Removed and Changed Content in Manhunt 2

**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.**

    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.

Leo and Daniel in the episode Sexual Deviants.Daniel and Leo in the asylum episode Awakening, with Leo's younger face in the reflection of the mirror.Leo's face used for an inmate seen in the intro of Awakening. (right)In the opening of the episode Awakening, an inmate with Leo's face.A Legion member with Leo's face, with the actual Leo in the distant.Unused model only seen in Release Therapy's outro."Dreamer" model of Daniel."Killer" model of Danny, possibly from when he murdered his wife under Leo's control."LeoA".Second iteration of Danny, it is a blend between retail and beta.An early texture of Danny's asylum outfit, with orange instead of green.
### 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*".

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

A render of Frisbee, model and textures from PlayStation Portable 0.01.
### Judy Sender

    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.

### 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.

PS2 Beta.
### 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.

First, fifth, and sixth Perv.Second Perv.Third Perv.Third Perv in action.
### 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.

First Militia.Second Militia.
### Bloodhounds

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

* 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

Cut variation of the John's. The "A" and "B" variations are the only ones used in the final version.
### Legion

Cut variation of a Legion.Ditto, colored.Early texture file for the Legion Leo model, with the orange jumpsuit instead of the green one.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.

### Unknown

Unknown gang members.

Presumably an early Legion, as it retains the original orange uniform.Named "*bos\_KAM\_C\_T*". [citation/verification needed]

## Episodes

This section lists changes and removal for episodes.

### Awakening

* 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.
* 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.
* Originally called Escape Asylum or simply Asylum.The instance referring to the removed tutorial.Sobbing woman instance. Would have became a hunter.Unused area outside the courtyard.

### 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.
* 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.
* 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 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.

PS2 beta screenshot, of an earlier workbench in Daniel's basement. The model textures have "Bow" in them, signifying they are early Manhunt models.Daniel searching for the drug with a flashlight to help him find.

### 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 "A*head* 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".
* 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.

### Best Friends

* 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.
* 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.

### Safehouse

* Heavy Handgun was replaced with the Revolver.
* 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.
* 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 Safehouse.

### 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 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 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.Odd placeholder texture on a large baseplate.The crane holding up the girders, which were to originally be shot down by Danny.

### 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.
* 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.
* 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.

Leftover location for the satellite. The boat has been moved, strangely enough.Odd placement of savepoints. Strangely placed by the house with an entire hallway, leading out through the front, and in through the back, vice versa.
### Personality Clash

* Originally the 16th episode, taking place after Best Friends.
* A removed environmental execution for a Tomb was removed.
* 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.
* 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."
* 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.

#### 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.

"New Asylum" screenshots from Ian Maude's portfolio. Original image name was "New\_AsylumLO03".
##### 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".

##### 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.

In the European version of the Wii port,[citation/verification needed], 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".

 02\_A
 03\_A
 03\_B
 04\_A
 05\_A
 06\_A
 07\_A
 08\_A
 09\_A

#### 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.

#### 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.

### 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.

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 or spring 2006 . The XBOX version was planned to be released in 2007, 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.  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. 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.

### 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*.

**User Interface Stills**

Main.Settings.Control settings.Video settings.Scene selection.Load save game selection.Awakening "Asylum" entry screen.

**UI Backgrounds** (film themed)

## Weapons

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

Early weapon icons including the removed weapons from Steve Walsh website.(top-bottom) Glock Torch, Crossbow, and Gasoline Can. Found in Rabcat Gameart website.
### 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 .
* **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.
* **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 , also found in the code of *Manhunt 2*'s executable .
* **Porn Magazine**: Similar to Newspaper, seen on Josimar's website, also code from the game's executable.
* **Wad of Cash**: also known as "Cash Bundle".
* **Meths**: Possibly Denatured alcohol.
* **`F_Grenade`**: Possibly F-1 grenade.
* **Sniper Rifle Silenced**: A variant of the Sniper Rifle, with a silencer attachment.
* **Glock Torch**: Pistol with a flashlight attachment.
* **Jury Blades**: Possibly a knife and a cut leftover from *Manhunt*, with the first game's scrapped gang/hunter in the name.
* **`Night Vision`**: 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`**: Possibly stands for **W**ooden **B**ase**B**all 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 , also found in the code of *Manhunt 2*'s executable.
* **`M_B_Bat`**: Possibly named "Metal Baseball Bat", a leftover from *Manhunt* the Baseball Bat (Metal).
* **Ice Pick**: A cut leftover from *Manhunt*, the Ice Pick.
* **Cane**: A cut leftover from *Manhunt*.
* **Wooden Spike**: Possibly a leftover from *Manhunt*, the Wooden Spike to hurt Piggsy.
* **Tear Gas**: Possibly a leftover from *GTA: Vice City*, the grenade with the same name Tear Gas.
* **`Chainsaw_Player`**: A leftover from *Manhunt*, the Chainsaw.
* **Chainsaw**: Same as `Chainsaw_Player`.
* **Nail Gun**: A leftover from *Manhunt*, the Nail Gun.
* **Axe**: A leftover from *Manhunt*, the Axe.
* **Cleaver**: A leftover from *Manhunt*, the Cleaver.
* **Noose**
* **Matchbook**
* **Syard Comb**
* **`S Silencer`**
* **Chlorine**
* **Rag**
* **Firecrackers**
* **Exp Molotov**
* **Molotov**
* **Grenade**
* **Hockey Stick**
* **Wooden Bar**
* **Pipe**
* **Broken Bottle**
* **Hunt Knife**
* **Lighter**
* **Water Bottle**
* **Tripwire**

