is still present.


AHatInTime 3rdFloor2.png AHatInTime 3rdFloor3.png AHatInTime 3rdFloor4.png
Rooms on the left side of the hallway. The transition from the 3rd floor to the attic no longer works. All of the interaction points to flip switches, press buttons, and plug in plugs are still present, but trying to use them results in nothing happening.


AHatInTime 3rdFloor5.png AHatInTime 3rdFloor6.png AHatInTime SnatcherKidRemnants2.PNG
Rooms on the right side of the hallway. In the initial release of the game, Snatcher Kid was still present on the 3rd floor, as can be seen in the third screenshot here. He is hidden normally, and console commands must be used to make him visible.


Due to the floor's presence and unused nature, several unique textures for it are otherwise unseen in the final game:

Hidden Treasure Chest in Subcon Well

Hidden inside of a pillar inside Subcon Well in the initial release of the game is a treasure chest that contains a relic. The Relic Finder Badge can pinpoint it with ease.
AHatIntime HiddenWellChest1.pngAHatIntime ReleaseHiddenWellChest2.png
This is leftover from the Beta builds, where the pillar that the chest resides inside of in the final game wasn't up against the walls of the room. Back then, it contained an Energy Juice item:
AHatIntime Beta SubconWellTreasureChest.png
The chest was removed within the first couple updates to the game.

Unused Subcon Forest Snatcher Minion Paths

There are quite a few Path Nodes in Subcon Forest that aren't used in the final game. These Path Nodes are all leftover from earlier Routes that were deleted or shortened for the final. The path that the Snatcher Minion takes when Hat Kid gets trapped in the net was originally much longer; it stops at the fork in the path just up ahead from the net, but there's Path Nodes that extend all the way to Subcon Village and up to the pit in front of the Toilet of Doom arena! This path was likely intended for a Snatcher Minion to guide the player to the village, as there's an unused and useless Remote Event in the level called "MinionsGuideToVillage". The video on the right shows a recreation of the extended path in a custom port map of Subcon Forest.












The other unused Path Nodes are mostly located in the swamp and near the starting area around Snatcher's home. These Path Nodes have no associated Route data for them, but footage from the two Subcon Forest swamp developer streams from October 2016 show that Snatcher Minions were meant to spawn deep inside the swamp and run through it, towards the main path. The paths are also different from the developer stream footage, which means that the paths were updated afterward and were still being considered for inclusion in the final game for at least a brief period of time. No Kismet programming for this exists in the final game. The video on the right shows a recreation of the paths in a custom port map of Subcon Forest.









Subcon Thorn Wall

AHatInTime ThornWall1.png
Floating in the void to the right of Subcon Village near the pit the player has to cross to access the Toilet of Doom is a unique thorn wall model not seen anywhere else. This is a remnant of the original mission in Act 1 of Subcon Forest, when it was called 'Breaking the Ice'. This wall would've barricaded the player from accessing the Toilet of Doom, which back then did not have a large pit between it and Subcon Village.
This wall is actually still hooked up to Kismet programming, and will change if the player types "re BlossomThornWall" into the developer console:
AHatInTime ThornWall2.png
The model disappears and this version appears, showing flowers with a unique texture as well as allowing access to the path it once blocked.
AHatInTime Flower red.png
If the command is run again after this, the wall disappears entirely. Future commands fired off will then essentially toggle the thorn wall being visible. The "un-bloomed" thorn wall will actually only appear on the Chapter's first Act, Contractual Obligations. In all other Acts, the wall is already bloomed when the level loads.

Hidden Badge and Hidden Yarn in Subcon Forest

Hidden in two random bushes in Subcon Forest are a free Magnet Badge and Dweller Yarn. The player can obtain these by throwing a Brewing Hat chemical flask at them, something that is not hinted at or told to the player at all. In-game, objects that can be broken with chemical flasks are indicated by a yellow and black tape, while these bushes look just like any other bush. It's unknown why these secrets exist, and no bush in any other level in the game do something like this.

