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The following is based on Manhunt series cut content and has not been verified by canon sources. Reader discretion is advised.
Please do not add unverified or speculative content to this article unless confirmed by Rockstar Games or in-game data.
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This article lists Beta, changed, and removed content in Manhunt 2.

There were some features that were cut from Manhunt 2 before its release. These changes range from unused executions, weapons, removed minor characters, enemies, and soundtracks.

Characters[]

This section lists changes for characters in Manhunt 2.

Danny and Leo[]

  • Leo Kasper appeared much younger in previous screenshots, and his more "final" design was used for some inmates including The Legion.
  • Daniel has three unused outfits, with one more for Leo.
  • Daniel's most early designs depicted him as more sinister and meaner looking, which was later passed down to Leo. (Dreamer and Killer models respectively.)
  • Originally, the inmate uniforms were orange. Seen on an early texture for Daniel's beta uniform, and the Leo legion texture and the unknown early Legion member at the bottom of the Gangs section.

Frisbee[]

A doll as a replacement to Leo Kasper, possibly had the same personality as Leo. Frisbee is still mentioned in the final game's code, the command FrisbeeSpeechPlay is to play a Leo or cutscene dialogue. In the early development, developers used Frisbee as a placeholder for Leo after he was cut.

The look of Frisbee can be seen in one of the Josimar's early user interface concepts. A 0.01 PlayStation Portable version of Manhunt 2 has the models and textures for Frisbee.

A TV-MK kids show, Frankie and the Freaks, was originally named "Frisbee and the Freaks". [1]

Not much story behind Frisbee has been told. It is possible Daniel or The Project got the idea of Frisbee from their own show.

Stanley Grex[]

Screenshot 2024-10-21-01-42-11

Stanley Grex body on psp 0.01 prototype

In the PSP 0.01 prototype, Stanley Grex's textures have the name "Governor", this indicates a different role in the beta.

Judy Sender[]

CutContent-MH2-ViennaIntro5

Originally had a "Perv" variation, possibly used in the end of Bees Honey Pot. Seen in the Rockstar Vienna version of the opening credits.

Gangs[]

This section list changes and removal for gangs with their members. Some images are taken from Julian Kenning's website, worked for Rockstar as the Lead Character Artist. [2]

Watchdogs[]

  • Watchdogs originally went through multiple changes, such as the one below, a Balaclava/Piggsy watchdog recovered from PS2 Beta. Head model is completely removed.

Pervs[]

The Pervs had six additional members dressed in various outfits, with one missing from the list.

  • First, a member uses a leather gimp mask, bright red shirt with a black tie, black and red skirts, and leather boots with ripped holes.
  • Second member with green dyed hair, wears leather sleeveless shirt with belts on both arms, leather shorts with a belt, and a black leather boots.
  • Third one wears very similar to the first member, black leather gimp mask with zipped mouth, bright red shirt with no ties, red and black skirts with ripped holes pants inside, and black shoes.
  • Forth member is missing from the list.
  • Fifth member with a black mohawk hairstyle, black leather sleeveless shirt with red belts on the arms similar to the second member, a black leather shorts with spikes, and black leather boots.
  • For the sixth member, wears a black full mask with spikes on top of the mask, black shirts with ripped of sleeves and a red cross drawn with a semi transparent long gloves for both arms, black leather shorts and boots.

Project Militia[]

The Project Militia had vastly different outfits very similar to Manhunt's own gang, Cerberus.

  • The first Militia member wore a full body black suit, with a Project patch on his chest, and a unique mask resembling an insect, with 6 red eyes, and wires protruding from his head like feelers.
  • The second Militia wore the same outfit, only difference was that his head mask was more "human", only having 2 green insect-like eyes and breathing holes, with a more human shaped head.
  • The third militia wore a coat, had a similar mask to the second one, black gloves, a red armband on his right arm, black camo pants, and gray military boots.
  • The fourth militia had a gray camo shirt and pants, black gloves, gray boots, a bulletproof vest, and he also wore headgear such as a gas mask and a helmet.

Bloodhounds[]

The Bloodhounds wore very different outfits, mostly wearing torn American flags as masks and shawls.

CutContent-MH2-Bloodhounds

First on the left, second on the second from the left, third placed second from the right, forth placed on the right.

  • The first member has his head covered with a ripped American flag, wearing a belt of ammunition, camo pants, and black boots.
  • The second member is masked with a torn version of the Bonnie Blue flag, wearing a bright brown camo shirt, camo pants, and black boots.
  • The third member wears a statue of Liberty crown over his head, with American flag face paint, tattered grey robes along with a tattered american flag, and camo pants with boots.
  • The fourth is wearing an american flag in the style of a Klan mask, with the tattered American flag covering his torso like a shawl. like the rest of the members, they wear camo pants and boots.

John's[]

Legion[]

The Legion originally had different model variations,

  • Originally a variant of the Legion was used as the hunters that the Project released out to Wooddale Community Enclave during the events of the original Domestic Disturbance.
  • Originally, there were Legion members that resembled the final Leo model, however these were replaced when Leo was given their design.

SWAT[]

The SWAT originally had a more "futuristic" and cartoonish design compared to the one from the final version. These models can be seen in PSP 0.01.

Unknown[]

Unknown gang members.

Asylum Orderlies[]

  • The Asylum Orderlies were a little different, they wore white pants and white shoes and light blue coats.
  • You can see these designs in the outro of Domestic Disturbance, and also in the intro of Origins on the PS2 beta.

The Red Kings[]

  • The Red Kings were very different originally. Their clothes were very militarized.
  • You can see these designs in the PS2 Beta and 0.01.
  • They all have a red crown symbol on the top of the waistcoat and one on the back.
  • The First member wears a gray mask with a red crown design, a brown vest with large gray sleeves and black gloves, gray camouflage pants and black shoes.
  • The Second member wears a black mask with a red "star" design on the face, a brown vest, gray sleeves, black gloves, gray camouflage pants and black shoes.
  • The Third member wears a red mask with a black outline of a crown on the face, a brown vest, long gray sleeves and black gloves, gray pants and black shoes.

Episodes[]

This section lists changes and removal for episodes.

JECandSonsConstruction-MH2-Texture This article or section is Under Construction. JECandSonsConstruction-MH2-Texture


Awakening[]

CutContent-MH2-AwakeningOrderliesRoom

Daniel going in the Orderlies room, note that the orderly is still alive and Daniel got in without killing him.

