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User:Teflon/hl1page

From The Cutting Room Floor
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E1M1

E1M1 is one of the two Episode 1 levels that can be selected in the "New Game" menu.

The first two levels contain mostly minor differences, but the enemy layout in the third level diverges heavily from the final game. Compared to the final game, the third level is almost devoid of enemies. Two architecture changes can also be found in the third level; one minor, one major.

The CamBot enemy appears far fewer times than he does in the final E1M1 as well.

E1M1a

Prototype Final
Dk99 e1m1a 1.png Dk e1m1a 1.png

A CamBot was added to the starting area.

Prototype Final
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Toshiro Ebihara's body is missing in in this prototype.

Prototype Final
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The body near the Ion Blaster was moved to be away from it and the Ion Blaster itself was moved further right in the final game.

Prototype Final
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The truck in the intro is absent and a rock dividing the bridge was added to the final game, presumably for performance purposes.

Prototype Final
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The particles near the tree were changed to be round green sparkles and a Cambot was added.

Prototype Final
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A Protopod was added near the tight hallway.

Prototype Final
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A Froginator was added to the top of the split waterfall.

Prototype Final
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The secret area containing the Chromatic Armor was changed so that the armor is at the end of a small cave system instead of being right past the waterfall. The armor's position was also changed so that it isn't clipping into the cave.

Prototype Final
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The damaged sign is where the last Protopods are in the October 1999 build, but was moved to the right of the split waterfall in the final game.

Prototype Final
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A strange floating rock can be found on the opposite side of the Chromatic Armor secret in this prototype. It was removed in the final game.

Prototype Final
Dk99 e1m1a 11.png Dk e1m1a 12.png

The last Protopods are missing in the October 1999 prototype.

E1M1b

The Thunderskeet sequence does not work properly in the prototype. The alarm will sound and the bridge will be damaged, but no enemies will come out. This isn't a problem, as the bars that prevent the player from proceeding until the Thunderskeet is killed do not exist in this prototype.

Prototype Final
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The Froginator was replaced with a Goldensoul.

Prototype Final
Dk99 e1m1b 2.png Dk e1m1b 2.png

Just past the first RockGat is a second one. It appears to be slightly bugged, as it rises up, but cannot fire. It, along with two Medkits to the right of it, were removed in the final game.

Prototype Final
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The gate that closes when the alarm is triggered in the Thunderskeet arena does not exist.

Prototype Final
Dk99 e1m1b 4.png Dk e1m1b 4.png

Another Cambot was added to the Thunderskeet arena.

Prototype Final
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The bars that lock the player out of leaving E1M1b until the Thunderskeet is killed are not in this prototype.

Prototype Final
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Fruit and a Froginator were added to the left side of E1M1b's last room in the final game.

Prototype Final
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The area past the exit trigger has enemies in this prototype, but not in the final game.

Prototype Final
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There is a Froginator at the corner to the Goldensoul in this prototype. He was removed in the final game.

E1M1c

The entrance to the Thunderskeet room will not close once the player goes through it in the prototype.

Prototype Final
Dk99 e1m1c 1.png Dk e1m1c 1.png

Three frogs were added near the power box. Of note is that the power box does not open the door when destroyed, forcing the player to use noclip to proceed.

Prototype Final
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Four Roboskeets were added.

Prototype Final
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Two Froginators were added near the start.

Prototype Final
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The Froginators past the door are absent in the prototype.

Prototype Final
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Almost all of the Roboskeets in the final game's hallway are missing in the prototype.

Prototype Final
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The Roboskeets in front of the door do not exist in the October 1999 build.

Prototype Final
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The secret area to the right of the door is missing in this prototype.

Prototype Final
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The base area is completely devoid of enemies in the October 1999 build.

Prototype Final
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Two Froginators were added just past the door to the elevator. The floor where the Froginators would be was changed from a mesh floor in the October 1999 build to a concrete floor in the final game.

Prototype Final
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Two Cambots were added in the final game.

Prototype Final
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A Robocrox was added just in front of the door in the final game.

Prototype Final
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The Thunderskeet room is almost completely devoid of Protopods in this prototype.

Prototype Final
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More missing Protopods.

Prototype Final
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The Protopod disappearance continues.

Prototype Final
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A Froginator in front of the curved area was removed in the final game.

Prototype Final
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Prototype Final
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A Roboskeet was replaced with a lot of Protopods.

Prototype Final
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The elevator that leads out of the Thunderskeet is missing. This is because the entrance to the Thunderskeet room does not close in the October 1999 build, letting the player freely leave it at will. Since the final game closes off the entrance once the player enters it, an elevator was added to let the player get back into the main area.

Prototype Final
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A Froginator was removed in the path that lead to the secret Goldensoul in E1M1b.

Prototype Final
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The Froginator that was removed near the Goldensoul in the final E1M1b is also in the copy of the area seen in E1M1c. He, like his E1M1b counterpart, was removed in the final game.

E1M2

E1M2 exists in the prototype's files, but can only be accessed with a console command.

This version of E1M2 is all in a single level, unlike the final E1M2 and most of the levels in the prototype. It appears that the levels were broken up into smaller chunks late in development, and E1M2 was not given this treatment when the prototype was compiled.

The level design is much closer to the final E1M2 than in the previous prototype, but an element or two from the 0.10 E1M2 that were changed in the final game can still be seen in this version. The level lacks neutral NPCs as well. Enemy placement is much more sparse than it is in the final game.

Prototype Final
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Three Roboskeets were added near the start of the level.

Prototype Final
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The green pipe room is completely devoid of enemies and NPCs in the October 1999 prototype.

Prototype Final
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An extra piece of land was added near the Froginator past the door in order to give another Froginator some room.

Prototype Final
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Two Roboskeets were added to the final game.

Prototype Final
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The fan area above the entrance to the elevator lacks Roboskeets.

Prototype Final
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A strange barrier is in front of the raised land with the Sludgeminion in the October 1999 prototype. It was removed in the final game.

Prototype Final
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A wandering Sludgeminion was replaced with a Robocrox, two Froginators, and a Roboskeet.

Prototype Final
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Two Froginators were added to the water underneath the elevator.

Prototype Final
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The elevator's design is quite different in the prototype. The prototype elevator's wall is very low in the prototype, letting the player easily jump into the water below. The fianl game raises it so that the player can't bypass it so easily. A Roboskeet was also added into the elevator in the final game.

Prototype Final
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A Roboskeet was added above the end of the elevator path.

Prototype Final
Dk99 e1m2 11.png Dk e1m2a 26.png

A Froginator was added to the small path that connects the water areas.

Prototype Final
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A Froginator in the water underneath the switch area was replaced with two Robocrox and some fruit.

Prototype Final
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The Skinnyworker NPC on the walkway to the switch is missing.

Prototype Final
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The only thing near the switch in the October 1999 prototype is a Froginator.

Prototype Final
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A Roboskeet was added to the secret shaft leading to the Goldensoul.

Prototype Final
Dk99 e1m2 16.png Dk e1m2a 31.png

The hallway past the door that must be opened lacks enemies.

Prototype Final
Dk99 e1m2 17.png Dk e1m2a 32.png

The sideroom containing the worker NPCs, the Hosportal, and the secret area underneath it are missing in the October 1999 prototype.

Prototype Final
Dk99 e1m2 18.png Dk e1m2a 33.png

The Skinnyworker just past the door and the Sludgeminion in the water pipe room are not in the October 1999 prototype.

Prototype Final
Dk99 e1m2 19.png Dk e1m2a 34.png

The second Froginator in the room was moved away from where it was in the October 1999 prototype, possibly to make room for the Sludgeminion.

Prototype Final
Dk99 e1m2 20.png Dk e1m2a 35.png

The Protopods to the right of the switch room in the water pipe area are absent. A Medkit above the switch room is missing as well.

Prototype Final
Dk99 e1m2 21.png Dk e1m2a 36.png

A Froginator was replaced with three worker NPCs in the switch room.

Prototype Final
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The two Froginators near the collapsing pipe section are missing.

Prototype Final
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The Ultimate Gashands to the side of the collapsed pipe is missing.

Prototype Final
Dk99 e1m2 24.png Dk e1m2a 39.png
Prototype Final
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The October 1999 prototype contains two Froginators that were moved to different areas in the final game.

Prototype Final
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Three Froginators were added to the pipe at the start of E1M2b in the final game.

Prototype Final
Dk99 e1m2 26.png Dk e1m2b 12.png
Prototype Final
Dk99 e1m2 27.png Dk e1m2b 11.png
Prototype Final
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The secret room with the Shotcycler is almost devoid of Sludgeminions. There are only two Sludgeminions in the prototype; one moving and one stationary.

Prototype Final
Dk99 e1m2 29.png Dk e1m2b 13.png

The Shotcycler in the secret Shotcycler is a Sidewinder in the prototype.

Prototype Final
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The Power boost item is missing in the Shotcycler room.

Prototype Final
Dk99 e1m2 31.png Dk e1m2b 15.png

The Dopefish room is missing. There is no room for the Dopefish room either, as the elevator room to the first switch room occupies part of where the Dopefish room would be.

Prototype Final
Dk99 e1m2 32.png Dk e1m2b 16.png

The Protopods in the pipe room are missing.

Prototype Final
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More absent Protopods in the pipe room.

Prototype Final
Dk99 e1m2 34.png Dk e1m2b 18.png

Protopods: Have you seen me?

Prototype Final
Dk99 e1m2 35.png Dk e1m2b 19.png

The Sludgeminion lacks his two Froginators and Protopod buddies in the October 1999 build. He was moved a little bit to the left in the final game to make room for the Froginators.

Prototype Final
Dk99 e1m2 36.png Dk e1m2b 20.png

The Roboskeets are missing in the waterfall area past the pipe room.

Prototype Final
Dk99 e1m2 37.png Dk e1m2b 21.png

The door past the waterfall area lacks Roboskeets as well. The door texture is a grate in the October 1999 build, but was swapped to a more appropriate texture in the final game.

Prototype Final
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Two Froginators were added at the start of the underwater portion in the final game.

Prototype Final
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The two Froginators near the spinning device are missing in the October 1999 prototype.

Prototype Final
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A box of C4 ammo was added in front of the grate in the spinning device room in the final game.

Prototype Final
Dk99 e1m2 41.png Dk e1m2b 4.png

The room past the spinning device room is much closer to how it was in the 0.10 build. It even has the Sludgeminions that pop up.

Prototype Final
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The Roboskeets near the exit were removed in the final game.

Prototype Final
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A Roboskeet and Sludgeminion were added past the door.

Prototype Final
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A Sludgeminion was added past the corner in the final game.

Prototype Final
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A whopping four Sludgeminions and two Roboskeet were added to the long hallway in the final game.

Prototype Final
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Three Roboskeets and two Sludgeminions were added near the ramp.

Prototype Final
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Three more Sludgeminions were added near the entrance to the blue room.

Prototype Final
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Three Roboskeets were added near the two Froginators in the final game. (add the pic you dumbass)

Prototype Final
Dk99 e1m2 49.png Dk e1m2b 32.png

The ladder secret near the end are missing.

Prototype Final
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Six Protopods and a Sludgeminion were added to the blue room.

Prototype Final
Dk99 e1m2 51.png Dk e1m2b 34.png

A Sludgeminion near the elevator was added in the final version.

Prototype Final
Dk99 e1m2 52.png Dk e1m2b 35.png

The area near the last elevator lacks two Roboskeets and the dripping water particle effects in the October 1999 build.

Prototype Final
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The skinnyworkers and the Protopods on the left side of the final room are absent in the October 1999 build.

Prototype Final
Dk99 e1m2 54.png Dk e1m2b 37.png

The left screen on the console used to trigger the level's end is not grey in the October 1999 build.

E1M3

E1M3 is the second of the Episode 1 levels that can be selected with the "Start Menu" option.

Like E1M1, it is split into multiple levels, like in the final version. The level design is very close to how it is in the final, with only two major architectural changes made in the final game and a missing objective at the very end of the mission. The amount of enemies received a buff, but not as much as other levels have.

E1M3a

Prototype Final
Dk99 e1m3a 1.png Dk e1m3a 1.png

The area with the Skinnyworker at the start has a red light near it. It was removed in the final game.

Prototype Final
Dk99 e1m3a 2.png Dk e1m3a 13.png

A Guard was replaced with a Power boost.

Prototype Final
Dk99 e1m3a 3.png Dk e1m3a 14.png

A Guard in front of the door to Cellblock 1 was removed and the Ion Blaster to the right of the door was replaced with two boxes of ammo for the Ion Blaster and one box of C4 ammo.

Prototype Final
Dk99 e1m3a 4.png Dk e1m3a 28.png

An Inmater is right past the door to Cellblock 1 in the October 1999 build. He was removed in the final game.

Prototype Final
Dk99 e1m3a 5.png Dk e1m3a 15.png

The Inmater the farthest away from the player is stationary in the prototype. He was changed to move around in the final game.

Prototype Final
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The Shotcycler near the top of the spiral room is floating above the floor in the prototype.

Prototype Final
Dk99 e1m3a 7.png Dk e1m3a 17.png

The Plasteel Armor is floating above where it is in the final game, which makes it clip into the wall.

Prototype Final
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Two roaming Guards were added to the area before the Cellblock 2 door. An Inmater was moved to the right between the prototype and the final game to give the Guards more room to roam around in.

Prototype Final
Dk99 e1m3a 9.png Dk e1m3a 19.png

Three Skinnyworkers and a Medkit were added to the broken door area. The Innamer in the room had his direction switched to look at the broken door in the final game.

Prototype Final
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Three Inmaters were added to the prisoner torture room in Cellblock 2.

Prototype Final
Dk99 e1m3a 12.png Dk e1m3a 21.png

A Guard was removed in the guard post at the end of Cellblock 2's prisoner torture room in the final game.

Prototype Final
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In the October 1999 prototype, the switch to activate the bridge to the next section is the same type of switch used to open the door to Cellblock 1. The final game changes it to a computer console and moves it to the back of the room.

Prototype Final
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The small room with Guards and Skinnyworkers does not exist in this prototype.

Prototype Final
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Four Guards were added to the Mishima Corporation sign room in the final game.

Prototype Final
Dk99 e1m3a 16.png Dk e1m3a 25.png

The switch to open the door to Cellblock 3 on a wall near the final's switch and uses the same design the previous switches use. The final puts the switch in front of the monitor and turns it into a keyboard the player must use.

Prototype Final
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A Guard is floating over the edge near the door to Cellblock 3 in the prototype. This is fixed in the final game.

Prototype Final
Dk99 e1m3a 18.png Dk e1m3a 27.png

The end of E1M3a contains the first room in E1M3b in the prototype, includign the secret Wraithorb room and the semi-secret room found underneath the laser room. The final game removes it entirely.

E1M3b

Prototype Final
Dk99 e1m3b 1.png Dk e1m3b 8.png

Three Guards were added in front of the first door in E1M3b in the final game.

Prototype Final
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A second box of Shotcycler ammo takes the place of the secret Wraithorb in the October 1999 prototype.

Prototype Final
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In the laser room, there are lasers blocking the Mishma logo and the power box is on the side of the room instead of the back. The particles to show it is damaged are different as well.

Prototype Final
Dk99 e1m3b 3.png Dk e1m3b 11.png

Most of the blue room uses the same design that it does in the 0.10 prototype. The final game chunks it so that the player accesses the center of the blue room from the side in the final game.

