Salem
Payday 2 - Rush to Infamy XXV-100 IN 6 HOURS?!
updated
This is a mix of music files whose labels are related to "Evergreen", Freelancer's development codename. GUI SFX and target escaping music were left out on purpose as they weren't interesting to listen to.
EDIT: Apparently the Ambrose Island patch removed a couple other Freelancer tracks that had been sitting in files for months now, in particular the loading screen to the safehouse itself, so that's unfortunate that I didn't bother getting a look at it before. I'll post a complete version when the mode is officially released.
Timestamps:
00:00 - Loading Screen (Mild)
01:45 - Loading Screen (Hot)
Timestamps labels are based on the original filenames and might not be accurate compared to the final version.
This is a mix of the music that plays in Ambrose Island (Shadows in the Water). It may differ from the in-game version, include unused parts or be missing other parts.
Timestamps:
00:00 - Introduction
01:07 - Akka's Fortress
08:55 - Suspicious/Arrested
10:14 - Militia Colonial Ruins
21:49 - Target Eliminated
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Exfiltration is reused from Miami, Combat is using the generic version.
This is a mix of the music that plays in the Carpathian Mountains (Untouchable). It may differ from the in-game version, include unused parts or be missing other parts.
Timestamps:
00:00 - Reflection (Unused?)
04:13 - A Dance with the Devil (Reflection - Diana/Constant Dance Sequence)
04:39 - Are You Done? (Reflection - Lucas Grey Sequence)
06:06 - Embrace the Past (Reflection - Car Bomb Sequence)
07:08 - Untouchable (Mobile Lab - Stealth + Combat)
10:49 - Train Reveal
10:58 - In Constant Motion (Covered Goods Wagons - Outside)
12:16 - Untouchable (Covered Goods Wagons - Stealth + Combat)
14:52 - The Gun Muffler
14:59 - Untouchable (Sleeping Cars - Stealth + Combat)
18:35 - In Constant Motion (Sleeping Cars - Outside)
20:23 - Untouchable (Paramilitary Transport Cars - Stealth + Combat)
23:21 - In Constant Motion (Paramilitary Transport Cars - Outside)
24:56 - Untouchable (Office Cars - Stealth + Combat)
27:07 - In Constant Motion (Office Cars - Outside)
28:11 - In Constant Motion - Reprise (All Sections Suite)
32:36 - Found Purpose (Purpose Theme - Choirs Version)
36:38 - Final Stop (Detaching the Leading Car)
36:45 - Arthur Edwards, the Constant (Leading Car)
37:48 - Confrontation
38:54 - Make A Choice
39:26 - A New Father (Bad Ending)
40:08 - Losing Everything (True Ending)
41:13 - The Final Exfiltration (Regular Ending)
41:49 - Dawn of an Era (Level Exit)
42:31 - New Deal (Final Cutscene)
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
A perfect closure to this trilogy.
This is a mix of the music that plays in Mendoza (The Farewell). It may differ from the in-game version, include unused parts or be missing other parts.
Timestamps:
00:00 - They Would Always Have Mendoza (Winery Viewpoint)
01:06 - Opening Sequence
02:47 - Invitation to Dance (Tango Song #1)
05:22 - Tamara Vidal, the Protégée (Winery)
13:54 - Suspicious/Arrested
15:11 - Invitation to Dance (Tango Song #2)
17:48 - The Farewell (Vineyard)
24:00 - Target Eliminated
24:16 - Invitation to Dance (Tango Song #3)
26:56 - Yates Appears
28:22 - Don Archibald Yates, the Successor (Villa)
37:15 - In the Lion's Den
41:21 - Rescue Diana
43:29 - Closing Statement
48:25 - Exfiltration (Mission Accomplished Version)
49:41- One Last Tango (Level Exit - Contracts Mode)
50:23 - Exfiltration (World of Assassination Version)
52:53 - Exfiltration (Tango Transition #1)
53:38 - Exfiltration (Tango Transition #2)
54:43 - One Last Tango (Level Exit - Diana Variant)
55:24 - Post-Mission Results
Timestamps may be incorrect or incomplete, feel free to correct them in the comments. Credits to Swamp Expert Extraordinaire for the target titles.
