ObsCure II Beta

As with every game's development, a lot of things are changed in the process to complete it, so there is some stuff that was cut from the released game. This is a list of things that have been noted from either dumping the game's files, hacking the game with Cheat Engine or from pre-release material.

Items
There were certain cut items that were left as "Examine" pictures of the Item menu.
 * ΔΘΓ Panflet: The panflet have written as the title "ΔΘΓ Physical Education Section". It seems to be a panflet of some kind of race, as in it says "Start" and "Finish", it seems that this one is in water and that in middle they have to cross the Turtle Stone Island, here called "Turtle Island". The panflet also says "Good Luck to all of you". This may be a physical labor to test the new members.


 * A Crowbar: This would have been used as a tool, probably to open doors or crates.
 * A Compass: It's unknown for what this could have been used, it could have been used to navigate during the water parts.
 * A Car Key: This seems to be the Twins's Car key, maybe Sven and Mei would have to walk to the parking lot to escape instead of just fading the scene and directly chaging to Corey and Amy.
 * A Black bag: It's unknown its purpose, maybe this belonged to one of the students or was a replaced by the bag at the end of the game with some of the group weapons.
 * A Suitcase: It's unknown the purpose of the suitcase, but one can notice that it has written the Delta letter, so one can asociated with the Brotherhood.
 * A Valve: It's unknown where the second valve would have been used, but one can guess that this one could have been used in the Dam, probably involving the Steam puzzle.
 * Walkie-Talkie: The walkie-talkie used by the Leafmore Survivors.

Maps
Recently it was found that the demo version of the game for the PS2 has a couple of maps for the game's levels in bitmap images. These are not found in the final version. After this, we realized that there is one visible map item in the Dam in the game's trailer, and later on we realized that all or most of the frames that would've held these maps were still present in the game's levels, albeit empty. These are all of the maps found in the demo:

Enemies
As we can see from the concept art included with the Steam version of the game, a lot of enemies never made it into the game, and thanks to some pre-release screenshots and the game's trailer, we know that there was also a scrapped boss fight. First, this is the strange man that we can see dragging a bag with a body inside at the beginning of the game, during Corey's nightmare. At one point, we were supposed to fight him, there are a few theories as to when and where, but the most likely one is that it would've taken place right after seeing Sven's "ghost" in the hospital hallway section of the nightmare, but before fighting the two unkillable ArbolTrebols. It might have also been the original ending of the nightmare, before the fight with the two ArbolTrebols was added. We know that the fight took place in this part of the game thanks to 3 audio files left in the game's files, which have the label "ch01", same as every other audio file used in this section. The first file, "ch01_boucher_girl_l", which sounds like a background sound of a girl crying, is placed before the first sounds heard in the nightmare, while the other two, "ch01_bt_boucher_b" and "ch01_bt_boucher_l" (these seemed to be music that'd be used during the fight, they're the same as the music used during the encounters with the Breeder) are placed after the sounds heard in the hospital hallway section, although before the sounds played when Jun's and Sven's ghost appear, and of course, before the sounds of the two ArbolTrebol's fight.  Interestingly, the sound that plays after ending the nightmare is placed right after the Butcher's music, indicating that perhaps this originally was the end of the nightmare. As for the fight itself, it seemed to take place inside Jedididah's house, possibly indicating that either the Butcher was the beta version of Jedidiah, or an abstract form of him meant only for the nightmare. The house itself was slightly different, featuring more blood and Leonard's roots, similar to those found in the first game. As Corey (it's unknown if Mei would've been also present as the second player, as she can't be seen in the screenshots or trailer), we had a shotgun with limited ammo, and had to shoot the Butcher to stop him from killing whoever was inside the black bag (likely Amy, tho considering ObsCure 2 reuses a lot of voice actors for background characters, one can't be sure). It's speculated that, like the fight with the two ArbolTrebols, this one wasn't winnable, was at the last few frames of the fight in the trailer, we can see that even tho Corey is shooting at the Butcher, it's not stopping his animation of lifting up the machete to kill the person in the bag. It can be assumed that after this fight, the nightmare would either end or we'd end up in the final end of the nightmare with the two ArbolTrebol's and Amy's corpse.
 * The Butcher: This boss enemy was scrapped probably very late in development, as it can be seen in the game's trailer. While the fight itself was removed, we still have many clues as to how this would've played out.

