Uploaded July 2019 | Updated September 2026, 2 weeks ago
All rights go to their respective owners.
This is a mix of the music that played in the 2015 HITMAN Closed Alpha and its Paris level (that eventually became Showstopper). It was eventually scrapped and reworked before release, giving us the current Paris soundtrack we all know.
Timestamps:
00:00 - Introduction
00:26 - Stealth 1 (Attic/Basement)
02:02 - Stealth 1
03:42 - Stealth 2 (Attic/Basement)
05:17 - Stealth 2
06:59 - Frisked/Arrested
08:43 - Combat + Hunted 1
13:18 - Combat + Hunted 2
16:33 - Secrets of the Palace (Prototype)
18:11 - Mission Complete
18:26 - Extraction
23:27 - Novikov Appears
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
I couldn't hear some of those tracks in-game, especially extraction themes since kill objectives do not seem to update, so some labels were invented based on similarities with the final soundtrack. I also couldn't find few parts in the files like suspicious theme and various audio cues, thus they weren't included.
Overall despite having been scrapped, this soundtrack has a style that's very similar to the rest of Season 1 tracks, with pompous strings and brass. You can even notice that a couple tracks were only slightly reworked, and that the main theme/extraction theme leitmotif was already present.
I've included footage of me testing gameplay mechanics from the alpha. There's a lot to discuss when you compare it to the final game or even HITMAN 2 (and Absolution).
Video is choppy because as one could expect, the alpha isn't optimized at all in particular around crowds.
All rights go to their respective owners.
This is a mix of the music that played in the 2015 HITMAN Closed Alpha and its Paris level (that eventually became Showstopper). It was eventually scrapped and reworked before release, giving us the current Paris soundtrack we all know.
Timestamps:
00:00 - Introduction
00:26 - Stealth 1 (Attic/Basement)
02:02 - Stealth 1
03:42 - Stealth 2 (Attic/Basement)
05:17 - Stealth 2
06:59 - Frisked/Arrested
08:43 - Combat + Hunted 1
13:18 - Combat + Hunted 2
16:33 - Secrets of the Palace (Prototype)
18:11 - Mission Complete
18:26 - Extraction
23:27 - Novikov Appears
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
I couldn't hear some of those tracks in-game, especially extraction themes since kill objectives do not seem to update, so some labels were invented based on similarities with the final soundtrack. I also couldn't find few parts in the files like suspicious theme and various audio cues, thus they weren't included.
Overall despite having been scrapped, this soundtrack has a style that's very similar to the rest of Season 1 tracks, with pompous strings and brass. You can even notice that a couple tracks were only slightly reworked, and that the main theme/extraction theme leitmotif was already present.
I've included footage of me testing gameplay mechanics from the alpha. There's a lot to discuss when you compare it to the final game or even HITMAN 2 (and Absolution).
Video is choppy because as one could expect, the alpha isn't optimized at all in particular around crowds.
![[Former WR] [U125] Payday 2 - Golden Grin Casino, Speedrun Solo OD, 01:50 GT (OoB)
I went Rambo on this one. Almost perfect run (for real this time), however for some reason I couldnt place the drill right away, and the timer trolled me and rounded up my 1:49.
If timer doesnt troll you and if you do THE PERFECT RUN, optimal time is 1:48 (like current co-op WR, which means this one isnt optimal either).
Bassets run gave me the idea of using the Steakout and explosive Pistol Crossbow because they have better equip times and the first one can break the door handle with a single shot.
Pretty sure sunglasses-like masks also have a faster equip time than regular masks, so I went with the bandana to go full Rambo.
I already had the idea of opening both doors during the drill before his run though.
Took Nine Lives aced this time, this is a security combined with Messiah.
Originally downed myself at the beginning to see if it was possible to reach the pool area in 2 cycles, unfortunately it requires apparently at least 3. I kept that strat to have an easier time at opening the door thanks to slow-mo.