Favorite map and soundtrack in HITMAN 3, along with Berlin.
This is a mix of the music that plays in Chongqing (End of an Era). It may differ from the in-game version, include unused parts or be missing other parts.
Timestamps:
00:00 - Opening Sequence
01:19 - Chongqing Requiem (Streets)
04:07 - Hush, the Cyberterrorist (The Block)
12:51 - Suspicious/Arrested
14:09 - Imogen Royce, the Archivist (ICA Data Facility)
22:51 - Target Eliminated
23:05 - Accessing the Core
24:08 - Severing Strings
27:47 - Exfiltration (With Alarm)
30:53 - Exfiltration (No Alarm)
33:33 - Exfiltration (Streets)
34:53 - Leaving the District (Level Exit)
35:05 - Post-Mission Results
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Unfortunately the soundtrack is as lacking in content as the level itself.
I decided to add the facility alarm to the background of the exfiltration part, because it perfectly matches the tempo of the song when you play in-game. I also included a clean version without it.
This is a mix of the music that plays in Berlin (Apex Predator). It may differ from the in-game version, include unused parts or be missing other parts.
Timestamps:
00:00 - A Cold Open (Bus Stop)
02:57 - Opening Sequence
04:13 - Agent Price Down
04:18 - Apex Predator (Powerplant Exterior)
12:15 - Club Hölle Build-up
15:21 - Club Hölle (Rave Music)
26:53 - Climax (Light Rig Opportunity)
28:23 - Hunter And Hunted (Club Backstage)
35:54 - Suspicious/Arrested
37:20 - The Berlin Chapter (Bikers' Hideout)
45:28 - Target Eliminated
45:33 - Exfiltration
47:58 - Leaving the Club (Level Exit)
48:23 - Post-Mission Results
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Just keep trying, Agent Montgomery...
This is a mix of the music that plays in Dartmoor (Death in the Family). It may differ from the in-game version, include unused parts or be missing other parts.
Timestamps:
00:00 - Opening Sequence
01:21 - Entering Mansion Grounds
01:51 - Death in the Family (Mansion Grounds)
11:42 - Graveyard
14:41 - Thornbridge Manor (Inside the Manor)
24:56 - Tears of Thornbridge Manor (Piano Suite)
29:19 - Murder Mystery
30:30 - Zachary's Room
33:39 - Secret Rooms
34:54 - Rebecca's Room
35:53 - Mr. Fernsby's Office
37:53 - Emma and Gregory's Room
39:30 - Scheming in the Greenhouse
41:14 - ?
41:37 - Suspicious/Arrested
42:55 - Collecting Your Reward
46:22 - Solving the Case
52:21 - First Objective Complete
52:33 - Alexa Carlisle, the Matriarch (Alexa's Quarters)
59:54 - Second Objective Complete
01:00:13 - Exfiltration
01:02:36 - Leaving Carlisle Estate (Level Exit)
01:02:48 - Post-Mission Results
Timestamps may be incorrect or incomplete, feel free to correct them in the comments (thanks to henry for the help).
Reuploaded with source files only (Fernsby's Office and Zachary's Room were recorded in-game in the previous version). You may notice their loop points are different now.
I could (should?) have swapped Collecting Your Reward and Solving the Case to match the in-game order, but I was fine with the current order and can't be bothered to upload this a third time.
I believe this is the first mix I made that reached the 1-hour mark, and it doesn't even include combat themes.
I couldn't identify the part at 41:14. If you know where it plays, please tell me in the comments.
This is a mix of the music that plays in Dubai (On Top of the World). It may differ from the in-game version, include unused parts or be missing other parts.
Timestamps:
00:00 - Opening Sequence
00:44 - Purpose Theme (Infiltrating the Tower)
05:28 - Sceptres of Dubai (The Sceptre)
07:46 - Inauguration
08:14 - On Top of the World (Staff-Only/Backstage Area)
18:14 - Suspicious/Arrested
19:21 - Combat + Hunted
22:57 - Marcus Stuyvesant, the Patron (Burj al-Ghazali Exterior)
29:38 - Entering the Penthouse
29:57 - Carl Ingram, the Kingmaker (Penthouse)
38:00 - Mission Story
39:30 - Confronting the Partners
43:09 - 47, Finish It
43:38 - Target Eliminated
43:49 - Exfiltration
47:24 - Leaving the Tower (Level Exit)
47:40 - Post-Mission Results
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
This is the music that plays in the planning menu after you watch a briefing cutscene.