The Dweller Mask Yarn is located near the branching path to Vanessa's Manor.
AHatIntime HiddenYarn1.pngAHatIntime HiddenYarn2.png

The hidden Magnet Badge is located near the abandoned village.
AHatIntime HiddenBadge1.pngAHatIntime HiddenBadge2.png


Hidden Foliage Detail in Subcon Forest

AHatIntime HiddenLog.png
Hidden around many areas of Subcon Forest are small foliage details inside of other models or so far out of bounds that the player would never see them. The log in the picture above is only one example of this. It's unknown why so many foliage details ended up misplaced like this, but it could be that due to the time crunch the game was experiencing in 2017, the developers simply didn't have the time to clean the details up.


Hidden Mafia in Sleepy Subcon Rift

AHatInTime SubconRiftMafia.png
In the purple rift for Subcon Forest is a single Mafia placed on one of the falling ice tower platforms. This Mafia normally triggers the collapsing tower, falls into the death plane, and dies before the player has a chance to see him at all. By pressing F4 with cheats enabled through the developer console, time will freeze for all objects in the level except the player, allowing the player to fly over to him with additional console commands. It's rather strange for the Mafia to be here, as there are no other Mafia enemies in this rift. He may be leftover from the original design of the rift, when it was still themed towards Mafia Town. This Mafia can actually easily be seen in the Nintendo Switch version, due to the lower graphical settings and draw distance set for the game for that version. The player can effortlessly encounter this Mafia just by playing the level normally.


Hidden Cameras in The Old Windmill

AHatInTime wmillcams.PNG
Two cameras from Deadbird Studio are present in a platforming segment in the windmill area of Alpine Skyline. They are hidden normally, and do not interact with the player unless unhidden through console commands. It's unknown why they're present here, with even Habboi commenting on their strange appearance here in his developer playthrough of the game. They've been present in the level since the game's launch, and were never removed.


Leftover Pon Trail

AHatInTime PonTrail.png
A trail of 14 Pons in the Windmill area of Alpine Skyline, floating over the bottomless pit that spans the entire level. These are located on the other side of the area the player travels to during Alpine's finale Act, and are placed in a formation that resembles other Pon trails along ziplines in the level. It could be possible that these are leftover from a zipline that originally went through this part of the level, although no known prerelease screenshots or footage show a zipline in this area.

Hidden Mountain and Cloud

AHatIntime HiddenMountainCloud.png
Underneath the main mountain platform that the Windmill is on is a much smaller mountain platform and a single cloud. The cloud is completely hidden by the larger mountain platform, while the smaller platform just barely pokes out from the backside of the larger one. Unknown why these are here.

Floating Skeleton

AHatInTime skeleton.png
A skeleton can be found floating off beyond the Mysterious Time Mesa in Alpine Skyline, close to the level's origin (location coordinates 0,0,0). Its presence evokes questions, but nearby the skeleton is hidden, non-solid rope collision, implying there might've been a mountain here at some point that was deleted, leaving these leftovers as the only remnants of it.

Hidden Throne Room Lava Pit

AHatIntime HiddenLavaPit.png
In the throne room in Mustache Girl's castle is a normally unseen pit that leads down into a lava pool. In the cutscene that plays when the player first approaches the throne, this pit is utilized, but never shown to the player.

Unused Empress Rocket

At the very start of Rush Hour, there's a Hidden, unactivated Empress Rocket launcher Actor that is never activated at any point. It's likely that it wasn't used in order to keep the tension higher in the Act, as it would feel off for Empress to be making her microphone announcements at the start with her also already being there firing at you.











Coop Respawn Actors

Upon initial release, an Actor for respawn points used in both Coop as well as Time Rifts before release was leftover in both the code and Hidden in certain maps. There were 7 in the main Mafia Town maps and 4 in Queen Vanessa's Manor, all identical to the crystals leftover in the Beta Builds. As for Blue Rifts, there was 1 in the Alpine Cat Blue Rift and 3 in the Alpine Goat Blue Rift. These were likely meant to be removed already, like in all of the other Blue Rifts. For Purple Rifts, there are 6 in the Mafia Purple Rift, 2 in the Deadbird Purple Rift, 5 in the Sleepy Subcon Purple Rift, and 3 in the Alpine Skyline Purple Rift. None of these are in the game anymore.









Vanessa's Curse

Debug Area

AHatIntime VC HiddenGears.png
Hidden not too far down below the front entrance of the manor is a platform using the default texture, with three pulsing gear objects that can be picked up. There's also a small cylinder floating above the platform. It's unknown what purpose any of this served, but it's possible to carry the gears to the basement area and throw them against a specific machine, at which point they disappear and play a 'kerchunk' noise. Perhaps they were the original way to open the basement area up during a match, or were required to be thrown into the machine to be able to use the lever?

