the cutting room mirror

Mafia II

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The ambitious follow-up to Illusion Softworks' previous mob life experience, Mafia II covers Vito Scaletta's attempt to climb up the blood-soaked rungs of the mob ladder. It's notorious for being a game that promised a lot prior to release but ended up being rushed to quickly get the game out the door, resulting in many broken promises and some negative initial reactions.

meleeweapons.xml#

As advertised before release, the game had melee weapons like in the first Mafia. In the Demo version of the game, this file is located in pc\sds\tables\tables.sds and it's a list of the melee weapons, their stats, and a list of which ones each NPC type can use. Since all melee weapons were cut, this file doesn't have a purpose anymore and it cannot be found in the files of the full game.

The weapons that existed were the following: knife, knuckle duster, wrench, pipe, meat cleaver (referred as "Chopper"), crowbar, nightstick (reffered in Czech as "Pendrek"), bottle, broken bottle, Model 24 grenade (oddly reffered as "Torch"), baseball bat, cue, broken cue, shovel, snow shovel, and broom. Note how despite no longer being weapons, some of their models are still used for other purposes.

CloseCombatWeapon      

    
Weapon Name Prazdne ruce    
WeaponID    1   
DamageMultiplier    1   

    
Weapon Name Knife   
WeaponID    22
DamageMultiplier    3.5
CounterAttackDamageMultiplier   1
MinSkill    30
MinAttackLevel  50
MinBlockLevel   0

    
Weapon Name Knuckleduster   
WeaponID    23
DamageMultiplier    1.5
CounterAttackDamageMultiplier   1
MinSkill    0
MinAttackLevel  20
MinBlockLevel   0

    
Weapon Name Wrench  
WeaponID    24
DamageMultiplier    2
CounterAttackDamageMultiplier   2
MinSkill    10
MinAttackLevel  10
MinBlockLevel   0

    
Weapon Name Pipe
WeaponID    25
DamageMultiplier    2.2
MinSkill    10
MinAttackLevel  20
MinBlockLevel   0

    
Weapon Name Chopper 
WeaponID    26
DamageMultiplier    3
CounterAttackDamageMultiplier   3
MinSkill    15
MinAttackLevel  70
MinBlockLevel   0

    
Weapon Name Crowbar 
WeaponID    27
DamageMultiplier    1.9
MinSkill    10
MinAttackLevel  40
MinBlockLevel   0

    
Weapon Name Pendrek 
WeaponID    28
DamageMultiplier    2
CounterAttackDamageMultiplier   2
MinSkill    0
MinAttackLevel  0
MinBlockLevel   0

    
Weapon Name Bottle  
WeaponID    29
DamageMultiplier    1.3
Breaks  true
BrokenWeaponName    BrokenBottle
MinSkill    20
MinAttackLevel  40
MinBlockLevel   0
        

    
Weapon Name BrokenBottle
WeaponID    29
DamageMultiplier    1.7
MinSkill    20
MinAttackLevel  40
MinBlockLevel   0

    
Weapon Name Torch   
WeaponID    30
DamageMultiplier    1.7
MinSkill    10
MinAttackLevel  50
MinBlockLevel   0

    
Weapon Name Baseball bat    
WeaponID    32
DamageMultiplier    2.2
CounterAttackDamageMultiplier   2.2
MinSkill    0
MinAttackLevel  30
MinBlockLevel   0

    
Weapon Name Cue
WeaponID    33
DamageMultiplier    1.4
Breaks  true
BrokenWeaponName    BrokenCue
MinSkill    30
MinAttackLevel  20
MinBlockLevel   0

    
Weapon Name BrokenCue
WeaponID    33
DamageMultiplier    1.3
MinSkill    30
MinAttackLevel  20
MinBlockLevel   0

    
Weapon Name Shovel
WeaponID    34
DamageMultiplier    1.6
MinSkill    20
MinAttackLevel  10
MinBlockLevel   0

    
Weapon Name Snow shovel
WeaponID    35
DamageMultiplier    1.5
MinSkill    20
MinAttackLevel  10
MinBlockLevel   0