This is the main menu song, officially called "Death Awaits". Planning music will be part of a separate video, and post-mission variants will be included in their respective levels' custom mixes.
It's good to be back.
The songs were split into shorter sections that I had to mix together to sound as close as possible to the in-game versions. If you listen closely you should be able to hear the transitions. A few of the original files have saturation, I didn't try to fix it. Vocals only versions can play in sync with the instrumentals if you want to fiddle with them.
Also, you can hear music in the background of the vocals only song at 15:20. That's intended, the original game file had the issue.
Timestamps:
00:00 - Song 1
02:35 - Song 2
04:56 - Song 3
07:20 - Song 1 (Instrumental)
09:56 - Song 2 (Instrumental)
12:17 - Song 3 (Instrumental)
14:41 - Song 1 (Vocals)
17:17 - Song 2 (Vocals)
19:37 - Song 3 (Vocals)
Timestamps:
00:00 - Caruso Family Tape
02:30 - Francesca Seduction Song
05:55 - Bohemian House
09:03 - Isabella's Gramophone (Original Song: Gioachino Rossini - La gazza ladra: Overture)
16:27 - Radio Song 1 (Original Song: Giuseppe Verdi - La Forza Del Destino - Pace, pace mio Dio)
21:59 - Radio Song 2 (Original Song: Giuseppe Verdi - Rigoletto: Act I Scene 2: Giovanna, ho dei rimorsi)
24:52 - Radio Song 3 (Original Song: Giuseppe Verdi - Rigoletto: Act I Scene 2: E il sol dell'anima)
28:06 - Radio Song 4 (Original Song: Giacomo Puccini - Gianni Schicchi: O mio babbino caro)
30:23 - Sapienza Church (Original Song: Wolfgang Amadeus Mozart - Ave Verum Corpus)
33:13 - TV Home Screen
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Directly taken from my Paris extra tracks video: youtube.com/watch?v=EyZD7cmHXfU
Timestamps:
00:00 - Sanguine Bar
01:39 - Diorama (Pyotr Ilyich Tchaikovsky - 1812 Overture)
02:03 - Diorama (Radio Filter) (Pyotr Ilyich Tchaikovsky - 1812 Overture)
02:21 - Clock Radio Song 1
04:21 - Clock Radio Song 2
06:54 - Catwalk (Custom Mix)
15:33 - Holiday Hoarders - Introduction
16:21 - Holiday Hoarders - Chimes
16:34 - Holiday Hoarders - Extraction
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Early Christmas gift, I'll be uploading a standalone version of the catwalk music very soon.
The little sound that plays when the diorama stops in-game is missing but I won't be rendering another video just for it. Holiday Hoarders' extraction theme had to be partially recorded in-game as I couldn't find the original file.
This is an unorganized collection of tracks and audio cues that could be found in the 2015 HITMAN Closed Alpha files. Most of them are unused placeholders.
Some songs are copyrighted, in particular IOI used as placeholder several Hans Zimmer tracks from Inception's OST as well as Edith Piaf's "Non, je ne regrette rien" (which got changed to a sound-alike original song in the final version of Paris).
The following songs had to be muted to avoid the video getting blocked worldwide:
- Hans Zimmer - Mombasa (29:23 - 29:48)
- Hans Zimmer - Half Remembered Dream (46:16 - 46:33)
- Hans Zimmer - 528491 (47:26 - 47:36)
- Hans Zimmer - We Built Our Own World (51:54 - 52:21)
Concept art source: mood.artstation.com/projects/koAYn
Many players were surprised to see a featured contract where you had to kill him in a fall accident. And now that the Sieker had been released and provided an even easier method to get him up the freezer than before, I thought I could create a crazier contract.
Be sure to watch the video as you will likely learn a few useful tricks, in particular the weapon report one.