Unused rooms
Recently, that's to the work of BioShip, we've been able to find out more in-depth things about the game, and just recently, he was able to find a unused room in the game. Sven's room's door is blocked, and is visually damaged, this is possibly related to the enemy that you can find inside the unused Sven's room.
 * Sven's room:It's unknown why this room was in the game, as the only time you are able to see it is in a pre-rendered cutscene, and you never return to this area after finishing the first section with Corey. It has an Amorphous enemy in it.
 * Nighttime version of the hallway to Sven's room: It seems like originally, you'd be able to access the hallway that leads to Sven's room after waking up from the nightmare at the beginning of the game. You could take the door previously blocked by two students to enter the same staircase where you get the energy drink. It's unknown why the doors were later blocked.
 * Beta version of the student dormitory: A single hallway that seems to be a mix between the hallway to Corey's room and the hallway to Sven's room. There's a door at the start that leads you to the final version of Corey's room when entered, and the second section of the hallway is very similar to the hallway that leads to Sven's room, including the two students blocking the door.

Different set of events at Jedidiah's house
Please note that this section here is only speculation based upon findings inside the game. If we are to disable the game's functions that would play the cinematic where Jedidiah opens the door in his greenhouse and captures Sven, we'll be able to go through the door while playing as Sven and Amy and explore Jedidiah's house. It seems that this was originally how the game would play out, because of the following things: With this in mind, we theorize that the set of events that would happen are the following:
 * Sven has a few extra dialogues, like mentioning that Jedidiah is a strange name when checking out the note he left behind in the main room
 * There's some dark aura around the door to the kitchen, and Sven and Amy have unique dialogue when examining it (no dialogue will show up when checking it out with other characters)
 * You won't hear Sven's voice or screams in the house, which you can normally hear sometimes after Sven has been captured by Jedidiah
 * All the doors in the house are inaccessible, except for the door leading back to the greenhouse area and the door that leads to the hallway with Jedidiah's room, which can be unlocked by Stan. Doing so will reveal that Sven has no dialogue when examining items in this area, meaning that he was never supposed to be here
 * Sven and Amy enter the house through the greenhouse, as usual. However, Jedidiah doesn't attack Sven just yet.
 * You get to explore the house for a bit, but find out that you can't go through any of the doors.
 * At one point, it's unknown when, Jedidiah will come out of the door that has the dark aura around it. This would be where the cutscene takes place, Jedidiah captures Sven and Amy hides in the closet, which explains why she is later found there when we arrive as Stan and Shannon.

Accessing the secret rooms and other interesting things
To be able to do this, you must use Cheat Engine, open the game's process and search for the string "characters", and replace the letters with other random ones. This will disable all cutscenes. The reason why this works is because along these strings, there are functions that control certain events in the game. By renaming said functions, the game will break and will basically disable most triggers in the game, like playing Sven's party cutscene at the start of the game or the cutscene where Jedidiah attacks Seven.

Cut alternate ending
Thanks to the extra content found on the PSP version (concept sketches for many of the game's cinematics, including those which didn't make the cut) we know that, at some point, there were plans to have alternate endings. Based on these we came to the conclusion that, originally, the end of the game would essentially be a race against Corey to the stadium. If you were to reach the stadium before him, he would live. Otherwise, he would end up dead. This ending was likely cut due to budget constrains, as making a whole other ending cinematic for it would've likely been too costly for the developers. More recently, we were able to find that part of this cut ending actually exists in the game, but not much. Basically, in the path that leads to the stadium, there's a whole secondary path that reaches a second door in the entrance, said door is normally hard to see. Now, this path has collision, but it wasn't meant for the player to take. It was meant for Corey. Corey actually does exist in this map, but he's normally made invisible. However, by disabling a game function that makes characters invisible, we can make him visible again. He stands at the beginning of the second path, and doesn't move. You can switch to him if you teleport yourself to where he is, but that's about it. This likely was scrapped early on, since he doesn't seem to have a path to follow or anything (at least, not that we have found yet).