Prototype Final
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The secret area underneath the central area in the blue room is missing in this prototype.

Prototype Final
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A Guard and two Inmaters are missing in the prototype.

Prototype Final
Dk99 e1m3b 6.png Dk e1m3b 14.png

The locked door the player must open with two switches contains far less Guards near it in the prototype. The final game adds two at the top and one at the bottom of the room.

Prototype Final
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There are no Guards past the door. In addition, the secret Megashield that is accessed with a Shotcycler jump is instead a Goldensoul.

Prototype Final
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An Inmater was added in front of the elevator in the final game.

Prototype Final
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An Inmater was added right where the elevator stops in the final game. To make room for him, the two Guards that were originally in front of where the elevator ended were moved to the left.

Prototype Final
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The inmaters in front of Superfly's cell are arranged differently in the October 1999 prototype. Three of them are facing a wall.

The lighting in the cell block is much ligher and the hidden keycard behind the Mishima logo does not exist.

Prototype Final
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Since the hidden keycard does not exist, the power box that needed to be destroyed in order to reveal it does not exist as well.

Prototype Final
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The window to the left of the opening to Superfly's cell room is much more elaborate in the prototype.

Prototype Final
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Superfly is roaming around his cell block when the level is loaded, even though a duplicate of him on the torture device can also be found. There are two doctor NPCs in Superfly's cell room that were removed in the final game as well.

Prototype Final
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An Inmater right past the door to Cellblock Skull was moved to be past a corner in the final game.

Prototype Final
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A random Prisoner is past the last two Inmaters.

Prototype Final
Dk99 e1m3b 16.png Dk e1m3b 7.png

The meat grinder's pipe texture is misplaces and the brushwork indicating the meat coming out of it does not exist.

E1M6

E1M6 is another "hidden" level found in the prototype's files that can only be played with

Interestingly, the levels' architecture is almost exactly the same as it is in the final game. The only difference is that the teleporter at the start of the level, which has a very different design in the prototype. The rest of the level's changescome from changed enemies and items.

The enemy layout changes in this prototype suggest that E1M6 was originally built to be more "realistic", with more Worker NPCs and what appears to be a bathroom. However, the final game scrubs several of the NPCs and fills the civilian areas, such as the bathroom, with enemies and gameplay-related items.

This level marks the appearance of the white suit Skinnyworker, which appears as an unused texture in the final game.

Prototype Final
Dk99 e1m6 1.png Dk e1m6a 1.png

The design of the teleporter is completely different in the prototype.

Prototype Final
Dk99 e1m6 2.png Dk e1m6a 2.png

There is a device on the right side of the first room that was removed in the final game.

Prototype Final
Dk99 e1m6 3.png Dk e1m6a 3.png

The vents do not spew freezing cold air in the prototype.

Dk99 e1m6 3andahalf.png

The sequence to open the first door does not function in the prototype. No matter how many times the console to open the door is uses, it will never open. In additon, a large group of Guards will randomly spawn in from the teleport room after a while. In order to proceed, the player must use the noclip cheat.

Prototype Final
Dk99 e1m6 4.png Dk e1m6a 4.png

The enemies past the door are completely different in the prototype. The prototype has two Skinnyworkers and a Cryotech past the door, while the final game beefs up opposition significantly by making the enemies a Ragemaster, two Guards, and a Deathsphere.

Prototype Final
Dk99 e1m6 5.png Dk e1m6a 5.png

A Skinnyworker was removed.

Prototype Final
Dk99 e1m6 6.png Dk e1m6a 6.png

A Battleboar was added to the first square room. the Deathsphere in the room had its direction changed and his elevation above the ground lowered.

Prototype Final
Dk99 e1m6 7.png Dk e1m6a 7.png

The Blue Key room lacks the Blue key. The wires leading to the computer lack the coupling device seen in the final game. The Ion Blaster in the room was replaced with two boxes of Ion Blaster ammo as well.

Prototype Final
Dk99 e1m6 8.png Dk e1m6a 8.png

The room past the square room had blue lighting added to it and the Skinnyworker in it was replaced with three Cryotechs and a Deathsphere.

Prototype Final
Dk99 e1m6 9.png Dk e1m6a 9.png

A Deathspher hovering above an opening was replaced with two Cryotechs near the opening.

Prototype Final
Dk99 e1m6 10.png Dk e1m6a 10.png

A Cryotech was added at the end of the ladder.

Prototype Final
Dk99 e1m6 11.png Dk e1m6a 11.png

The windows overlooking the small coolant room have a much blocker design in the prototype. In addition, an extra Cryotech was added near the left window.

Prototype Final
Dk99 e1m6 12.png Dk e1m6a 12.png

Like before, a Skinnyworker was replaced with three Cyrotechs. Two boxes of Shotcycler ammo were also added to the left of the Cyrotechs.

Prototype Final
Dk99 e1m6 13.png Dk e1m6a 13.png

Two Deathspheres were added.

Prototype Final
Dk99 e1m6 14.png Dk e1m6a 14.png

The lower Deathsphere was moved closer to the elevator at the end of the lower coolant area.

Prototype Final
Dk99 e1m6 15.png Dk e1m6a 15.png

Three Skinnyworkers, two of which have a skin not used in the final game, were replaced with two Cryotechs.

Prototype Final
Dk99 e1m6 17.png Dk e1m6b 4.png

Beams near the walkway were removed and a Skinnyworker using the same unused skin seen earlier was also cut.

Prototype Final
Dk99 e1m6 18.png Dk e1m6b 2.png

The entrance to the Guard and ammo room at the start of E1M6b is covered in the prototype, but not in the final game.

Prototype Final
Dk99 e1m6 20.png Dk e1m6b 3.png

The Guard and ammo room lacks Guards and ammo. There is a single Skinnyworker where the Guards should be. In fact, he takes the same space the leftmost Guard is in the final game.

Prototype Final
Dk99 e1m6 21.png Dk e1m6b 5.png

The path to the Megashield contains a Skinnyworker on a pie and a Cryotech in the coolant to the left of him near the ladder.

Prototype Final
Dk99 e1m6 22.png Dk e1m6b 6.png

The area containing the ladder and two Sidewinder rocket ammo boxes is not covered in the prototype.

Prototype Final
Dk99 e1m6 23.png Dk e1m6b 7.png

the entrance to the small room with the Guards and Skinnyworker does not have a door that needs to be opened in the October 1999 build.

Prototype Final
Dk99 e1m6 41.png Dk e1m6b 8.png

The Guards were moved closer to each other in the final game.

Prototype Final
Dk99 e1m6 24.png Dk e1m6b 9.png

The break room lacks supplies. Instead, it has two Skinnyworkers on the left side and two on the right side. The left ones were eliminated entirely, while the right side only has one.

Prototype Final
Dk99 e1m6 26.png Dk e1m6b 11.png

A Skinnyworker was replaced with a single Cryotech near the elevator room.

Prototype Final
Dk99 e1m6 27.png Dk e1m6b 12.png

A Fatworker was replaced with a Guard.

Prototype Final
Dk99 e1m6 28.png Dk e1m6b 13.png

The end of E1M6b has a very different enemy layout. The prototype has a single Guard, while the final game has two Inmaters and a Deathsphere.

Prototype Final
Dk99 e1m6 29.png Dk e1m6c 1.png

Two Inmaters were added to the starting area in E1M6c. The Ragemaster was moved back by quite a bit to make room for the Inmaters.

Prototype Final
Dk99 e1m6 30.png Dk e1m6c 3.png

A Ragemaster was replaced with an Inmater and Battleboar.

Prototype Final
Dk99 e1m6 31.png Dk e1m6c 4.png

A Cryotech was changed to face the direction the player would approach him from in the final game.

Prototype Final
Dk99 e1m6 33.png Dk e1m6c 2.png

A Deathsphere was added.

Prototype Final
Dk99 e1m6 34.png Dk e1m6c 5.png

Two Medkits were replaced with a Hosportal.

Prototype Final
Dk99 e1m6 35.png Dk e1m6c 6.png

Another Deathsphere was added.

Prototype Final
Dk99 e1m6 36.png Dk e1m6c 7.png

A box of Shotcylcer ammo was added to the left of a Cryotech.

Prototype Final
Dk99 e1m6 37.png Dk e1m6c 8.png

The prototype lacks a box of Shotcycler and Sidewinder ammo next to each other.

Prototype Final
Dk99 e1m6 38.png Dk e1m6c 9.png

Surprisingly, a Deathsphere was removed from the area above the Hosportal in the final game.

Prototype Final
Dk99 e1m6 39.png Dk e1m6c 10.png

A Guard near the end was replaced with an Inmater. The Inmater was also moved to the right of where the Guard was.

Prototype Final
Dk99 e1m6 40.png Dk e1m6c 11.png

The hallway leading to Mikiko's cell was given two Inmaters in the final game.

Prototype Final
Dk99 e1m6 42.png Dk e1m6c 12.png

There is a Guard in the room where the player frees Mikiko in the prototype. He was removed in the final game.

E1M7

E1M7 is the last of the "hidden" locations in the game's files. As with the other "hidden" levels, it can be played via the console.

Unlike E1M2 and E1M6, it is split into multiple levels, like in the final game.

E1M7a

E1M7a causes a "No free edicts" error when it loads, making it unplayable. however, there is a small chunk of E1M7a in E1M7b, which gives a glimpse as to what E1M7a would look like at one point.

Prototype Final
Dk99 e1m7b 26.png Dk e1m7a 1.png

The device with the green thing in the center was moved to the right in the final game. The room the device is in was widened to make room for this change.

Prototype Final
Dk99 e1m7b 25.png Dk e1m7a 3.png

The large Medkit uses as bait to lure the player into the jumping puzzle room is mostly underneath the vent it is in.

Prototype Final
Dk99 e1m7b 24.png Dk e1m7a 2.png

The Acro boost for the final stretch of the jumping puzzle is missing.

E1M7b

E1M7b contains the basics that make the final version of the level, but has several differences that show it needed a bit more work done before it could be released. The side entrance for the path to the vault doors is not in this prototype, which makes it impossible for the player to take the sidekicks past the first hallway (if they were available, which they aren't when loading E1M7b from the console). The boss fight/puzzle inside the Daikatana room has barely been started, with nothing functioning except the ability to destroy the jar in the center.

The most interesting of these changes is the final room, which lets the player access the Daikatana room from either the left or right side instead of just the left side, like in the final game. Why this was cut is unknown.

Oddly, the player is placed in a way that the first enemies in E1M7b will not attack the player as soon as the level is finished loading, unlike the final game.

Prototype Final
Dk99 e1m7b 1.png Dk e1m7b 1.png

A Battleboar was added to the first room.

Prototype Final
Dk99 e1m7b 2.png Dk e1m7b 2.png

A Hosportal was added to the first room in the final game.

Prototype Final
Dk99 e1m7b 3.png Dk e1m7b 3.png

Four Battleboars were added to the ammo room near the start of E1M7b. The lower right Battleboar is facing the left wall in the prototype, but the entrance to the room in the final version.

Prototype Final
Dk99 e1m7b 4.png Dk e1m7b 4.png

The sidepath to the hallway leading to the vault entrance is missing in the prototype. As a result, the player cannot take the sidekicks past the entrance to the vent leading to the elevator room.

Prototype Final
Dk99 e1m7b 5.png Dk e1m7b 5.png

The ladder uses a lighter texture in the final game.

Prototype Final
Dk99 e1m7b 6.png Dk e1m7b 6.png

The Goldensoul right before the start of the elevator room is missing in the prototype.

Prototype Final
Dk99 e1m7b 7.png Dk e1m7b 7.png

The two Deathspheres on the last leg of the elevator room are absent in the October 1999 build.

Prototype Final
Dk99 e1m7b 8.png Dk e1m7b 8.png

In the prototype, the Deathspheres are inside the cubby holes they're near in. The final game moves them away from them.

Prototype Final
Dk99 e1m7b 9.png Dk e1m7b 9.png

A Battleboar was placed in front of the door entrance in the final game.

Prototype Final
Dk99 e1m7b 10.png Dk e1m7b 10.png

As shown earlier, the alternate way to the path leading to the vault entrance is missing.

Prototype Final
Dk99 e1m7b 11.png Dk e1m7b 11.png

The door in the hallway is absent in the October 1999 prototype.

Prototype Final
Dk99 e1m7b 12.png Dk e1m7b 12.png

Three Battleboars, one in front of the Guards, and one on each side of the Guards, was added in the final game.

Prototype Final
Dk99 e1m7b 13.png Dk e1m7b 13.png

The upper Deathsphere at the end of the hallway was moved to the left, and a Battleboar was added for good measure.

Prototype Final
Dk99 e1m7b 14.png Dk e1m7b 14.png

The right side of the path to the Daikatana room leads to a proper path instead of a dead end.

Prototype Final
Dk99 e1m7b 15.png Dk e1m7b 15.png

The hallway, SciCo sign, and Battleboar on the left side of the path to the Daikatana room are missing.

The right side of area around brain tank area can be explored.

Prototype Final
Dk99 e1m7b 16.png Dk e1m7b 16.png

The area right before the entrance to the Daikatana room has no enemies and no glow effect around the green goop in the pipe in the prototype.

Prototype Final
Dk99 e1m7b 17.png Dk e1m7b 17.png

The Daikatana and the fire-like effects near it do not exist in the prototype.

Prototype Final
Dk99 e1m7b 18.png Dk e1m7b 18.png

The ammo and cubby holes for the Lasergats do not exist in this prototype. Instead, there is a Lasergat mounted between where the cubby holes would be in the final game.

Prototype Final
Dk99 e1m7b 19.png Dk e1m7b 19.png

The large brain jar in the center of the room does not have the brain in it and is exposed as soon as the level loads. When destroyed, nothing happens. The Lasergats are mounted on the far sides of the room the large brain jar is, not above the brain jar itself. The poles near the large brain jar do not move nor spew electricity. The weird chanting when the large brain jar is exposed does not play either.

Prototype Final
Dk99 e1m7b 23.png Dk e1m7b 23.png

The small brain jars and the connector pipes exposing them when destoryed do not exist. In addition, the slots for the small brain jars can be seen on both sides.

E2M2

E2M2 is fairly close to the final version, with the major changes being in enemy layout. Every Thief in the final game is a Skeleton in this prototype for some reason. Satyrs are also suspiciously absent, despite being in the prototype's E2M5.

Of note is that E2M2a is the only level that has a cutscene in the entire prototype.

E2M2a

Prototype Final
Dk99 e2m2a 1.png Dk e2m2a 18.png

The Discus of Daedalus at the start is not on its side in the prototype.

Prototype Final
Dk99 e2m2a 21.png Dk e2m2a 1.png

A Satyr was added in the hallway past the starting point in the final game.

Prototype Final
Dk99 e2m2a 2.png Dk e2m2a 2.png

A Small Spider and a Spider were added right before the start of the water area.

Prototype Final
Dk99 e2m2a 3.png Dk e2m2a 3.png

A Thief was added at the start of the path to the ruined entrance to E2M2b.

Prototype Final
Dk99 e2m2a 4.png Dk e2m2a 4.png

The Small Spider behind the Spider was moved in front of him in the final game.

Prototype Final
Dk99 e2m2a 5.png Dk e2m2a 5.png

The ruined entrance to E2M2b lacks enemies in front of it in the prototype.