## Executions

### Sounds

Violent
Gruesome
Jump
Violent
Gruesome
 Metal Hook
Violent
Gruesome
Jump
Violent
 Axe
Violent
Gruesome
Jump

### Environmental

This sections lists cut environmental executions restored with modifications.

* The Dentist Chair environmental execution was going to be a female, only the audio remains. Note that the video uses Judy as a placeholder since there is no model for a female dentist.

#### Sounds

This section lists unused environmental executions that only has sounds.

## 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.

Sexual Deviants outro, younger Leo's face.Ditto, Daniel uses the "*DBKN*" outfit as his asylum uniform.Cut The Legion variant.Ditto, colored.Lamb family photo, place in the casual house instead of the burnt one.Judy as a Perv.
### 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.

#### 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.

#### Active Shadow Cameras

Displays the amount of active shadow cameras.

#### Timer Values

Displays three timer values in the upper left corner.

#### 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.

#### 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.

## 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.

### Sexual Deviants

**Outside S&M Club**

* Daniel and Leo connected dialogues.
	+ `dan5.wav`

	"*What is this place, Leo? What's going on here?*"
	+ `leo7.wav`

	"*This is where the Project find people they want, and lose people they don't.*"
	+ `dan6.wav`

	"*Then what sort of people did they want?*"
	+ `leo8.wav`

	"*People like us.*"
* Daniel unused dialogues.
	+ `dan1.wav`

	"*Hey, I think I recognize this place.*"
	Placeholder voice for Daniel.
* Leo unused dialogues.
	+ `leo5.wav`

	"*Let's find her, ask about the matches and get out of here!*"
	Leo was in a rush.
	+ `le02.wav`

	"*He wants a familiar face? Go get him one.*"
	+ `leo2.wav`

	"*He wants a familiar face? Go get him one.*"
	Duplicate of `le02.wav`.

**Bar**

* Perv unused conversation.
	+ `perv11.wav`

	"*I've spoken to the man. They got a treat for us tonight. Young, blonde, real pretty.*"
	+ `perv12.wav`

	"*She's real... young.* [laughter]"
	+ `perv21.wav`

	"*How young? The last one was way too old!*"

**Dance Club**

* Daniel unused dialogues.
	+ `dan2.wav`

	"*No, I think I remember a woman here, Judy. She must be hiding somewhere.*"
	Likely used when entering stage door.
* Judy unused dialogues.
	+ `hu07.wav`

	"*Come with me.*"
	Shorter version.

**Dungeon**

* Daniel unused dialogues.
	+ `dung.wav`

	"*There was-- there was a dungeon underneath this place.*"
	Likely used when going downstairs.
* Leo unused dialogues.
	+ `cf05.wav`

	"*We need something to smash that lock!*"
	Placeholder voice for Leo.
	+ `cf04.wav`

	"*Use the sledgehammer, and break that lock!*"
	Placeholder voice. It is unknown what padlock Leo is talking about, possibly the one on the gate to the dungeon's second wing.
	+ `leo9.wav`

	"*There must've been emergency access built in these rooms.*"
* Pervs unused dialogues.
	+ `gmp1.wav`

	"*Don't go anywhere! I'll be back in a minute.* [laughter]"
	Pervs were also called "gimps". Likely used after torturing pedestrians.
	+ `gmp2.wav`

	"*Hey, I got us a new toy to play with!* [laughter]"
	Used after spotting Daniel.
	+ `gmp4.wav`

	"*Who's out there? I still ain't done with this guy yet!*"
	Pervs noticing a noise.
	+ `gmp5.wav`

	"*This is gonna hurt you, more than it's gonna hurt me!*"
	Likely used when the Perv is torturing.
	+ `gmp6.wav`

	"*Man, you see that head come apart?!*"
	Perv enjoying torturing.
	+ `gmp7.wav`

	"*I've always wondered what the inside of a man's skull looks like!*"
* Female torturing

**Outro**

* Judy unused dialogues.
	+ "*Trust nobody, Danny.*"
	+ "*Trust no one, Danny.*"

