Of all the areas in Final Fantasy VII, the Honey Bee Inn ranks as one of the most memorable. The staggering amount of unused material here serves as a tribute to its legacy as a fan favorite. Make room in your hearts, folks, because after reading this and watching the embedded videos, you will love this place even more.
There are a total of seven videos in this article showcasing the secrets of the Honey Bee Inn. If you want to see the Japanese rendition of events, you can find them in this playlist. Watching the videos is not necessary in order to understand the article, but reading the article helps give some context to the videos.
Unlike previous articles, a great deal of time will be spent focusing on map analysis. We’ll begin by remembering how the Honey Bee Inn looks in the final game, then comparing it with its older design.
Honey Bee Inn – Final Version
ONNA_2
ONNA_52
ONNA_52
ONNA_4
ONNA_5
ONNA_5
MRKT3
The area consists of the entrance (MRKT3), the hub room (ONNA_4), the dressing room (ONNA_2), the customer room used for both eastern entrances (ONNA_5) and the customer room for both western entrances (ONNA_52). The interior Honey Bee Inn fields are known as “ONNA”, or “women” in Japanese. Normally ONNA_5 is superimposed with a second layer that is meant to make it appear like you are viewing the room through a keyhole. You are never able to roam this room freely and instead only ever see it partially. Quite a renovation occurred before this collection of hexagonal honey comb rooms reached its final stage…!
Honey Bee Inn – The Original Design
First Floor
ONNA_2
ONNA_1
ONNA_3
MRKT3
Second Floor
ONNA_5
ONNA_52
ONNA_4
[Closed Room]
[Closed Room]
ONNA_6
Here, we can spot three unused fields: the lobby (ONNA_1) and waiting room (ONNA_3) of the first floor, and the room for employees (ONNA_6) on the second floor. Via cheat codes, one can enter these rooms, but only in the first Japanese release. Walking up the stairs in the lobby was to lead you to the northern door of the hub room (ONNA_4). As you’ll notice, the red color matches the lobby stairs more than the floor of the dressing room does. In fact, if you open the door of the dressing room (ONNA_2) in the final game, you can spot wall stripes that match the unused lobby. The pattern is nothing like that of the hub room.
The placement of the employee room can be deduced by looking at the texture of the floor on the southern entrance and matching it with the unused field. The distribution of the two customer rooms, ONNA_5 & ONNA_52, is more uncertain. The unused text implies that one was never able to take even a peek inside either of the two eastern rooms, which is why I placed no rooms adjacent to those doors.
Returning to the floor color and texture once more, the opening to the upper western room shows a redder tone than its lower counterpart, a better match for ONNA_5 than ONNA_52, and thus the reason I placed the map there and simply mirrored it.
Further analysis shows that the hub room, ONNA_4, once had a different design which we unfortunately have no footage of.
On a miscellaneous note, the designers made a gross mistake with the doors of the Honey Bee Inn. They open in one direction on one field only to open in the other direction in another, despite the door edge occasionally being on the opposite side! This is true for both the original and final design. It certainly boggles the mind how this was overlooked.
In summary, be aware that the design of the second floor is speculatory and incomplete, while the first floor presents no question marks.
The Garbled Honey Bee Inn Text
Japanese is written with three writing systems: kanji, katakana, and hiragana. These “alphabets” are stored within tables in the game’s code. While the location of each katakana and hiragana character in the game code remained the same throughout development, new kanji characters were evidentially inserted in the kanji table closer to FFVII’s completion, displacing the characters that formerly occupied their spot. This causes dialogue written at an earlier time to be displayed incorrectly. Here is the story of the work that went into making the text of ONNA_1 and ONNA_6 translatable.
When we started this project, BrutalAl gave me complete rips of the script from both Japanese releases, even providing a quick method to compare any two lines of text to see whether or not they were identical. As you may recall, a set of fields that all contain the same text is known as a “duplicate group”, even if a piece of text used in one field was never intended for use in any of the others. Thanks to my own documentation recording which field files belonged in which duplicate group, I was able to compare each group’s files in order to find minute differences between them.
The purpose from the beginning was to isolate any textual differences and then send these pieces to GlitterBerri for translation. However, when looking at two specific field files from the first Japanese release, I noticed that despite being part of two otherwise clean duplicate groups, these fields differed in numerous ways. On reviewing the files, JUNBIN21 and WHITEBG1, GlitterBerri noticed that these two fields contained erroneous kanji. What this meant was that we had isolated cases of messed up Japanese text inside duplicate groups, where we could compare the wrong kanji with the correct text. Had we just discovered a key, a Rosetta Stone, so to speak, to help unearth the true text of the two Honey Bee Inn fields?
