Persona 5
Persona 5 |
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Developer: Atlus This game has unused animations. This game has a prototype article This game has a prerelease article This game has a notes page |
Persona 5 is another entry in the line of Persona 4 spin-off games. Don't let the title fool you.
About three years later, it got an updated re-release titled Persona 5 Royal.
To do: Still some stuff to do;
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Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Resources
Unused Animations This is a GIF-heavy page! Pro-squeak with caution! |
Unused Areas Good thing Kamoshida sorted out his rat infestation problem for the final game. |
Unused Cutscenes If you thought the story was as long as it was, you have no idea! |
Unused Graphics A portrait says a thousand words. |
Unused Textures It's the carpet of life... |
Unused Models Ren: Mama mia! |
Unused Text Debug Time goooooo! |
Unused Voice Clips Let's not say that today. |
Oddities Stuff hidden within the reflection of oneself... |
Data
Unused Enemies Data I don't need should be deleted! |
Unused Personas Admit that you lowkey wanted to use Loki. |
Unused Items You better not use these to pull a prank. |
Doubt Break leftovers Am I just annoying you now? |
Unseen Geometry
Kamoshida's Palace
Dungeons
Inaccessible Corridor
This strange corridor can be found in the dungeon where the player and Ryuji escape from Kamoshida's Palace for the first time after locking up his shadow, and even is marked on the map as an explorable area. Despite this, the player can never normally visit this area as during the escape it is blocked off by guards and Ryuji prevents the player from approaching it, and the dungeon cannot be visited after the player leaves. The lantern model in front of the doorway is unique to this very small part of the dungeons, and collision in the doorway prevents the player from entering. The design of this part of the dungeon seemingly matches up to an unused section of Kamoshida's Palace, likely meaning the doorway was meant to lead there before the larger dungeon area was cut.
Hidden Passageway
Kamoshida's Training Hall of Love has a portion that cannot be visited normally as a permanently locked gate blocks the path leading to it. The path that can be seen by the player but cannot be visited has two torture gyms that lack NPCs and proper collision, a stack of boxes that is flagged as a climbable object but lacks collision, and between these gyms is a locked gate that contains an area that cannot be seen at all in-game. Of note is that both the torture gyms on this inaccessible path can be checked when finding proof of Kamoshida's abuse of the volleyball team with Ryuji and Morgana, with the empty gym using the same audio and text as the treadmill gym, and the gym with the net using the same audio and text as the cannon gym. Oddly, checking both these gyms will fulfil the requirements for that part of the game, and the torture gyms on the path lack audio and cannot be interacted with if this path is accessed at any other time.
If the path is accessed when the player first enters the Training Hall of Love, Ryuji will prevent the player from opening the gate between the gyms, commenting "Looks like we can't go that way.". The gate can be opened from the other side, however. The wooden beam that runs through the gym next to the climbable boxes causes the player and their party to go into the "crouch walking" animation, and stops just outside of the door to the switch room, likely indicating the player would've entered the unseen path by climbing the boxes and walking along the beam. To the right of the unseen area is a locked door unlike anything else seen in the game, at the top of a short stairway. Curiously, this door is placed close to the area where the player enters the Training Hall of Love. Going to the left leads to a similar door that when opened, leads into a small room containing a stack of boxes and a nonfunctional switch on the wall. If this area is accessed after investigating the Training Hall of Love, the door leading to the switch room will be opened outwards of the room, blocking off the beam path.
Central Tower
Additional Stairway Room
In the Slave Room where the Torn King of Desire is fought, there is a small area of collision that can be found by going past the doorway that leads to the stairway to the throne room. This small area of collision is a wall with a hole in it, this hole is roughly the same size as the doors seen in the castle. This small piece of collision seems to imply there was meant to be another room before the door to the stairway.
Moon
Oddly, the moon is also present in the geometry for the Slave Room, despite not being visible at all on the map. There would also be no way of seeing it normally even if it was visible as the Slave Room has no areas where the player can look outside, and doesn't even have a skybox.
Slave Rooms
In-Game | Collision Data |
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The permanently locked doors seen in the Slave Room actually have rooms modelled behind them even though the doors can never be opened normally. There's also a block of collision in each room that is roughly the same size as the unused bed model.