There is a Small Spider embedded in the pile of sand that blocks the exit to E2M2b. He was removed in the final game.

Prototype Final
Dk99 e2m2a 6.png Dk e2m2a 6.png

A Discus of Daedalus was replaced with a Sunflare and the rightmost Life Vase was removed in the final game. A Small Spider was added in front of the items as well.

Dk99 e2m2a 8.png

There is a Small Spider embedded in the pile of sand that blocks the exit to E2M2b. He was removed in the final game.

Prototype Final
Dk99 e2m2a 20.png Dk e2m2a 19.png

A Small Spider was added in front of the entrance to the water cave area.

Prototype Final
Dk99 e2m2a 8.png Dk e2m2a 7.png
Prototype Final
Dk99 e2m2a 9.png Dk e2m2a 8.png

The path to the small water cave uses a completed different design in the October 1999 build.

Prototype Final
Dk99 e2m2a 10.png Dk e2m2a 9.png

The water cave lacks any sort of details or objects in it in the prototype.

Prototype Final
Dk99 e2m2a 11.png Dk e2m2a 10.png

A Skeleton and Life Vase were added to the top of the waterfall.

Prototype Final
Dk99 e2m2a 12.png Dk e2m2a 11.png

A Small Spider was added near the river.

Prototype Final
Dk99 e2m2a 13.png Dk e2m2a 12.png

A Thief and extra Skeleton were added at the river bend. The Skeleton was placed to the left of the one right at the bend itself.

Prototype Final
Dk99 e2m2a 14.png Dk e2m2a 13.png
Prototype Final
Dk99 e2m2a 15.png Dk e2m2a 14.png

The small waterfall room is designed in a way so that the player must walk through the water in the prototype because the left path is blocked by a wall. The final game removes the wall and puts a Thief where the wall used to be.

Prototype Final
Dk99 e2m2a 16.png Dk e2m2a 15.png

A Goldensoul sits where the Megashield lurks in the prototype.

Prototype Final
Dk99 e2m2a 17.png Dk e2m2a 16.png

A Spider and Satyr were added in the dead forest-like area near the end of the level.

Prototype Final
Dk99 e2m2a 18.png Dk e2m2a 17.png

The Small Spider was moved from the sandpile to a bit of the ceiling to the right of the sandpile in the final game.

E2M2b

Prototype Final
Dk99 e2m2b 1.png Dk e2m2b 1.png

The Life Vase behind the first Skeleton was made to not float in the final game.

Prototype Final
Dk99 e2m2b 2.png Dk e2m2b 2.png

The second trap at the start contains a Skeleton and a Life Vase behind him in the prototype, just like the first trap. The final game replaces him with a Thief and removes the Life Vase.

Prototype Final
Dk99 e2m2b 3.png Dk e2m2b 3.png

A Thief was added to the water puddle room.

Prototype Final
Dk99 e2m2b 4.png Dk e2m2b 4.png

A Skeleton near the staircase leading to the water puddle room was removed in the final game.

Prototype Final
Dk99 e2m2b 5.png Dk e2m2b 5.png

A box of Venomous ammo was added in the room with the Skeleton on one side and two Small Spiders on the other side in the final game.

Prototype Final
Dk99 e2m2b 6.png Dk e2m2b 6.png

A Health Fountain was added.

Prototype Final
Dk99 e2m2b 7.png Dk e2m2b 7.png

A box of Venomous ammo was added underneath the ruins and the Small Spider on the right side of the small water flow was changed to be inside the water flow instead of on it's right bank.

Prototype Final
Dk99 e2m2b 8.png Dk e2m2b 8.png

A Skeleton was replaced with a Thief.

Prototype Final
Dk99 e2m2b 9.png Dk e2m2b 9.png

The Skeleton on the path heading downwards was replaced with a Thief.

Prototype Final
Dk99 e2m2b 10.png Dk e2m2b 10.png

The small waterfall contains nothing near it in the prototype.

Prototype Final
Dk99 e2m2b 11.png Dk e2m2b 11.png

The ruins underneath the damaged bridge has a Spider near it and a Small Spider past it. The fianl game removes both of them.

Prototype Final
Dk99 e2m2b 12.png Dk e2m2b 12.png

Two Small Spiders, a Thief, and a Discus of Daedalus were added to the end of the river in the final game.

Prototype Final
Dk99 e2m2b 13.png Dk e2m2b 13.png

The torch props in the upper path at the river were replaced with brush-based toches that have fire on top of them. A Life Vase was added near the first torch as well.

Prototype Final
Dk99 e2m2b 14.png Dk e2m2b 14.png

The Small Spider at the end of the upper path is much further away in the prototype. A Spider was replaced with a Thief as well.

Prototype Final
Dk99 e2m2b 15.png Dk e2m2b 15.png

A box of Venomous ammo was added near a Skeleton, possibly to entice the player to activate the trap near the Venomous.

Prototype Final
Dk99 e2m2b 16.png Dk e2m2b 16.png

A Health Fountain was added.

Prototype Final
Dk99 e2m2b 17.png Dk e2m2b 17.png

Another Skeleton was replaced with a Thief in the final game. The Thief was also moved rightwards compared to where the Skeleton is in the prototype.

Prototype Final
Dk99 e2m2b 18.png Dk e2m2b 18.png

A Life Vase near a Spider was replaced with a box of Venomous ammo in the final game.

Prototype Final
Dk99 e2m2b 19.png Dk e2m2b 19.png

Two Small Spiders near a Spider in the last ruined portion of E2M2b were moved to be much closer to the Spider. A Sunflare was added behind the Spider as well.

Prototype Final
Dk99 e2m2b 20.png Dk e2m2b 20.png

The rightmost Skeleton in the last ruined section was replaced with a Thief in the final game.

Prototype Final
Dk99 e2m2b 21.png Dk e2m2b 21.png

Two Skeletons near the path to the broken bridge were replaced with a Skeleton that has a Thief to his right in the final game.

Prototype Final
Dk99 e2m2b 22.png Dk e2m2b 22.png

A Thief occupies the spot where a Spider once stood near the end of the level.

Prototype Final
Dk99 e2m2b 23.png Dk e2m2b 23.png

The room for the Hades Hammer exists in E2M2c exists in the end hallway for the prototype's. It appears to have no lighting work done on it yet. The final game removes this room so that it only exists in E2M2c.

Prototype Final
Dk99 e2m2b 24.png Dk e2m2b 24.png

A Discus of Daedalus can be found on a pile of sand that makes up a chunk of E2M2c that can be seen from the end of E2M2b. It is deleted in the final game.

E2M2c

Prototype Final
Dk99 e2m2c 1.png Dk e2m2c 1.png

The secret with the Hades Hammer contains a Goldensoul instead. The Goldensoul is on the bench in the back of the room instead of in front of it, like the Hades Hammer is in the final game.

Prototype Final
Dk99 e2m2c 2.png Dk e2m2c 2.png

The gate that closes off access to previous parts of E2M2 does not exist.

Prototype Final
Dk99 e2m2c 3.png Dk e2m2c 3.png

The Satyr and Thief in front of the pool are absent in the prototype.

Prototype Final
Dk99 e2m2c 4.png Dk e2m2c 4.png

A Life Vase was put on the pile of sand at the start of the level in the final version.

Prototype Final
Dk99 e2m2c 5.png Dk e2m2c 5.png

The secret room with the Megashield instead contains two Life Vases, one on each side of the bench.

Prototype Final
Dk99 e2m2c 6.png Dk e2m2c 6.png

A Skeleton was added at the start of the mine section.

Prototype Final
Dk99 e2m2c 7.png Dk e2m2c 7.png

Two Small Spiders, a Thief, and a Sunflare were added to the mine area's main room. THe Skeleton in the room was swapped with a Thief as well.

Prototype Final
Dk99 e2m2c 8.png Dk e2m2c 8.png

A roaming Thief and a box of Venomous ammo were placed behind the Skeleton in the pool room.

Prototype Final
Dk99 e2m2c 9.png Dk e2m2c 9.png

The Skeleton guarding the gate to the underground city portion of the level gained reinforcements in the form of another Skeleton on his left and a Small Spider on his right in the final game.

Prototype Final
Dk99 e2m2c 10.png Dk e2m2c 10.png

The first Spider in the underground city portion of the level is on the right side of the area in the prototype, but on the left side in the final game. A Small Spider was added for him as a companion as well.

Prototype Final
Dk99 e2m2c 11.png Dk e2m2c 11.png

As stated earlier, the Spider in the prototype was moved to the left side in the final game. A Discus of Daedalus was placed to the right of the Small Spider as well.

Prototype Final
Dk99 e2m2c 12.png Dk e2m2c 12.png

The first "house" has a Life Vase where the Health Fountain would be in the final game. The Health Fountain's placement required that the center of the shelf in the back of the room be removed to make space for the fountain. A Thief was added in front of the Health Fountain as well.

Prototype Final
Dk99 e2m2c 13.png Dk e2m2c 13.png

There is no skeleton at the first corner in the underground city.

Prototype Final
Dk99 e2m2c 14.png Dk e2m2c 14.png

The Spider guarding the exit was moved left and was given a companion on his far right in the form of a Thief.

Prototype Final
Dk99 e2m2c 15.png Dk e2m2c 15.png

Enemy placement in the second "house" is different. A Thief replaces the first Skeleton, another Skeleton is added to the left of the rear Skeleton, and they are moved closer together. The pots in the building use different textures as well.

Prototype Final
Dk99 e2m2c 16.png Dk e2m2c 16.png

The pit in the chunk of E2M3a seen at the end of E2M2c is lighter and contains spikes and its bottom. The final game removes the lighting and makes it a generic bottomless pit.

Prototype Final
Dk99 e2m2c 17.png Dk e2m2c 17.png

Oddly, the bit of E2M3a in the prototype is less detailed than it is in the final game. The ladder room at the start of E2M3a is occupied by a wall in the prototype.

The wall textures are completely different as well, suggesting these textures are from an older version of E2M3a.

Prototype Final
Dk99 e2m2c 18.png Dk e2m2c 18.png

The area past the grate at the top is much more detailed in the final game than in the prototype. The ceiling texture for the area is different as well.

E2M5

E2M5, like most levels in the prototype, gained more enemies in the final game. Like in E2M2, several Skeletons were replaced with Thieves and Thieves were added to empty locations in the final game. This seems to suggest that the Thief was deliberately not being used when this prototype's levels were compiled for some reason.

The most interesting difference is that the prototype has E2M5d and E2M5e inside E2M5c. This shows off that several rooms were meant to be on top of each other, like the room containing the Attack boost in E2M5d being on top of Medusa's room. However, the prototype's E2M5c is has far fewer details than the levels it was split into does, suggesting the October 1999 E2M5c might've been split partially to add more enemies and detail the area without bogging down the target computers of the time.

Of note is that the poisonous water in the prototype does not harm the player nor are there are no Antidotes to counter the non-existent damaging water.

E2M5a

Prototype Final
Dk99 e2m5a 1.png Dk e2m5a 1.png

The Discus of Daedalus at the start was placed to be on its side in the final game.

Prototype Final
Dk99 e2m5a 2.png Dk e2m5a 2.png

A Centurion was added on the left side of the lower floor.

Prototype Final
Dk99 e2m5a 3.png Dk e2m5a 3.png

Two Centurions and a roaming Centurion were added on the right side of the lower floor.

Prototype Final
Dk99 e2m5a 4.png Dk e2m5a 4.png

Three Centurions were added on the top side of the upper floor.

Prototype Final
Dk99 e2m5a 5.png Dk e2m5a 5.png

Another roaming Centurion was added on the right side of the upper floor.

Prototype Final
Dk99 e2m5a 6.png Dk e2m5a 6.png

A vase stands where a box of Eye of Zeus ammo and two Life Vases flanking it exist in the final game.

Prototype Final
Dk99 e2m5a 25.png Dk e2m5a 25.png

The skybox and lighting for the Parthenon's roof suggest that it and E2M4 would take place in the middle of the day instead of near the end of it.

Prototype Final
Dk99 e2m5a 7.png Dk e2m5a 7.png

An extra Small Spider was added in the space underneath the Parthenon.

Prototype Final
Dk99 e2m5a 8.png Dk e2m5a 8.png

Two Harpies were added tot he left of the Harpy campsite and a box of Trident Tips were placed in front of the Harpy's campsite as well in the final game.

Prototype Final
Dk99 e2m5a 9.png Dk e2m5a 9.png

The Venomous was moved in the final game so that half of it isn't over the edge.

Prototype Final
Dk99 e2m5a 10.png Dk e2m5a 10.png

An extra Harpy was added facing the top of the waterfall.

Prototype Final
Dk99 e2m5a 11.png Dk e2m5a 12.png

Two Spiders were placed near the bottom of the waterfall.

Prototype Final
Dk99 e2m5a 12.png Dk e2m5a 11.png

A Spider on some rocks was replaced with two Skeletons on the man-made portions of the back of the waterfall room.

Prototype Final
Dk99 e2m5a 13.png Dk e2m5a 13.png

A Skeleton was placed to guard the entrance to the Goldensoul secret.

Prototype Final
Dk99 e2m5a 14.png Dk e2m5a 14.png

In the prototype, a Skeleton in a corner guarded the Goldensoul itself. The final game replaces him with a Spider and three Small Spiders behind him.

Prototype Final
Dk99 e2m5a 15.png Dk e2m5a 15.png

The Goldensoul was on the metal bars above where the waterfall exits in the prototype. It is moved to a walkway in the final game. This might be because of a detail seen in the next level, E2M5b.

Prototype Final
Dk99 e2m5a 16.png Dk e2m5a 16.png

Two Satyrs were added to the left side of the pool that has ammo for the Poseidon's Trident in it.

Prototype Final
Dk99 e2m5a 17.png Dk e2m5a 17.png

Speaking of the Poseidon's Trident ammo pool, the location where it is in the final game is taken up by a brush-based torch in the October 1999 build. The ammo is nowhere to be seen.

Prototype Final
Dk99 e2m5a 18.png Dk e2m5a 18.png

Two Harpies were added to the pool room.

Prototype Final
Dk99 e2m5a 19.png Dk e2m5a 19.png

The left entrance to the secret vase area gained two extra Skeletons and a Small Spider near it in the final game.

Prototype Final
Dk99 e2m5a 20.png Dk e2m5a 20.png

The left entrance to the secret vase area has an extra Satyr added to it in the final game.

Prototype Final
Dk99 e2m5a 21.png Dk e2m5a 21.png

A Skeleton was added to the lower right-hand corner of the secret vase area in the final game.

Prototype Final
Dk99 e2m5a 22.png Dk e2m5a 22.png

Another Skeleton was added to the upper right-hand corner of the secret vase area in the final game.

Prototype Final
Dk99 e2m5a 23.png Dk e2m5a 23.png

The Life Vase in the secret vase area do not exist in the prototype. As a result, the regular vases are closer to each other in the prototype.

Prototype Final
Dk99 e2m5a 24.png Dk e2m5a 24.png

The large vase containing a Spider does not exist in the prototype. In addition, the two vases to the right of the vase collection are missing.

E2M5b

Prototype Final
Dk99 e2m5b 1.png Dk e2m5b 1.png

AN extra Harpy was added at the start of E2M5a.

Prototype Final
Dk99 e2m5b 2.png Dk e2m5b 2.png

A Small Spider was added at the top of the ladder in the final game.