After applying the key, GlitterBerri found that the text now actually made sense! A significant portion, although not everything, was corrected. With the combined effort of GlitterBerri and her Japanese friend Hiro, the rest of the kanji could be manually replaced using context as a clue. Now only a handful lines remain confusing. If we ever find a way to figure out the rest of the kanji, the remainder will be fixed.
Personally, I am awe-struck by the results of this combination of resources.
Without further testing your patience, I invite you to taste the nectar of the unused Honey Bee Inn scenarios, starting with the entrance to this perverted fun house.
Entrance to the Honey Bee Inn (MRKT3)
In the video above and in screenshots below, two NPCs are missing from the entrance: the chubby old man and the guard who checks for your membership card. These two characters fill roles that do not fit the early sequence of events planned for the Honey Bee Inn, so I removed them both.
The receptionist in the unused lobby, for example, will be checking for your card and deny you entrance to the upper floor if you do not have it. When the lobby was scrapped, the card check was moved outside the building, meaning you could no longer enter the brothel without one.
Secondly, in the final game the chubby old man moves the plot forward by telling you where Tifa is. After he has told you this, the scene where Aeris suggests that Cloud should dress up like a girl can be triggered outside of Corneo’s mansion.
However, in both the unused lobby and waiting room text, Cloud can hear what Tifa is doing and where from other NPCs. Although none contain an unused prompt that moves the plot forward (something that once changed PPV from 188 to 190), it is obvious that the developers experimented with having other characters be responsible for telling Cloud where Tifa was and leading players to the cross-dressing shenanigans.
My choice to remove the guard and the chubby old man is to help you visualize that these characters’ present roles do not fit their past ones, rather than being a statement that the characters were added later on. We can’t be sure when they were implemented. What we can be sure of is that nothing was to block the entrance, and removing the guard is all that was needed to open your path.
The Return of Motomu Toriyama’s Room
It’s no coincidence that we now revisit BLACKBG2, the room of Motomu Toriyama, an event planner of FFVII. This guy was not only responsible for the Sector 7 events (and no doubt had a hand in the unused scenes therein) but also planned out the Honey Bee Inn scenarios.
Talking to the Bee girl (titled “dancer” in the game code) and selecting “After All” sends you to MRKT3 without manipulating any other variables. Thanks to this, you can start a game early on, use that save, and enter the field before you’ve even visited Wall Market for the first time. In addition, talking to the Bee girl will change the menu/dialogue window color to pink, green and beige instead of shades of blue. Nice touch there, Toriyama.
The scene can also be triggered by activating an unused border to the far left. More details on their differences after the scene.
Right Trigger, Debug Route
Scene Activated by Left Trigger
AERITH
Aeris:
ใCLOUDโฆโฆ๏ผ๏ผใ
Cloud……!!
ใใพใปใใปใโฆโฆใ
Youโve GOTTA be kiddingโฆ
A:
A:ใใใใใฏไฟบใซใพใใใฆใใ
A:ใใLeave this place to me.
B:
B:ใใใใใซTIFAใใใใใ ใใใฃใจ
B:ใใTifaโs here, Iโm sure of it.
-5 Love Points to Aeris.
A:
AERITH
Aeris:
ใใต๏ฝ๏ฝ๏ฝใ๏ผ
Hmmmmm!
ใใใใใๆ ๅบฆใซใงใพใใใญใใ
So thatโs how youโre gonna be.
No change in Love Points. Aeris giggles.
B:
AERITH
Aeris:
ใๅฅณ่ฃ ใซๅฟ ่ฆใชใชใซใใใญใ
Youโll need something for cross-dressing.
ใโฆโฆใต๏ฝ๏ฝใใ
โฆHmmm.
There is no reason for Aeris to mention cross-dressing this early on in the story when the two have yet to figure out where Tifa is. Were the writers still experimenting with a proper transition to the cross-dressing quest?
If you triggered the scene via the debug room route, the sequence ends here. Walking up to Aeris will not make her rejoin you. Cloud can, in fact, walk right through her. Obviously, the game just killed her and turned her into a ghost.
The other version, triggered by activating a border further towards the left, does not end the sequence and more script can later be triggered. Although it is technically possible to mod back the later scenes to happen at the border to the right, observing the programming strongly hints that the idea to have the scenes trigger in this border was scrapped in favor of the invisible line to the left, the reason why the remaining scenes can be triggered there.
Before continuing with the flagged text, here is the unflagged text placed in between the flagged entries.
AERITH
Aeris:
ใใฏใใใฃใใฎใญใCLOUD๏ผ
That was fast, Cloud!