  • Daniel was originally going to have more dialogue, mostly him voicing his concern about killing.
  • Leftover sound effects for the Leo legion members exist, mostly cackling and snickering.
  • Daniel and Leo have different voices hidden in the game files.
  • Originally, Danny had to fight an inmate instead of sneaking past enemies and executing the first orderly.
    • Originally, after this, the asylum inmate that falls off his wheelchair was originally used as a tutorial for watching hunters on the radar. It is also revealed that Leo killed him.
  • At some point there was an event where an inmate would have recognized Danny, and given chase to him. This may have been the inmate that is used as a jumpscare when looking into the window of a door after defeating the Legion.
  • In the PC version attempting to execute the first orderly, Leo originally says "Go on, try it, see how it feels to own a life.". In other platforms Leo's line were cut to only "Go on."
  • Daniel was originally going to enter an Orderly's room without killing the orderly. Additionally, the control room was originally called "Nurse's room" or "Supply office".
  • An inmate wearing a straitjacket after opening the gate is exclusive to the Wii version and 0.01.
  • Only in the PC version, Leo says "You don't have a choice!" instead of "Defend yourself!" platforms.
  • Sledgehammer is present in the Wii and PC versions.
  • The Legion member that has to be fought is referred to as "sobbing woman," revealing that more female inmates would have been encountered, instead of ones that were simply locked up.
  • Originally a small tutorial to using the shadows was demonstrated by Leo, as he would have been hiding in a shadow near the supply closet.
  • Daniel would drop a dead body in front of a security camera to bait the garbage truck driver and execute him, unlike in the final version, where the driver is killed off-screen. His body can be found in the episode Ghosts.
  • Leo was originally already in the garbage truck, and Daniel had to find a switch to get a "green light" on.
  • An unused/leftover area behind a building exists, nearby the area where Daniel has to sneak onto the Trashmaster.
  • The fighting tutorial would be located on a different place.
  • Originally called Escape Asylum or simply Asylum.

Ghosts[]

  • In the end of intro, Daniel and Leo crouches to get out from the room and a noticeable lighting only on the Wii version.
  • Leo says "Do? We're gonna do what they trained us to do. We're gonna kill them." only on the PC versions, other platforms says "We have to earn our freedom, we're gonna fight back."
  • A manhole environmental execution appears only on the Wii/PS2 Beta/PSP 0.01.
  • Leo would lose patience if Daniel didn't enter the house for a while.
  • Leo says "Let's try the boiler room." cut in the game files. This is likely used when searching for Cortexa in Daniel's safehouse.
  • Daniel needed a flashlight to search for the drug.
  • An early model of the workbench in Danny's basement existed in the PS2 beta.
  • Daniel was originally going to break the floorboards open to find the drug. Only the animations and an audio file for Leo are found. [3]
  • Leo mentions a "big bedroom.", likely there were more bedrooms in Daniel's safehouse.
  • There are two unused Watchdogs dialogues when they bust in the house.
  • Daniel and Leo were going to have more dialogues, some of them can be found in the game files.
  • Mrs. Lamb has 10 unused audios, two of them missing from the list. They contain screaming and begging Daniel[4] to stop, likely used when Daniel stabbed his wife. Most likely unused hallucinations, however they do not have an echo effect, unlike used hallucinations.
  • The house was to be lit up by Watchdogs, while Leo and Daniel were searching for Cortexa.
  • Originally called The Old House or simply Old House.
BAT_BREAK_FLOORBOARDS_ANIM
BAT_BREAK_FLOORBOARDS_CROUCHED_ANIM

Sexual Deviants[]

  • Wii version of the game has Leo following Daniel to jump over the wall in the intro. Other platforms don't.
  • Leo was originally the playable character.
  • Unused voice lines for Pervs exist, includes voicelines for a torturer, who would have destroyed the head of a victim.
  • Daniel and Leo have more dialogue that goes cut.
  • Daniel mentions "a customer" to take care of so they can leave Judy alone.
  • Dialogue for a Perv being bothered on some "private" business exists.
  • Daniel has two unused audios telling Leo to use the Sledgehammer to break a lock, it is unknown where the lock was going to be located. Additionally, a lock being unlocked sound effect can be found in the game files.
  • The Guillotine was cut from this episode.
    • Leo originally had a witty comment after executing a hunter with it, humorously making a pun about being "Ahead of the game."
  • Judy Sender has an unused dialogue, beckoning, "Come with me."
  • According to sound files, two Pervs comment on a new victim that was sent to the club, being "young" and blonde".[5]
  • An unused sound file for a female victim being tortured in the Dentist room exists. Possibly said victim that pervs would have been talking about.
  • Another unused sound file for a victim exists, being killed with a chainsaw.
  • Originally the fourth episode, continuing from Domestic Disturbance.
  • Originally named Nightclub.

Red Light[]

  • Red Light and Safe House were going to be merged into one episode.
  • The scene where the Red Kings kills the maintenance man with pliers, the camera angles are modified to hide the gore. Camera angles in the PC versions remains unchanged.
  • The civilian looking at the velvet glove's storefront was originally a much chattier fellow, commenting on the dancers.
  • Leo mentions firepower, likely a gun of some sorts.
  • More watchdogs would have arrived to go after Danny, while Leo would have tried to help him while he was "down here." It is unknown where this dialogue or event would have taken place, or if it was a different version of when Danny was spotted on the fire escape.
  • The sex shop has an unused music track.
  • An early dialogue for when the pair enter the safe house exists.
  • Leo would constantly try to take Danny's attention away from the newspaper clippings, instead telling him to look for something useful, (most likely a firearm.)
  • At one point, Danny narrated the level. It is unknown whether it was Leo being the playable character, but since he also has the "Mr. Commando" line, it may have been possible.
  • Originally the 7th episode, continuing from Most Wanted.
  • Originally named Tolerance Zone.
  • According to 0.01 subtitles, The Red Kings were supposed to throw a civilian from a window in the first encounter.
  • A puzzle envolving throwables was cut from the final part of the level.

Best Friends[]

CutContent-MH2-BestFriendsRevolver

Leo with a Revolver.

  • Leo has unused dialogues.
  • The player was going to control Daniel instead of Leo, there are unused dialogues of Leo directing Daniel.
  • Daniel has unused audios speaking through a radio, directing Leo, and warning him.
  • Revolver was replaced with the Light Handgun.
  • The Project Militia on the helicopter has two unused audios, except for the 1st one.[6]
  • Project Militia in the grinder room had eight unused audios, two missing from the list and four of them entirely silent.
  • There are 13 unused dialogues for Michael Grant.
  • Originally the 14th episode, continuing from Assassination.
  • Originally named Sugar Factory.

Safe house[]

  • Heavy Handgun was replaced with the Revolver. (Oddly enough, 0.01 has the revolver but the PS2 Leak doesn't)
  • Originally, there was to be some sort of objective after exiting the theater, however the exterior has been removed. It can be seen through no-clipping through the fence during Red Light, however there is no collision and you will fall to your death. The doors to exit the theater are solid, and have proper door physics.
  • Prostitutes and Pervs are leftover from when Red Light/Safehouse were still conjoined in 1 level, however the latter is odd, as Pervs are never encountered in Red Light in the final game.
  • Originally the Pervs were to be encountered during Safehouse, as Leo references how the "firepower" was something that "these freaks" would never expect.
  • In the PC version Leo has a different line when Daniel asks him if he killed Michael, he says "That fucker double crossed us. C'mon, we gotta get out of here." In the PSP version Leo says "He set us up and sold us out. It was survival, pure and simple. Let's get out of here."
  • Originally, the porno music was different, with a more "scarier" theme to it, similar to the dungeon music.
  • The continuation/2nd part (A07_2) of Red Light.