    
Weapon Name Broom
WeaponID    37
DamageMultiplier    1.4
MinSkill    30
MinAttackLevel  50
MinBlockLevel   0

    
PriorityList        
Type    CIVILIAN    
UsesWeapons false   

    
PriorityList        
Type    FRIEND  
UsesWeapons true    
Item    Knife   
Item    Chopper 
Item    Bottle  
Item    Knuckleduster   
Item    Baseball bat    
Item    Cue 
Item    Wrench  
Item    Pipe    
Item    Crowbar 
Item    Shovel  
Item    Snow shovel 
Item    Broom   

    
PriorityList        
Type    ENEMY   
UsesWeapons true    
Item    Knife   
Item    Chopper 
Item    Bottle  
Item    Knuckleduster   
Item    Baseball bat    
Item    Cue 
Item    Wrench  
Item    Pipe    
Item    Crowbar 
Item    Shovel  
Item    Snow shovel 
Item    Broom   

    
PriorityList        
Type    GUARD   
UsesWeapons true    
Item    Pendrek 
Item    Torch   

    
PriorityList        
Type    POLICE  
UsesWeapons true    
Item    Pendrek 
Item    Torch   

    
PriorityList        
Type    DETECTIVE   
UsesWeapons true    
Item    Knuckleduster   
Item    Pendrek 
Item    Torch   

    
PriorityList        
Type    CLEMENTE    
UsesWeapons false   

    
PriorityList        
Type    FALCONE 
UsesWeapons false   

    
PriorityList        
Type    BOMBERS 
UsesWeapons true    
Item    Baseball bat    
Item    Cue 
Item    Wrench  
Item    Pipe    
Item    Crowbar 
Item    Bottle  
Item    Knife   
Item    Chopper 
Item    Knuckleduster   
Item    Shovel  
Item    Snow shovel 
Item    Broom   

    
PriorityList        
Type    BIKERS  
UsesWeapons true    
Item    Baseball bat    
Item    Cue 
Item    Wrench  
Item    Pipe    
Item    Crowbar 
Item    Bottle  
Item    Knife   
Item    Chopper 
Item    Knuckleduster   
Item    Shovel  
Item    Snow shovel 
Item    Broom   

    
PriorityList        
Type    IRISH   
UsesWeapons true    
Item    Bottle  
Item    Knife   
Item    Baseball bat    
Item    Cue 
Item    Knuckleduster   
Item    Wrench  
Item    Pipe    
Item    Crowbar 
Item    Chopper 
Item    Shovel  
Item    Snow shovel 
Item    Broom   

    
PriorityList        
Type    CHINESE 
UsesWeapons true    
Item    Chopper 
Item    Knife   
Item    Cue 
Item    Broom   
Item    Knuckleduster   
Item    Baseball bat    
Item    Wrench  
Item    Pipe    
Item    Crowbar 
Item    Shovel  
Item    Snow shovel 

    
PriorityList        
Type    SCRIPTED    
UsesWeapons false   

    
PriorityList        
Type    VINCI   
UsesWeapons false   

    
PriorityList        
Type    FMV 
UsesWeapons false   

    
PriorityList        
Type    SELLER  
UsesWeapons false

streamedmusictable.xml#

As mentioned before, this file located in pc\sds\tables\ingame.sds\tables\sound_ingame. It contains the internal IDs of the sound files containing the game's music, which the sound's filenames don't show, it also lists their file path. This also has the values for these sound's in-game volume.

A bunch of things are worth pointing out:

  • music01 / StreamTest01.fsb and music02 / StreamTest02.fsb were deleted, their IDs and filenames indicate they were test music.
  • m06_Prison_rapists_dialog / GP_0604_music.fsb was deleted, its ID shows it was intended during dialogue with the prison rapists fought in Chapter 6.
  • m06_Prison_yard_second / GP_0608_music.fsb was deleted, its exact purpsose is unknown but m06_Prison_yard_first / GP_0607_music is used in the Chapter 6 section where the player searches for Leo in the prison yard.
  • m08_Storming_foundry_inside / GP_0803_music.fsb is used during the foundry shootout of Chapter 8, but what's interesting is that its ID shows its intent was for it to be used while storming the removed building interior there. The ID of the aforementioned unused m08_Storming_foundry_outside audio shows that one was intended for storming the outside of the foundry.
  • m09_Fight_torturers / GP_0903_music.fsb was deleted, its ID shows it was for Chapter 9 and possibly for the first part of the slaughterhouse shootout (which usually has no music in-game).
  • m10_Gondola_fight / GP_1005_music.fsb was deleted. Its ID mentions a gondola and fighting, but overall its purpose in Chapter 10 is unknown.
  • m12_Storming_the_yard / GP_1203_music.fsb was deleted, its ID shows it was meant for Chapter 12 when the player reaches the yard of the factory, but in the actual game the m12_Fight_inside music continues playing instead.
  • m13_Fight_In_The_Dark / GP_1305_music.fsb was deleted, its ID shows it was meant for Chapter 13 in the fight in the dark section of the restaurant (which has no music playing in the actual game).
  • m14_SQ_Garage_Fight / GP_1401_music.fsb is used in Chapter 14 during the shootout in the interior of the in-construction part of the skyscraper, but its ID shows it was intended for another purpose, that being during fighting in the cut subquest that took place in the removed parking garage.
  • m15_Mansion_Sneaking / Game/GP_1501_music.fsb was deleted, its ID seems to indicate it might have been meant for when sneaking around in Vinci's mansion during the cut Chapter 15 section about killing him.
  • m15_Mansion_Action / GP_1502_music.fsb was deleted, its ID indicates it might have been meant during the shooting in Vinci's mansion during the cut Chapter 15 section about killing him.
  • The RtR_prison_break ID indicates that GP_0606_music.fsb (heard during the final fight with Brian O'Neil) was going to be reused for the prison break part of the Jimmy's Vendetta DLC, but it's not actually heard there.
  • RtR_prison_break2 / rtr_gp_01_music.fsb was deleted but later readded inside the files of the Jimmy's Vendetta DLC.
  • MissionEnd / mission_end.fsb was deleted but later readded to the DLCs, where it's used as the mission complete track. It's unknown if it was going to have the same purpose in the main game.
<StreamedMusicTable>
<StreamedMusic ID="music01" FileName="/sds/music/StreamTest01.fsb" Volume="99"/>
<StreamedMusic ID="music02" FileName="/sds/music/StreamTest02.fsb" Volume="100.0"/>
<StreamedMusic ID="m02_ride_to_freddys_bar" FileName="/sds/music/Radio/40/delta/pachuko_hop.fsb" Volume="20.0"/>
<StreamedMusic ID="m02_way_to_mother" FileName="/sds/music/Radio/40/empire/let_it_snow.fsb" Volume="48.0"/>
<StreamedMusic ID="m02_Bombers_fight" FileName="/sds/music/Game/GP_1003_music.fsb" Volume="44.0"/>
<StreamedMusic ID="m03_PriceOffice_music_stealth" FileName="/sds/music/Game/GP_0301_music.fsb" Volume="44.0"/>
<StreamedMusic ID="m03_PriceOffice_music_suspiction" FileName="/sds/music/Game/GP_0302_music.fsb" Volume="44.0"/>