Medic bag is used to resplenish Messiah charges. For some reason they dont resplenish when you come back from custody so I use one med charge right away.
Didnt lose time with that death at the end thanks to slow-motion, and Second Wind + Running from Death.
Build used: http://pd2weapons.com/l/a81beea047d23440b102ac23b352ee09 [Former WR] [U125] Payday 2 - Golden Grin Casino, Speedrun Solo OD, 01:50 GT (OoB)](https://i.ytimg.com/vi/aPCHsddNJJo/mqdefault.jpg)

![[Former WR] [U121.1] Payday 2 - Golden Grin Casino, Speedrun Co-op DW, 01:39 GT (OoB)
Live comments in French. If they bother you, mute the audio.
Back on an old version of the game to beat and optimize the co-op DW+ run on GGC using the good old OOB in the managers office.
I hadnt practiced the glitch in over two years and remember struggling with it a lot in the past, yet here I was able to first try it almost every single time.... except when I was recording with my team of course.
Run can still be improved as Awake didnt manage to get downed while moving the bag to proc Running From Death, while I was slow at downing myself to trigger slow-mo and get onto the escape zone.
Still, a solid run we got fairly fast, and first GGC run to end before the assault even starts!.... Okay, right when the assault starts. But its possible!
You can see other co-op runs on my friend Jagorions channel: https://www.youtube.com/channel/UCtnyL9vHA4lRfUouZnkRmIA
In particular, a new glitched The Diamond run done on an old version as well: https://www.youtube.com/watch?v=8PEeeg-gsrQ
Build used is nearly the same as in my solo run. [Former WR] [U121.1] Payday 2 - Golden Grin Casino, Speedrun Co-op DW, 01:39 GT (OoB)](https://i.ytimg.com/vi/bE6FtFGysEc/mqdefault.jpg)
![[Former WR] [U151.2] Payday 2 - First World Bank, Speedrun Solo OD, 04:05 GT (OoB)
Last run on FWB, practicing on Normal helped me a lot doing the OD run.
This is a 2mn17 improvement over the glitchless WR, so this is quite the time save. Sub-4mn might be possible but I wont try it, as this run was already pretty good.
Build used: http://pd2tools.com/l/7cdb174600d0ae14de4cf0d6d44ea839 [Former WR] [U151.2] Payday 2 - First World Bank, Speedrun Solo OD, 04:05 GT (OoB)](https://i.ytimg.com/vi/c22-zSWMcxo/mqdefault.jpg)
![[Former WR] [U163] Payday 2 - Diamond Heist, Speedrun Solo OD, 4:07 GT (Glitched)
This is not a comeback (for now), I recorded this in October 2018.
Run done on update 163 which corresponds to the day one release of Diamond Heist. Indeed the glitch I use in it was fixed literally the following day. Had been wanting to use it in a run for a while so here it finally is.
Glitch explanation: the backwall in the vault area is considered as out of map/non-solid void for lootbags which causes them to instantly respawn at a predefined place when they hit it (like when you throw bags in water).
Turns out this place is the little garden on the lower floor - formerly a helipad in PDTH - where you secure loot using a zipline in loud. And it happens to be also very close to the window cleaning platform where you secure loot in stealth (assuming you spawn in that part of the building), close enough to allow you to throw bags on it from the garden. So this glitch eventually saves you more than 1 minute of bag movement.
Run and movement are unoptimized especially at the bag moving part. Thats because I was using the RNG Modifier mod, which was later packed into our officially-endorsed speedrunning mod. As such it was one of my first tries with it installed, and I didnt bother to improve it.
I have a previous sloppy 4:21 run done without the mod you can watch here: https://www.youtube.com/watch?v=KuM6f7u6VIM [Former WR] [U163] Payday 2 - Diamond Heist, Speedrun Solo OD, 4:07 GT (Glitched)](https://i.ytimg.com/vi/cTkOmdGU8Eg/mqdefault.jpg)