This method can also be applied to killing Smith in fire, falling objects, drowning accidents, etc. So have fun and be creative.
Contract codes:
PC: 1-10-7031109-83
PS4: N/A
Xbox One: N/A
Use this video as a walkthrough if you want to recreate the contract on consoles.
Strat is unreliable as SA depends on how guards respond to loud gunshots, and also because of dumb glitches. For example, when the mansion staff lady is panicking alone in that corridor, shoot her once and you keep SA, but miss one shot then kill her and you randomly lose SA despite there being no witnesses at all. That's also why that double kill on the last targets is required.
Contract codes:
PC: 1-03-5179224-52
PS4: Unavailable
Xbox One: 3-03-4901368-80
Contract codes:
PC: 1-11-5271792-52
PS4: 2-11-8740857-07
Xbox One: 3-11-0595579-80
I have no idea why the exclamation mark guard didn't compromise me and you can tell it by my unoptimized movement and route.
Contract codes:
PC: 1-16-7353368-52
PS4: 2-16-5796694-07
Xbox One: 3-16-4157850-80
Contract codes:
PC: 1-24-8002624-52
PS4: 2-24-7772723-07
Xbox One: 3-24-1471117-80
Can be done with no equipment besides your pistol as there are emetic flowers near the trapdoor, and you can easily grab a keycard from the villa left side terrace where two tech crew people are barbecuing.
This is a mix of the music that plays in Haven Island (The Last Resort). It may be not faithful to the original and include unused parts.
Timestamps:
00:00 - Introduction
01:39 - Welcome to Haven Island
02:57 - Shark Hut
04:06 - ?
05:24 - Secluded Villa
12:13 - Suspicious/Arrested
14:56 - Private Island
18:52 - Underwater Server Farm
25:47 - Extraction
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
No combat theme and similar shared themes since that map uses the generic version of those, also you may notice that extraction music is reused from Miami.
Timestamps are more barebones than usual, and the mix is overall messier since I didn't have time to learn exactly where every single piece of music plays in-game.
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.
Timestamps:
00:00 - Savalas' Gramophone
01:57 - Radio Song 1 (Jordan Cross/The Class - Are We Stars)
06:07 - Radio Song 2 (Marrakesh Radio Song)
08:34 - Radio Song 3 (Bangkok Radio Song)
09:51 - Radio Song 4 (Sapienza Church) (Original Song: Wolfgang Amadeus Mozart - Ave Verum Corpus)
12:40 - Noir Easter Egg (Freeform Training Level Track)
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Only a single original song, all others besides the easter egg one even seem to be unused.
That gramophone track is the same as the stealth track that plays in Athena Savalas' office, only with more grain and filters. It seamlessly overlaps the level music in-game so you won't even notice it most of the time. I could have included it in my custom mix but it sounded out of place, and I would have been out of material for the side tracks vid otherwise.
(To redeem myself I'll be uploading the bank side track later today.)
But seriously, this is truly the last run on this contract this time. There's no waiting time in my new strat and I've reached my skill ceiling, so I won't be finding new routes or improving my execution anytime soon.
I'm glad it all went full circle: I originally designed this mission to be a SO sniper challenge from Isabela Caruso's room, starting with roughly 3:30 times, then I optimized it to 2:21. But I assumed it unfortunately would be faster to ditch the sniper rifle entirely and instead run towards the targets individually. Started as a cook, and got 1:17 then 1:14 that way.
Eventually it turned out that the best strat possible (I can think of) on this contract was the intended and most elegant solution all along: a sniper strat in suit only, and even no pacifications. Also panic manipulation which is sick. I wanted to get a 47s record, but I escape at 46.9s. Screw me!
If you want to try this contract by yourself:
PC: 1-03-4595068-83
PS4: 2-03-4721712-94 (Credit to CHAOS_AGENT_45)
XBox One: 3-03-4687023-32
Anyway this is exactly the same strat as the previous video. I was so ashamed of my NA aim that I decided to remake it, with proper EU aim this time. Also unlisted the other run so I have to suffer watching this again. Oh, and I upped the bitrate of my render so that it's not so blurry compared to the source file.