Bee's Honey Pot[]

  • Originally the 11th level, continuing from Ritual Cleansing.
  • Sound clips from the final cutscene exist, possibly from when the cutscenes were ran in-game.
    • A bonus sound clip exists, of Judy attempting to tell the truth, when she is shot.
  • Originally there were 2 black customers, that were encountered at the same time, as they have dialogue for encountering a fallen partner.
  • Judy's client would originally have taken her hostage.
  • The Razor Blade and Hacksaw were cut from the level.
  • The same dialogue for a Perv's "private" business is left unused in this level.
  • An oddly low quality sound effect for someone snoring is unused.
  • Sounds for a woman crying exists.
  • Originally named The Honey Pot, or Brothel.

Assassination[]

  • Originally the 13th level, continuing from Origins.
  • Daniel was originally the playable character.
  • The girders encountered at the final rooftop were originally held up by a crane, Daniel had to shoot them down to cross the gap between the 2 buildings.
    • The animation of the girders falling plays when starting the level, and if quick enough with mods, it can be viewed.
  • Daniel originally commented on the assassination, claiming that they "killed one of their own."
  • Originally 2 helicopters would follow the player around.
  • Daniel originally had to make a run for the Manhole, instead of shooting his way through the enemies.
  • Unused background noises consist of gunshots, and the load being held up on a crane screeching as it swings.
  • An odd placeholder baseplate is below the plaza floor.
  • Simply named Plaza.

    The girders falling into place.

Most Wanted[]

  • Originally the 6th level, placed after the cut History Museum.
  • Unused voice clips for the civilian exist, originally it was a woman who alerted the man of Daniel's presence.
    • 2 early voice clips of the civilian's child exist as well.
  • Leo originally split away from Daniel during the start,but would have lead him to the train yard.
  • The Watchdogs were originally encountered more earlier in the level, a voice clip of a Watchdog alerting a civilian exists.
  • The Bloodhounds originally wielded Sawed-Off Shotguns, however the only way to acquire one in the level is through the Wii version or through trainers on PC.
    • The 2nd Bloodhound wields it after coming out of the building Danny escaped from, killing him will drop it, but reloading a checkpoint will remove it from the players arsenal.
  • Originally named CIA Trap.

Ritual Cleansing[]

  • Originally the 10th level, taking place after the cut Sorority House.
  • Daniel was originally the playable character.
  • There originally was a barrier somewhere in the way, Daniel had to find a way to burn it down.
  • Originally the mechanic would complain about his gasoline can being stolen, but wouldn't attack the player.
  • Unused sound clips for a train entering the yard exist.
  • Sound clips for an old telephone ringing go unused.
  • Simply named Burn.

Origins[]

  • Originally the 12th episode, taking place after Bee's Honey Pot.
  • The tranquilizer gun was originally hidden in the lab, opposed to being wielded by a staff member.
  • Unused sound clips for a cat meowing and jumping around in its carrier case exist.
  • Originally Dr. Pickman threatened to use the code phrase against Daniel unless Leo were to show up with him.
  • 2 unused comments from the Watchdog who kidnaps you go unused.
  • Multiple variations of the phrase being spoken by Dr. Pickman are unused, a few being varied due to a visible tone of panic in his voice.
  • Daniel originally commented on the death of Pickman as well.
  • Originally named Laboratory.

Broadcast Interrupted[]

  • Originally the 17th episode, taking place after the original version of Personality Clash.
  • Daniel originally questioned Leo, when he discovered the slaughtered remains of the agents posing as TV crews.
  • in the part where Daniel finds the corpses Leo has a different line in the PC version Leo says "Who cares? They were all working for the project." In the psp version it says " Hunters happened. They came in to clean up the Project's mess."
  • Unused background sounds for horses galloping and air conditioners exist.
  • Danny also commented upon discovering the gruesome scene of the Frankie and The Freaks set, with Leo laughing it off as "Too much?" for Daniel.
  • 2 of the TV sets were changed throughout development.
    • Frankie and the Freaks was originally named Frisbee and The Freaks, referring to the cut character.
    • 5 Past High Noon was originally a sitcom named "That BITCH Next Door!" The PS2 Beta build and PC version still has small remnants of it, namely cameras in the studio (PS2B) and "Sitcom studio 3" signs (PC+PS2B).

Altered State[]

  • Originally the 18th episode, still taking place after Broadcast Interrupted.
  • Leo was originally taken captive in the barn.
  • The Ice-Axe, Hacksaw and Milk Bottle were removed from the level.
  • Originally named Creepy Farm.

Domestic Disturbance[]

  • Originally the 3rd episode.
  • Instead of explaining the true intentions of Leo's master plan, it was originally Daniel about murdering 5 project scientists at their homes, and avoiding the Legion they released to patrol the streets.
    • Leo's introductory dialogue is spoken as if explaining the circumstances/plans to Danny, but the questioning/response dialogue from Danny is entirely gone.
    • Danny had to quietly lure out the Scientists from their homes and execute them, if he were to be spotted for too long, the episode would fail if a scientist managed to escape through the enclave gates.
    • One of the scientists would have been lured out from his house by damaging the satellite on top of the garage so it would fall onto his speed boat. The base where the satellite sat is still there.
  • Originally, housewives would exit the house to investigate the player, when walking past their homes.
  • There are dialogues for Danny's wife greeting the player, and her talking to Danny's son, who is revealed to be named Ben. The dialogue for his son is completely deleted.
  • Originally named Neighborhood.
  • A wooden barrier would have to be burned down with a gas can in order to progress the level.

Personality Clash[]

  • Originally the 16th episode, taking place after Best Friends.
  • A removed environmental execution for a Tomb was removed.
  • The Fire Axe was cut from the level.
  • Leo would have gotten stronger when spotting Daniel.
  • Audio of Leo with a "demonic" voice exists. Possibly used when Leo got stronger.
  • Project Militia were originally encountered as "memories."
  • Daniel's wife would have warned him if Leo was close by.
  • The Mace was cut from the level.
  • Simply named Cemetery.

Release Therapy[]

  • Originally the 18th episode, taking place after Altered State.
  • Leo originally told Daniel to "get his shit together, we're leaving."
  • Originally Daniel would have left Project Militia on guard duty in place of the Legion.
  • Daniel would use a heavy pistol instead of the Uzi.
  • A strange line envolving Danny's daughter was cut.[7]
  • Simply named Manor.