Prototype Final
Dk99 e2m5b 3.png Dk e2m5b 3.png

Another Small Spider was added at the shelf the opposite of where the ladder ends.

Prototype Final
Dk99 e2m5b 4.png Dk e2m5b 4.png

The Skeleton behind the ladder is missing in the October 1999 prototype. In addition, the ladder is sloped in the prototype, but is completely straight in the final game.

Prototype Final
Dk99 e2m5b 5.png Dk e2m5b 5.png

Another Skeleton near the end of the room is missing in the prototype.

Prototype Final
Dk99 e2m5b 6.png Dk e2m5b 6.png

Yet another Small Spider was added near a torch in the upper parts of the first room.

Prototype Final
Dk99 e2m5b 7.png Dk e2m5b 7.png

The hallway past the first room only has an Eye of Zeus near the end of it in the prototype. The final game stuff it full of ammo.

Prototype Final
Dk99 e2m5b 8.png Dk e2m5b 8.png

There is a Satyr past the curve in the final game, but he's absent in the prototype.

Prototype Final
Dk99 e2m5b 9.png Dk e2m5b 9.png

Two Skeletons were added to a corner in the first waterfall room.

Prototype Final
Dk99 e2m5b 10.png Dk e2m5b 10.png

Three Thieves near the top of the staircase and a roaming Satyr were added in the final game.

Prototype Final
Dk99 e2m5b 11.png Dk e2m5b 11.png

Three more Thieves were added in the middle point of the staircase.

Prototype Final
Dk99 e2m5b 12.png Dk e2m5b 12.png

Two more Harpies were added on the right side of the first waterfall room.

Prototype Final
Dk99 e2m5b 13.png Dk e2m5b 13.png

The empty upper portions of the left side of the first waterfall room were given two Harpies in the final game.

Prototype Final
Dk99 e2m5b 14.png Dk e2m5b 14.png

A "station" on the upper left side of the first waterfall room is missing three Skeletons in the prototype.

Prototype Final
Dk99 e2m5b 15.png Dk e2m5b 15.png

In the prototype, the Goldensoul's location in the prototype can be seen in both E2M5a and E2M5b.

Prototype Final
Dk99 e2m5b 16.png Dk e2m5b 16.png

A statue containing Poseidon's Trident ammo and a Health Fountain were added near the Satyr in the final game.

Prototype Final
Dk99 e2m5b 17.png Dk e2m5b 17.png

The waterfall lacks any particle effects and the Poseidon's Trident ammo near underneath it are both missing in the October 1999 build.

Prototype Final
Dk99 e2m5b 18.png Dk e2m5b 18.png

Another box of Poseidon's Trident ammo is absent in the prototype.

Prototype Final
Dk99 e2m5b 19.png Dk e2m5b 19.png

Two Thieves and a Harpy were added to one corner of the ruined water room.

Prototype Final
Dk99 e2m5b 20.png Dk e2m5b 20.png

Two Thieves were added near the exit of the ruined water room.

Prototype Final
Dk99 e2m5b 21.png Dk e2m5b 21.png

A Harpy was added near the Discus of Daedalus in the ruined water room.

Prototype Final
Dk99 e2m5b 22.png Dk e2m5b 22.png

Another corner of the ruined water room gained two Thieves and a Harpy as well in the final game.

Prototype Final
Dk99 e2m5b 23.png Dk e2m5b 23.png

The Megashield was a Silver Armor in the prototype.

Prototype Final
Dk99 e2m5b 24.png Dk e2m5b 24.png

The Skeleton to the right of the Silver Armor/Megashield gained several friends in the form of another Skeleton and four Small Spiders in the final game.

Prototype Final
Dk99 e2m5b 25.png Dk e2m5b 25.png

Another Skeleton and a Small Spider were added near the Skeleton to the left of the Silver Armor/Megashield.

Prototype Final
Dk99 e2m5b 26.png Dk e2m5b 26.png

Three Sunflares and a Health Fountain are missing in the prototype.

Prototype Final
Dk99 e2m5b 27.png Dk e2m5b 27.png

The stack of goodies near the start of the second waterfall room is missing entirely.

Prototype Final
Dk99 e2m5b 28.png Dk e2m5b 28.png

A Harpy was added to the left side of the upper part of the second waterfall room.

Prototype Final
Dk99 e2m5b 29.png Dk e2m5b 29.png

Two Small Spiders were placed on the right side of the waterfall in the final game.

Prototype Final
Dk99 e2m5b 30.png Dk e2m5b 30.png
Prototype Final
Dk99 e2m5b 31.png Dk e2m5b 31.png

The walkway in front of the waterfall has no enemies in the prototype.

Prototype Final
Dk99 e2m5b 32.png Dk e2m5b 32.png

The Thieves and items at the bottom of the waterfall are missing in the prototype.

Prototype Final
Dk99 e2m5b 35.png Dk e2m5b 33.png

Two Life Vases were replaced with a Health Fountain.

E2M5c

This prototype's E2M5c consists of the final game's E2M5c, E2M5d, and E2M5e.

Prototype Final
Dk99 e2m5c 1.png Dk e2m5c 1.png

An evil face was added to a wall at the start of E2M5c.

Prototype Final
Dk99 e2m5c 2.png Dk e2m5c 2.png

The Mana Skull secret is a Goldensoul in the prototype.

Prototype Final
Dk99 e2m5c 3.png Dk e2m5c 3.png

A hidden Vitality boost was replaced with a Wraithorb in the final game.

Prototype Final
Dk99 e2m5c 4.png Dk e2m5c 4.png

The T hief near the left gate is missing.

Prototype Final
Dk99 e2m5c 5.png Dk e2m5c 5.png

The Harpies stuck in each other are missing in this prototype.

Prototype Final
Dk99 e2m5c 6.png Dk e2m5c 6.png

A Harpy was added to a corner near the right gate and a Thief was placed in front of the right gate in the final game.

Prototype Final
Dk99 e2m5c 7.png Dk e2m5c 7.png

A Skeleton and a Satyr, along with images in the walls, were added to a corner.

Prototype Final
Dk99 e2m5c 8.png Dk e2m5c 8.png

An image was placed above a gate opening on both sides.

Prototype Final
Dk99 e2m5c 9.png Dk e2m5c 9.png

Two Harpies were placed above a gate opening and a Skeleton was placed in front of it in the final game.

Prototype Final
Dk99 e2m5c 10.png Dk e2m5c 10.png

A detail and two boxes of Venomous ammo were added to a corner in the final game.

Prototype Final
Dk99 e2m5c 11.png Dk e2m5c 11.png

The room with the Attack boost gained two Small Spiders near the boost and lots of details in the final game.

Prototype Final
Dk99 e2m5c 12.png Dk e2m5c 12.png

More details added to the Attack boost room, along with a texture misalignment fix.

Prototype Final
Dk99 e2m5c 13.png Dk e2m5c 13.png

Yet again more details added.

Prototype Final
Dk99 e2m5c 14.png Dk e2m5c 14.png

A Small Spider was replaced with a Thief in the back of the room.

Prototype Final
Dk99 e2m5c 15.png Dk e2m5c 15.png

In the prototype E2M5c, the grate below the Attack boost leads directly to Medusa's lair. This detail was removed when Medusa's lair was split from E2M5c and made its own level.

Prototype Final
Dk99 e2m5c 17.png Dk e2m5c 16.png

Two reliefs were added near the Skeletons past the Attack boost room.

Prototype Final
Dk99 e2m5c 16.png Dk e2m5c 17.png

Two Skeletons were added near some Harpies.

Prototype Final
Dk99 e2m5c 18.png Dk e2m5c 19.png

Poseidon's Trident ammo was added near a Skeleton.

Prototype Final
Dk99 e2m5c 19.png Dk e2m5c 20.png

A spider image was placed near a Harpy and two Life Vases.

Prototype Final
Dk99 e2m5c 20.png Dk e2m5c 21.png

A Silver Armor was replaced with a Spider.

Prototype Final
Dk99 e2m5c 21.png Dk e2m5c 21.png

The poison waterfall area in the final game's E2M5d can be seen underneath the grate containing the Silver Armor. When E2M5d was split into its own level, this detail was removed.

Prototype Final
Dk99 e2m5c 22.png Dk e2m5c 22.png

More spider image detailing.

Prototype Final
Dk99 e2m5c 23.png Dk e2m5c 23.png

A Satyr and Small Spider were added near a staircase.

Prototype Final
Dk99 e2m5c 24.png Dk e2m5c 24.png

A Skeleton and a Spider were added in front of a gateway and details were added to the room they are in.

Prototype Final
Dk99 e2m5c 25.png Dk e2m5c 25.png

A Harpy and details are missing on the upper part of the room that has the campfire area in the prototype.

Prototype Final
Dk99 e2m5c 26.png Dk e2m5c 26.png

A Harpy and a detailed relief of Medusa with two torches surrounding it near the waterfall where the Mana Skull is were added to the final game.

Prototype Final
Dk99 e2m5c 27.png Dk e2m5c 27.png

The campfire area in the middle of E2M5c is missing in the prototype, along with the wall that would cover it. The Silver Armor is missing as well.

Prototype Final
Dk99 e2m5c 28.png Dk e2m5c 28.png

A single Harpy is where the campfire would be in the prototype.


Prototype Final
Dk99 e2m5c 29.png Dk e2m5c 29.png

A temporary model exists underneath the poisoned water waterfall. It does nothing when approached and was removed in the final game.

Prototype Final
Dk99 e2m5c 30.png Dk e2m5c 30.png

A Sayyr was added near a staircase in the campfire room in the final game.

Prototype Final
Dk99 e2m5c 31.png Dk e2m5c 31.png

Surprisingly, a Spider just passed the campfire room was cut from the final game.

Prototype Final
Dk99 e2m5c 32.png Dk e2m5c 32.png

A hallway marking the end of E2M5c in the final game lacks Skeletons and images of Medusa near them at the start of the hallway.

Prototype Final
Dk99 e2m5c 33.png Dk e2m5c 33.png

Two Small Spiders were added to ambush the player in the final game.

Prototype Final
Dk99 e2m5c 34.png Dk e2m5c 34.png

A Satyr and two Small Spiders were added as well.

Prototype Final
Dk99 e2m5c 35.png Dk e2m5d 1.png

The start of what would be E2M5d in the final game contains...nothing in the prototype. NO details, no lighting, no items, nothing.

Prototype Final
Dk99 e2m5c 36.png Dk e2m5d 2.png

A Satyr near the start of what would be E2M5d gained two Skeletons as backup in the final game.

Prototype Final
Dk99 e2m5c 37.png Dk e2m5d 3.png

Another corner is completely devoid of enemies, items, and details in the prototype.

Prototype Final
Dk99 e2m5c 38.png Dk e2m5d 4.png

The wall opposite the area containing the Gold Armor does not have any Sunflares in it in the prototype.

Prototype Final
Dk99 e2m5c 39.png Dk e2m5d 5.png

Speaking of Golden Armor, it is missing where it should be in the prototype, along with two of the three Skeletons guarding it and a carving of Medusa's face.

Prototype Final
Dk99 e2m5c 40.png Dk e2m5d 6.png

A Satyr was added to the center of the plus-shaped room in the final game.

Prototype Final
Dk99 e2m5c 41.png Dk e2m5d 7.png

The leftmost Harpy in the plus-shaped room was moved south, while another Harpy was added to the right side of the room in the final game.

Prototype Final
Dk99 e2m5c 42.png Dk e2m5d 8.png

The dead-end on the right side of the plus-shaped room lacks a Thief near the Skeleton and has a different texture for the wall that makes up the dead end.

Prototype Final
Dk99 e2m5c 43.png Dk e2m5d 9.png

A Thief was added to the right of the right waterfall in the plus-shaped room.

Prototype Final
Dk99 e2m5c 44.png Dk e2m5d 10.png

The Attack powerup is missing in the plus-shaped waterfall room. The textures for the area under the poision are different as well.

Prototype Final
Dk99 e2m5c 45.png Dk e2m5d 11.png

So is the Power boost.

Prototype Final
Dk99 e2m5c 62.png Dk e2m5d 12.png

A Skeleton and two Thieves were added near the exit of the plus-shaped room in the final game.

Prototype Final
Dk99 e2m5c 46.png Dk e2m5d 13.png

Two boxes of Venomous ammo are missing past the end of the plus-shaped room.

Prototype Final
Dk99 e2m5c 47.png Dk e2m5d 14.png

Instead of details being removed, they were changed this time around from a single image of Medusa to two images of snakes. A Spider and ammo for the Eye of Zeus were added to the area as well.

Prototype Final
Dk99 e2m5c 48.png Dk e2m5d 15.png

The Harpy in the upper part of the final waterfall room was much closer to the ground in the prototype. In addition the relief above the gate she is near is missing in the prototype as well.

Prototype Final
Dk99 e2m5c 49.png Dk e2m5d 16.png

The area that would let you see the room containing the Silver Armor in the prototype above the final waterfall room was replaced with a simple roof and a gaggle of three Harpies in the final game.

Prototype Final
Dk99 e2m5c 50.png Dk e2m5d 17.png

A Thief was added in front of a ladder.

Prototype Final
Dk99 e2m5c 51.png Dk e2m5d 18.png

Two Thieves were added behind the torch in the torch room. Two Life Vases were replaced with health Fountains in the final game as well.

Prototype Final
Dk99 e2m5c 52.png Dk e2m5d 19.png

The Eye of Zeus ammo at the bottom of the waterfall is missing in the October 1999 build.

Prototype Final
Dk99 e2m5c 53.png Dk e2m5d 20.png

The hallway to Medusa has no details and lacks the Life Jar and Silver Armor at the corner in the prototype.

Prototype Final
Dk99 e2m5c 54.png Dk e2m5d 21.png

The gateway that blocks the way back to E2M5d at the end of E2M5d does not exist in the prototype.

Prototype Final
Dk99 e2m5c 55.png Dk e2m5e 1.png

There is no Eye of Zeus ammo in the snake mouth at the start of what would be E2M5e.

Prototype Final
Dk99 e2m5c 56.png Dk e2m5e 2.png

The Spider statues in Medusa's lair are rendered with temporary models.

Prototype Final
Dk99 e2m5c 57.png Dk e2m5e 3.png

The base of Medusa's platform contains Harpy statues instead of Thief statues. The model for the Harpy statue is still in the final game, but goes unused in it.

Prototype Final
Dk99 e2m5c 58.png Dk e2m5e 4.png

More temporary Spider statues.

Prototype Final
Dk99 e2m5c 59.png Dk e2m5e 5.png

Yet more Harpy statues that would be replaced with Thief statues in the final game.

Prototype Final
Dk99 e2m5c 60.png Dk e2m5e 6.png

The co-op exit for Medusa's room does not exist in this prototype. Instead, the area it would occupy contains the same ladder seen on the upper left and right sides of the room.

Prototype Final
Dk99 e2m5c 61.png Dk e2m5e 7.png

The room containing the Superfly statue room lacks a Discus of Daedalus and Poseidon's Trident for Superfly when he awakens.

E3M1

Like most of the locations, E3M1's main differences can be found in enemy count and layout. However, it does contain an alternate path to E3M1c from E3M1c that was removed in the final game. The end of E3M1 is also quite similar to the gate used to end E3M1 all the way back in Milestone 2, not the design used in the final game.

The weapon order in the prototype is slightly different as well. It seems to put more emphasis on getting a Silverclaw before a Bolter, while the final game throws Bolters at the player and the sidekicks before a Silverclaw can be picked up.