I'll be uploading the Bank level side track very shortly - there's only one that isn't recycled from other maps - then start working on Season 1's missing tracks.
That means side tracks, ambient tracks, special tracks, even stuff like Holiday Hoarders' bells or the Hokkaido ninja starting location. Stay tuned!
- - - - - - - - - - - - - - -
Previous video description:
Follow-up to yesterday's video. I've been grinding to get the first place in the leaderboards back and eventually came up with this strat.
Disclaimer: it is a terrible one. The route the bodyguard takes to enter the mansion grounds seems totally random *(Addendum: it can be somewhat predictable depending from where you shoot at him)*, and shots require absurd precision. I got better at them in the end, but of course my successful run had to include shameful NA aim. Oh well, whatever. *(Addendum: Not anymore.)*
You could easily improve this strat by putting the rubber duck in a closer spot or even better, shooting the guard in the head when he rushes past the open window. But no way I'm grinding for that perfect shot.
If you manage to pull this off or find an even faster route, I'd be really curious to watch it.
If you want to try this contract by yourself:
PC: 1-03-4595068-83
PS4: 2-03-4721712-94 (Credit to CHAOS_AGENT_45)
XBox One: 3-03-4687023-32
You may be faster by just running to the targets but where is the fun in that? :P
If you want to try this contract by yourself:
PC: 1-03-4595068-83
PS4: 2-03-4721712-94 (Credit to CHAOS_AGENT_45)
XBox One: 3-03-4687023-32
Don't hesitate to send me your own runs!
This is a mix of the music that plays in New York (Golden Handshake), a new location also known as The Bank. It may be not faithful to the original and include unused parts.
Timestamps:
00:00 - Introduction
01:24 - The Bank
09:13 - Job Interview
11:04 - Suspense
12:43 - Suspicious/Arrested
15:47 - Executive Office
22:20 - The Vault
29:18 - Extraction
32:52 - Extraction (Data Core)
36:10 - Vault Break-In
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
The clock is ticking...
I didn't include combat and mission story themes since the level uses the generic version of those, which you've already heard in Hawke's Bay and Whittleton Creek mixes.
I got half-spotted by a civilian (exclamation mark above his head) at the end when I shot the wall, but he didn't have enough time to tell a guard, compromise me and ruin SA. Also got lucky that the panel didn't fall on any non-target, I didn't intend to hit it.
With this fast SA method you only need the laundry starting location, a silenced pistol (without subsonic rounds, don't bring a Krugermeier) and a lethal poison syringe. It also is fairly reliable as workers panicked by the gunshots will always warn the same guard, and it works similarly on levels 2 and 1.
It relies on the new SA rules introduced in April's patch: the last target finds the body of the first which ruins SA, but since he doesn't have time to tell anyone else, your rating reverts back to SA when you kill him.
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. That's 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 didn't bother to improve it.
I have a previous sloppy 4:21 run done without the mod you can watch here: youtube.com/watch?v=KuM6f7u6VIM
As promised, here's a mix of all tracks that play after you complete all objectives in a mission.
Timestamps (spoilers for the last mission):
00:00 - Target Eliminated (Whittleton Creek)
00:23 - Confronting the Constant 1 (Isle of Sgàil)
02:00 - Confronting the Constant 2 (Isle of Sgàil)
03:39 - Mission Accomplished (Hawke's Bay)
05:40 - Near Exit (Hawke's Bay)
07:33 - Extraction (Hawke's Bay)
07:55 - Target Eliminated (Regular)
08:07 - Mission Accomplished (Miami)
10:02 - Near Exit (Miami)
11:41 - Near Exit (Santa Fortuna)
13:19 - Near Exit (Mumbai)
14:58 - Near Exit (Whittleton Creek)
16:37 - Near Exit (Isle of Sgàil)
18:16 - Extraction (Regular)
18:24 - Target Eliminated (Pre-Beta)
18:33 - Mission Accomplished (Colombia Pre-Beta)
20:28 - Near Exit (Colombia Pre-Beta)
22:04 - Jingle (Colombia Pre-Beta)
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Excluding Hawke's Bay which is very unique, I didn't include calm extraction themes for all locations (only Miami) since it's pretty much always the same with only one varying layer. Didn't want to make the video almost twice as long as it should be, but if you really want to hear those, I can publish an unregistered video - should have added them to my level mixes directly, my bad!