Internal Orders[]

There are 23 total of unused internal orders for episodes, with six being cut episodes, two unused internal orders, five bonus episodes, and ten used for testing. The orders for the episodes are also different. [8]

Cut Episodes[]

  • Episode 5 - History Museum: Listed after Sexual Deviants, nothing more known other than the texts, and textures and models specifying certain locations. Unknown developer leaks reveal 2 removed environmental executions would have been used in said level.
  • Episode 8 - Sorority House: Listed after Safe House. According to the .GXT file, it was some sort of flashback episode about the killing of Lamb's family. Textures mentioning locations also exist.
  • Episode 20 - End: Listed after UNUSED or Release Therapy. This episode the player has to choose between killing Dr. Whyte in her lab or killing Leo in the brand new asylum [citation/verification needed] seen in Release Therapy's outro. This episode has a loading screen for it, the size of the image is 64 by 64, unlike other loading screens which are higher resolution.
    • Episode 20 - First Ending A20_E1: Original Dr. Whyte ending.
    • Episode 20 - Second Ending A20_E2: Original Leo ending.

Episode 21 - New House: Listed after the second ending, it seems that this episode was going to be about Daniel's new place, continuing from Personality Clash. There are leftover textures of the level.

History Museum[]

History Museum, shortly Museum, had "at least" two unique executions, one is the Guillotine, the player can drag a hunter into the Guillotine and decapitate him, as well as an "impalement" execution using a "spike or bayonet from in one of the dioramas". [9]

Sorority House[]
A08

Sorority House TV Screen graphic found on 0.01's files. It shows the exterior of the sorority house.

Sorority House is mentioned as "one of the more bland" episodes, possibly that is the reason why it is scrapped, or it did not fit in the "new" storyline anymore. [9]

In the European version of the Wii port[10], the cutscene subtitles contain dialogue lines of Danny, Leo, and some flashback characters, however no audio is found, except for the hallucinations of Daniel's daughter in Safehouse. Possibly taking place in the old safe house, because the episode is listed after the Safe House, and Daniel mentions "these people". [11]

Key Character Dialogue
01_A Unknown "Hey!"
02_A Daniel "I've seen this before. I know these people..."
03_A Leo "Like I said, loose ends, Danny."
03_B "Put that down, I need you to focus."
04_A Daniel "No, this girl... I know her..."
05_A Daniel's Daughter "Stay away from me, you sick BASTARD!"
06_A "I'M NOT AFRAID OF YOU, YOU BASTARD! I'M NOT AFRAID OF YOU!"
07_A Unknown "Wait! Stop!"
08_A "(Terrified sobs)"
09_A Daniel "Oh my god, it's all going black..."

Bonus Episodes[]

The bonus episodes were going to be brought back from Manhunt, with five episodes instead of four bonus levels.

  • A22_Bonus1
  • A23_Bonus2
  • A24_Bonus3
  • A25_Bonus4
  • A26_Bonus5

Unused Episodes[]

  • Episode 13 (A13_UNUSED): Listed after Assassination.
  • Episode 19 (A19_UNUSED): Listed after Release Therapy.

Cutscene Levels[]

The cutscenes were going to be run in-game, instead of a pre-rendered one. According to PlayStation Portable's LEVELS.TXT, these levels are seperated from the main level. Ghosts, Sexual Deviants, Bees' Honey Pot, Domestic Disturbance, and Personality Clash has no intro or outro levels.

Directory Episode Type
A01_i Awakening Intro
A01_i_Riot
A03_i Domestic Disturbance
A05_i History Museum
A06_i Most Wanted
A08_i Sorority House
A08_o Outro
A09_i Ritual Cleansing Intro
A11_i Origins
A11_o Outro
A12_i Assassination Intro
A12_o Outro
A14_i Best Friends Intro
A15_i Personality Clash
A16_i Broadcast Interrupted
A16_o Outro
A17_i Altered State Intro
A17_o Outro

A18_i

Release Therapy Intro
A18_o Outro
A20_i End Intro
A20_o Outro

Test Levels[]

  • B00_TestJumpnClimb: Used for testing the player's jumping and climbing. [?]
  • B01_EnvExecutions: Used for testing Environmental Executions.
  • B02_TestRendColl: Used for testing rendering collisions.
  • B03_TestPhysProp: Used for testing objects physics, like rolling and falling.
  • B04_TestHuntrnVis: Used for testing hunter's visual.
  • B05_TestPatrol: Used for testing guards or hunters to patrol places.
  • B06_TestLures: Used for testing lures, like cans.
  • B07_TestEffects: Used for testing effects.
  • B08_TestSurfaces: Used for testing floor collisions.
  • B09_TestWeapons: Used to test weapons.
B05_TestPatrol[]

The test level B05 uses a lot of assets from Best Friends, the entire test level could be an earlier version of the Fisto Sugar Manufactory Depot, Blackwell Island. It has weapons, The Bloodhounds, and The Watchdogs.

Miscellaneous Levels[]

  • HB_Testlevel: Level testing.
  • HB_Testlevel2: Another level testing.
  • TrigbyTest: Used for testing.
  • tutcutscene: Tutorial for cutscenes. [?]
  • tutguns: Tutorial for weapons, namely Firearms. [?]
  • tutor: Tutorial. [?]
  • tutsave:Tutorial for saving. [?]
  • global: Unknown.
  • ps2files: Unknown what it could have been used for.
  • DummyLevel: Dummy level.

Original Episodes Order[]

No. Original Order Final Order
1 Awakening Awakening
2 Ghosts Ghosts
3 Domestic Disturbance Sexual Deviants
4 Sexual Deviants Red Light
5 History Museum Best Friends
6 Most Wanted Safe House
7 Red Light Bees' Honey Pot
8 Safe House Assassination
9 Sorority House Most Wanted
10 Ritual Cleansing Ritual Cleansing
11 Bees' Honey Pot Origins
12 Origins Broadcast Interrupted
13 Assassination Altered State
14 UNUSED Domestic Disturbance
15 Best Friends Personality Clash
16 Personality Clash Release Therapy
17 Broadcast Interrupted
18 Altered State
19 Release Therapy
20 UNUSED
21 End
21.1 Dr. Whyte Ending
21.2

Leo Ending||

22 New House

Development[]

Story concepts[]

One of the first ideas for the protagonist and main story was that of a devout Christian man who one day heard God's voice and telling him to kill people and sinners, but was discarded.

The second concept was the puppet named Frisbee, who was supposed to control the protagonist and order him to kill people was worked on, but was dropped in favor of Leo Kasper.

Domestic Disturbance[]

The development of Domestic Disturbance was "a total nightmare" or rather difficult to fit into memory and stream properly in PlayStation Portable, even by reducing the detail massively. The release of Domestic Disturbance in PlayStation Portable was a success, with a developer thinking it did not release on the final version of PlayStation Portable due to how difficult the porting was. [9]

Originally "one of the biggest levels" and had the most amount of visible hunters, and featured several jump executions and a fence picket execution.