**Unknown**

* Daniel unused dialogues.
	+ `dan4.wav`

	"*We need to take care of her customer first, we need her alone.*"
	+ `dan3.wav`

	"*Take care of her customer first, we need her alone.*"
	Daniel mentions a female customer, it is unknown who she is.
* Leo unused dialogues.
	+ `leo3.wav`

	"*Oh great, you think you remember, huh?*"
	+ `leo13.wav`

	"*Looks like we're 'A' head of the game, get it? A--* [sigh] *Forget it.*"
	Leo making a pun about decapitation.
	+ `leo14.wav`

	"*Come on, Danny. Surely this is the one part of this place you remember!*"

### Red Light

**Intro**

* Daniel dialogues.
Some of the Leo dialogues were going to be Daniel's dialogues.
	+ "*The safe house, that derelict movie theater.*"
	+ "*Okay 'Mr. Commando', you see another way into this place?*"
* Leo dialogues.
	+ `leo3.wav`

	"*Don't trust her, Danny.*"
	+ `leo4.wav`

	"*She works for them, she's gonna fuck us over!*"
	+ `v02.wav`

	"*Looks like those freaks are waiting for us to show our faces.*"
	+ `v04.wav`

	Empty audio.
	+ `v05.wav`

	Empty audio.

**Gate**

* Daniel dialogues.
	+ "*We need something to cut through this!*"
	+ "*Those pliers can cut a hole in the wire mesh!*"

**Outside the club**

* Cop dialogues.
	+ `cop2.wav`

	"*Don't give us no Red King gang shit!*"

**Inside the club**

* Civilian sounds.
	+ "*Hey sexy, what you got for me?*"
	+ "*Looking good, baby!*"
	+ "*Oh... I like what I see!*"
	+ "*You got it, babe. Oh yeah!*"
	+ "*Are you fucking crazy?!*"
	+ "*What the fuck are you doing?!*"
* Prostitutes dialogues.
	+ `hu03.wav`

	"*Hey baby, are you cold? Come inside, I'll warm you up...*"
	+ `hu05.wav`

	"*Finally, a real man walks into town!*"

**Outro**

* Daniel dialogues.
	+ `d1.wav`

	"*His name was... Michael?*"

**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.

* Daniel dialogues.
	+ `dan2.wav`

	"*Wait, let me check here. Ah, I stashed this!*"
	+ `dan4.wav`

	"*Wait, what's this?*"
	+ `dan5.wav`

	"*Judy?*"
	+ `dan7.wav`

	"*Michael said they'd mess with my head.*"
	+ `dan3.wav`

	"*I'm sick of this!*"
	+ `dan6.wav`

	"*We're gonna find Judy – and talk to her.*"
* Watchdog dialogues.
	+ `wd2.wav`

	"*Sergeant, this man is ours!*"

**Outro**

* `v11.wav`

"*All these clippings... What the hell is this crap? Let's just move on!*"
* `v12.wav`

"*That's not you, Danny. Just some stupid pictures, there better be something useful around here.*"
* `v08.wav`

"*That gun's gonna help us, let's get out of here!*"
	+ `v13.wav`

	"*Perfect, some firepower. These freaks won't know what hit 'em!*"

**Unknown**

* Daniel dialogues.
	+ "*They made me do it!*"
	+ "*Please, don't hurt me!*"
* Leo dialogues.
	+ `leo1.wav`

	"*Trust me, Danny. We've gotta get out of here.*"
	+ `leo2.wav`

	"*They're gonna be waiting for us!*"
* Red Kings dialogues.
	+ `kng2.wav`

	"*Some North been poking their nose around here. Looks like we got some action going!*"
	+ `prp1.wav`

	"*That's the perp!*"
* Unknown ped.
	+ "*Let everyone share!*"
* Ambiences.
	+ Unused cutscene ambience.
		- `cutsc.wav`
		- `cutscene.wav`
	+ Dog barks.
		- `dawg1.wav`
		- `dawg2.wav`
	+ Pidgeon sounds.
		- `pidg1.wav`
	+ Crowbar sounds.
		- `steps.wav`
* Empty dialogues.
	+ `cf01.wav`: 0:04.329 duration
	+ `cf02.wav`: 0:00.943 duration
	+ `cf03.wav`: 0:05.079 duration
	+ `cf04.wav`: 0:00.716 duration
* Music tempo.
	+ `temp.wav`

### Best Friends

**Harbour**

* Leo dialogues.
	+ `v01.wav`

	"*Catch him! He has the key to the boat, it's our only way out of here!*"
	"*Snap out of it, Danny! He betrayed you to the Project, he's leading us into a trap! Be prepared for anything.*"
* Helicopter dialogues.
	+ `he05.wav`