ใใฉใใ ใฃใ๏ผใใใใฃใ๏ผใ
Howโd it go? Any luck?
C:ใใใใใฃใใ
C:ใใI got lucky.
D:ใใTIFAใฏใใชใใฃใ
D:ใใTifa wasnโt there.
C:
AERITH
Aeris:
ใใโฆโฆ๏ผใ
Ohโฆ!
ใใชใใใๆณๅใใกใใฃใใ
I can imagine.
ใใใใใใพใใ๏ผใ
Well, letโs go!
D:
AERITH
Aeris:
ใๆๅใใใใใฃใฆใใใใซใ
You knew that from the start.
ใใพใใใใใฉโฆโฆ
Oh wellโฆ
ใใใใใใใฃใใๆฅฝใใใงใใใ
Iโm having fun too.
AERITH
Aeris:
ใใใCLOUDใใใใซใใ๏ผ
Oh, Cloud, you smell great!
ใใฉใใ ใฃใ๏ผใ
Howโd it go?
E:ใใๆฅฝใใใฃใ
E:ใใIt was fun.
F:ใใ้ขไฟใชใใ ใ
F:ใใNone of your business.
F:
AERITH
Aeris:
ใใใฃ๏ผ๏ผ
Oh!!
ใใชใใใใใพใใใฆใ๏ผใ
Come on!
E:
AERITH
Aeris:
ใใใใใจใใใใใ๏ผใ
More fun than being with me?
G:ใใใพใใใใใชใจใใใ
G:ใใSomething like that.
H:ใใใใใใ
H:ใใSorry.
G:
AERITH
Aeris:
ใใต๏ฝใ๏ผ๏ผใ
Hmph!!
H:
AERITH
Aeris:
ใๆฐใซใใชใๆฐใซใใชใ๏ผ
Donโt worry about it!
ใใใใใใใพใใ๏ผใ
Alright, letโs go!
AERITH
Aeris:
ใใใฃโฆโฆ๏ผ๏ผ
Ohโฆ!!
ใใใใใใฎ๏ผใCLOUDใ
Are you finished, Cloud?
I:ใใใใโฆโฆ
I:ใใYeahโฆ
J:ใใใพใ โฆโฆ
J:ใใNot quiteโฆ
I:
AERITH
Aeris:
ใใใ๏ผใใใใฃใ๏ผ
OK! Great!
ใใใใใใใพใใ๏ผใ
Well, letโs go!
J:
AERITH
Aeris:
ใใชใใ โฆโฆใ
Whatโฆ
ใใใใฃใฆใใใใจใๆใฃใใฎใซใ
I thought you knew
ใใใใใฎๆฐๆใกโฆใ
how I felt.
After the previous flagged piece, rejoin with Aeris, leave the field then come back, cross the invisible border, and she will split from you and speak again.
AERITH
Aeris:
ใใใฃใฑใใใใใใ โฆโฆใ
So, you’re really going…
ใใกใใฃใจใใใฃใใใใชใ
I’m a little disappointed.
Enter the Honey Bee Inn, go back to MRKT3, rejoin with Aeris then approach the Inn yet again to make her split from you. In the Japanese version, the select hand is positioned two rows too high!
Assuming that no replies are misplaced, the replies to this unflagged piece was never written or previous responses were to be reused.
The next scene takes place after the cross-dressing sidequest has started (PPV=191). All that is required to trigger this, aside from activating the borders, is to delete a line of code that prevents Aeris’ script from running.
Youโre the right age to be interested in that stuff.
Cloud’s line โLooks like I need to go inside to complete my disguise.โ is the PC version of what was a famous mistranslation in the English PSX game, where Cloud says โโฆย Hmm. That’s how you’ll fool them.โ. It is used in the scene where you enter the Honey Bee Inn in the final game, but also here in this scrapped piece where the membership card check had (probably) not yet been moved to the outside.
Unused Version
Used Version
Let us move on to some dialogue by the NPCs. Mention how at one point you can talk to them but nothing happens.
The chubby old man says the same line in the final game, with the difference that it is normally followed by him talking about Tifa. This can thus be identified as his talk-to line before he was assigned to tell you about Tifa and strenghtens the idea that he was implemented early on.
Eyebrows are raised. Johnny somehow knows about where Cloud has been all this time. Was he stalking them or does word simply spread fast in the slums? He speaks of Aeris like he knows her, or at least knows of her. Perhaps she is famous for her flower selling business.
Johnny? Red-Haired Guy?
ใใใ๏ผ๏ผ
Tch!
ใๅฝผๆฐใฎใใงใพใใใใ
So, you’re her boyfriend.
ใใใใฃ๏ผใใใฟใ
Hey, you!