Gameplay[]

Ports[]

Manhunt 2's PS2 and XBOX versions were finished during summer 2006[12] or spring 2006 [13]. The XBOX version was planned to be released in 2007[14], but it never happened. Rockstar Vienna's plan was to only release the game on the PlayStation 2, the plan was changed when the development got moved to Rockstar London. [9] A few configuration files can be seen mentioning XBOX. There was also going to be a port for the PlayStation 3, never was released either[1]. There were no mentions for PC and Wii releases.

Graphics[]

After the closing of Rockstar Vienna, the development of Manhunt 2 was moved and continued in Rockstar London. The new developers wanted the game to be released on the PlayStation Portable, so they had to "massively reduce" graphic quality. Manhunt 2 was initially balanced for constant streaming from disc, high poly counts, large textures and so on. All of it was "abandoned or reduced" in favor of getting it to run on the "weakest target platform", the Playstation Portable. Initially the game had 10 times more polygons, better lighting baked into vertex colors, and three times more texture detail than the final version. [9]

Early UI Design[]

Before Leo, there was a doll called Frisbee. It would direct Daniel to execute people. An early interface design by Steve Walsh proves this, Steve used muppet toys from his mother's basement and took inspiration from such horror films. The design is similar to the previous game, Manhunt[1].

Early UI Design by Steve Walsh

User Interface Stills

CutContent-MH2-MainMenu

Main.

UI Backgrounds (film themed)

CutContent-MH2-EarlyUIBg

Weapons[]

This section contains a list of all weapons that have been removed or changed.

Changed Weapons[]

  • Many weapon icons are changed from the image above.
  • Gasoline Can: The gasoline can was going to have a weapon icon, seen in the early weapon icons image. Had a unique model instead of reusing Manhunt's model.
  • Crossbow: Changed model.
  • Sawn Off Shotgun: Was originally named Double Barrel, seemed to have been full-sized shotgun instead of sawed-off.
  • Shotgun: The shotgun was going to use the same model from Manhunt.
  • Razor Blade: Originally named Cut Throat Razor.
  • Circular Saw: Originally named Power Saw.
  • Sledgehammer: Originally named Mallet.
  • Sniper Rifle: Originally larger, and had a visibly different model.
  • Fire Axe: Originally was shorter, similar to Manhunt's Axe.
  • Heavy Handgun: Originally named Heavygun, was to have a unique model, and a additional variant with a torch installed.
  • Flashlight: Originally named Torch. Removed in the Wii and PC versions of the game.
  • Mace: Exclusive to the Wii version. Appears in the episode Sexual Deviants.
  • Razor Blade: Exclusive to the PC and Wii versions.
  • Bottle: Exclusive to the PlayStation 2 and PlayStation Portable.
  • Whisky Bottle: Exclusive to Wii and PC. Replacement to the Milk Bottle, as its filename is "MilkBottle_CT."
  • Katana: Exclusive to the PlayStation 2, PlayStation Portable, and PC.

Unused Weapons[]

This section contains a list of all unused weapons left in game files.

  • Acid Bottle (Bottle of Acid): Only the HUD icon and audio remains.
  • Blackjack: Blackjack would be brought back from the previous game Manhunt, only has the HUD icon.
  • Blowtorch: Only the HUD icon and audio remains. HUD icon is from the original weapon icons created by Steve Walsh.
  • Camera: Unknown, only the HUD icon remains, also code from the game's executable [16].
  • Dildo: Dildo (or Vibrator) is a finished weapon, with a model (PS2 beta only), weapon icon, animations, and sounds. Originally planned to appear in the PlayStation 2 version, whereas in picking up the Dildo, the Dual-Shock controller would vibrate. [9]
  • Milk Bottle: Finished weapon, Model and HUD icon can be found on PS2 Beta, alongside glitchy animations.
  • Hammer: HUD icon is a leftover from Manhunt, however the sounds still remain in the game files.
  • Metal Hook: Only the HUD icon and sounds remains.
  • Money: Unknown, only the HUD icon remains. The PSP 0.01 build has textures for it.
  • Newspaper: Finished weapon, with working animations and HUD icon. Model and HUD only exists on PS2 Beta.
  • Sub-Machine Gun + Torch: A regular Sub-Machine gun with a flashlight installed.
  • Wrench: Audio for a jump execution exists.

Cut Weapons[]

  • Bat and Chain: Seen in Josimar's website.
  • Pickaxe
  • Scythe
  • Small Baton
  • Machete: Originally be brought back from Manhunt. An animation with a model for it can be seen from Terence Kuederle's showreel [17], also found in the code of Manhunt 2's executable [16].
  • Porn Magazine: Similar to Newspaper, seen on Josimar's website, also code from the game's executable[16].
  • Wad of Cash: also known as "Cash Bundle". [16]
  • Meths[16]: Possibly Denatured alcohol.
  • F_Grenade[16]: Possibly F-1 grenade.
  • Sniper Rifle Silenced[16]: A variant of the Sniper Rifle, with a silencer attachment.
  • Glock Torch[16]: Pistol with a flashlight attachment.
  • Jury Blades[16]: Possibly a knife and a cut leftover from Manhunt, with the first game's scrapped gang/hunter in the name.
  • Night Vision[16]: Possibly named "Night Vision", in the first game there is an unused night-vision screen effect that is only enabled with the debug menu, possibly a cut Manhunt feature.
  • W_B_Bat_Nails[16]: Possibly stands for Wooden BaseBall with Nails, was going to be brought back from Manhunt. An animation with a model for it can be seen from Terence Kuederle's showreel [17], also found in the code of Manhunt 2's executable. [16]
  • M_B_Bat[16]: Possibly named "Metal Baseball Bat", a leftover from Manhunt the Baseball Bat (Metal).
  • Ice Pick[16]: A cut leftover from Manhunt, the Ice Pick.
  • Cane[16]: A cut leftover from Manhunt.
  • Wooden Spike[16]: Possibly a leftover from Manhunt, the Wooden Spike to hurt Piggsy.
  • Tear Gas[16]: Possibly a leftover from GTA: Vice City, the grenade with the same name Tear Gas.
  • Chainsaw_Player[16]: A leftover from Manhunt, the Chainsaw.
  • Chainsaw[16]: Same as Chainsaw_Player.
  • Nail Gun[16]: A leftover from Manhunt, the Nail Gun.
  • Ice Axe[16]: Originally meant to appear on Altered State, can still be obtained on 0.01[18] through modifications but it crashes if the player tries to execute someone.
  • Cleaver[16]: A leftover from Manhunt, the Cleaver.
  • Noose [16]
  • Matchbook[16]
  • Syard Comb[16]
  • S Silencer[16]
  • Chlorine[16]
  • Rag[16]
  • Firecrackers[16]
  • Exp Molotov[16]
  • Molotov[16]
  • Grenade[16]
  • Hockey Stick
  • Wooden Bar[16]
  • Pipe[16]
  • Broken Bottle[16]
  • Hunt Knife[16]
  • Lighter[16]
  • Water Bottle[16]
  • Tripwire[16]

Executions[]

All Dildo Executions (age-restricted)
All Newspaper Takedowns
All Milk Bottle Executions

Sounds[]

Weapons Sounds Weapons Sounds
WeaponIcons-MH2-AcidBottle
Acid Bottle


Hasty

Violent

Gruesome

Jump

WeaponIcons-MH2-Blowtorch
Blowtorch


Hasty

Violent

Gruesome

Jump

WeaponIcons-MH2-MetalHook
Metal Hook


Hasty

Violent

Gruesome

Jump

WeaponIcons-MH-Hammer
Hammer


Hasty

Violent

Gruesome

Axe


Hasty

Violent

Gruesome

Jump

Environmental[]

This sections lists cut environmental executions restored with modifications.