	"*Alright, he's getting out!*"
	+ `he06.wav`

	"*He's heading for the street!*"

**Chasing Michael Grant**

* Michael dialogues.
	+ `hu10.wav`

	"*You're just like them, so you can have 'em!*"
	+ `hu11.wav`

	"*You just... keep... coming!*"
	+ `mich4.wav`

	"*They stuck something in your head! Fight it, Danny!*"
	+ `mich7.wav`

	"*Remember who you are, Danny!*"
	+ `mich9.wav`

	"*Your experiments on multiple personalities, they must have used you as their guinea pig!*"

**Machine Hall 1**

* Project Militia dialogues.
	+ `pm1.wav`

	"*Seize that fucker! One down, one to go.*"
	+ `hu01.wav`

	"*I want him dead, now!*"
	+ `hu02.wav`

	"*Guard the entrance! He's not stupid enough to approach you!*"
	+ `pm7.wav`

	"*You, with me. We're gonna get this fucker!*"
	+ `pm2.wav`

	"*Spaulding, Spaulding! Check in, check in now!*"
	"*Right, I'm coming in! I better not find you with your thumb up your ass! If anyone else comes to this door, waste this fucker!*"
	+ `pm9.wav`

	"*Shut up! This guy ain't dangerous, especially unarmed. He shows up, and you're the first to die!*"
	+ `pm3.wav`

	"*Shit, oh shit! Sorry, man!*"
* Daniel dialogues.
	+ `dan2.wav`

	"*Careful, buddy. We can't let them kill Michael!*"
* Leo dialogues.
	+ `v03.wav`

	"*Michael's in trouble, we need his keys to get outta here. Don't let the Project waste him!*"
	+ `v07.wav`

	"*We can't let those hunters get to him first!*"
* Executions.
	+ `mangle1.wav`
	+ `mangle2.wav`

**Michael shooting**

* Leo dialogues.
	+ `v05.wav`
	Empty audio.
	+ `v09.wav`

	"*Use the bales for cover!*"
	+ `v06.wav`

	"*Danny, he's getting away. We need that key!*"
	+ `v04.wav`

	"*Pick up the key.*"
* Ambience.
	+ `mikeshot.wav`

**Way to the boat**

* Leo dialogues.
	+ `v02.wav`

	"*Get back to the boat!*"

**General**

* Daniel dialogues.
	+ `dan1.wav`

	"*Careful, Leo. He's got a gun!* [static]"
* Leo dialogues.
	+ `leo7.wav`

	"*Guess you earned your paycheck today, fats.*"
	+ `v10.wav`

	"*Watch out, they're coming for you!*"

**Unknown**

* Leo dialogues.
	+ `v08.wav`

	"*Get up on the catwalk!*"
* Empty audios.
	+ `cf03.wav`
	+ Hunter empty audios.
		- `hu06.wav`
		- `hu07.wav`
		- `hu08.wav`
		- `hu09.wav`

### Safe House

**Intro**

* Leo dialogues.
	+ `leo1.wav`

	"*If you found what you're looking for, meet me at the front.*"
	+ `leo2.wav`

	"*Shit, more Watchdogs coming in. I'll do what I can down here.*"

**Fail**

* Watchdog dialogues.
	+ `wv1ja5.wav`

	"*We got him, we got him!*"
	+ `wv1ja6.wav`

	"*No more games, Doctor Lamb! Watchdogs!*"

### Bees' Honey Pot

**Reception**

* Hunter dialogues.
	+ `dg7.wav`

	"*Okay... Don't go nowhere.* "

**Upstairs**

* Leo dialogues.
	+ `leo1.wav`

	"*We need something to cut this mesh.*"
* Hunter dialogues.
	+ `goup.wav`

	"*He's upstairs! Go get him!*"
	+ "*She's on the third floor, go right up.*"
* Client dialogues.
	+ `jona1.wav`

	"*I'll take you home with me, I will.*"
	+ `jona2.wav`

	"*What's on the menu tonight, sugar pop?*"
	+ `jona3.wav`

	"*It feels like taking a shower with my socks, girl. I don't want to use it.*"
	+ `jona12.wav`
	+ `jona13.wav`

	"*Oh... yeah!*"
	+ `jona10.wav`

	"*Hey, buddy. You hear me?*"
	+ `jona11.wav`

	"*Oh shit — this is not good!*"
	+ `jona4.wav`

	"*Hey, why are you hiding over there? You're freaking me out!*"
	+ `jona5.wav`

	"*Who are you?!*"
	+ `jona6.wav`

	"*You work here?*"
	+ `jona7.wav`

	"*Listen, I don't know who you think I am.*"
	+ `jona8.wav`

	"*What the hell is your problem?!*"
	+ `jona9.wav`

	"*Get off me!*"
	+ "*Are those real?*"
	+ "*Baby, you're looking so good tonight!*"
	+ "*Oh shit, yeah.*"
	+ "*Oh... yeah!*"
	+ "*Damn, girl — don't break it off!*"
	+ "*Hey! What are you doing?!*"
	+ "*Who are you?!*"
	+ "*Why are you staring at me, man?*"
	+ "*Fuck, man!*"
	+ "*I'm just having a good time, man!*"
	+ "*I'm just a tourist!*"
	+ "*Hey, man — w—wake up! Can you hear me?*"
	+ "*Yeah! That's right, fool!*"

**Lift**

* Judy dialogues.
	+ `ju4.wav`

	"*THAT was years ago! He barely remembers who I am!*"
* Ambience.