Sniper Assassin isn't included either because it sounds too different from the other themes, you can listen to it at the end of its own vid. On the other hand, I added a cleaner version of the Colombia prototype music.
Timestamps:
00:00 - Band Song
02:23 - Band Song (No Drums)
04:49 - Héctor Delgado Love Song (Radio)
06:49 - Héctor Delgado Love Song
08:51 - Torture Song (Marcelo Kayath - Adelita)
10:32 - Radio Song 1 (Marcelo Kayath - Maxixe)
13:21 - Drummer House Song
15:29 - Freedom Fighters Arcade
16:35 - Taita Cleansing Ritual
16:57 - Radio Song 2
18:24 - Coke Party Song (Paris Fashion Show)
19:36 - Radio Song 3 (Jordan Cross/The Class - Are We Stars)
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Legacy Pack OSTs seem to have been ported pretty much unchanged to HITMAN 2, but for some reason, Freeform Training (and The Icon) specifically received a new combat theme variant. So here it is, not sure whether it plays in-game or not.
Timestamps:
00:00 - Combat
01:17 - Hunted
02:34 - Compromised
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Ripped directly from the end of IOI Monthly stream #2 (that's why sound quality may be poorer than usual). You can watch the entire stream here: twitch.tv/videos/418003314
I don't know if it was made specifically for the stream or if it's going to be part of an official soundtrack release - hopefully the latter!
This is a mix of unused tracks originally meant to play in Santa Fortuna (Three-Headed Serpent) and/or Hawke's Bay (Nightcall). It may include actually used parts.
Timestamps:
00:00 - Stealth - Variant 1 (SF)
06:37 - Unknown/Being Spotted (SF)
08:30 - Stealth - Variant 2 (SF)
14:30 - Stealth - Variant 3 (HB)
20:36 - Stealth - Variant 4 (HB)
27:41 - Suspicious/Arrested (HB)
29:58 - Ending (SF)
Timestamps may be incorrect, incomplete or refer to actually used tracks, feel free to correct them in the comments.
Follow-up to the previous video of Santa Fortuna's pre-beta OST: youtube.com/watch?v=Q5jcsLqZR9M
Some parts from the pre-beta were scrapped, others were left unchanged and unused and a few made it into the game albeit slightly reworked.
This mix focuses on the second category, as well as extra unused tracks that were added in the full release files. You may recognize prototype songs of what we actually got in-game, in particular Santa Fortuna's caves/temple music.
They all originate from the chunk0 package which contains music files for Santa Fortuna and Hawke's Bay (as well as other stuff), so since I couldn't exactly know where each track came from, I decided to make a global video.
Music parts that have labelling patterns similar to Santa Fortuna files are noted as SF in timestamps, those similar to Hawke's Bay's naming convention are noted as HB.
This is a mix of the music that plays in Santa Fortuna (Three-Headed Serpent). It may be not faithful to the original and include unused parts.
Timestamps:
00:00 - Introduction
01:55 - Village
04:40 - Village Interlude (Unused)
05:19 - Dark Jungle
08:05 - Coca Fields/Hostel Grounds
14:21 - Suspicious/Arrested
17:21 - Combat + Hunted (Full Version)
23:00 - Contraband Caves/Ruins
29:04 - Delgado Mansion
BONUS: 36:43 - Alternative Starting Location
36:52 - Following Mission Story (Full Version)
40:50 - Target Eliminated
41:01 - Extraction
42:56 - Exiting Level
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
At last, the final main location soundtrack is here. I almost feel sorry for the time it took.
On the other hand, this is also my most comprehensive rendition so far, featuring more jingles than usual (like the alternative starting location one) as well as full versions of the combat theme and more importantly of the mission story tune, which lacked many layers in my other videos.
Those will eventually get a standalone version at a later date by the way, with all their location variants.
This is a mix of the music that plays in Hawke's Bay (Nightcall). It may be not faithful to the original and include unused parts.