Dumpster Environmental Execution
Vending Machine Environmental Execution

Sounds[]

This section lists unused environmental executions that only has sounds.

Name Audio Name Audio
AZTEC_ALTAR Hangman Pole
Barrier Harvester
Bath Prop
Broken Window

Sink
Chair TV
Door Tombstone
Fence Pole

Window
Guillotine Wooden Plank

Music[]

Credits Themes[]

Unused Credits Theme
A completely finished music track, used in the credits.

The music theme from the previous game, Manhunt, likely a leftover.

"JumpAtta" Soundtracks[]


Idle variation
Suspicious variation
Aware variation


Complete
Death

Miscellaneous[]

Vienna Cut Intro[]

A former supervising sound editor at Rockstar Games shared an earlier version of Manhunt 2 teaser trailer to his website. This includes Rockstar Vienna credits, before they were closed and moved the development to other Rockstar studios.

Debug Displays[]

Findings from Edness in The Cutting Room Floor.

Execution Informations[]

List of information about the currently performed execution shows up during an execution. Manhunt also has this debug feature.

Region PC PlayStation 2 PlayStation Portable Wii
Europe (PAL) 00789818 01 005B2850 00000001 00445EA0 00000001 0057E1E0 00000001
North America (NTSC) 005B26D0 00000001 00445DA0 00000001 0057DB60 00000001

Memory Usage[]

Displays the current virtual memory usage. It is broken on PlayStation 2 and PlayStation Portable platforms, always displaying 0 value. Works as intended on Wii, displaying both MEM1 and MEM2 memory banks, and for some reason both memory banks are listed in the PC release, but the values in both are identical.

Region PC PlayStation 2 PlayStation Portable Wii
Europe (PAL) 0075B300 01 0066CD3C 00000001 003981E4 00000001 0050F80B 00000001
North America (NTSC) 0066CBBC 00000001 003980E4 00000001 0050F18B 00000001

Active Shadow Cameras[]

Displays the amount of active shadow cameras.

Region PC PlayStation 2 PlayStation Portable Wii
Europe (PAL) 0075B334 01 0066CD70 00000001 00398218 00000001 0050F83F 00000001
North America (NTSC) 0066CBF0 00000001 00398118 00000001 0050F1BF 00000001

Timer Values[]

Displays three timer values in the upper left corner.

Region PC PlayStation 2 PlayStation Portable Wii
Europe (PAL) 0075B52C 01
0075B2FC 00
0066CF68 00000001
0066CD38 00000000
00398410 00000001
003981E0 00000000
0050FA37 00000001
0050F807 00000000
North America (NTSC) 0066CDE8 00000001
0066CBB8 00000000
00398310 00000001
003980E0 00000000
0050F3B7 00000001
0050F187 00000000

Overscan Boundaries[]

Draws the overscan boundaries. Works as intended on PlayStation 2 and PlayStation Portable, but on PC and Wii the bottom left corner is incorrectly treated as the center.

Region PC PlayStation 2 PlayStation Portable Wii
Europe (PAL) 0075B108 01 0066CB48 00000001 00397FF0 00000001 0050F617 00000001
North America (NTSC) 0066C9C8 00000001 00397EF0 00000001 0050EF97 00000001

Textbox Boundaries[]

Draws a couple green rectangles on the top of the screen. This seems to only draw correctly on PlayStation 2 and Wii, although enabling this also makes the controls not work anymore. If attempted to enable on PC or PlayStation 2, the game crashes.

Region PC PlayStation 2 PlayStation Portable Wii
Europe (PAL) 0075B128 01 0066CB64 00000001 0039800C 00000001 0050F633 00000001
North America (NTSC) 0066C9E4 00000001 00393F0C 00000001 0050EFB3 00000001

Audios[]

This section contains insufficient information and is considered as a Stub. You can help the Manhunt Wiki by expanding it as much as you can.

In the game files of Manhunt 2, there are many audios that goes unused.

Filename Audio Transcript Notes

Awakening[]