ใๅฝผๅฅณๅพ ใใใฆใ้ใใงใใชใใฆ
Don’t you think it’s a little stupid to be playing
ใ้ๅธธ่ญใ ใจๆใใชใใใใ
around and makin’ yer girl wait?
One text entry was deleted from this field in the English game. We can’t be sure of which it was, but looking at the text placement this piece of dialogue is a good candidate.
{Aeris}
AERITH
โThey bought lots of flowers from me.โ
ใใ่ฑใใใใ
ใ่ฒทใฃใฆใใใฃใกใใฃใใ
If in accordance with the continuity of the final game, this is a reaction intended for when Cloud comes back from the Honey Bee Inn. It contradicts the final scenario somewhat, where she charges a high price for her flowers (except for Johnny who pays the standard 1 gil, just like Cloud can do earlier in the game).
The final scenario might have been added for the comedy of her demanding more gil from people she dislikes, thus causing the above line to be relegated to the dust bin.
If you return to the area after Scarlet leaves the gas chamber in Junon (PPVโฅ1008), a Shinra grunt appears at the entrance.
Shinra grunt
โHeeeโฆ
ใใคใใโฆโฆ
The Shinra have occupied this shop!โ
ใใใฎๅบใฏ็ฅ็พ ใๅ ้ ใใ๏ผใ
โThis shop is now under Shinra rule.โ
ใๅ ้ ใงใใ
The unflagged line may represent a sign that the player was to read, or a simplified version of the Shinra grunt’s final line.
Unknown NPC
โMmm?
ใใโฆโฆ๏ผ
That’s too bad.โ
ใใใใญใใ ใญใ
โThis used to be
where the Honey Bee Inn was!!โ
โNow, it’s a barrack
ใใใใฏใ่่ใฎ้คจใ ใฃใๅ ดๆ๏ผ๏ผ
for the Shinra soldiers.โ
ใใใพใใใ็ฅ็พ ๅ ตใฎ้คจใใ
No other NPCs are present if we return to this scene at PPVโฅ1008, so which character this dialogue belongs to is unknown.
Time to enter the unused lobby! Despite this field eluding FFVII fans for many years, it’s worth mentioning that an isolated line of code related to the Honey Bee girl in Motomu Toriyama’s debug room contain an unused command for jumping to ONNA_1. Aside from this, no other debug commands exist, used or unused, that send you to the actual interior of the Honey Bee Inn.
The Lobby (ONNA_1)
This field is incomplete in many ways. Not only is the kanji hopelessly jumbled, no exits/entrances are programmed into this field. Walking up the stairs, trying to go back outside, and entering either door won’t take you anywhere else. In fact, the doors don’t even have any collision programmed into them, so they can’t be opened by Cloud’s touch.
The slapdash setup of the field does not end there, for players will notice that more often than not Cloud is able to roam the field freely even when talking to an NPC, when he’s normally paralysed as long as the dialogue boxes are present.
All errors aside, ONNA_1 is a treasure trove of secrets and one might argue that its incompleteness is part of its charm. The fact that it can only be visited in the first Japanese release of the game, via cheat codes, seems to enhance its exotic nature. Before delving into the text within this field, let us look at the text that can be seen on the map!
The television displays a total of four different images. Here are those screens, showcasing from left to right the order in which they appear:
The Tifa we know has red eyes, so even though these girls look similar to Tifa, especially the one to the left, none can be her unless the field designers made a mistake or Tifa is wearing colored contacts.
โฅ่่ใฎ้คจโฅ
โฅHoney Bee Innโฅ
ใในใใใใณใผในโฅ
Special Courses โฅ
๏ผ๏ผๅใณใผใน
30 Minute Course
๏ผ๏ผ๏ผๅใณใผใน
150 Minute Course
็พๅฐๅฅณใจใฎ่ชใใ
Chat with beautiful women!
ใใใใฎๅทฃ็ฎฑใธใใใฃใใใโฅ
Welcome to my nest โฅ
ใฏใกใฟใคใฏใใใ๏ผ
How ’bout some honey?
Here is the rest of the text seen on the map. Not all the text can be read because, even in a clean image rip, the resolution is too low.
ไปๆฅใฎๅฅณใฎๅญ
Todayโs Girls
ใฏใใฃใกใใใกโฅ
No Entry โฅ
The text beneath each photo is impossible to read, but according to one of the field’s NPCs, at least one of these girls is supposed to be Tifa. If we look for faces that most closely resemble Tifa’s normal design, the two upper right photos appear to be the best candidates.
ใไบ้ใธใฉใใ
Go on up to the second floor.