**Rooftop**

* Judy dialogues.
	+ `ju6.wav`

	"*Stay away — they'll kill us!*"
	+ `judy1.wav`

	"*Stay away — they'll kill us!*"
	+ "*Trust nobody, Danny!*"
	+ "*Trust no one, Danny!*"
	+ `wom1.wav`

	"*You need to know the whole story, right? Well, the truth is--* [screams] *My arm!*"
	+ `wom2.wav`

	"[screams] *My arm!*"
* The Bloodhounds dialogues.
	+ `kill1.wav`

	"*You ain't gonna kill me, man! If you try to come on here, I'll kill the bitch!*"
	+ `kill3.wav`

	"*Okay, you got three seconds to disappear or I'll kill her!*"
	+ `kill4.wav`

	"*Die, you fucking bitch!*"

**General**

* Hunter dialogues.
	+ `cli2.wav`

	"*What the hell was that?!*"

**Unknown**

* Daniel dialogues.
	+ `dan1.wav`

	"*If they find out Judy helped us, they'll kill her!*"
	+ `dan2.wav`

	"*She's the only one who knows my past. It's a chance we have to take!*"
* Hunter dialogues.
	+ `scream.wav`
* Unknown pedestrian.
	+ `snore.wav`
	+ `sob1.wav`
	+ `sob2.wav`
	+ `sob3.wav`
* Telephone.
	+ `phn1.wav`

	"*... Fuck!*"
* Client dialogues.
They are stored in both Sexual Deviants and Bees' Honey Pot episodes.
	+ `ppd1.wav`

	"*Go away! I'm busy!* [grunts]"
	+ `ppd2.wav`

	"*Quit that bangin'! I got ten minutes left!* [grunts]"
	+ `ppd3.wav`

	"*I only just started, get lost!* [grunts]"
		- "*I only just started, get lost!*"
		This audio is listed in the episode Bees' Honey Pot.
	+ "*C'mon, man! You're ruining the mood!*"
	This audio is listed in the episode Bees' Honey Pot.
* Sound effects.

### Assassination

**Intro**

* Leo dialogues.
	+ `intro.wav`

	"*They wanted a perfect assassin? Well they got one, right between the eyes.*"

**Lift**

* Leo dialogues.
	+ `lift.wav`

	"*Let's have some fun, take the quick way up!*"

**Final**

* Leo dialogues.
	+ `run.wav`

	"*The manhole, run for it!*"

**General**

* Daniel dialogues.
	+ `dan1.wav`

	"*We killed one of our own, the Project's not going to be happy.*"
* Project Militia dialogues.
	+ `comng.wav`

	"*Holy shit, that's him! That's him!*"
	+ `gothm.wav`

	"[laughs] *Like a calf to the slaughterhouse!*"
	+ "*He's heading for the rooftops!*"
	+ "*I got him pinned!*"
	+ "*Pursuing the assassin!*"
	+ "*Keep him suppressed, we're going in!*"
	+ "*Trapped like a rat. Set up a kill zone!*"
	+ "*They've lost the target! Do NOT let him sneak past you, do NOT let him escape!*"
	+ "*Contact with target! He's on scaffolding outside!*"
* Helicopter dialogues.
	+ `he06.wav`

	"*He's heading for the street!*"

**Unknown**

* Leo dialogues.
	+ `gird.wav`

	"*Okay, we need to get to the other side. Try to shoot those girders down with your sniper rifle. Look around for some ammo.*"
	+ `leo1.wav`

	"*I told you, Danny. They wanted to make us slaves, we're not going to be controlled by anyone, right? Brothers in war!*"
* Sound effects.
	+ `liftm.wav`

### Most Wanted

**Intro**

* Leo dialogues.
	+ `leo1.wav`

	"*Two targets are hired to hunt, I'll see you in a trainyard couple blocks from here.*"
	+ `leo9.wav`

	"*Lucky for me, that helicopter decided to follow you. Unlucky for you, that search light will cut through the darkest shadow.*"
* Daniel dialogues.
	+ `v01.wav`