Niijima's Palace
Leftover Collision Data
Collision Data | Prerender |
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In the circular part of the Manager's Area, there is a wall behind the treasure pillar between the two counters with two plant containers and a bin awkwardly placed in front of it. The area behind this wall has collision data for a small hallway leading to a doorway. What this hallway once looked like can be seen in a prerendered image for the Manager's Area.
Shido's Palace
Engine Room
The geometry for the Engine Room of Shido's Palace contains this untextured object in the vicinity where Akechi is fought. It cannot be seen at all in-game due to the player being blocked off from exploring most of the Engine Room normally, and none of the camera angles of the cutscenes before and after the Akechi fight have it in frame. This piece of geometry is not present on the battle field for the Engine Room.
Field 158 Leftovers
A single unused ENV file for field 158 exists within the game. This ENV file creates a dense fog unlike anything seen in the game.
Unused Code
Unused Disguise Mechanic
There's unused code for disguising the player as an overworld shadow in the Metaverse. Enabling it turns them into the enemy, allowing to sneak past them. Available actions are walking/running, hitting searchable objects, jumping across gaps and on climbable spaces, and sneak attacking on enemies; attacking them or opening a door removes the disguise. It utilizes the unused Disguise gauge as a meter, located on the bottom left of the HUD, for duration and clicking L3 removes the disguise, although the L3 and duration functions don't work. Removing the disguise, the gauge slowly fills up to charge and disappears after it's maxed. In the December 2015 prototype, this is Ann's Rank 10 Confidant ability.
Although the function is mostly removed in Persona 5 Royal, the Not-Seen-By-Enemy function became used for an accessory named Invisible Veil, a reward item from Jose for completing the Thieves Den.
Gauge, In Use, Draining | Gauge Recharging |
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CALL_WANTED_EXP_PANEL
This command calls an animation of a wanted poster showing the text GET EXP - EXP Earned, with a picture of either Joker or the Phantom Thieves logo being spotlighted with numbers counting up; the command ends with Joker laughing. It actually does give everyone in the party experience points. While the command is never used, unused code in prototype versions of the game reveals that it was meant for getting EXP from treasure chests, something that never happens in the final game.
While the code for the command originated from the PS3 release, the textures needed for the command to execute were found in the Persona 5 Royal remaster.
Unused Skills
Several unused skills exist within the game but go unused.
Hex ID | Name | Element | Description | Target | Cost | Notes |
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186 | Trafuri | Status | Escape 100% successfully from most battles. | Entire party | 24SP | Both of these skills appeared in previous Persona instalments but go unused here. Both of these skills appear to go unused as they are rendered redundant by the Vanish Ball and Goho-M, respectively. Oddly, Trafuri does not allow the player to escape from an enemy Ambush, unlike the Vanish Ball. |
187 | Traesto | Status | Return to the entrance of the Metaverse. | Entire party | 18SP | |
1C0 | Whip Strike | Physical | BLANK | One enemy | N/A | Located between Tongue Whip and Lustful Slurp. Appears to have been intended for Suguru Asmodeus Kamoshida. |
204 | Royel Jelly | Healing | Item
Cure Mouse |
N/A | N/A | A ghost skill intended for an item that was never implemented. Even if a teammate is Rattled, trying to use this skill will bring up the message "No target available". The apparent misspelling in the skill's name is intentional, though this typo was fixed in Royal to properly say Royal Jelly. |
205 | Organic Herb | Healing | Unused Item | N/A | N/A | A ghost skill intended for an item that was never implemented. It can only be used during battle, but trying to use it will bring up "No target available". |
208 | Kopi Luwak | Healing | Unused Item | All allies | N/A | A ghost skill intended for an item that was never implemented. It can only be used outside of battle, using it will restore 100SP to all allies. |
282 | Mental Hack | Automatic | Know the effective choice beforehand in conversation. | N/A | N/A | Grouped with Futaba's Confidant bonuses. Despite its description, it doesn't actually do anything. |
291 | Lust Sphere | Almighty | Medium Almighty dmg to all foes. | All enemies | 14SP | Has a description which is identical to the one used for Megido. Appears to also have been intended for Suguru Asmodeus Kamoshida, given the skill name and the animation resembling his Gold Medal Spike. Renamed Shot of Lust in Royal. |