E3M1a

Prototype Final
Dk99 e3m1a 1.png Dk e3m1a 1.png

Superfly and Mikiko start off with Bolters in the prototype, but don't in the final game.

Prototype Final
Dk99 e3m1a 2.png Dk e3m1a 2.png

The house with the Bolter in the final game contains a Silverclaw instead. The Silverclaw is underneath the table instead of on it, like in the final game. It also lacks the Plague Rats that infest it.

Prototype Final
Dk99 e3m1a 3.png Dk e3m1a 3.png

A Bolter was placed on the broken bridge near the start of the level in the final game.

Prototype Final
Dk99 e3m1a 4.png Dk e3m1a 4.png

The Bolter in front of the house on the river is missing in this prototype.

Prototype Final
Dk99 e3m1a 5.png Dk e3m1a 5.png

The barrels to the right of the riverside house are absent as well.

Prototype Final
Dk99 e3m1a 6.png Dk e3m1a 6.png

An extra Doombat was added to the skies near the riverside house in the final game.

Prototype Final
Dk99 e3m1a 7.png Dk e3m1a 7.png

The first floor of the riverside house contains nothing in it. Without the barrel containing the Acro boost, the player cannot reach the second floor.

Prototype Final
Dk99 e3m1a 8.png Dk e3m1a 8.png

Two Buboids are missing near the second entrance to E3M1b in the prototype.

Prototype Final
Dk99 e3m1a 9.png Dk e3m1a 9.png

The Dopefish secret is missing.

Prototype Final
Dk99 e3m1a 10.png Dk e3m1a 10.png

The water in E3M1a is a light blue in the prototype, but a dark blue in the final game. This affects the lighting underneath the water as well.

Prototype Final
Dk99 e3m1a 11.png Dk e3m1a 11.png

Another Doombat was added behind the waterfall in the final game.

Prototype Final
Dk99 e3m1a 12.png Dk e3m1a 12.png

The Buboid in the cave roams around in the prototype, but is static in the final game.

Prototype Final
Dk99 e3m1a 13.png Dk e3m1a 13.png
October 1999 E3M1a Milestone 2 E3M1
Dk99 e3m1a 13.png Dkms2 e3m1 62.png

The exit to E3M2 is much simpler in the prototype than it is in the final game. The buttons are missing entirely, but the door cannot be open.

Interestingly, the design matches the gate exit seen in Milestone 2's E3M1, down to having pieces of land be able to be seen directly across from the gate instead of an indoors area.

Prototype Final
Dk99 e3m1a 14.png Dk e3m1a 14.png

A comparison between the prototype gates shows that the level designer simply built the switch and Buboid room around the gate's location instead of moving it physically.

Prototype Final
Dk99 e3m1a 15.png Dk e3m1a 15.png

The hidden Black Chest to the left of the exit building does not exist in this prototype.

E3M1b

Prototype Final
Dk99 e3m1b 1.png Dk e3m1b 8.png

The Doombat flying around the first entrance to E3M1b is missing in the prototype.

Prototype Final
Dk99 e3m1b 2.png Dk e3m1b 9.png

The first house in E3M1b lacks the the Plague Rats seen in the final game.

Prototype Final
Dk99 e3m1b 3.png Dk e3m1b 10.png

The upper floor of the first house does not have a regular chest and the Buboid is close to the exit in the October 1999 build.

Prototype Final
Dk99 e3m1b 4.png Dk e3m1b 11.png

Three Buboids were added near the statue in the final game.

Prototype Final
Dk99 e3m1b 5.png Dk e3m1b 12.png

The deep pool underneath the dragon statue is completely absent in the prototype. There even isn't any room for the Quad keystone.

Prototype Final
Dk99 e3m1b 6.png Dk e3m1b 13.png

A single Buboid exists near the second exit to E3M1a in the October 1999 prototype. Five Buboids were added in the final version.

Prototype Final
Dk99 e3m1b 7.png Dk e3m1b 14.png

The Silverclaw near the second exit to E3M1a is placed in the center of the room, but is moved to a corner in the final game.

Prototype Final
Dk99 e3m1b 8.png Dk e3m1b 15.png

A Plague Rat is missing in the second house in the prototype.

Prototype Final
Dk99 e3m1b 9.png Dk e3m1b 16.png

Another Buboid was added to the second room in the second house in the final game.

Prototype Final
Dk99 e3m1b 10.png Dk e3m1b 17.png

A second entrance to E3M1c can be found near Thor's Armory in the prototype! This entrance leads to the back of the graveyard area where the Chainmail is in the final game. The final game removes this alternate entrance and replaces it with two Potions.

Prototype Final
Dk99 e3m1b 11.png Dk e3m1b 18.png

While Thor's Armory has the same layout it does in the final game, the lighting is very similar to the shop seen in it's earlier version, 0.10's shop seen near the entrance to the path to the king's castle. An extra Buboid was added in the shop in the final game as well.

Prototype Final
Dk99 e3m1b 12.png Dk e3m1b 19.png

The counter at Thor's Armory contains a Bolter behind it instead of a Silverclaw, like in the final game. The Bolter is positioned differently as well.

Prototype Final
Dk99 e3m1b 13.png Dk e3m1b 20.png

Two more Buboids were added at the corner near the Dragon's Claw Inn in the final game.

Prototype Final
Dk99 e3m1b 14.png Dk e3m1b 21.png

The left side of the Dragon's Claw Inn's main floor lacks Buboids in the prototype.

Prototype Final
Dk99 e3m1b 15.png Dk e3m1b 22.png

Two more Buboids were added near the fireplace in the final game.

Prototype Final
Dk99 e3m1b 16.png Dk e3m1b 23.png

The Megashield secret inside the fireplace does not exist in the prototype.

Prototype Final
Dk99 e3m1b 17.png Dk e3m1b 24.png

A Potion was added to a room inside the Inn in the final game.

Prototype Final
Dk99 e3m1b 18.png Dk e3m1b 25.png

One of the Inn's rooms lacks enemies entirely in the prototype.

Prototype Final
Dk99 e3m1b 19.png Dk e3m1b 26.png

A Black Chest was added to the rightmost room in the Inn in the final game.

E3M1c

The prototype's E3M1c contains the unused lava room seen in the final game's E3M1c. It seems they were planning on E3M1c's cutscene using it as early as the October 1999 build, but cut it anyway.

Prototype Final
Dk99 e3m1c 31.png Dk e3m1c 31.png

A Buboid at the start of the left side of the church was removed in the final game.

Prototype Final
Dk99 e3m1c 1.png Dk e3m1c 1.png

Three Buboids were added to the lower left side of the church in the final game.

Prototype Final
Dk99 e3m1c 2.png Dk e3m1c 2.png

Two Buboids were added to the upper left side of the church.

Prototype Final
Dk99 e3m1c 3.png Dk e3m1c 3.png

The two Doombats hanging to the left of the bell tower are missing in the prototype.

Prototype Final
Dk99 e3m1c 4.png Dk e3m1c 4.png

A Buboid in a corner on the rocky wall near the church was moved to a corner on the church itself and given another Buboid in the final game.

Prototype Final
Dk99 e3m1c 5.png Dk e3m1c 5.png

The area behind the church is devoid of Buboids in the prototype.

Prototype Final
Dk99 e3m1c 6.png Dk e3m1c 6.png

A Doombat was added on the right side of the church.

Prototype Final
Dk99 e3m1c 7.png Dk e3m1c 7.png

Two Buboids were added in an alley on the right side of the church in the final game.

Prototype Final
Dk99 e3m1c 8.png Dk e3m1c 8.png

The altar in the first room of the church is missing. This suggests that the cutscene explaining Episode 3's plot would not be told in this room when the prototype was compiled.

Prototype Final
Dk99 e3m1c 9.png Dk e3m1c 9.png

The room containing the blocked entrance to the basement lacks a Potion in the prototype.

Prototype Final
Dk99 e3m1c 10.png Dk e3m1c 10.png

A Buboid was replaced with several pews in the final game.

Prototype Final
Dk99 e3m1c 11.png Dk e3m1c 11.png

The Ring of Fire Protection cannot be found in the rafters above the church's nave.

Prototype Final
Dk99 e3m1c 12.png Dk e3m1c 12.png

In a classic Daikatana move, a window texture on the right side of the nave is somehow misaligned in the final version, but not the prototype.

Prototype Final
Dk99 e3m1c 13.png Dk e3m1c 13.png

The Priest can be found in front of the altar in the prototype. his location here suggests the cutscene detailing the plot for Episode 3 would happen here instead of the church's atrium.

The Purifier shard in front of the organ does not exist, and using the organ will instantly drop the player into the basement instead of playing the cathedral tune from Chrono Trigger before the trap door opens.

Prototype Final
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The two Plague Rats near the ladder in the basement are missing in the prototype.

Prototype Final
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The switch to reveal the ladder is on a wall to the left side of where the ladder is in the prototype, but is on a wooden support beam in the final game.

Prototype Final
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The doorway to the Trigon room is not boarded up in the prototype.

Prototype Final
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The area containing the Trigon in the final game lacks it, the Black Chest, and the Plague Rats guarding the items in the prototype.

Prototype Final
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Two Buboids were added on the path to the graveyard in the final game.

Prototype Final
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A Buboid was added to the gate leading to the church in the final game.

Prototype Final
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The graveyard contains a single Buboid in the prototype. Three are added in the final game.

Prototype Final
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The mausoleum lacks Buboids in the prototype.

Prototype Final
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The Rotworm in the lava-filled room is missing in the October 1999 build.

Prototype Final
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The final game adds a Vitality boost and three Rotworms guarding it to an empty corner in the coffin room.

Prototype Final
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There is no Purifier shard above an open coffin in the prototype.

Prototype Final
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A Buboid was added to guard the way to the Hex keystone in the final game.

Prototype Final
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The Hex keystone and the bars guarding it do not exist in this build.

Prototype Final
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The corner near the way to the Hex keystone contains a single Rotworm instead of two.

Prototype Final
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The teleport underneath the Rotworm mentioned above cannot be found in the prototype. This suggests that E3M1c was not going to be a multiplayer level when this prototype was compiled.

Prototype Final
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The area to the left of the mausoleum has a second entrance back to E3M1b instead of a Chainmail. This entrance leads the player to Thor's Armory. It was removed in the final game.

Prototype Final
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The teleport in the Chainmail room is missing as well. More signs that E3M1c was not slated to be a deathmatch level at the time.

E3M4

E3M4 is quite close to the final design in terms of enemies and layout. In fact, it's probably the area closest to how it is in the final game. The only major difference is that the sequence to reveal Wyndrax is not working at all. The spellbook to expose him exists, but doesn't destroy the giant wisp in his room and cause him to run. Instead, the door to his forest is always open and he'll be sitting in the forest as soon as the level is loaded.

Like E3M1, the Purifier shards are missing, suggesting that they weren't ready when the levels were compiled. It's fairly unusual that such plot-important items were not ready this late in development.

In the prototype, Health Boxes occupy where Potions would be in the final game.

Prototype Final
Dk99 e3m4a 22.png Dk e3m4a 32.png
Prototype Final
Dk99 e3m4a 23.png Dk e3m4a 33.png

E3M4a

Prototype Final
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The prototype's E3M4a has the player start right at the exit from the previous area, but the final game has the player start in a courtyard after a cutscene takes them away from the exit from E3M3.

Prototype Final
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The box of Bolter ammo found near the start is instead a Bolter.

Prototype Final
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An extra Dwarf was added near the campfire and the items near the campfire were changed so that they're a box of Bolter ammo, Chainmail, and a Potion instead of a Health Box and a box of Bolter ammo.

Prototype Final
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Another Doombat was added just passed the campfire area.

Prototype Final
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The entrance to the first spiral staircase contains a Silverclaw in front of it that was removed in the final game and a Plague Rat was added to the right of the health pickup in the final game.

Prototype Final
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Two more Plague rats were added to the base of the spiral staircase.

Prototype Final
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A bundle of Ballista logs were added at the top of the first spiral staircase.

Prototype Final
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A Black Chest was added near the wall the opposite of the exit from the first spiral staircase.

Prototype Final
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A Health Box is in front of the barrel the player needs to push to proceed instead of a Purifier shard.

Prototype Final
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In the courtyard past the bridge and second spiral room, the Lycanthir near the body plays an eating animation near the body in the prototype. The final game simply has him standing there.

Prototype Final
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A bundle of Ballista logs was added to the corner area with the Lycanthir and the healing item in the final game.

Prototype Final
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The Dragon floating around the castle is missing in the prototype.

Prototype Final
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The sniper nest containing a Fletcher does not have ammo for Stavros' Stave in the prototype.

Prototype Final
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A single Fletcher stands where three Hellfire Palandins would at the entrance to the tower. The healing item near the Hellfire Paladins and the boxes of Bolter ammo to the right of them are missing as well.

Prototype Final
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One Rat at the bottom of the tower was moved to be closer to the player and an extra Plague Rat was added as well.

Prototype Final
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Another Doombat was added to the roof above the elevator.

Prototype Final
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Approaching the Crypt Key before defeating the Buboids will instantly gib the player if it is approached, despite there being no particle effects signaling it is active.

Prototype Final
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The Dwarf at the top of the tower was replaced with two Fletchers and a Black Adamate Armor where he used to be.

Prototype Final
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A Stavros Stave exists in the prototype where a Ring of Lighting Protection is in the final game.

Prototype Final
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Ammo for the Stavros' Stave was added the opposite of the exit door in the final game.

Prototype Final
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Two Hellfire Paladins were added to guard the door to E3M4b in the final game.

E3M4b

There is a chunk of E3M4a that does not appear in the final game.

Prototype Final
Dk99 e3m4b 1.png Dk e3m4b 24.png

An extra Doombat was added near the start of the level.

Prototype Final
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Two Plague Rats were added near a pillar.

Prototype Final
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Another Doombat and ammo for Stavros' Stave was added near the entrance to the upper portion of Wyndrax's room.

Prototype Final
Dk99 e3m4b 4.png Dk e3m4b 11.png

The table contains a Satanic Book of Evil, an item completely removed from the final game. In it's place is a Potion in the final game. Two Plague Rats are near the table, but were removed in the final game.

Prototype Final
Dk99 e3m4b 5.png Dk e3m4b 12.png

A bundle of Ballista logs were added near the Doombats.

Prototype Final
Dk99 e3m4b 6.png Dk e3m4b 13.png

Two Fletchers occupy the locations where the two Hellfire Paladins are in the final game. The Black Chest near the Hellfire Paladins is missing as well.

Prototype Final
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The secret stat boost item is a Speed boost in the prototype, but a Vitality boost in the final game.

Prototype Final
Dk99 e3m4b 8.png Dk e3m4b 15.png

A Hellfire Paladin and Potion were added to the hallway before the door to the lower entrance to Wyndrax's room.

Prototype Final
Dk99 e3m4b 9.png Dk e3m4b 16.png

The way to Wyndrax's forest is already open in the prototype.

Prototype Final
Dk99 e3m4b 10.png Dk e3m4b 17.png

The Black Adamate Armor on the upper part of Wyndrax's room is missing in the October 1999 build.

Prototype Final
Dk99 e3m4b 11.png Dk e3m4b 18.png

The altar used to destroy the giant wisp and expose Wyndrax lacks candles on the left and right side of it in the prototype.