	"*It's a trap! Get outta here! RUN!!*"
	+ `v02.wav`

	"*We've gotta get in there, HURRY!!*"
	+ `v010.wav`

	"*Be careful! That search light can find us in the shadows!*"

**Neighborhood**

* Children dialogues.
	+ `chd1.wav`

	"*Be careful, daddy!*"
	+ `chd2.wav`

	"*DADDY!!*"
	+ `chd3.wav`

	"*There's a man with blood on him!*"
* "Daddy"/Civilian dialogues.
	+ `civ1.wav`

	"*Yes ma'am, I'll stay cover. Please, send someone quickly!*"
	+ `civ2.wav`

	"*Son! You shut that door, remember what I taught you!*"

**Hunters**

* Hunter screaming.
* Bloodhounds dialogues.
	+ `v11.wav`

	"*FREEZE!!*"
* Watchdogs dialogues.
	+ `wd1.wav`

	"*Keep calm, we believe the escaped mental patient is in the facility.*"

**Unknown**

* Toilet flushing.
* Ambiences
* Ambience soundtracks.
	+ `dafilth1.wav`
	+ `dafilth2.wav`
* Daniel dialogues.
	+ `dan1.wav`

	"*You're right. D-Danny, you're right. Leave the way.*"
	+ `dan2.wav`

	"*Look, I lost it there for a minute. But, I got it under control... I got it under control.*"
	+ `heli.wav`

	"*They won't be able to hear us with that helicopter noise!*"
* Leo dialogues.
	+ `leo7.wav`

	"*You're nearly there, Danny. See you on the other side.*"
	+ `leo8.wav`

	"*Us or them, Danny!?*"
	+ `leo10.wav`

	"*We need a better view, Danny. See if we can get higher.*"

### Ritual Cleansing

**Intro**

* Leo dialogues.
	+ `b1.wav`

	"*Find some gasoline.*"
	+ `b2.wav`

	"*Come on Danny, what are you waiting for?!*"
* Truck driver dialogues.
	+ "*Not more thieves! Get going, you hooligan!*"
	+ "*Oh, fine! Take it, scumbag!*"
	+ "*Good, get lost!*"
	+ "*Okay, okay! Take whatever you want!*"
	+ "*Please, sir! You're hurting me!*"
	+ "*HELP!!*"

**Distracting**

* Leo dialogues.
	+ `b4.wav`

	"*With this gasoline, we can turn these guys into human tiki torches.*"
	+ `b6.wav`

	"*Whoa Danny, you are sick! Let's light up a few more of these bastards!*"
	+ `b7.wav`

	"*Let's distract these guys so we can burn the barrier down!*"

*Dropping gas*

* + `dan1.wav`

	"*Are you sure about this, Leo? Be careful.*"

**Burning Files**

* Leo dialogues.
	+ `b8.wav`

	"*Good, now find lockup 10 and burn it down.*"

**Unknown**

* Ambiences.
	+ Lift.
* Ambience soundtracks.
* Sound effects.
	+ Gasoline.
	+ Telephone.
		- `phone1.wav`
* Hunter dialogues.
	+ `ptr2.wav`

	"*Gasoline?*"
	+ `ptr4.wav`

	"*Smells like gasoline.*"

### Origins

**Outside**

* Security dialogues.
	+ `guard1.wav`

	"*What the hell happened here?!*"
	+ `sg1.wav`

	"*What the hell happened here?!*"

**Lab**

* Cat.

**Chasing Pickman**

* Pickman dialogues.
	+ `hu02_a.wav`

	"*Stay away!*"
	+ `hu03_a.wav`

	"*How hard is it to stop him!?*"
	+ `pm5.wav`

	"*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"
	+ "*What seest thou else in the dark backward and abysm of time.*"

**Blackout**

* Watchdog dialogues.
	+ `s1.wav`

	"*What are you looking at, freak?*"
	+ `s2.wav`

	"*They're gonna open your head up...*"
	+ `s3.wav`

	"*Tough guy, huh? You're not so fucking tough now.*"
	+ `s4.wav`

	"*You wasted a lot of my friends, freak. Just give me a fucking reason!!*"
	+ `th21.wav`

	"*Keep back, or I'll shoot!*"
	+ `th22.wav`

	"*Move back!*"
	+ `th23.wav`

	"*Move back, now!*"
	+ `th3.wav`

	"*What did I tell you, huh!?*"

**Auditorium**

* Leo dialogues.
	+ `docwh.wav`

	"*Hey, that's him! That fat fucker's scared!*"
* Dr. Pickman dialogues.
	+ "*One move Danny, and I'll repeat the shutdown phrase!*"
	+ `pm7.wav`

	"*One move Danny, and I'll repeat the shutdown phrase!*"
	+ "*Next time I have to use it, you will NOT wake up. That, I promise you...*"
	+ `pm10.wav`