ๅไป
Reception
The text on the stairs is a reflection of the fans at the front of the room.
ๅพ ๅๅฎค
Waiting Room
๏ผ๏ผ๏ผใปๅๆฅญ่ ใปในใซใฆใใปๆชๆๅนด
???, other brothel owners, scouts, and minors
ใๆญใใใพใใ
forbidden.
ๅผใๆใใๅ ดๅ
Poaching hostesses will
ใ๏ผ๏ผไธใฎใซใ
result in a fine
ใฎ็ฝฐ้ใงใใ
of 100,000 gil.
FFVII fans can rest assured knowing that the Honey Bee Inn is a legitimate business.
ใฟใคใฐใก็พไบบ
Honey Bee Beauties
่ฟๆญ
Welcome
The welcome mat looks identical to the one in MRKT3.
If you transport yourself to the field without any cheats involved, the field will consist of these NPCs:
– Rattail Guy: He keeps walking indecisively between the posters of women. Judging from his lines he is not the “Rattail Guy” from the Sector 7 Slums.
– Receptionist: Standing where he is supposed to.
– Guard: Will stand in your way if you try to enter the upper floor without being admitted.
– Honey Bee Girl: Comes out of the dressing room when scenes are triggered. All of her text uses the “limit break” color scheme. When ripping the text this was represented by the command {MULTICOLOR}, but the tags have been removed to improve the flow.
Three more NPCs actually exist in this field. Two of these characters are not present because their flags are activated when they should be deactivated.
– Shinra Manager: The red-suited nervous character we remember from the Midgar train. The game only ever names him “Undercover Manager”, but his personality is identical to the Shinra Manager we find in Midgar, Costa del Sol and Junon.
– Customer: a chubby blue-clad guy, who looks exactly like the NPC who gives you the Honey Bee Inn “Membership Card” elsewhere in Wall Market.
The final character is well-known to the public at this point and is none other than Palmer, the head of Shinra’s space program. Talking to the Shinra Manager at one point will cause Palmer to appear.
ONNA_1 and ONNA_6 have erroneous kanji, but ONNA_3 does not. It seems reasonable to assume that among these three unused fields that ONNA_3 was abandoned later in development than the other two.
Because of the messed up kanji, the text tables are a little different for ONNA_1 and ONNA_6:
Talk to him again to select A or B. Infinite loop via B, G then J or B then H.
Rattail Guys’ responses, especially the one that results from choosing “Who do you recommend” (where he reveals that one of the girls on the wall is Tifa and that she is among the pretty ones to go to Don Corneo’s place), fit the same expository purpose as the chubby old man’s dialogue outside of the Inn. In the early planning stages of this scene, perhaps triggering this revelation or the other Tifa-related lines moved the plot forward and introduced the cross-dressing sidequest.
If you try to enter the upper floor without being admitted, this happens:
Receptionist
ใใใฃ๏ผ๏ผ
ใใใฃ๏ผ๏ผ
Oh!!
ใใๅนดใใ๏ผ๏ผใใใกใใก๏ผ๏ผใ
ใใๅฎขใใ๏ผ๏ผใใใกใใก๏ผ๏ผใ
Sir!! No!!
A guard, looking exactly like the receptionist, runs down from the second floor and stands in your way.
Guard
ใใๅนดใ๏ฝใ๏ผ๏ผ
ใใๅฎขใ๏ฝใ๏ผ๏ผ
Sir!!
ใๆตใใพใใ๏ฝใ
ใๅฐใใพใใ๏ฝใ
This won’t do~
ใๅฃใใใๅฃใฃใฆใใใชใใ๏ฝใ
ใๆใใใๆใฃใฆใใใชใใ๏ฝใ
You gotta pay.
This dialogue doubles as a talk-to line.
Receptionist
ใใใค๏ผใใๅนดใใ๏ผ
ใใใค๏ผใใๅฎขใใ๏ผ
Alright, sir!
ใใใ่กใงใชใใใง๏ผ
ใใใๅญใงใชใใใง๏ผ
Line up like a good boy!
ใใชใใใง๏ผใ
ใใชใใใง๏ผใ
Go on!
Spoken only if Shinra Manager is still in the field.
Cloud turns towards the player, shrugs, and the scene ends.
Selecting “OK, Iโll do that,” is the trigger for a very enjoyable scene.
The Heart Scene
Cloud goes and waits in line. The camera scrolls up and to the left and a bell tone is heard.
Receptionist
ใ๏ผๆซ็ฒใๅนธๆถ๏ผ๏ผใ
ใ๏ผๅๆงใๆกๅ ๏ผ๏ผใ
Next!!
