Well it did seem like it from my research but I could be wrong (I saw the detective outfit was using “outside guard” model and had guard properties)
it does make sense when you see his routine though, similar to when you wake him up in retail
Ex-Dictator briefing in the Silent War Alpha. You can see the Miam Restaurant that ended up being recycled for Bangkok.
Btw here’s some stuff I’ve shared on Discord (probably saw it if you’re in the modding server) but not on the forum
- Both Alphas’ Paris level still have entities related to audio for the cut locations,
these are “gates” that make the game transition the ambiance sound when traversing from one room to another, so usually put where a door/window/opening is located
- light blue is the sniper tower + its surrounding park
- dark blue is the restaurant
- red is the riverside cafe (or at least the stairs going down to it)
- green might be some kind of hotel/apartment building (same one 47 goes to in the Ekwensi briefing)
- not sure what pink is
- also unsure what orange is, seems like another cafe with some alleyways
It’s also possible to walk into some of them and trigger the sound they’d play, for example one of the restaurant ones next to a floating pistol is one of the two entrances and if touched triggers a piano song
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The meeting area for Decker and Novikov was labeled as “Stone Tablet Area” and Decker was using (maybe as a placeholder) the “Stone Tablet Customer” character template, so it makes this whole thing even more mysterious as to its original purpose, at least we now know it probably didn’t have to do with the auction
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The auction used to have a roasted pig and it’s possible to hide weapons inside of it, not sure of its purpose
As a little side note, I’ve started porting the original restaurant into Hitman 3, it’s currently almost fully done with some minor things to fix and modifications to be done to the layout then moving it to its original spot
not sure how far I’ll go but recreating the open world Paris is something I wanted to do ever since I started digging into the Alpha
That’s so disappointing, these games would have sold a billion more copies if they allowed the player to shove The White Ruby Rude 300 Sniper Rifle up a roast pig’s ass! A missed opportunity to use it as a delivery system to feed Piggy in The Gluttony Gobble…
I’m just now listening to audio files from the Alpha and it turns out Knight is the agent for Viper, Meerkat and Mamba (landslide) while Stone is the handler for those missions + White Russian (the identity thief ET) ![]()
An interesting thing from the scoobywizard video is that originally The Icon was gonna take place across all of Sapienza and not just a part of the map. You can tell they reused an elimination method for Mumbai.
Have there been any videos of the cut restaurant area in Paris, Miam? No footage of players exploring that cut part of the map yet? Or was that just present in the briefing video for that one ET and nowhere else?
afaik, it was only present as a leftover briefing video. Other than some of the sound “gates” stuff posted earlier posted by Luiluix.
The restaurant isn’t present in the January Alpha, we only have the version of it from July when it was included in Bangkok but it’s not exactly the original model as they already started making modifications to it, and we do not have the roof stuff it also used to have (chimneys and etc…)
I guess I could record a small video showcasing the sound gates in 3D for a better understanding of their locations
Oooooo okay thoughts:
- The sniper tower has that horizontal sound gate, does that maybe mean it would have an open top, and a way to get up there? Is so it reminds me a lot of the church tower in Sapi, or maybe the tower on the city hall (with the clock hands you can climb)
- The fact that the “unknown building” has only two sound gates (I think) that are positioned like that makes me think of some kind of tunnel.
- Apartment building lines up surprisingly well with the building that’s already there. Probably a coincidence though.
- I wonder what that very wide sound gate near the cafe/square was. Also at 1:53 and 2:00, those looked like bridges at first but they’re probably the stairs down that you can see in the distance even in the final map. Neat that they were walkable once!
- We have concept art for the riverside cafe, IIRC! It looks pretty similar, too! Neat to see that was in the game for a little while, at least in some capacity :]
- The restaurant looks huge compared to the other places. It really does remind me of the city hall in Sapi, conceptually - a big area that isn’t really used for anything in its map’s main mission. (Unless they’d have put something there)
- Interesting how the sniper tower overlaps part of the final map!
Pretty sure that was the case, and that would be where you’d snipe Novikov from, probably only useful when he used to start at the front gate like 47 now currently does
It could be! we also have a concept art for a random alleyway so it would make sense, I’m thinking it might either be that or it’s something linked to the “apartment building”
also ↓
I wonder too, maybe a very large opening or a wall, it would’ve faced the “plaza” that’s in front of the restaurant, in the files I think they are these entities:

Yep, they are in the same/similar position on the blockout map and reused as backdrop pieces in the final level, looking almost exactly the same just with bad collisions and inaccessible by foot ![]()
Interestingly the door inside those stairs used to have a hole that they filled in retail, I wonder why it used to exist, maybe they had planned to have an access to something underground, sewers or catacombs ![]()
Yeah I guess their plan for large, open world maps might’ve been to fill them with content that would mostly be used on side missions but could also serve as opportunities in the main mission
which I guess is similar to what they ended up doing for Sapienza on a smaller scale ![]()
And yes! that’s likely due to the fact that the gardens in front of the palace did not exist and therefore this entire area was the street, the rest of the buildings were not affected because those weren’t modified as much ![]()
Got the second one to work, getting the menu/pause version of the Debug? Seems impossible. Was hoping by now there’d be a solution…
Also I’ve been trying to use the Debug. The TaserGun model is super interesting. They got pretty far!
Spawning in weapons seems to work…But for some odd reason? UI_DisableHUD and the FreeCam commands don’t work.
Here’s how my engine.ini looks like:
[application]
ForceVSync=1
Locales = xx,en,fr,it,de,es,ru,pl,ja,tr
AvailableLocales=en
AvailableTextLocales=en
PACKAGES=[assembly:/common/fullgame_temp.packagedefinition].pc_package
SCENE_FILE=assembly:/_PRO/Scenes/Frontend/Boot.entity
GAME_VERSION=482338
RUNTIME_PATH=runtime
PROJECT_PATH=.
QUICK_EXIT=true
ContractsEnabled=True
NO_RESOURCEDB=true
PASSIVE=0
ConsoleCmd Render_ShowDebug 1
NonInteractiveMode=true
FullScreen=1
ExternalBuild=0
CapWorderThreads=0
DontUsePCControls=false
DisableDebugKeys=0
[Hitman5]
usegamecontroller=1
ConsoleCmd MaxFPS 60
ConsoleCmd EnableFPSLimiter 1
ConsoleCmd UI_EnableMouseEvents 1
ConsoleCmd online_VersionConfigName secondlive
ConsoleCmd online_metricsVerbosity 1
If it still doesn’t work even after that I’m not sure why it isn’t working for you ![]()
I’m glad it worked! ![]()
I’ve been meaning to ask Luil, for the Brothers ET. The one that remained in the files for a long time that modders archived. Was there any dialogue between the brothers and delgados? Specifically NPC dialogue exclusive in that cut ET? I’ve been trying to research this for awhile…
Not too sure but you can listen to audio files using this handy website:
https://mediabrowser.hitmaps.com/audio
And looking for “orlando_et”, “renzo_et” and “dawnmeeting” should give you most if not all of the dialogue from this mission ![]()
Thanks! And how about any other unused ET’s?
Link doesn’t work anymore…