	"*Every time you hear the code phrase, you'll blackout!*"
	+ `pm14.wav`

	"*Any move, and I'll shut you down!*"
	+ `pm11.wav`

	"*Believe me, I didn't want to end like this!*"
	+ `pm12.wav`

	"*You were a brilliant scientist, Doctor Lamb... in your day.*"
	+ `pm9.wav`

	"*It's OVER, Danny! We're going to take you back to the asylum and open your head up!*"
	+ `pick2.wav`

	"*Give up, Daniel!*"
	+ `pm8.wav`

	"*Is Leo going to make an appearance?*"
	+ `pm13.wav`

	"*Where's Leo, Danny?*"
	+ `pick2_a.wav`

	"*Leo is a figment of your mind! A gross seperation!*"
	+ `pick3.wav`

	"*Let us help you.*"
	+ "*Let me fix the bridge in your head, before it's too late!*"
	+ `pick4_a.wav`

	"Focus, Danny! Remember your past!"
	+ `pm15.wav`

	"*Where is security!?*"

**Outro**

* Daniel dialogues.
	+ `dan3.wav`

	"*When I came to Leo, he was dragging me out of the lab. He said Pickman was dead. I know I could never find the key to my past. But Leo said there was another, one last person we can get answers from. We searched everywhere, days turned into weeks. I was slowly becoming a ghost...*"

**Unknown**

* Leo dialogues.
	+ "*There must be a Tranquilizer Gun around here... something to keep the lab rats in line, let's find it!*"
	+ `leo2.wav`

	"*Get the Tranquilizer Gun. Pickman must be in the auditorium.*"
* Project Scientist dialogues.
	+ `nu1.wav`

	"*Are you a patient here? Wait, you're the guy everyone's talking about... SECURITY!!*"
	+ `sur2.wav`

	"*What are you doing here? Are you new here?*"
	+ `sur3.wav`

	"*It's YOU!! SECURITY!! SECURITY!!*"
* Security dialogues.
	+ `guard2.wav`

	"*I'm coming! I'm coming!*"

### Broadcast Interrupted

**Intro/Massacre**

* Conversation between Daniel and Leo.
	+ `bod1_a.wav`

	"*Jesus, Leo. Did you have to kill them all?!*"
	+ `bod1_b.wav`

	"*This place is the Project's frontline, Danny.*"
	+ `bod1_c.wav`

	"*Don't go pussy on me, ALL these fucker's are guilty.*"
	+ `wtf1_a.wav`

	"*Leo, what the fuck is wrong with you, man?!*"
	+ `wtf1_b.wav`

	"(chuckles) *Too much?*"

**Unknown**

* Daniel dialogues.
	+ `dan4.wav`

	"*Bring it on.*"
* Leo dialogues.
	+ `leo5.wav`

	"*Just a little farther, Danny. Push it!*"

**Ambience**

* Horse stepping sounds.
	+ `cobbled.wav`
	File:CutContent-MH2-SoundsBInterrupted-cobbled.ogg
* Machinery.
	+ `machiner.wav`

### Altered State

**Outro/Barn**

* Leo dialogues, after getting injected a drug by Dr. Whyte. `v01`, `v03-v07`, and `v09-v19` is silent.
	+ `v02.wav`

	"*Danny, I'm being held captive on the window on the farm. Help me, please...*"
	+ `v08.wav`

	"*Danny, please... Get inside the barn.*"

**The Bloodhounds**

* `hu01.wav`

"*Over here! I see him!*"
* `hu02.wav`

"(laughs)"
* `hu03.wav`

"*Raise your inner hellhounds, boys!*"

**Ambience**

* Crows.
	+ `crows.wav`
* Music, possibly played during a cutscene.
	+ `hay2.wav`
* Sniper ambience.
	+ `snipe.wav`

### 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**

* Leo dialogues.
	+ "*Red mailbox, that's the sign of a Project Scientist. Check if he's at home.*"
	+ "*See that house, with the obnoxious speedboat? There's Project Scientist in there.*"
	+ "*Another red mailbox, you know what that means, Danny.*"

**Distracting the Project Scientist**

* Leo dialogues.
	+ `leo5.wav`

	"*I need a distraction.*"
	+ "*I bet that satellite dish would make a mess of his boat.*"
* Second Project Scientist dialogues.
	+ "*What?! How did this happen?*"
	+ "*I'm going out for a look.*"
	+ "*Probably those kids teepeeing the trees again.*"
	+ "*Can a man whack off in peace?!*"
	+ "*This better be good!*"
	+ "*Now, who the hell is up at this hour?*"
	+ "*What is it this time?!*"