It can be used with the Wyndrax Spellbook, but all it does is make the giant wisp disappear. The thing holding it is not destroyed and Wyndrax is not exposed.

Prototype Final
Dk99 e3m4b 14.png Dk e3m4b 22.png

The giant wisp is merely the wisp fired from Wyndrax's Wisp in the prototype with some electricity spewing from it in this build. The final game turns it into a blue particle set.

Prototype Final
Dk99 e3m4b 12.png Dk e3m4b 19.png

A box of Bolter ammo is replaced with a bundle of Ballista logs in the room right before Wyndrax's forest.

Prototype Final
Dk99 e3m4b 13.png Dk e3m4b 20.png

Wyndrax himself is standing around in the upper right portion of the forest instead of having to be exposed first, like in the final game.

The trees in Wyndrax's forest do not make odd sounds, unlike the final game.

Prototype Final
Dk99 e3m4b 15.png Dk e3m4b 21.png

The door to E3M4a contains a good-sized chunk of E3M4a in the prototype. The final game removes it entirely.

Prototype E3M4b Prototype E3M4a
Dk99 e3m4b 16.png Dk99 e3m4a 14.png
Prototype E3M4b Final E3M4a
Dk99 e3m4b 16.png Dk e3m4a 23.png

The chunk of E3M4a in E3M4b contains the main entrance to the tower area. interestingly, this area contains two boxes of Bolter ammo seen in the fianl version of E3M4a, but not in the prototype's E3M4a.

Prototype Final
Dk99 e3m4b 17.png Dk e3m4b 23.png

The end of E3M4b contain E3M5a's graveyard and crypt entrance area in the prototype. the final game removes it and places a wall where it would be.

E3M6_cineend

A small chunk of E3M6 exists in the "hidden" level E3M6_cineend. This level appears to have been used to make the cutscene for the end of E3M6, since it is focused on the throne room, where the ending cutscene happens in the final game. It still contains the entities in the chunk of level used for it, which gives a small glimpse into how E3M6 was when the prototype was compiled.

Dk99 e3m6 cineend 5.png

In the prototype, two Buboids are already inside Gharroth's throne room. In the final game, he must summon Buboids first. However, the pre-placed Buboids do not prevent him from summoning extra Buboids.

Prototype Final
Dk99 e3m6 cineend 1.png Dk e3m6 1.png

A Health Box and a Potion were added to the left of the throne.

Prototype Final
Dk99 e3m6 cineend 2.png Dk e3m6 2.png

A Health Box was replaced with a potion in the final game.

Prototype Final
Dk99 e3m6 cineend 3.png Dk e3m6 3.png

The ammo in the lower portion of Gharroth's chamber are two boxes of Bolter ammo in the October 1999 build, while the final game has a box of Bolter ammo, ammo for the Stavros' Stave, and a bundle of Ballista logs.

Prototype Final
Dk99 e3m6 cineend 4.png Dk e3m6 4.png

The Hellfire Paladin near the Paladin near the door is missing in this prototype.

E4M1

E4M1's main changes are in enemy and item layouts, like the majority of other levels. However, unlike the other levels, the amount of differences is significant between the prototype and the final game. The October 1999 version of E4M1 has far fewer enemies, to the point of some halls and rooms absolutely packed with enemies having nothing in them in the prototype. Ammo is much more scarce as well, with areas that are ammo paradises in the final game being completely desolate.

The order of gaining weapons is different in this prototype as well. The player can gain a Slugger soon after starting the first portion of E4M1 in the final game, but must wait until the halfway point to find one in the prototype, and only through a secret instead of being out in the open, like Sluggers are in the final game. The Kineticore seems to be non-existent in this version of E4M1, as ammo for it cannot be found. As compensation, the player can get a Glock 2020 right after the area starts instead of having to deal with or kite some enemies in order to get one, like in the final game.

E4M1a

The vent door the player must open to continue in the level will get jammed once it hits a Rat near it and will never go down enough to let the player though, no matter if the Rats and their corpses are eliminated or not. The only way to proceed past this point is with the noclip cheat.

In the prototype, all of the cell doors except for the one the player starts in and the one leading to the vent section are closed when the level starts, and are opened with the switch at the bottom of the cell block area. The final game changes this so that the only closed cell doors are the ones at the bottom that aren't already open (or destroyed) when the level starts.

Prototype Final
Dk99 e4m1a 1.png Dk e4m1a 7.png
Prototype Final
Dk99 e4m1a 1.png Dk e4m1a 81.png


The player starts in the lower righthand cell on the lower floor in the prototype. The final game moves the starting point to outside the cell. The cell itself has a Glock 2020 that was removed in the final game.

Prototype Final
Dk99 e4m1a 2.png Dk e4m1a 8.png

A cell with a single Glock 2020 magazine had three more magazines and a White Prisoner placed in it. The original magazine was moved from the cot to the floor with the rest of the mags.

Prototype Final
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A cell with two Black Prisoners and two Glock magazines between them instead has a single small Medkit on a cot in the prototype.

Prototype Final
Dk99 e4m1a 4.png Dk e4m1a 10.png

The entrance to the vent area contains a single Black Prisoner and Glock magazine in the October 1999 build. The final game adds another Black Prisoner, moves them closer to the magazine, adds two more magzines near the original one, and puts a Glock 2020 in front of the entrance to the vent system.

Prototype Final
Dk99 e4m1a 5.png Dk e4m1a 11.png

The room with the Bottle has a small Medkit instead of Kelvar Armor next to it in the prototype.

Prototype Final
Dk99 e4m1a 6.png Dk e4m1a 12.png

A Rat was centered in the final game.

Prototype Final
Dk99 e4m1a 7.png Dk e4m1a 13.png

A single magazine for the Glock 2020 stands in place of the semi-hidden Slugger in the prototype. This means the player doesn't get access to the Slugger right away.

Prototype Final
Dk99 e4m1a 8.png Dk e4m1a 14.png

Another Rat was centered in the final game.

Prototype Final
Dk99 e4m1a 9.png Dk e4m1a 15.png

The room with the switch that blows a hole in the wall is quite different in the prototype. It has a barrel with fire in it and changed lighting to match it, a single Rat as opposition, and no items.

Prototype Final
Dk99 e4m1a 10.png Dk e4m1a 16.png

There are no Rats in the October 1999 version of the pipe room.

Prototype Final
Dk99 e4m1a 11.png Dk e4m1a 17.png

A Kevlar Armor that's clipping into the roof takes the place of the large Medkit in the prototype's pipe room.

Prototype Final
Dk99 e4m1a 12.png Dk e4m1a 18.png

Two Black Prisoners were added near the sewer grate from the pipe room.

Prototype Final
Dk99 e4m1a 13.png Dk e4m1a 19.png

A spare Glock 2020 magazine takes the place of the Glock 2020 found near the first exit to E4M1b in the final game.

Prototype Final
Dk99 e4m1a 14.png Dk e4m1a 20.png

The area containing the door to the cell block release room lacks Rats in the prototype.

Prototype Final
Dk99 e4m1a 15.png Dk e4m1a 21.png

Two White Prisoners were added to the room that has the switch opening the cell blocks on the first floor.

Prototype Final
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Four Glock magazines and a medkit were also added to the switch room.

Prototype Final
Dk99 e4m1a 17.png Dk e4m1a 23.png

The first floor of the staircase room lacks two White Prisoners and a small Medkit in the prototype.

Prototype Final
Dk99 e4m1a 18.png Dk e4m1a 24.png

Another White Prisoner and two Glock magazines were added to the first floor in the staircase room.

Prototype Final
Dk99 e4m1a 19.png Dk e4m1a 25.png

Four Black Prisoners were added to the second floor in the staircase room.

Prototype Final
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Two Glock magazines were placed near the staircase to the third floor.

Prototype Final
Dk99 e4m1a 20.png Dk e4m1a 27.png

The hallway leading to the second floor of the cell block has two extra White Prisoners in the final game.

Prototype Final
Dk99 e4m1a 22.png Dk e4m1a 37.png

A White Prisoner was added to a cell on the second floor.

Prototype Final
Dk99 e4m1a 23.png Dk e4m1a 38.png

A White Prisoner and a Black Prisoner were added to a cell on the second floor.

Prototype Final
Dk99 e4m1a 24.png Dk e4m1a 39.png

The cell leading to the second floor is completely different in the prototype. Instead of having to crawl through a vent opening, the player walks through an opening on the left wall. The cell itself also lacks the two Black Prisoners seen in the final game.

Prototype Final
Dk99 e4m1a 25.png Dk e4m1a 40.png

Lighting, a White Prisoner, and a Black Prisoner were added to a cell in the second floor.

Prototype Final
Dk99 e4m1a 26.png Dk e4m1a 41.png

A White Prisoner was added to a cell on the second floor.

Prototype Final
Dk99 e4m1a 27.png Dk e4m1a 28.png

The cell leading to the area behind the cell block on the second floor lacks any enemies in it and front of it in the prototype.

Prototype Final
Dk99 e4m1a 28.png Dk e4m1a 29.png

Two Black Prisoners were added.

Prototype Final
Dk99 e4m1a 29.png Dk e4m1a 30.png

A Black Prisoner was added to the entrance from the cafeteria.

Prototype Final
Dk99 e4m1a 30.png Dk e4m1a 31.png

Two small Medkits were removed from the start of the long hallway behind the second floor cells.

Prototype Final
Dk99 e4m1a 31.png Dk e4m1a 32.png

A Black Prisoner near the Medkits was removed in the final game.

Prototype Final
Dk99 e4m1a 32.png Dk e4m1a 33.png

The hallway behind the second floor cellblock is completely devoid of enemies in the prototype.

Prototype Final
Dk99 e4m1a 33.png Dk e4m1a 35.png

Two Glock magazines were added to the right side of the wall near the end.

Prototype Final
Dk99 e4m1a 34.png Dk e4m1a 82.png

A box of Slugger ammo was added behind a pillar in the final game.

Prototype Final
Dk99 e4m1a 35.png Dk e4m1a 42.png

The entrance to E4M1c contains a single Black Prisoner and a Glock 2020 and magazine for it to the left of the enemy in the prototype.

Prototype Final
Dk99 e4m1a 36.png Dk e4m1a 43.png

Not only is the secret Megashield missing, the bars preventing the player from going passed the Megashield are absent as well.

Prototype Final
Dk99 e4m1a 37.png Dk e4m1a 44.png

Four Black Prisoners were added to the third floor of the staircase room.

Prototype Final
Dk99 e4m1a 38.png Dk e4m1a 45.png

The texture on the back of the third floor was changed from brick to concrete.

Prototype Final
Dk99 e4m1a 39.png Dk e4m1a 46.png

The alcove near the vent entrance to the cell block's third floor lacks any Glock 2020 ammo in the prototype.

Prototype Final
Dk99 e4m1a 40.png Dk e4m1a 47.png

The vent used as part of the way to access the third floor of the cell block area lacks Rats in the prototype.

Prototype Final
Dk99 e4m1a 41.png Dk e4m1a 48.png

The Mana Skull at the start of the tight hallway is missing.

Prototype Final
Dk99 e4m1a 42.png Dk e4m1a 49.png

The tight hallway lacks enemies in this build.

Prototype Final
Dk99 e4m1a 43.png Dk e4m1a 50.png

The ammo for the Slugger is floating above where it should be for some reason. It is also placed closer to a pillar than it is in the final game.

Prototype Final
Dk99 e4m1a 44.png Dk e4m1a 51.png

More missing enemies in the prototype.

Prototype Final
Dk99 e4m1a 45.png Dk e4m1a 52.png

The sewer grate passed the tight hallway lacks enemies as well.

Prototype Final
Dk99 e4m1a 46.png Dk e4m1a 53.png

A White Prisoner was added to a cell.

Prototype Final
Dk99 e4m1a 47.png Dk e4m1a 54.png

A cell with a single Black Prisoner in the prototype has two White Prisoners in the final game.

Prototype Final
Dk99 e4m1a 48.png Dk e4m1a 55.png

An empty cell was given three Glock 2020 magazines in the final game.

Prototype Final
Dk99 e4m1a 49.png Dk e4m1a 56.png

Two Rats were added to an empty cell.

Prototype Final
Dk99 e4m1a 51.png Dk e4m1a 58.png

The hidden ammo storage area lacks enemies and ammo.

Prototype Final
Dk99 e4m1a 52.png Dk e4m1a 59.png

A vial of Saltpepper can be seen mostly embedded in the floor near the shelves. It cannot be picked up.

Prototype Final
Dk99 e4m1a 53.png Dk e4m1a 60.png

An empty cell was given a small Medkit and a box of Slugger ammo.

Prototype Final
Dk99 e4m1a 54.png Dk e4m1a 61.png

An empty cell was given a White Prisoner.

Prototype Final
Dk99 e4m1a 55.png Dk e4m1a 62.png

An empty cell was given not one, but two White Prisoners.

Prototype Final
Dk99 e4m1a 56.png Dk e4m1a 63.png

The electric chair (maybe?) has Kevlar Armor in the the middle of it in the prototype.

Prototype Final
Dk99 e4m1a 57.png Dk e4m1a 64.png

The Kelvar Armor was moved to a cubby hole the player must jump into from the top of the chair in the final game. The prototype lacks the cubby hole the armor would eventually be placed in.

Prototype Final
Dk99 e4m1a 58.png Dk e4m1a 65.png

The main table in the cafeteria lacks enemies entirely.

Prototype Final
Dk99 e4m1a 59.png Dk e4m1a 66.png

The collection of explosive barrels, two Rats, and two boxes of ammo for the Kineticore found in the lower right corner of the cafeteria are missing as well.

Prototype Final
Dk99 e4m1a 60.png Dk e4m1a 67.png

The cafeteria counter lacks the serving hole seen in the final design. This makes it much closer to the cafeteria seen in Milestone 2's E4M1 than the one in the final game.

Prototype Final
Dk99 e4m1a 61.png Dk e4m1a 68.png

A Black Prisoner near the entrance to the counter area was replaced with a White Prisoner and a Glock magazine in a corner.

Prototype Final
Dk99 e4m1a 62.png Dk e4m1a 69.png

The kitchen contains an unusual area on the left side of it that was completely removed in the final game. It has a White Prisoner in it and no detailing whatsoever.

Prototype Final
Dk99 e4m1a 63.png Dk e4m1a 70.png

One of the windows in the kitchen area is open in the prototype, but was sealed up in the final game.

Prototype Final
Dk99 e4m1a 64.png Dk e4m1a 71.png

The kitchen itself contains a White Prisoner, another Bottle, a Glock 2020, and a magazine of ammo for the Glock in it. The final game removes all of these items, but kindly adds orange lighting near the heater as compensation.

Prototype Final
Dk99 e4m1a 76.png Dk e4m1a 84.png

The grate on the stove in the prototype's kitchen will explode when used, letting the player get inside the stove. Hopping in will reward a secret. The final game removes the exploding grate stove and the secret associated with it.

Prototype Final
Dk99 e4m1a 75.png Dk e4m1a 83.png

The orientation of the small Medkit in the kitchen's cabinet was changed to be flush with the cabinet in the final game.

Prototype Final
Dk99 e4m1a 65.png Dk e4m1a 72.png

The cabinet in the back of the kitchen lacks Slugger ammo in the prototype.