<StreamedMusic ID="m03_PriceOffice_music_fighting" FileName="/sds/music/Game/GP_0303_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m03_sq_deepthroat1" FileName="/sds/music/Game/SQ_0301_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m03_sq_deepthroat2" FileName="/sds/music/Game/SQ_0302_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m04_Elbox_music" FileName="/sds/music/Game/GP_0401_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m04_Jewellery_music" FileName="/sds/music/Game/GP_0402_music.fsb" Volume="30.0"/>
<StreamedMusic ID="m04_Escape_music" FileName="/sds/music/Game/GP_0403_music.fsb" Volume="30.0"/>
<StreamedMusic ID="m04_Roof_music" FileName="/sds/music/Game/GP_0404_music.fsb" Volume="39.0"/>
<StreamedMusic ID="m05_Distilery_Street" FileName="/sds/music/Game/GP_0501_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m05_Distilery_Firstfloor" FileName="/sds/music/Game/GP_0502_music.fsb" Volume="34.0"/>
<StreamedMusic ID="m05_Distilery_Surprise" FileName="/sds/music/Game/GP_0503_music.fsb" Volume="24.0"/>
<StreamedMusic ID="m05_Distilery_way_out" FileName="/sds/music/Game/GP_0503_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m05_Distilery_Secondfloor" FileName="/sds/music/Game/GP_0504_music.fsb" Volume="34.0"/>
<StreamedMusic ID="m06_Prison_arrival" FileName="/sds/music/Game/GP_0601_music.fsb" Volume="19.0"/>
<StreamedMusic ID="m06_Prison_welcome" FileName="/sds/music/Game/GP_0602_music.fsb" Volume="19.0"/>
<StreamedMusic ID="m06_Prison_fight_with_Brian" FileName="/sds/music/Game/GP_0603_music.fsb" Volume="40.0"/>
<StreamedMusic ID="m06_Prison_rapists_dialog" FileName="/sds/music/Game/GP_0604_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m06_Prison_fight_with_rapists" FileName="/sds/music/Game/GP_0605_music.fsb" Volume="40.0"/>
<StreamedMusic ID="m06_Prison_final_fight" FileName="/sds/music/Game/GP_0606_music.fsb" Volume="32.0"/>
<StreamedMusic ID="m06_Prison_yard_first" FileName="/sds/music/Game/GP_0607_music.fsb" Volume="24.0"/>
<StreamedMusic ID="m06_Prison_yard_second" FileName="/sds/music/Game/GP_0608_music.fsb" Volume="24.0"/>
<StreamedMusic ID="m07_grave_departure" FileName="/sds/music/Game/GP_0701_music.fsb" Volume="98.0"/>
<StreamedMusic ID="m08_Hot_Rod_chase" FileName="/sds/music/Game/GP_0801_music.fsb" Volume="30.0"/>
<StreamedMusic ID="m08_Storming_foundry_outside" FileName="/sds/music/Game/GP_0802_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m08_Storming_foundry_inside" FileName="/sds/music/Game/GP_0803_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m09_Sewers" FileName="/sds/music/Game/GP_0901_music.fsb" Volume="45.0"/>
<StreamedMusic ID="m09_Sneaking" FileName="/sds/music/Game/GP_0902_music.fsb" Volume="45.0"/>
<StreamedMusic ID="m09_Fight_torturers" FileName="/sds/music/Game/GP_0903_music.fsb" Volume="28.0"/>
<StreamedMusic ID="m09_Fight_reinforcements" FileName="/sds/music/Game/GP_0904_music.fsb" Volume="28.0"/>
<StreamedMusic ID="m09_Prisoners" FileName="/sds/music/Game/GP_0905_music.fsb" Volume="28.0"/>
<StreamedMusic ID="m09_Pursuit" FileName="/sds/music/Game/GP_0906_music.fsb" Volume="64.0"/>
<StreamedMusic ID="m09_Close_combat" FileName="/sds/music/Game/GP_0907_music.fsb" Volume="35.0"/>
<StreamedMusic ID="m09_Fredy_bar" FileName="/sds/music/Game/GP_0908_music.fsb" Volume="28.0"/>
<StreamedMusic ID="m10_Skyscraper_action" FileName="/sds/music/Game/GP_1001_music.fsb" Volume="28.0"/>
<StreamedMusic ID="m10_Basement_action" FileName="/sds/music/Game/GP_1002_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m10_Car_chase" FileName="/sds/music/Game/GP_1004_music.fsb" Volume="28.0"/>