Honey Bee Girl
ใใฏ๏ฝใโฅใ
ใใฏ๏ฝใโฅใ
OK~! โฅ
The girl arrives from the dressing room. An invisible crowd is cheering and whistling! Blue lights flicker about her as though she is being photographed. The customer walks closer. (Where in the world is this crowd?!)
Honey Bee Girl
ใใโฅใพโฅใโฅใโฅใ
ใใโฅใพโฅใโฅใโฅใ
Thank โฅ you โฅ for โฅ waiting!
The girl blows a kiss at the customer, which manifests as a heart that floats from her hand to the guy’s face. Like the rest of her text, the heart is limit breaking!
โฅ
โฅ
โฅ
The customer gets over-excited, spins, and falls over unconscious!
Honey Bee Girl
ใใใ ๏ฝ๏ผ๏ผ
ใใใ ๏ฝ๏ผ๏ผ
Oh no~!!
ใใๅนดใ๏ฝใ๏ผ๏ผใ
ใใๅฎขใ๏ฝใ๏ผ๏ผใ
Sir~!!
The lady tries to wake him up.
Receptionist
ใใ๏ฝใใใใใใกใใฃใใ๏ผ๏ผใ
ใใ๏ฝใใใใใใกใใฃใใ๏ผ๏ผใ
Oi, man down!!
The guard from the upper floor appears again and starts dragging the passed out customer by his legs.
Receptionist
ใใใ๏ผ๏ผ
ใใใ๏ผ๏ผ
Right!!
ใๆใณๅณใ๏ผ๏ผใ
ใ้ใณๅบใ๏ผ๏ผใ
Take him away!!
The guard drags the customer out.
Honey Bee Girl
ใใใใ๏ฝโฅ
ใใใใ๏ฝโฅ
Oh my~ โฅ
ใใใใใชใ๏ฝใโฅใ
ใใใใใชใ๏ฝใโฅใ
Iโm sorry~ โฅ
The girl runs back to the dressing room and closes the door behind her. The camera scrolls back to Cloud, who shrugs at what just happened.
If the excitable customer who just got dragged out is the same NPC who gives you his membership card in Wall Market, the plan must have been for the card to become available only after this guy had left the Honey Bee Inn. No flags hint at this mechanic, so this theory is derived entirely from the fact the two NPCs use the same field model and they are both related to the Inn.
On to the next scene, which is triggered by talking to the Shinra Manager three times.
The Honey Bee Inn theme music is silenced. The camera scrolls up and to the left. Heavy footsteps are heard from the stairs. It is now that an unused music piece starts playing, entitled “Comical”, which continues to play for the remainder of the scene. A Honey Bee Girl descends down the stairs, then turns back.
Honey Bee Girl
ใใๅนด็ฒใใ่ตฐใใง๏ฝใโฅใ
ใใๅฎขๆงใใๅธฐใใง๏ฝใโฅใ
Welcome back, sir! โฅ
The footsteps belong to none other than Palmer, head of Shinra’s space program, who comes down from the upper floor.
Honey Bee Girl
ใใใซใ๏ฝใใโฅ
ใใใซใ๏ฝใใโฅ
Mr. Palmer~ โฅ
ใใใใฃใใ๏ฝใโฅใ
ใใใใฃใใ๏ฝใโฅใ
What a pleasant surprise~ โฅ
The girl blows him a kiss. In his excitement, the fat man wiggles his entire body from side to side.
ใใซใใผ
ใใซใใผ
Palmer:
ใใใฒใใฒใใฒใใฒใ๏ผ
ใใใฒใใฒใใฒใใฒใ๏ผ
Ohohoho!
ใใใฃใใใฃใ๏ผ๏ผ
ใใใฃใใใฃใ๏ผ๏ผ
Awesome!!
ใใใใใใชใฃ๏ผ๏ผใ
ใใใใใใชใฃ๏ผ๏ผใ
My day is made!!
Palmer stops wiggling when something catches his eye.
ใใซใใผ
ใใซใใผ
Palmer:
ใใใฒใ๏ผ๏ผใ
ใใใฒใ๏ผ๏ผใ
Oho!!
He walks over to the Shinra Manager and slaps his fellow employee.
The Manager’s nervousness gets to him and he ducks and covers his head in fear.
Shinra Manager
ๅฟ ๅผ้ณดๆป
็งๅฏ้จ้ท
Undercover Manager:
ใใใ๏ผ๏ผ
ใใใ๏ผ๏ผ
Eek!!
ใใถใๆ ๆป๏ฝ๏ผ๏ผ
ใใถใ้จ้ท๏ฝ๏ผ๏ผ
Ch, Chief…!!