Bypassing three inmates
Leo Kasper dialogues
leo2.wav We have a thin window of opportunity, Danny.
leo1.wav This riot is giving us a thin window of opportunity, Danny.
start.wav We have a thin window of opportunity, Danny.
I'm right here, Danny. Right here.
leo3.wav I'm right here, Danny. Right here.
leo39.wav The storm fried the security system, while the real loonies cause them trouble I reckon we make our move. Placeholder voice.
leo6.wav Watch out for our crazy friends! They're almost bad as our enemies.
First orderly
Leo dialogues
leo4.wav Come on, Danny. We gotta get past the guards and these Project fuck-ups! Leo was more impatient and in a rush.
leo5.wav Come on, Danny. Let's keep moving, this is our chance to get out of this hellhole!
leo43.wav Leave him, Danny. He's only getting what he deserves.
Daniel Lamb dialogues
dan12.wav But I haven't done anything! Placeholder voice.
dan14.wav Please — keep back! I don't want to hurt you!
Inmate fight
Leo and Danny placeholder dialogues before the fight
leo52.wav Do it, Danny! Fight him! Placeholder voice.
mlt6.wav This is crazy! Please — stop, I don't want to hurt anyone!
mlt4.wav You gotta cover yourself up, Danny! Defend yourself!
Leo's placeholder dialogues during the fight
mlt5.wav Fight him! I'll kill you if you don't! Placeholder voice.
mlt7.wav You wanna live, don't you? Then fight back!
ml13.wav Shit — no mercy, Danny! When he's down you gotta finish him!
mlt8.wav Goddamn it, Danny! You are going to die, now kill that son of a bitch!
Leo dialogue after killing the inmate
ml10.wav Nice, Danny, nice! Leo enjoyed the fight.
Control room
Leo dialogues
leo12.wav Psst! Danny, over here. Leo telling Daniel to go over the gate with a placeholder voice.
leo7.wav Get in there and finish him off! It's them or us — remember? Daniel were going to sneak in the control room and finish the orderly, unlike the final Daniel makes a noise outside the control room to tail the orderly out of the control room.
leo46.wav Sneak into the nurses room. Control room were named nurses room.
Danny, head to the office, let's see what we can find. It was also going to be called office or supply office.
leo13.wav Use the shadows to hide. We're invisible in the shadows. Leo instructing Daniel to use the shadows with a placeholder voice.
leo14.wav These goons aren't stupid, don't let them see you enter the shadows. Placeholder voice.
leo15.wav And don't let them get to close to you.
leo24.wav Remember — use the shadows to hide.
leo47.wav You had no choice, Danny. You had to do it.
leo49.wav You have no choice. Danny. You had to do it.
Lift
Unused orderlies dialogues taking care of the inmates
Playtime, Bennyboy.
nua1.wav Playtime, Bennyboy.
Get back to--
nua2.wav Get back to--
Cell room
Intercom dialogues
bb1.wav Patients, we're currently experiencing some minor difficulties. For your own safety, please remain in your rooms.
bb4.wav Power malfunction. Likely used before bb1.wav.
bb5.wav Cell doors are open. Unlike the final, the woman says A cell door is open.
Inmates dialogues
loon1.wav Where are you going, Danny?
loon2.wav I can see ya!
loon3.wav Come back! Come back!
Inmate after elevator
jrrk.wav Horrible, just horrible! Placeholder voice.
Trash truck
Leo dialogues
drv7.wav If the drivers suspects anything when he comes out, we're finished! The player were likely to hide in the shadows and executes the garbage truck driver.
There's a security camera, I'm sure if you drop his dead body right in front of it he'll crawl out of his hole to check him out. Hide when he comes out, and finish him.
leo19.wav Danny, you made it! I'm impressed. I'm in the back of the garbage truck — we need to get the green light on, the switch is by the truck. Leo is impressed that Daniel made it to the back, the player were going to hit a switch to get the "green light on", likely turning on the truck's engine.
leo48.wav He's seen us! Match the final dialogue, but with a placeholder voice.
Unknown
Daniel dialogues
dan1.wav Okay, as long we stick together. Likely used in the beginning of the intro.
dan2.wav Oh no, what the hell are we doing?! Likely used after killing the orderlies or inmates, it is unknown which. Daniel seems to be more scared.
dan3.wav I can't believe I did that! Oh no!
dan4.wav I'm shaking. It's wrong to kill, don't tell me that it's not!
dan7.wav Is this a nightmare? What the fuck's going on?! That guy downstairs just tried to kill me! What happened to the guy back there, d-- did you kill him?! Likely used after passing the inmate dying and falling from the wheelchair.
dan8.wav But who are-- Daniel's dialogue is cut off.
Leo dialogues
leo21.wav We've got to get out of here! Placeholder voice.
leo22.wav This could be our only chance to escape. Placeholder voice, continuing from leo21.wav.
leo23.wav They've taken five years of our lives, Danny.
leo51.wav No shit — look where we are! Placeholder voice.
leo25.wav What are you doing? Danny could fight Leo in some ways. Placeholder voice.
leo27.wav Fight the Project! Not me!
Inmate dialogues
runguy.wav Death... is coming! [wicked laugh]" A reference to Jack Lupino's quote from Max Payne video game, a longer audio for this is filenamed lupino.
Squeeze me!
Hug buddy!
Oh boy oh boy oh boy oh boy!
Bastard, bastard, bastard!
Fix the fucking TV!
Oh God, the floor, it's got my feet!
Take me to the TV, please! Take me to Pig Town!
Snazzlepuss! Snazzlepuss!"
Let me out! Let me out!
Orderlies dialogues
Well, we got a runner guys!
Let me go! Let me go, please don't put me back in there! Please...
[screams]
Holy fuck, that ain't supposed to happen.
We're back online, thank fucking God.
Oh shit, look!
Fuck..!
Get some help!
Isn't Doctor Whyte down in the psycho section?
What the-- that ain't supposed to happen.
Yeah, it's all quiet this end.
Sounds bad at your end. You need help?
Hey Mendez, you down there?
Mendez? MENDEZ!!!
I don't fucking like this one bit. Where the fuck is security?!
[screams]
rnmb.wav Psycho!
rnmo.wav Lunatic!
rnmi.wav Crazy nut!
rnmc.wav Crazy fuck!
rnml.wav Fruit cake!
rnmm.wav Little shit!
rnmk.wav It's time for your therapy!
rnmk0.wav Can't believe this shit, guys!
rnmn.wav You're going back to your cell!
rnmh.wav You're gonna have to take the beating for this one!
Female inmate dialogues
Save me, I'm the nice one!
Pleased to meet me! I'm killing my twin.
Where's the handsome one? He's dirty!
Let's make a four way — she's the dirty one!
Pick me, pick me! The Bridge has disappeared!
Me Jane and me Jane. Where's my Pickman?!
One side to another. Not a rope bridge!
Pick me, pick me! Pickman, Pickman!
Over the bridge in four way. No more needles!
Communication radio dialogues
[screams]
wt1.wav Doctor Whyte, control here. This is starting full-blown riot! You better get out of there-- Hey, get off! [static]
Sound effects
Ambience
[screams]

Ghosts[]