Prototype Final
Dk99 e4m1a 72.png Dk e4m1a 79.png

The hallway connecting the first floor of the staircase room and the cafeteria is missing in this prototype. Oddly, a connection between those rooms does exist in Milestone 2, made two years before this prototype was made.

Prototype Final
Dk99 e4m1a 66.png Dk e4m1a 73.png

Two White Prisoners were added to the laundry room in the final game.

Prototype Final
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The switch that opens up the washer containing the Ebonite armor is above the explosive barrel in the prototype, but is behind it in the final game.

Prototype Final
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Two boxes of Slugger ammo were placed on the rightmost rear washer in the final game.

Prototype Final
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Another White Prisoner, a Slugger, and a small Medkit were added in the room past the laundry room. A Glock 2020 in the prototype was replaced with an extra Glock 2020 magazine.

Prototype Final
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The room past the laundry room contains a secret that was removed (well, sort of) in the final game. The beam in the room leads to a grate that can be opened in the prototype.

Prototype E4M1a Final E4M1b
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The grate leads to a secret area with a Goldensoul on one side and a window looking out on the other side. While the area appears to be unused at first, it actually appears...as a secret area in E4M2b. The room was moved to E4M2b at some point after this prototype and the grate opening that was originally used to reach it was replaced with two boxes of Cordite Grenades.

Prototype Final
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The unused room with Slugger ammo contains a box of Ripper ammo instead in the prototype. It is still unused, however.

E4M1b

The player starts the level in the water tunnels from E4M1c. Attempting to access the outside area will make the game do a hard freeze.

The few bits of E4M1b that are playable suggest it was still a bit of a work in progress. Notably, the water tunnel from the end of E4M1c that ejects the player back into the yard does not automatically push the player forward, forcing the player to slowly swim through it without any chances to catch a breath.

Prototype Final
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the grate at the bottom of the water switch area has an unusual moving device that is removed in the final game. When the water is raised, the device goes with it. This makes it clip through the wall.

Prototype Final
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The upper switch has a Glock 2020 and ammo for it in front of it. The final game replaces the Glock with another magazine for the Glock.

Prototype Final
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The fan at the start of the pipe section is missing.

Prototype Final
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The grate details in the pipe do not exist in the prototype.

Prototype Final
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The fans on each corner of the pipe area are absent in this build.

E4M1c

Prototype Final
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A magazine was added right past where the player spawns into E4M1c. Two Black Prisoners were added to the path to the switch as well.

Prototype Final
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An extra White Prisoner and a small Medkit were added behind the White Prisoner near the barrel with fire in it.

Prototype Final
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Two Black Prisoners and a box of Slugger ammo were added to the hallway opposite of the fire barrel.

Prototype Final
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The shower room is a bit different in terms of item layout in the prototype. A Glock 2020 magazine on the upper left-hand corner was replaced with two Rats, the right-hand Glock mag was replaced with a Black Prisoner, with another Black Prisoner near that one, and Coal was replaced with a Black Prisoner.

Prototype Final
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The Coal in the shower room in the prototype was moved to a nearby hallway in the final game, possibly so that the player would never miss it. An extra White Prisoner was added to guard the Coal as well.

Prototype Final
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The secret Goldensoul lacks Rats guarding it in the prototype.

Prototype Final
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Two White Prisoners were added to the collapsing roof room.

Prototype Final
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The alcove above the collapsing roof contains three small Medkits in the prototype. The final game contains a Slugger, an Acro boost, and ammo for the Slugger.

Prototype Final
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The Kineticore ammo on the opposite side of the ammo stash is missing in the prototype.

Prototype Final
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The large Medkit past the collapsing roof room is an Acro boost in the prototype. Perhaps the level designer(s) moved the Acro over to the alcove from its original position, then had the large Medkit take the place where the Acros used to be.

Prototype Final
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The secret room containing the Attack boost has a Slugger instead.

Prototype Final
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The hallway to the path to the outdoor area is almost completely devoid of enemies in the prototype.

Prototype Final
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Same as above.

Prototype Final
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Four Black Prisoners and a large Medkit were added to the entrance to the tower area.

Prototype Final
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A lot of barrels are in place of where the Rats are in the prototype.

Prototype Final
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The Wraithorb room contains so many explosive barrels that the Wraithorb had to be placed on top of a barrel in the prototype.

Prototype Final
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The path to the Saltpeter contains a lot more barrels in the prototype.

Prototype Final
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In place of the Saltpeter is an Uzi Gangster in the prototype.

Prototype Final
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Two barrels were removed.

Prototype Final
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Two barrels were replaced with two Glock 2020 magazines in the final game.

Prototype Final
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Besides the usual removed explosive barrels, the White Prisoner was moved to the right side of his room and a small Medkit was placed where he used to be in the final game.

Prototype Final
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The Black Prisoner and Rat at the base of the tower gained friends in the form of two White Prisoners in the final game.

Prototype Final
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The enemy and item composition at the top of the tower was changed in the final game. The left side of the room gained an extra White Prisoner, two Glock magazines were placed on the walkway leading to the vent area, and the right side was given another Black Prisoner and Sulfur.

Prototype Final
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A small Medkit and two Rats were added to the walkway above the top floor in the tower.

Prototype Final
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A Rat was placed to the left of a small Medkit on the walway in the top room.

Prototype Final
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The walkway behind the pipe from the entrance to the vent area lacks supplies in the prototype.

Prototype Final
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A Rat was added to the left of where the supplies are in the final game.

Prototype Final
Dk99 e4m1c 27.png Dk e4m1c 33.png

Two Glock 2020 magazines were added at the start of the vent crawl down the tower.

Prototype Final
Dk99 e4m1c 28.png Dk e4m1c 34.png

Another Rat was added.

Prototype Final
Dk99 e4m1c 29.png Dk e4m1c 35.png

A Rat was added in front of a grate.

Prototype Final
Dk99 e4m1c 30.png Dk e4m1c 36.png

Two Rats were added.

Prototype Final
Dk99 e4m1c 31.png Dk e4m1c 37.png

A Rat was added behind a grate.

Prototype Final
Dk99 e4m1c 32.png Dk e4m1c 38.png

Yet another Rat was added behind a grate.

Prototype Final
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Two Rats were added, including one that is floating above the others.

Prototype Final
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A Rat sneaks behind another grate grate in the final game.

Prototype Final
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A large Medkit is added behind a Rat in the final game.

Prototype Final
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Another day, another Rat added behind a grate.

Prototype Final
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Three Rats were added.

Prototype Final
Dk99 e4m1c 38.png Dk e4m1c 44.png

Rat, grate, you know the drill by now.

Prototype Final
Dk99 e4m1c 39.png Dk e4m1c 45.png

Two Rats were added.

Prototype Final
Dk99 e4m1c 40.png Dk e4m1c 46.png

The last Rat is added behind a grate. We'll miss you buddy.

Prototype Final
Dk99 e4m1c 41.png Dk e4m1c 47.png

Two Rats were added.

Prototype Final
Dk99 e4m1c 42.png Dk e4m1c 48.png

An Envirosuit was added near the entrance to E4m1b.

E4M2

E4M2, like E4M1, has significantly less enemies and ammo than it does in the final game. The lack of ammo is actually more dramatic than it is in E4M1, with all of the Glock 2020 ammo scattered throughout the level being absent and most of the other ammo missing as well. The significantly smaller enemy count makes the lack of ammo not as bad as it seems.

The level contains several similarities with E4M1b in the 0.10 prototype in enemy placement that was in 0.10 but not in the final game. This suggests that several changes to convert the enemy layout from the design seen in the 0.10 era to the final game happened quite late. A trap seen late in the area is missing, like it was in previous prototypes.

E4M2a

Prototype Final
Dk99 e4m2a 1.png Dk e4m2a 19.png

A Glock 2020 near the start was replaced with five Glock 2020 magazines in the final game.

Prototype Final
Dk99 e4m2a 2.png Dk e4m2a 20.png

Three White Prisoners were added after the first slope and the lighting was made brighter in the area.

Prototype Final
Dk99 e4m2a 3.png Dk e4m2a 21.png

The cave containing the Kineticore has a Slugger and Slugger ammo instead of a Kineticore and Ripper ammo.

Prototype Final
Dk99 e4m2a 4.png Dk e4m2a 22.png

Ripper ammo was added to the alternate entrance to E4M2b in the final game.

Prototype Final
Dk99 e4m2a 5.png Dk e4m2a 23.png

A Ripper and Ripper ammo are nhear where the Kineticore and Slugger ammo are in the prototype. The small Medkit near the Black Prisoners are missing as well.

Prototype Final
Dk99 e4m2a 6.png Dk e4m2a 24.png

The two Black Prisoners near the two small Medkits are missing in the prototype.

Prototype Final
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The White Prisoner near the start of the cliff run cannot be found in this build.

Prototype Final
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A Chaingun Gangster can be found in place of the three large Medkits near the entrance to the small cave in the cliff run area.

Prototype Final
Dk99 e4m2a 9.png Dk e4m2a 27.png

An empty portion right before the entrance to the cave was filled with a Rocket Gangster, four Glock 2020 magazines, and a roaming Chaingun Gangster in the final game.

Prototype Final
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All the Glock 2020 ammo in the cave is absent in the prototype.

Prototype Final
Dk99 e4m2a 27.png Dk e4m2a 30.png

An Uzi Gangster is replaced with a White Prisoner in the final game.

Prototype Final
Dk99 e4m2a 12.png Dk e4m2a 31.png

Three Black Prisoners were added past the cave in the final game.

Prototype Final
Dk99 e4m2a 13.png Dk e4m2a 31.png

The flying Chaingun Gangster is closer to the bridge above the entrance to the underground docks in the prototype.

Prototype Final
Dk99 e4m2a 14.png Dk e4m2a 33.png

The bridge above the underground dock entrance contains two small Medkits on the right side. Two large Medkits and three White Prisoners were added to the final take, while a small Medkit was removed. The other small Medkit was moved.

Prototype Final
Dk99 e4m2a 26.png Dk e4m2a 34.png

The two Prisoners at the curve to the dock entrance are missing in this build.

Prototype Final
Dk99 e4m2a 15.png Dk e4m2a 35.png

A Black Prisoner were added to the rightmost above ground dock.

Prototype Final
Dk99 e4m2a 16.png Dk e4m2a 36.png

The left above ground dock lacks the Envirosuit and White Prisoners seen in the final version.

Prototype Final
Dk99 e4m2a 17.png Dk e4m2a 37.png

In the prototype, the Sharks in the water surrounding the cliff run do not move. The final game changes it so that they start roaming as soon as the level starts.

Prototype Final
Dk99 e4m2a 18.png Dk e4m2a 38.png

A Rocket Gangster and an Uzi Gangster can be found right on the other side of the door to the underground dock. They're replaced with two Chaingun Gangsters moved away from the door.

The prototype enemy placement past the door can also be seen in the 0.10 prototype, but with a Female Gangster in place of the Uzi Gangster.

Prototype Final
Dk99 e4m2a 19.png Dk e4m2a 39.png

The first underground dock has Uzi Gangsters instead of White Prisoners. An extra White Prisoner was placed in front of the entrance to the cave area.

Prototype Final
Dk99 e4m2a 20.png Dk e4m2a 14.png

The laser trap at the start of the cave area does not exist in this prototype. Considering that the trap does not exist in Milestone 2's nor the 0.10 prototype either, this suggests the trap was added late in development.

Prototype Final
Dk99 e4m2a 21.png Dk e4m2a 40.png

A cave area with an Uzi Gangster can be found in the box cave area. this cave and the enemy was removed in the final game.

The cave exists in the 0.10 prototype, but has a Female Gangster instead of an Uzi Gangster.

Prototype Final
Dk99 e4m2a 22.png Dk e4m2a 41.png

The path to the crane room is filled with explosive barrels for some reason. The Rocket Gangster is also much further away than he is in the final game.

Prototype Final
Dk99 e4m2a 23.png Dk e4m2a 42.png

An Attack boost can be found where the Ebonite Armor is in the prototype.

Prototype Final
Dk99 e4m2a 24.png Dk e4m2a 43.png

The Rats in the crane room are absent in this build.

Prototype Final
Dk99 e4m2a 25.png Dk e4m2a 44.png

The large collection of ammo near the secret Goldensoul cannot be found in the October 1999 prototype.

E4M2b

Prototype Final
Dk99 e4m2b 1.png Dk e4m2b 10.png

A Rocket Gangster and a large Medkit were added to a barrel near the start of the level.

Prototype Final
Dk99 e4m2b 2.png Dk e4m2b 11.png

A small Medkit was replaced with Kevlar Armor, and a box of Novabeam ammo was added nearby in the final version.

Prototype Final
Dk99 e4m2b 3.png Dk e4m2b 12.png

The secret Megashield cannot be found in this prototype.

Prototype Final
Dk99 e4m2b 4.png Dk e4m2b 13.png

An Envirosuit, Slugger ammo, Cordite Grenades, and a small Medkit were added near another fire barrel.

Prototype Final
Dk99 e4m2b 5.png Dk e4m2b 37.png

Three Glock 2020 magazines were added near the ammo and item dump mentioned above.

Prototype Final
Dk99 e4m2b 28.png Dk e4m2b 14.png

Like E4M2a, Sharks do not roam in the prototype, but do in the final game.

Prototype Final
Dk99 e4m2b 6.png Dk e4m2b 15.png

The secret cave with the Ripper in it contains an Uzi Gangster as opposition instead of a White Prisoner. The Power boost, Slugger ammo, and Cordite Grenades are missing as well. The prototype does feature a box of Ripper ammo that was removed in the final game, though.

Prototype Final
Dk99 e4m2b 7.png Dk e4m2b 16.png

The alternate entrance to E4M2b contains a Ripper and ammo for it instead of Slugger and Kineticore ammo.

Prototype Final
Dk99 e4m2b 8.png Dk e4m2b 17.png

The secret Megashield above the cave area is a small Medkit instead.

Prototype Final
Dk99 e4m2b 9.png Dk e4m2b 18.png

The underwater area containing a ramp went from being empty in the prototype to filled to the brim with Sharks in the final game.

Prototype Final
Dk99 e4m2b 10.png Dk e4m2b 19.png

The three small Medkits near the ramp are instead in a side room in the prototype.

Prototype Final
Dk99 e4m2b 11.png Dk e4m2b 20.png

The area the ramp leads to lacks the Attack boost and Black Prisoner seen in the final game.

The same enemy layout appears in this level in the 0.10 prototype as well.

Prototype Final
Dk99 e4m2b 12.png Dk e4m2b 21.png

A Black Prisoner was added to a hallway.

Prototype Final
Dk99 e4m2b 13.png Dk e4m2b 22.png

Another Black Prisoner was added, this one guarding an Ebonite Armor.

Prototype Final
Dk99 e4m2b 14.png Dk e4m2b 23.png

Two White Prisoners and a box of Cordite Grenades were added past the ramp room.

Prototype Final
Dk99 e4m2b 15.png Dk e4m2b 24.png

Two boxes of Kineticore ammo were added right before the dive into the small pool.

Prototype Final
Dk99 e4m2b 16.png Dk e4m2b 25.png

A Black Prisoner and a Rocket Gangster facing a wall, along with two Glock 2020 magazines, were added right after the ladder.

Prototype Final
Dk99 e4m2b 17.png Dk e4m2b 26.png

A box of Ripper ammo was added in the middle of a staircase set.