ใๅฏฉ่กจใใ๏ฝ๏ผ
ใๅฏฉ่กจใใ๏ฝ๏ผ
[Kanji indecipherable] no!
ใๆ็ตฆ็ณใใ๏ฝ๏ผใ
ใๆ็ตฆๆธใใ๏ฝ๏ผใ
[Kanji indecipherable] no!
*Update January 20th, 2012: One good guess for what the indecipherable kanji here should be changed to is this:
ๅฏฉ่กจใใ๏ฝ๏ผใ๏ผใ่ปขๅคใใ๏ฝ๏ผใ๏ผใDon’t transfer me!
ๆ็ตฆ็ณใใ๏ฝ๏ผใ๏ผใๅงๆซๆธใใ๏ฝ๏ผใ๏ผใDon’t make me write an apology letter!
“ๅงๆซๆธ” is a formal, written apology letter that an employee of a company must write to the company in Japan when they make a big mistake. It is considered a big loss of face and embarassing within Japanese culture. Writing apology letters like this is pretty unique to Japanese culture. Make a mistake and apologize to everyone in your company.*
The disgraced manager crawls across the floor past Palmer, then gets to his feet and runs out the Honey Bee Inn with Palmer on his tail.
Honey Bee Girl
ใใใ๏ฝใโฅ
ใใใ๏ฝใโฅ
Noo~ โฅ
ใใใฃใกใใใ๏ฝใโฅใ
ใใใฃใกใใใ๏ฝใโฅใ
Donโt go~ โฅ
The girl runs after them. “Comical” stops playing and the default Honey Bee Inn theme resumes. The camera scrolls back to Cloud, who shrugs yet again. The scene ends.
This is the only place the unused musical theme “Comical” is known to play. It was first found several years ago in the PC port of the game, a discovery that gained relative popularity through FF7Citadel. The file name “COMICAL.MID” is where its title stems from, but it is unknown whether composer Nobuo Uematsu had any hand in its naming.
It wasn’t until the first quarter of 2011 that the tune’s PSX equivalent was heard, when the Palmer scene was unlocked thanks to the combined effort of me and BrutalAl. The presence of the tune in the PC port is explained by the fact that Eidos was sent an old version of the game to turn into a PC version. (Source: Qhimm Wiki)
For those who want to listen to a clean recording of the theme, you can find it on my YouTube channel or listen to it via TLS (right-click to save the MP3).
The dialogue changes again now that both the Customer and Shinra Manager are gone from the field.
Rattail Guy [Talk-To Line After Palmer Scene]
ใใ ใใทใใทโฆโฆ
ใใ ใใทใใทโฆโฆ
Heh heh heh…
ใใใใชใใใใใใพใใใชใใ
ใใใใชใใใใใใพใใใชใใ
Talk about lucky…
None of his dialogue branches are available anymore, so this becomes his final, default talk-to line.
Rattail Guy
ใใ ใใทใใทโฆโฆ
ใใ ใใทใใทโฆโฆ
Heh heh heh…
ใใปใฒ๏ฝ๏ผ๏ผใปใฒ๏ฝ๏ผ๏ผใ
ใใปใฒ๏ฝ๏ผ๏ผใปใฒ๏ฝ๏ผ๏ผใ
Hoo hee!! Hoo hee!!
Receptionist [Talk-To Line, Without Membership Card]
ใๅฎๆญฃใฎๅ ทใธใใใใ๏ผ
ใ่่ใฎ้คจใธใใใใ๏ผ
Welcome to the Honey Bee Inn!
ใใใ๏ผ๏ผใๅนด็ฒ๏ผ๏ผ
ใใใ๏ผ๏ผใๅฎขๆง๏ผ๏ผ
Oh!! Sir!!
ใ็่ใซใผใใใใใกใงใชใ๏ผ๏ผ
ใไผๅกใซใผใใใใใกใงใชใ๏ผ๏ผ
You donโt have your membership card?!
ใใพใใจใซใใใใใใใใพใใใ
ใใพใใจใซใใใใใใใใพใใใ
Iโm terribly sorry, but
ใใ้ฃใใจใใใ ใใใ
ใใๅผใใจใใใ ใใใ
youโll have to leave.
A minor scene is triggered if you do have a membership card with you.
The camera scrolls up and to the left. A chime is heard.
Receptionist
ใ๏ผๆซ็ฒใๅนธๆถ๏ผ๏ผใ
ใ๏ผๅๆงใๆกๅ ๏ผ๏ผใ
Next!!
Honey Bee Girl
ใใฏ๏ฝใโฅใ
ใใฏ๏ฝใโฅใ
OK~! โฅ
The girl emerges yet again from the dressing room.