363 | Baton Pass | Automatic | Calm things down with humor. Usable when Sense is at "Sensitive". | N/A | N/A | Despite its name, it does't seem to be related to the Baton Pass that happens during battle. |
364 | Soul Touch | Automatic | In the real world be able to tell who has Treasure in Mementos. Usable when Instinct is at "Wild". | N/A | N/A | |
3DC | Zenith Defense | Automatic | Nullifies Fire/Ice/Wind/Elec/Nuke/Psy/Bless/Curse Skills. | N/A | N/A | |
3E1 | BLANK | Status | Disguise as a gigolo. Usable when Sex Appeal is at "Dripping". | N/A | N/A | These appear to be unused confidant abilities. The description of the skill at hex ID 3E3 doesn't properly fit in the skill description box. Sex Appeal and Finesse appear to be early names for the Charm and Kindness stats. |
3E2 | BLANK | Status | Enables the viewing of the actions of others. | N/A | N/A | |
3E3 | BLANK | Status | Enables you to profess your love to a woman. Usable when Sex Appeal is at "Kill with Eyes". | N/A | N/A | |
3E4 | BLANK | Status | Act like a proper gentleman. Usable when Finesse is at "Thoughtful". | N/A | N/A | |
3E5 | BLANK | Status | Enables entrance to fancy facilities. Usable when Guts is at "Bold". | N/A | N/A | |
3E6 | BLANK | Status | Broadens the range of movement at night. Usable when Guts is at "Dauntless". | N/A | N/A |
Unused Accessory Effects
There are several accessory effects defined in the game that are not used in-game, due to the accessories they are attached to being unused.
- +1 Clip, +2 Clips and +3 Clips - These are attached to the unused accessories Extra Mag 1, Extra Mag 2 and Extra Mag 3. They should give the equipped character extra bullet(s) for their gun, but they don't do anything when equipped.
- Lowers enemy line of sight - Attached to the unused accessory Secret Hood. Like the name says, this should reduce the range that shadows can detect the player. It doesn't seem to have any effect when equipped.
- Raises enemy alert time - Attached to the unused accessory Stone Cap. It increases the amount of time the player is chased by shadows when detected. It seems to work.
- Lowers enemy alert time - Attached to the unused accessory Air Mino. It reduces the amount of time the player is chased by shadows when detected. Like the above, it seems to work.
- Resist Mouse and Null Mouse - These are attached for the unused accessories Towser's Belt and Zero-Day Pass, respectively. Their names imply they should prevent the equipped character from being inflicted with Rattled, however, it has no effect.
Unused Arcana Entry
There is an entry in the Arcana name table for the Aeon Arcana. There is no Confidant who represents the Aeon Arcana in game, and no corresponding tarot card for this Arcana exists. The Aeon Arcana has traditionally appeared in the enhanced editions of games in the Persona series since Persona 3 FES, however, the Aeon Arcana doesn't even see use in Persona 5 Royal, leaving its existence here a mystery.
Unused Flags
There are unused flags that when set, allow for the other Phantom Thieves to follow the player around outside of the Metaverse. Only three of these flags can be set at a time. The game will remove the "Morgana in a bag" model from the protagonist if Morgana's follower flag is enabled. The only one to see use in the final game is Ryuji's flag when he follows Joker around during the beginning of Kamoshida's Palace. It is noticeably unfinished, as only Ryuji, Morgana, Ann, Yusuke and Makoto have dialogue for being spoken to, and Goro's idle animation is bugged. The game also does not check to disable these flags when the player enters a Palace or Mementos, meaning that any thieves flagged to follow the player, except for Morgana, will continue to do so in their normal outfits until the player disables them. If the player enters a battle, the models of any Phantom Thieves that have been flagged to follow Joker in the overworld will be distorted for some reason.
Activating any of the out-of-Metaverse follower flags disables skip travel.
Regional Differences
European/American Version Changes
- The Anti-piracy warning screen was removed, though unused graphics exist for it.
- The game runs with English audio as a default, which can be switched to Japanese via a free DLC download. Pre-installed dual audio would be present in Royal.
Korean/Chinese Version Changes
- The icon for Almighty skills was modified in the Chinese and Korean version of the game, likely because it resembled a rising sun symbol.
Japanese/Western Version | Chinese/Korean Version |
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- Ryuji's shoes have the rising sun symbol removed in the Chinese and Korean versions, due to its association with Japanese imperialism.
Japanese/Western Version | Chinese/Korean Version |
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- Pages missing developer references
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- Games with unused animations
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