Timestamps:
00:00 - Introduction
02:00 - Investigating
05:47 - Multiple Hostiles
07:01 - Stealth
09:18 - Trespassing
11:20 - Illegal Activity
13:22 - Suspicious/Arrested
15:59 - Combat + Hunted
19:37 - Following Mission Story
21:07 - Target Eliminated
21:17 - Extraction
25:11 - Successful Escape
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
REUPLOAD: Now featuring high quality intro thanks to Notex (youtube.com/channel/UCSMZBDEwdRyS3Za6lsmoZEg), better Extraction part as per request and higher volume.
Back from my small hiatus, I'll try to get Colombia out before the new Sniper map is released this month.
Timestamps:
00:00 - Lower Courtyard Cello and Piano Sonata (Variant 1) (Original Song: Sergei Rachmaninov - Cello Sonata in G minor, II. Allegro scherzando)
05:41 - Lower Courtyard Cello and Piano Sonata (Variant 2) (Original Song: Sergei Rachmaninov - Cello Sonata in G minor, II. Allegro scherzando)
11:22 - Counciliers' Lounge Cello Piece (Original Song: ?)
12:22 - Music Box
13:31 - Ave Maria (Last Honors Opportunity) (Original Song: Franz Schubert - Ave Maria (performed by Daniel Perret from the Zürcher Sängerknaben (Zurich Boys Choir)))
17:40 - Radio Song 1 (Colorado Cowboy Song)
20:04 - Gramophone Track 1 (Original Song: Giuseppe Verdi - La Forza Del Destino - Pace, pace mio Dio)
25:36 - Gramophone Track 2 (Original Song: Giuseppe Verdi - Rigoletto: Act I Scene 2: Giovanna, ho dei rimorsi)
28:29 - Gramophone Track 3 (Original Song: Giuseppe Verdi - Rigoletto: Act I Scene 2: E il sol dell'anima)
31:42 - Gramophone Track 4 (Sapienza Church) (Original Song: Wolfgang Amadeus Mozart - Ave Verum Corpus)
34:31 - Radio Song 2 (Paris Clock Radio 1)
36:31 - Radio Song 3 (Paris Clock Radio 2)
39:01 - Clock Radio Song 1 (Sapienza Church) (Original Song: Wolfgang Amadeus Mozart - Ave Verum Corpus)
41:50 - Clock Radio Song 2 (Paris Clock Radio 1)
43:49 - Clock Radio Song 3 (Paris Clock Radio 2)
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Lots of radio songs and repeats from other levels with various filters here.
Timestamps:
00:00 - "Mumbai Hero" Kiss Scene
01:56 - Marketplace Shop
02:13 - Barber Shop (Faint)
04:07 - Barber Shop
06:02 - Barber Shop (Radio)
07:58 - Shop 1 (Faint)
09:51 - Shop 1
11:45 - Shop 1 (Radio)
13:39 - Shop 2 (Original Song: Nirmala Rajasekar - Thavada Soham (Raga Punnagavarali, Aadi Tala))
16:24 - Arcade
17:26 - Clock Radio Song 1 (Paris Clock Radio 1)
19:26 - Clock Radio Song 2 (Paris Clock Radio 2)
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
I think I may have missed a few tracks.
One song was removed due to a ContentID claim.
Timestamps:
00:00 - Wilson Party Song 1 (Original Song: Bing Crosby - They All Laughed)
02:42 - Wilson Party Song 2 (Original Song: Harry Roy - The Five O'Clock Whistle)
04:58 - Wilson Party Song 3 (Original Song: Glenn Miller - Moonlight Serenade)
08:21 - Wilson Party Song 4 (Original Song: Benny Goodman - Christopher Columbus)
11:54 - Wilson Party Song 5 (Original Song: Members of The Original Glenn Miller Orchestra - Swinging At The Ritz)
14:39 - Hanson/Griswold Basement Song (Original Song: Huldre - Mørke)
19:27 - Janus' Radio/Singing Fish
22:14 - AUDIO REMOVED: Janus' Gramophone (Original Song: Nikolai Rimsky-Korsakov - Romances: 4 Songs, Op. 27: No. 1, Softly the Spirit Flew Up to Heaven (performed by Marina Prudenskaya and Cord Garben))
25:01 - ? (Sapienza Church) (Original Song: Wolfgang Amadeus Mozart - Ave Verum Corpus)
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
Had to remove audio from one song as it blocked the video worldwide. You can still look it up by yourself.