AHatIntime VC DebugPlatform.png
Hidden further below the manor is a flat platform with the default texture applied, showing numerous debugging interaction points and text. Sadly, none of the interaction points do anything. Interestingly, there's a interaction point for something called 'Bumpy Crows', which indicates that Pushy Crows appearing in the level might've been an event at some point.

AHatIntime VC DebugPlatformGhostKid.png
There's also a ghost Hat Kid model on the platform that doesn't appear to serve any purpose.

AHatIntime VC DebugPlatform2Gate.png
Behind the platform is another platform a bit higher up that has a random Rift Gate floating above it, which, based on the digit graphic it uses, needs at least 9 Rift Pons to enter. It's unknown why this is here.

AHatIntime VC DebugRoom.png
Finally, inside of the taller platform is an empty room sans some pillars and a couple lamps.


AHatIntime VC DebugFlame.png
A small, hidden blue flame sits inside the waiting box at the lobby area. According to a hidden Note Actor placed beside it, this was for debugging purposes involving who would be the first cursed at the start of a match. It doesn't seem to have any functionality left in the current version.


Hidden Objects

Objects that are present in the level, but do not appear normally because they're set to be Hidden.

AHatIntime VC HiddenOwl2.pngAHatIntime VC HiddenOwl1.png
There are two random hidden Express Owl NPCs, one floating above the fire next to Snatcher's house, and the other is humorously stretched up in the small room above the kitchen. Neither can be talked to.

AHatIntime VC Moleman.png
There's a Moleman trapped inside the cage outside Snatcher's house.

AHatIntime VC HiddenBook.png
Hidden in the library room is a large, gold book on one of the bookcases. There's also an interaction point above it, but trying to use the interaction point results in nothing happening. It's unknown what purpose the book once served, if any.

AHatIntime VC UnusedWarp.gif
An unused spring teleport with a gate in front of it, both floating just out of bounds next to the cat vacuum in the basement that takes the player to the lobby. The spring teleport is fully functional, teleporting the player to an otherwise difficult-to-see trapdoor in the library (GIF is provided in unlit lighting to more easily see this). It's unknown why this warp went unused, and given its placement in the level, it might've been replaced by the cat vacuum path in the final version.

AHatIntime VC FloatingBook.png
The sequel to the floating skeleton in Alpine Skyline, a large, floating book can be found far off on the left of the manor. It's unknown what its purpose is or was, and why it's here.

AHatIntime VC HiddenFireLogs.png
Hidden in the fireplace in the dining hall are some logs sitting in the fireplace. Might've been disabled due to potentially blocking players from entering the fireplace easily.

AHatIntime VC HiddenCursedKidsStones.pngAHatIntime VC HiddenCursedKid.pngAHatIntime VC HiddenHatKid.png
A few objects that were used for the mode's reveal trailer. Two cursed kids standing in the main hall on the 2nd floor, a cursed kid standing outside of the doorway to the 2nd floor bedroom on the left side of the manor, and a normal Hat Kid standing outside the front entrance to the manor. There's also some stones behind the two cursed kids in the main hall that also appeared in the trailer.

AHatIntime VC HiddenStones.png
There's also some hidden stones around the golden statue in the garden, which didn't actually make an appearance in the trailer.

AHatIntime VC UnusedCatVacuum.png
Finally, there's an unused cat vacuum attached to the wall in the other 2nd floor bedroom, the one closer to the middle of the manor. It's likely leftover from an older version of the mode.

Unused Roulette Events

AHatIntime VC UnusedPushyCrowRoulette.gif
(Click to play)
An unused and scrapped roulette event that would spawn Pushy Crows next to players. Can be triggered in the debug area during an active match with the RE command, "Roulette_BumpyCrows". The Pushy Crows despawn after a few seconds.



There's another scrapped roulette event, which would've forced cursed kiddos to carry Conductor babies. Another RE command, "daycaretest", can be fired, but it simply brings up Noodly Annoyance, suggesting that Noodly Annoyance replaced the baby event. There's also an unused material for the babies that the players would've carried during the event, which is a dark purple fresnel material.