<StreamedMusic ID="m10_Roof_fight" FileName="/sds/music/Game/GP_1003_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m10_Gondola_fight" FileName="/sds/music/Game/GP_1005_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m10_lift_music" FileName="/sds/music/Game/GP_1006_music.fsb" Volume="31.0"/>
<StreamedMusic ID="m10_lift_music2" FileName="/sds/music/Game/GP_1007_music.fsb" Volume="31.0"/>
<StreamedMusic ID="m11_Race" FileName="/sds/music/Game/GP_1101_music.fsb" Volume="52.0"/>
<StreamedMusic ID="m11_Hiding" FileName="/sds/music/Game/GP_1102_music.fsb" Volume="36.0"/>
<StreamedMusic ID="m12_Ambush" FileName="/sds/music/Game/GP_1201_music.fsb" Volume="22.0"/>
<StreamedMusic ID="m12_Fight_inside" FileName="/sds/music/Game/GP_1202_music.fsb" Volume="28.0"/>
<StreamedMusic ID="m12_Storming_the_yard" FileName="/sds/music/Game/GP_1203_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m13_Park_fight" FileName="/sds/music/Game/GP_1301_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m13_Following_the_car" FileName="/sds/music/Game/GP_1302_music.fsb" Volume="56.0"/>
<StreamedMusic ID="m13_Storming_the_restaurant" FileName="/sds/music/Game/GP_1303_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m13_Opium_Lair" FileName="/sds/music/Game/GP_1304_music.fsb" Volume="44.0"/>
<StreamedMusic ID="m13_Fight_In_The_Dark" FileName="/sds/music/Game/GP_1305_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m13_Laboratory_Fight" FileName="/sds/music/Game/GP_1306_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m14_SQ_Garage_Fight" FileName="/sds/music/Game/GP_1401_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m14_Sneaking" FileName="/sds/music/Game/GP_1402_music.fsb" Volume="30.0"/>
<StreamedMusic ID="m14_CS_Fight" FileName="/sds/music/Game/GP_1403_music.fsb" Volume="25.0"/>
<StreamedMusic ID="m14_SQ_Kill_Derek_1" FileName="/sds/music/Game/SQ_1401_music.fsb" Volume="35.0"/>
<StreamedMusic ID="m14_SQ_Kill_Derek_2" FileName="/sds/music/Game/SQ_1402_music.fsb" Volume="20.0"/>
<StreamedMusic ID="m15_Mansion_Sneaking" FileName="/sds/music/Game/GP_1501_music.fsb" Volume="32.0"/>
<StreamedMusic ID="m15_Mansion_Action" FileName="/sds/music/Game/GP_1502_music.fsb" Volume="32.0"/>
<StreamedMusic ID="m15_Planetarium_Action" FileName="/sds/music/Game/GP_1503_music.fsb" Volume="32.0"/>
<StreamedMusic ID="m15_Planetarium_BossFight" FileName="/sds/music/Game/GP_1504_music.fsb" Volume="24.0"/>
<StreamedMusic ID="RtR_prison_break" FileName="/sds/music/Game/GP_0606_music.fsb" Volume="32.0"/>
<StreamedMusic ID="RtR_prison_break2" FileName="/sds/music/Game/rtr_gp_01_music.fsb" Volume="64.0"/>
<StreamedMusic ID="GCD_fist_fight" FileName="/sds/music/Game/SQ_01_music.fsb" Volume="40.0"/>
<StreamedMusic ID="GCD_cars_overview" FileName="/sds/music/Music_Cutscenes_M2/GC_01_music.fsb" Volume="35.0"/>
<StreamedMusic ID="GCD_stealth" FileName="/sds/music/Game/SQ_02_music.fsb" Volume="40.0"/>
<StreamedMusic ID="GCD_guard_fight" FileName="/sds/music/Game/SQ_03_music.fsb" Volume="40.0"/>
<StreamedMusic ID="m01_part1" FileName="/sds/music/Game/GP_0102_music.fsb" Volume="33.0"/>
<StreamedMusic ID="m01_part2" FileName="/sds/music/Game/GP_0105_music.fsb" Volume="33.0"/>
<StreamedMusic ID="m01_action" FileName="/sds/music/Game/GP_0103_music.fsb" Volume="40.0"/>
<StreamedMusic ID="m01_action2" FileName="/sds/music/Game/GP_0106_music.fsb" Volume="48.0"/>
<StreamedMusic ID="MissionEnd" FileName="/sds/music/Menu/mission_end.fsb" Volume="33.0"/>
</StreamedMusicTable>