This is a mix of the music that plays in Mumbai (Chasing a Ghost). It may be not faithful to the original and include unused parts.
Timestamps:
00:00 - Introduction
01:42 - The Marketplace
07:05 - Rangan Tower (Dawood Rangan)
14:21 - The Trainyard (Vanya Shah)
21:36 - Suspicious/Arrested
24:25 - Combat + Hunted
28:01 - Streets of the Slums
33:01 - The Crows' Hideout (Wazir Kale/The Maelstrom)
39:41 - Following Mission Story
41:13 - Extraction
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
There were a ton of files, so it was somewhat challenging to mix them all into a decent track compared to other locations. And Colombia is going to be even worse in that regard. Some parts felt unfamiliar thus I put them in the "Marketplace" and "Streets of the Slums" sections, there might need to be additional labels/timestamps in there.
By the way Mumbai's music is the most location fitting and diverse soundtrack in the entire game I'd say.
Artists involved: Matthias Wolf, Armin Haas, Marvin Hartmann, Björn Obermann-Berger, Severin Schwarz, Atif Afzal
dynamedion.com/news/hitman-2
This is the Kowoon Paddock song extended to play for at least 15 minutes.
Artists involved: Matthias Wolf, Armin Haas, Marvin Hartmann, Björn Obermann-Berger, Severin Schwarz, Atif Afzal
dynamedion.com/news/hitman-2
This is the Kronstadt Paddock song extended to play for at least 15 minutes.
Artists involved: Matthias Wolf, Armin Haas, Marvin Hartmann, Björn Obermann-Berger, Severin Schwarz, Atif Afzal
dynamedion.com/news/hitman-2
This is the Thwack Paddock song extended to play for at least 15 minutes.
Unlike the others I gave it a proper loop point to skip the intro as it didn't sound quite right on repeat.
This is a mix of unused tracks supposed to play in Whittleton Creek (Another Life). It may include actually used parts.
Timestamps:
00:00 - Stealth
02:07 - Trespassing
04:07 - Illegal Activity
06:22 - Danger
Timestamps may be incorrect, incomplete or refer to actually used tracks, feel free to correct them in the comments.
Found these among Whittleton Creek files, I thought they had an 80s vibe hence the thumbnail.
I think "Danger" may actually be used somewhere but it fits the mix better here than in the regular Whittleton Creek soundtrack anyway.
This is a mix of the music that plays in Whittleton Creek (Another Life). It may be not faithful to the original and include unused parts.
Timestamps:
00:00 - Introduction
01:31 - Whittleton Creek 1
02:38 - Nolan Cassidy
09:21 - Suspicious/Arrested
12:05 - Combat + Hunted
17:24 - Whittleton Creek 2
19:33 - Janus
26:15 - Following Mission Story
29:38 - Target Eliminated
30:01 - Extraction
BONUS: 31:57 - Exiting Level
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
My favorite soundtrack in the game. I love how each character has associated instruments a la Peter and the Wolf, and the intro theme is the prime example of this.
This is a mix of the music that plays at the Isle of Sgàil (The Ark Society). It may be not faithful to the original and include unused parts.
Timestamps (SPOILERS):
00:00 - Introduction
01:25 - At the Gates
03:16 - Lower Castle
10:30 - Following Mission Story
12:01 - Suspicious/Arrested
15:15 - Combat + Hunted
18:51 - Ritual of the Phoenix
19:53 - Upper Castle
27:02 - Confronting the Constant
30:20 - Extraction
Timestamps may be incorrect or incomplete, feel free to correct them in the comments.
People wanted Jesper Kyd and Blood Money, I'd say this is a pretty great callback to both of them.
Didn't feel inspired with the timestamps names, besides that cheeky Silent Assassin reference.
Next main level upload will be Whittleton Creek, my personal favorite.