Prototype Final
Dk99 e4m2b 18.png Dk e4m2b 27.png

The area past the staircase set contains a single Uzi Gangster and no items. Interestingly, this layout matches the same room in the 0.10 prototype, but with a Female Gangster instead of an Uzi Gangster.

Prototype Final
Dk99 e4m2b 19.png Dk e4m2b 28.png

A White Prisoner and a large Medkit in the corner were added on top of a building in the final game.

Prototype Final
Dk99 e4m2b 20.png Dk e4m2b 29.png

Three Black Prisoners were added to a walkway leading to an area inside a building.

Prototype Final
Dk99 e4m2b 21.png Dk e4m2b 30.png

An Uzi Gangster and a Slugger were replaced with a White Prisoner and a Black Prisoner, respectively.

Prototype Final
Dk99 e4m2b 22.png Dk e4m2b 31.png

The secret room containing a Vitality boost and a Ripper, among other items, contains nothing in the prototype.

Prototype Final
Dk99 e4m2b 23.png Dk e4m2b 32.png

An Uzi Gangster once again gets replaced with a White Prisoner and a Black Prisoner near him.

Prototype Final
Dk99 e4m2b 24.png Dk e4m2b 33.png

The back of the room leading outside contains nothing in the prototype.

Prototype Final
Dk99 e4m2b 25.png Dk e4m2b 34.png

A small Medkit was added near the drop to the lower floor.

Prototype Final
Dk99 e4m2b 26.png Dk e4m2b 35.png

A White Prisoner and a Black Prisoner were added to the entrance to the cave area at the end of E4M2b.

Prototype Final
Dk99 e4m2b 27.png Dk e4m2b 36.png

The cave area contains two Uzi Gangsters in the prototype. The final game replaces them with a Chaingun Gangster, two White Prisoners, and a Black Prisoner.

E4M5_cineend

A chunk of E4M5 exists in the game's files as "e4m5_cineend". Like E3M6, this was probably a chunk of E4M5 used to make the level's ending cutscene.

The small piece seen in the level suggests that E4M5 underwent a major change in enemy and item placement between this prototype and the final game. Unlike most levels in the prototype, the chunk of E4M5 in this level contains a good balance of cuts and buffs to enemy positioning and layout, along with the amount of ammo in the level. Large scale ambushes seem to have been toned down or eliminated while single or double enemies were added to locations that didn't have enemies.

It is notable in that this is the only level that has a dynamic sky in the prototype.

Prototype Final
Dk99 e4m5 cineend 9.png Dk e4m5 25.png

The prototype's sky is the one used for E4M2b, but with a dynamic sky (which is usually not seen in other skies in the prototype). The final game uses a unique skybox for E4M5.

Prototype Final
Dk99 e4m5 cineend 1.png Dk e4m5a 1.png

The prototype starting room contains a single Glock 2020 magazine and an Ebonite Armor near the doors. The final game revamps it so that the room has two boxes of Ripper ammo, a small Medkit, a large Medkit, two extra Glock 2020 magazines, and another Ebonite Armor.

Prototype Final
Dk99 e4m5 cineend 2.png Dk e4m5 17.png

The main hall contains four Navy MPs and a single Seal Commando. All of these enemies were removed in the final game.

Prototype Final
Dk99 e4m5 cineend 3.png Dk e4m5a 2.png

The texture for the door from the computer room to the main hallway seen in the 0.10 prototype still exists, even though the door no longer functions and has been blocked off from the computer room side, like in the final game.

Prototype Final
Dk99 e4m5 cineend 4.png Dk e4m5 18.png

A box of Ripper ammo was removed in the final game.

Prototype Final
Dk99 e4m5 cineend 5.png Dk e4m5 21.png

A Rocket Gangster can be found on the right entrance to the courtyard with the Chaingun Gangsters in it. He was removed in the final game.

Prototype Final
Dk99 e4m5 cineend 6.png Dk e4m5 22.png

Two Rocket Gangsters can be found in a corner near the Chaingun Gangsters. They are missing in the final game.

Prototype Final
Dk99 e4m5 cineend 7.png Dk e4m5 23.png

Two boxes of Ripper ammo can be found in place of Slugger ammo in the prototype.

Prototype Final
Dk99 e4m5 cineend 8.png Dk e4m5 24.png

The Seal Commando in the computer room is absent, along with the small Medkit to the left of the switch.

Prototype Final
Dk99 e4m5 cineend 11.png Dk e4m5 19.png

A Novabeam and ammo for it can be found in front of the door to Mishima's room. The final game replces the Novabeam with a small Medkit, then moves both items to the very back of the hallway.

Prototype Final
Dk99 e4m5 cineend 10.png Dk e4m5a 12.png

The ladder near the end of the hidden path has a fan just past the top of the ladder, like in the 0.10 prototype. The Attack powerup is missing as well.

The door cannot be opened in the prototype because the switch to activate it was cut off when the level chunk was sectioned off to create this level.

E1DM6

The October 1999 prototype contains an additional multiplayer level that can only be played by loading it in the console. When loaded, it turns out to be the level E4DM2 from the final game, but with Episode 1's weapons and items. This shows that E4DM2 was originally meant to be an Episode 1 deathmatch level, but was converted into one for Episode 4 sometime after this prototype was compiled. This makes sense, as E4DM2 uses textures and design cues from Episode 1, not Episode 4 and has the Hosportal in it, an item only seen in Episode 1.

While many items were given their equivalents in Episode 4, some were removed without a replacement given. There are also two architectural differences and strange spinning objects that suggest this level was not 100% complete when it was compiled.

Prototype Final
Dk99 e1dm6 1.png Dk e4dm2 1.png

A Novabeam was added to an area at the very bottom of the level in the final game.

Prototype Final
Dk99 e1dm6 2.png Dk e4dm2 2.png

A Shotcycler was removed, and nothing was given as its replacement.

Prototype Final
Dk99 e1dm6 3.png Dk e4dm2 3.png

A box of Shotcycler ammo was replaced with a Ripper and Novabeam ammo.

Prototype Final
Dk99 e1dm6 38.png Dk e4dm2 37.png

The water on the second floor does not have solid ground underneath it. If the player hops into it, they'll be able to explore the architecture behind the liquid walls on the first floor.

The final game adds a floor so that this doesn't happen.

Prototype Final
Dk99 e1dm6 4.png Dk e4dm2 4.png

A Plasteel Armor was replaced with it's Episode 4 equivalent, the Ebonite Armor.

Prototype Final
Dk99 e1dm6 5.png Dk e4dm2 5.png

Episode 1 Medkit replaced with a small Medkit from Episode 4.

Prototype Final
Dk99 e1dm6 6.png Dk e4dm2 6.png

Same as above.

Prototype Final
Dk99 e1dm6 7.png Dk e4dm2 7.png

An Ion Blaster and two Sidewinder rocket boxes were replaced with a box of Cordite Grenades and two Slugger ammo pickups.

Prototype Final
Dk99 e1dm6 8.png Dk e4dm2 8.png

Two Kineticore ammo boxes were placed in a corner in the final game.

Prototype Final
Dk99 e1dm6 9.png Dk e4dm2 9.png

A Power boost (actually the second one in the level, as the one behind the Daikatana sign exists in this prototype as well) was replaced with a Vitality boost. A Kineticore was added near the Vitality boost as well, possibly to go with the Kineticore ammo mentioned above.

Prototype Final
Dk99 e1dm6 10.png Dk e4dm2 10.png

A Chromatic Armor and a medkit were replaced with a Slugger and ammo for it.

Prototype Final
Dk99 e1dm6 11.png Dk e4dm2 11.png

A Sidewinder and ammo for it were replaced with Kevlar Armor and a small Medkit.

Prototype Final
Dk99 e1dm6 12.png Dk e4dm2 12.png

A Speed boost was added.

Prototype Final
Dk99 e1dm6 14.png Dk e4dm2 38.png

A strange model can be found where the Speed boost is in the final game. Whatever it is, it's gone in the final game.

Prototype Final
Dk99 e1dm6 13.png Dk e4dm2 13.png

An empy area was given two small Medkits in the final game.


Prototype Final
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A box of Shotcycler ammo, a box of Ion Blaster ammo, an ion Blaster, and another box of Ion Blaster ammo were replaced with Ripper ammo, a Glock 2020 magazine, Cordite Grenades, and another Glock 2020 mag, respectively.

Prototype Final
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A Chromatic Armor was replaced with its Episode 4 counterpart, the Kelvar Armor.

Prototype Final
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A box of Sidewinder rockets was replaced with Slugger ammo.

Prototype Final
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The room containing the Goldensoul is different in this prototype. The switch to activate it can be found by pressing a light above the entrance to the room instead of a switch near a suit of armor. Only the back of the room is covered with a door. The button to activate the door from inside the room is missing, so if the player gets stuck, the only way out is to commit suicide or quit and return.

Prototype Final
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The Goldensoul is an Acro boost in the prototype.

Prototype Final
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A Sidewinder was replaced with a Slugger.

Prototype Final
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A box of Ripper ammo was added, along with a light fixture to point it out.

Prototype Final
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Novabeam ammo was added to the area underneath the walkways containing the Goldensoul, Kevlar Armor, and Slugger rooms.

Prototype Final
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A Metamaser was added past the Hosportal on the upper floor of the level.

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Another Medkit replacement.

Prototype Final
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Another Plasteel Armor was replaced with Ebonite Armor, along with Sidewinder ammo turned into Slugger ammo.

Prototype Final
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The fan room shows that the level uses the sky from E3M1 in the prototype. While this may sound odd at first, the level is designed in a way that the player will never seen the medieval village in the distance seen in the skybox.

Prototype Final
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A floating static fan can be seen underneath the rotating fan. It has a Sidewinder on top of the root of the fan. This strange sight was removed from the final version of the level.

Prototype Final
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A pack of Ion Blaster ammo was replaced with a Glock magazine.

Prototype Final
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Two Shotcycler ammo boxes were replaced with Ripper ammo.

Prototype Final
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Yet another Ion Blaster ammo pickup was replaced with a Glock mag.

Prototype Final
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Two Sidewinder ammo boxes were replaced with a single box of Cordite Grenades.

Prototype Final
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Two boxes of Sidewinder rocket and an Episode 1 Medkit were replaced with two Slugger ammo pickups and a small medkit, respectively.

Prototype Final
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An Attack boost was added.

Prototype Final
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Another strange spinning thing can be found in front of the entrance to the room that has the second Kineticore and ammo for it in the level.

Prototype Final
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A Kineticore was added to an empty corner.

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A box of Kineticore ammo was added to another empty corner.

Prototype Final
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An Ion Blaster was replaced with Cordite Grenades.

Cine levels

The prototype contains several levels with the world "cine" in them that can only be played via the console. These appear to have been special levels made to create the cutscenes seen in the final game, as all of them have names and locations that match cutscenes played in the final game.

The levels themselves are small sectioned parts of existing levels. It seems the people that made them selected a slice of a level, deleted the parts that were not selected, and put barriers using the default Quake 2 texture around the start of areas that would be cut off so that the levels could compile.

E1M3_start

Dk99 e1m3 start 2.png

This level contains a chunk of the start of E1M3a.

Oddly, this level doesn't have the red lighting around the Skinnyworker at the start of the level. This matches the final game, however.

E1M3_start Prototype's E1M3a
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E1M3_cine

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THis tiny level contains Superfly's cell in E1M3b and very little else.

E1M3_end2

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This level goes a little bit past the start to the path that leads to Cellblock 4 to the end of the level.

E2M1_cinestart

E2M1_cinestart is the only trace of E2M1 in this prototype. It contains the very start of E2M1a, but with every wall using the default error texture. The kill tag near the water at the start is still functioning, so the only thing that can be done is to endlessly throw Hiro over the cliff side at the start and watch him suddenly explode when he starts getting close to a floor that consists of red hill things and water-like red things.

Prototype start Final start
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Prototype Final
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E2M2_introcine

This is the only cine level that actually has a cutscene play. The cutscene is the one played at the start of E2M2a, but lacks ambient sounds. The camera breaks once the boat reaches shore, showing random points in the level instead of Hiro or what the camera is supposed to look at.

If the player lets the cutscene play entirely, a duplicate of Hiro will be on the boat when the level starts. The clone cannot be interacted with in any way.

This level is fairly odd compared to the other cine levels. The entire level is surrounded by a cube covered with an ancient Greek painting texture instead of areas being cut off with the red temporary texture barrier. It also has items not seen in the regular level; in this case, two Poseidon's Trident ammo pickups and a Poseidon's Trident. The other cine levels use the same enemy and item layouts seen in the main levels.

E2M2_cinemid

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A small chunk of the mine area in E2M2c and a bit of the pool area above it. Used for the cutscene were Mikiko saves Hiro.

E3M1a_cinestart

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This level uses the starting area from E3M1a and a little bit of the village surrounding it.

E3M1a_cineened

E3M1a_cineend is the ending location in E3M1a, but has an element not seen in the actual E3M1a seen in the prototype. In front of the exit are three switches in a square. When all of them are pressed, the gate opens.

This matches the sequence needed to open the exit at the end of the final game's E3M1a, but without the keys needed to activate the switches. The hole the switches are in also matches the shape of the frame the switches are in in the final game. It seems the switches seen in E3M1a_cineend is an early prototype of the ones use to exit E3M1 in the final game.

Prototype Final
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e3m1a_cinened Prototype e3m1a
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E3M1c_cinemid

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Contains the church and the area immediately around it. Cuts off at the path to the graveyard.

E3M4_cinestart

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Contains the starting area of E3M4a.

E4M1_cinestart

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Consists of the starting area in E4M1a.

E4M1a_cinemid

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This level is made up of a the right side of the yard in E4M1b with a single White Prisoner in it and the area past the hole blown in the yard near the end. It's notably because of a strange temporary model that can be found near the jump to the cave area and the fact that it contains the only way to "play" the yard area in E4M1b in the prototype.

E4M2_cineend

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Contains the end dock area in E4M2a and some extra room past the double doors at the outside dock area for the boat to move.

Model_test levels

This prototype comes with four testing levels called "model_testx", where x is an episode number. These episodes contain all of the items in one room and enemies in another room found in a single episode. The enemy room contains stands featuring stands for every enemy in an episode and a pool to test enemies with special underwater behavior, such as the Sharks in Episode 4.

A static model of an enemy or NPC (the model depends on the episode) can be found in the item room as well. It can be used to select models via the console to see how they would look in-game.

Note that every enemy will activate at once if the player approaches the enemy room without the "notarget" cheat code.

Model_test1

Model_test1 contains all of the items and enemies in Episode 1. It is also the only model_test level to have the stat boost items.

Even with notarget, a Cambot will awaken every enemy if it spots the player or is shot, so it's best to avoid it as much as possible when exploring the level and checking out the enemies.

Model_test2

Model_test2 contains all of the items and enemies in Episode 2.

Model_test3

Model_test3 contains all of the items and enemies in Episode 3.

Model_test4

Model_test4 contains all of the items and enemies in Episode 4.

The regular enemy test room and its underwater portion features the SEAL Diver, an enemy cut from the final game.

Miscellenious levels

E1dojo

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E1dojo is the cyberpunk future level that most of the final game's intro takes place in, but without the cutscene playing. It contains no enemies nor items. It uses Episode 1's item list, as seen by the fast the player spawns with the Disruptor Glove.

E1DM1 and E1DM2

The prototype contains the deathmatch levels E1DM1 and E1DM2, but they're the same as they are in the final game.