Honey Bee Girl
ใใโฅใพโฅใโฅใโฅใ
ใใโฅใพโฅใโฅใโฅใ
Thank โฅ you โฅ for โฅ waiting!
She runs over to the base of the stairs and takes a look at Cloud before skipping up the stairs.
Honey Bee Girl
ใใใโฆโฆ๏ผ๏ผใ
ใใใโฆโฆ๏ผ๏ผใ
Ooh…!!
Due to an error, the pointer that is usually above Cloud’s head is now positioned near the top of the stairs, where the girl is located. The camera doesn’t scroll back to its default position, which gives the scene a sense of being incomplete. If you try to leave, the receptionist will stop you and Cloud will walk back.
Receptionist
ใใใใใๅนด็ฒ๏ผ๏ผ
ใใใใใๅฎขๆง๏ผ๏ผ
OK, sir!!
ใใ๏ผ้ซใธใฉใใ๏ผ๏ผใ
ใใ๏ผ้ใธใฉใใ๏ผ๏ผใ
Go on up to the 2nd floor!!
Doubles as a talk-to line.
When the girl leaves the dressing room and goes to the hub room (ONNA_4), a flag is triggered that, fittingly enough, makes one of the girls disappear from the dressing room (ONNA_2). With the flag activated, you can see that it is the girl to the left who is gone.
In other words, if we are to bring into play the continuity of the older Honey Bee Inn events with that of the final game, this means that the girl whom you face in the hub room is simultaneously in the dressing room!
The final line is spoken by the receptionist if you visit the field after either of the two scenes with Mukki in the western customer rooms (ONNA_52). The receptionist also has an unflagged line, which is clearly intended for the area of the game.
This ends our trek through the unused lobby. The most dramatic section of the journey is over, but many more interesting discoveries remain!
Dressing Room (ONNA_2)
If you open the door in the dressing room, you will be able to sneak a peek of the unused lobby. So, yes, even if you don’t play the original Japanese release of FFVII, you can still catch a glimpse of ONNA_1.
Let’s investigate the Honey Bee Girl who is standing closest to the door.
The unflagged text looks like a response to dialogue options that don’t exist anymore. You never have the option to tell the girl that you like her in any way. However, back when Cloud might have been able to, we see that he’s given the same options in the unflagged text as in the used, flagged text. The A and B responses were probably once attached to the unused text.
If you go to the dressing room after either of the ONNA_52 events and talk to the girl most to the left, Cloud can ask to have make-up applied. This is nothing unused, however…
Unbeknowest to many players, one out of three different makeup types will be randomly chosen. As is detailed in Absolute Steve’s FFVII walkthrough, the type applied on Cloud can inferred via the sound effect heard once the girl finishes up.
Here is a table with info taken from Steve’s guide.
Makeup Chance:
Attraction Value:
Associated Sound Effect (SFX) :
97/256
+1
Single ‘tink’ sound, like the elevators in Shinra HQ.
96/256
+3
Healing SFX
63/256
+5
Wind SFX (May Be Difficult to Hear)
Unfortunately, we have no way of knowing which of the unflagged placeholders for each type of makeup correspond to which sound effect. We also have no way of knowing whether the choice of makeup was always intended to be this subtle, or if the developers wanted the makeup styles to actually spell out on the screen.
To add perspective on just how much Attraction Value matters, here is a table showing Don Corneo’s choices as a function of Attraction Value.
Total Attraction Value:
Don Corneo’s Choice:
11 or less
Tifa
12-18
Aeris
19 or more
Cloud
Attraction Value, not to be confused with Love Points, will be brought up again in the Waiting Room, as we shall see.
Thank you for drawing attention to this issue. I believe all of the links have been fixed now, but if you encounter any further problems, feel free to comment again.
Thank you for drawing attention to this issue. I believe all of the links have been fixed now, but if you encounter any further problems, feel free to comment again.
There are lots of broken images here! A quick google search of the old image URL will yield the original file on the glitterberri server, but it’s a pain to look each one up manually. For instance, I found the first broken image at http://www.glitterberri.com/content/ff_series/ffvii/unseen_text/part_4/1315516699_resized.png
Thank you for drawing attention to this issue. I believe all of the links have been fixed now, but if you encounter any further problems, feel free to comment again.
There are lots of broken images here! A quick google search of the old image URL will yield the original file on the glitterberri server, but it’s a pain to look each one up manually. For instance, I found the first broken image at http://www.glitterberri.com/content/ff_series/ffvii/unseen_text/part_4/1315516699_resized.png
Thank you for drawing attention to this issue. I believe all of the links have been fixed now, but if you encounter any further problems, feel free to comment again.