**Following the Project Scientist**

* Leo dialogues instructing Daniel.
	+ "*Steady, Danny. If he sees you, he'll bolt!*"
	+ "*Follow him and don't let 'im see you again.*"
	+ "*Idiot! He saw you again, get him before he gets to the gates!*"
	+ "*Kill him, now!*"
	+ "*We had one chance and you blew it!*"
	+ "*Shit! He escaped.*"
* Project Scientist dialogues.
	+ "*You better have a good reason for waking me up!*"
	+ "*Who are you?!*"
	+ "*Help! Help me!*"
* Second Project Scientist dialogues.
	+ "*No, no! He's coming for me!*"
	+ "*Somebody help, please!*"
* Third Project Scientist dialogues.
	+ "*Hey! What the fuck do you want?*"
	+ "*Shit! Who the fuck are you?*"
	+ "*Hey! What are you, Peeping Tom?*"
	+ "*Can't believe this!*"

**Searching the pliers**

* Leo dialogues.
	+ `leo7.wav`

	"*One of these garages must contain something I can use.*"

**Entering Lamb Residence**

* Leo dialogues.
	+ `leo3.wav`

	"*Everything's gonna be just fine, honey.*"
* Daniel dialogues.
	+ `dan2.wav`

	"*Everything's gonna be alright, honey.*"
* Mrs. Lamb dialogue.
	+ `wife1.wav`

	"*Sweetheart, are you okay? What's happened to you?*"

**CMPD**

* Cop dialogues.
	+ `cop2.wav`

	"*He's over there, get after him!*"
	+ `cop4.wav`

	"*We see the perp, he's on the main street!*"
	+ `cop6.wav`

	"*I think we got the fucker cornered!*"
* Helicopter intercoms.
	+ `hp1.wav`

	"*Where is he?!*"
	+ `hp2.wav`

	"*We've lost them.*"
	+ `hp3.wav`

	"*He's gone!*"
	+ `hp4.wav`

	"*Cease fire! Friendly close.*"
	+ `hp5.wav`

	"*Danger, blue on blue, cease fire!*"
	+ `hp6.wav`

	"*Friendly spotted, cease fire!*"

**Civilians**

* "*Every time I turn on this TV, I see somebody getting killed.*"
* `md1.wav`

"*Is that food cracked again?!*"
* `md2.wav`

"*Who's out there?!*"
* `mia2.wav`

"*No! For the third time, I didn't see the cat, okay?!*"
* `mia5.wav`

"*If it's your mother, shoot her.*"
* `mia8.wav`

"*Who's making that racket out there?!*"
* `mia10.wav`

"*It's the terrorists! They're taking over!*"

* `mib3.wav`

"*Who's gotta pay the bills? Me!*"
* `mib8.wav`

"*What's that?*"
* `mib9.wav`

"*He's outside the fucking house! Call the cops!*"
* `mib10.wav`

"*It's armageddon out there!*"

**Civilian Wives**

* `wd1.wav`

"*Hello? Someone's outside!*"
* `wd2.wav`

"*Something set the light off.*"
* `wd3.wav`

"*It's an intruder!*"
* `wd4.wav`

"*Someone's in the garden!*"
* `wd5.wav`

"*Call the police!*"

* `wia3.wav`

"*This neighborhood is completely safe, hasn't been a mugging in eight years!*"
* `wia5.wav`

"*I think someone's lurking outside!*"
* `wia6.wav`

"*Walter, those damn raccoons are rootin' in the garbage again!*"
* `wia7.wav`

"*I saw somebody outside!*"
* `wia8.wav`

"*It's that Peeping Tom again!*"
* `wia10.wav`

"*WHAT'S GOING ON OUT THERE?!!*"

* `wib2.wav`

"*Sweetheart, there's nobody in your closet, it's all in your head.*"
* `wib6.wav`

"*Mister Tinkle, do you wanna come in?*"
* `wib7.wav`

"*I think I hear Mister Tinkle scratching at the door!..*"
* `wib8.wav`

"*Hello? Who's out there?*"
* `wib9.wav`

"*The killer's outside, somebody help us!*"

* "(chuckles) *That's wonderful, Ben. Your daddy would be so proud!*"

### 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

* Cut Content
* Removed and Changed Content in *Manhunt*

## 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. ↑ These can be found in:
PS2/PSP: `(PSP\_GAME\USRDIR)\GLOBAL\INITSCR\LEVELS.TXT`
PC: `\global\initscripts\resource23.glg`
*(Source: Edness)*
8. ↑ 8.0 8.1 8.2 8.3 8.4 8.5 Unknown developer.
10. ↑ https://garethrwhite.wordpress.com/2007/11/01/manhunt-2/
11. ↑ [citation/verification needed]
12. ↑ https://ianmaude.wixsite.com/portfolio/contact
13. ↑ https://rabcat-gameart.com/#projects page 4
These weapons only have code remaining which can be found in the `Manhunt2.exe` file.
15. ↑ 15.0 15.1 Terence's Showreel 2:34 - 2:35