Corridor
Unused Leo dialogues.
crow1.wav "You can use this crowbar to break open locks. Go break open the padlock on the backdoor!" Leo teaches Daniel about the crowbar, instructs him to break open the padlock on the backdoor.
Backyard
Unused Leo dialogues.
leo13.wav "Come on, Danny. Get to the house!" Leo was more impatient with a placeholder voice.
leo14.wav "We can't wait here — you're only giving the hunters more time to set up!" Leo in a rush with a placeholder voice.
Safehouse
Daniel unused dialogues
dan6.wav "This is bad... Something real bad happened here. What happened, Leo?" Daniel notices the house being lit up, asking Leo what happened to the place.
dan11.wav "What am I seeing?!" Another dialogue for Daniel, likely one more flashback goes cut.
Leo unused dialogues
basek.wav "Take care of any Watchdogs first, then we can search for the box." Daniel were supposed to execute the Watchdogs first then searching for the drug.
grouk.wav "We can't start digging until these guys are history." Another dialogue for Leo telling Daniel to kill the Watchdogs first then they can search for the drug.
secok.wav "Don't rip up any floorboards until these guys are dead!" One more dialogue for Leo telling Daniel to kill the Watchdogs first then they can search for the drug.
Leo dialogues
Audios left from the episode Red Light related to the Ghosts episode.
leo8.wav "Search all the cupboards and drawers!"
leo7.wav "Nice... now all we need is a syringe, try the bathroom upstairs."
break.wav "The box with the drug is in here somewhere. Be careful, The Project's Watchdogs can be waiting for us." An unused dialogue for Leo tells Daniel to be careful.
leo9.wav "Right, we need to search the house. Use the flashlight." Leo tells Daniel to use a flashlight searching for the box, in the final version of the game, Daniel does not need a flashlight nor a flashlight exists in the episode.
basef.wav "Let's try the boiler room." Daniel and Leo searching for the drug, asks Daniel to search the boiler room.
grouf.wav "Try the living room, Danny." Unused dialogue for Leo asking Daniel to search the living room.
leo6.wav "Let's check downstairs." Leo telling Daniel to check downstairs for the drug with a placeholder voice.
leo5.wav "Do you remember what The Project did to her?" Leo asking Daniel if he remembers what The Project did to Mrs. Lamb, likely used after a flashback.
leo10.wav "Get rid of all those Watchdogs!" Unused Leo dialogue commanding Daniel to get rid of the Watchdogs.
secof.wav "Nice, let's look in the big bedroom." The syringe were supposed to be placed in the big bedroom.
Unused ambience
bgcrsh2.wav Listed after the first two Watchdogs bust in the house.
huntnis1.wav Listed before the Watchdogs lit up the house.
Watchdogs unused dialogues
chk1.wav "Victor? You down there, Victor?" A Watchdog notices the noise and asks his mate, Victor if he is downstairs.
chk2.wav "Rigby, was that you?"
The Safehouse were going to be lit up by the Watchdogs.
huntnis2.wav "Brady? Pakuler? Where the fuck are those guys? Fucking amateurs, you don't reckon it's the target?! He couldn't have got here before us on foot. Get this place lit up and we'll have a look around." A Watchdog notices his buddies are missing, it seems that he is talking to another Watchdog, tells him to lit up the house.
Ambience
Unused ambiences
guupy.wav Stored in Release Therapy folder.
Unknown
Unused Daniel dialogues
dan5.wav "What the fuck?!"
Unused Mrs. Lamb dialogues
During the events of The Project, there are 10 unused audios, only the fifth and sixth sounds are missing from the list. Some of the audios is used for the trailer.
wife1.wav "Hi, sweetheart." Mrs. Lamb greets Daniel, not knowing that Leo is controlling him.
wife2.wav "Get out!"
wife3.wav "Oh my god! [screaming]" Mrs. Lamb screaming, likely when Daniel stabbed her.
wife4.wav "Please don't hurt me! Don't hurt the children..." Mrs. Lamb begging Daniel to not hurt her and their children.
wife7.wav "No, no! NO!!! [screaming]"
wife8.wav "[screaming]"
wife9.wav "[screaming]"
wife10.wav "[screaming]"
Unused Leo dialogues
leo11.wav "We don't want to be disturbed." Leo says that they does not want to be disturbed, it is unknown where or when this dialogue would be used, possibly used while searching for the drug or before consuming it.
leo12.wav "We don't want to be disturbed." Same as the one from above but is more silent, Leo says that they does not want to be disturbed, it is unknown where or when this dialogue would be used, possibly used while searching for the drug or before consuming it.
Daniel could fight Leo in some ways
leo15.wav "Cut it out! We're friends, right?!"

Sexual Deviants[]

Outside S&M Club

Bar

Dance Club

Dungeon

Outro

Unknown

Red Light[]

Intro

Gate

Outside the club

Inside the club

Outro

Ghosts leftovers
A few audios from the Ghosts episode left in here. Safe House leftovers
Some of the audios from Safe House episode remained in Red Light, both episodes were only one episode.

Outro

Unknown

Best Friends[]

Harbour

Chasing Michael Grant

Machine Hall 1

Michael shooting

Way to the boat

General

Unknown

Safe House[]

JECandSonsConstruction-MH2-Texture This section is Under Construction. JECandSonsConstruction-MH2-Texture

Intro

Fail

Bees' Honey Pot[]

Reception

Upstairs

Lift

Rooftop

General

Unknown

Assassination[]

Intro

Lift

Final

General

Unknown

Most Wanted[]

Intro

Neighborhood

Hunters

Unknown

Ritual Cleansing[]

Intro

Distracting

Dropping gas

Burning Files

Unknown

Origins[]

Outside

Lab

Chasing Pickman

Blackout

Auditorium

Outro

Unknown

Broadcast Interrupted[]

Intro/Massacre

Unknown

Ambience

Altered State[]

Outro/Barn

The Bloodhounds

Ambience

Domestic Disturbance[]

Introduction

  • Leo dialogues instructing Daniel.


    • "Three Project Scientists live in this neighborhood, Danny. They may look like boring suburban ass-wipes, but by day they torture people like you and me. We gotta find and kill 'em all."
      "Negotiations are over, they've already set up the Legion to patrol the streets."
      "Mistakes made by the Project, they're completely psychotic. Look for the red mailboxes, that's where THEY live."

Searching Project Scientists houses

Distracting the Project Scientist

Following the Project Scientist

Searching the pliers

Entering Lamb Residence

CMPD

Civilians

Civilian Wives


Miscellaneous[]

This sound file is repeated multiple times with the execution sounds. It is presumably a developer saying, "This sound has not been built yet."

Pick Ups[]

The final PS2/PSP versions use a unique sound for picking up weapons/objects. However, PS2 Beta/Wii/PC use the Manhunt/GTA III sounds.

PS2 Beta differences[]

Certain audios (such as the firearm executions) use audio that doesn't quite match up to the final animation, as it was leftover from the PSP 0.01 build, that retains the original animations.

Further Reading[]

References[]

  1. 1.0 1.1 1.2 1.3 Steve "Josimar" Walsh's website, archived
  2. https://www.julian-kenning.com/legacy
  3. levels/A02_The_Old_House/allanims_pc.ifp/PlayerAnims/
  4. It is presumed to be referring to him, as Daniel's wife only screams for the person to "get out" and to "not hurt the children." However, an early Leo line hints that her murder may have been different, as he says "Do you remember what the project did to her?"
  5. This could either be the blonde hooker/stripper seen in the velvet glove's window displays, or Daniel's daughter.
  6. The 1st one was leftover in Assassination by accident, but the 2nd one remained unused, despite there being streets in the Assasination level.
  7. Banaldesire
  8. These can be found in:
    PS2/PSP: (PSP_GAME\USRDIR)\GLOBAL\INITSCR\LEVELS.TXT
    PC: \global\initscripts\resource23.glg
    (Source: Edness)
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Unknown developer.
    CutContent-MH2-UnknownDeveloperNote
  10. movies/subtitles/A08_Sorority_House_o
  11. CutContent-MH2-RefSHouse
  12. https://garethrwhite.wordpress.com/2007/11/01/manhunt-2/
  13. CutContent-MH-ReferenceSpring2006[citation/verification needed]
  14. https://ianmaude.wixsite.com/portfolio/contact
  15. https://rabcat-gameart.com/#projects page 4
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 16.13 16.14 16.15 16.16 16.17 16.18 16.19 16.20 16.21 16.22 16.23 16.24 16.25 16.26 16.27 16.28 16.29 16.30 16.31 16.32 16.33 16.34 16.35 16.36 16.37 16.38
    These weapons only have code remaining which can be found in the Manhunt2.exe file.
  17. 17.0 17.1 Terence's Showreel 2:34 - 2:35
  18. https://www.youtube.com/watch?v=1tx8i9AgdAo


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