Unused Textures#

Mafia2UnknownTextureSheet.png
The texture for the cut Moscardo AS37 vehicle that was meant to appear in a scrapped part of Chapter 1.

Mafia2MannschaftstransportwagenTextureSheet.png
Texture sheet for the scrapped Chapter 1 vehicle Mannschaftstransportwagen.

Mafia2SubwayTrainTextureSheet.png
The texture for the cut subway train. One of the subway interiors was later readded in Joe's Adventures for use in the mission Save Marty, but the trains are still absent.

Mafia2BaseballBatHUDIcon.png
As seen in prerelease media, the game was planned to have melee weapons like the first Mafia but they were all cut.

This is the HUD icon for the baseball bat. While the model can be seen a few times throughout the game, it can never be used in-game.

Mafia2BrassKnuckelsHUDIcon.png Mafia2BrassKnuckelsTextureSheet.png
HUD icon and model texture for the cut brass knuckles melee weapon.

Mafia2KnifeHUDIcon.png Mafia2KnifeTextureSheet.png
HUD icon and model texture for the cut knife melee weapon.

Mafia2PendrekHUDIcon.png
HUD icon for the cut nightstick melee weapon.

Mafia2PipeHUDIcon.png Mafia2PipeTextureSheet.png
HUD icon and model texture for the cut pipe melee weapon.

Mafia2WrenchTextureSheet.png
Model texture the cut wrench melee weapon.

Mafia2M14TextureSheet.png
Model texture for a cut M14 gun.

Mafia2Model24HUDIcon.png
HUD icon for a cut Model 24 grenade that was meant to appear in Chapter 1.

Unused Models#

Forklift model In-game appearance.
A forklift vehicle was to the files of the Joe's Adventures DLC. The model lacks its textures when put in-game, making it appear completely green. The motor sound is also present, but it doesn't play in-game.

Unused Music#

The audio files with the music score is located on pc\sds\music. Note that their internal IDs can be found listed in the streamedmusictable.xml file located in pc\sds\tables\ingame.sds\tables\sound_ingame.

Filename

ID

Sound

Notes

GP_0102_music.fsb

m01_part1

Meant for Chapter 1, unknown where precisely.

GP_0105_music.fsb

m01_part2

Another Chapter 1 track of which its exact purpose is unknown.

GP_0201_music.fsb

N/A

This was meant for Chapter 2, but it's unknown in which part of it. It's not listed in streamedmusictable.xml.

GP_0302_music.fsb

m03_PriceOffice_music_suspiction

As its ID indicates, this Chapter 3 track was meant to be heard when the guards inside the federal building were in a state of suspicion.

GP_0401_music.fsb

m04_Elbox_music

As shown by its ID, this was meant to play in the cut section of Chapter 4 where the player used the jewel store's electricity box to disable the alarm.

GP_0402_music.fsb

m04_Jewellery_music

As the ID indicates, this was meant to play in the cut section of Chapter 4 where the player was inside the jewel store stealing from the displays.

GP_0802_music.fsb

m08_Storming_foundry_outside

As shown by the ID, this Chapter 8 track was meant to play in the storming of the outside of the foundry. It got replaced by a track that was meant for a different purpose.

GP_0908_music.fsb

m09_Fredy_bar

The ID seems to indicate this Chapter 9 track might have played in the sequence of the player arriving to Freddy's Bar, which simply doesn't happen.

SQ_01_music.fsb

GCD_fist_fight

A subquest track whose ID indicates was meant to be heard during one of the two fist fight scenes shown in the scripted Gamescom 2009 demo, the released footage ended up not having this heard anywhere.

SQ_02_music.fsb

GCD_stealth

A subquest whose ID shows this was meant to be heard during the stealth part of the scripted Gamescom 2009 demo, but the presented footage ended up not using this there.

SQ_03_music.fsb

GCD_guard_fight

As shown by the ID and the scripted Gamescom 2009 demo, this is heard in said demo's footage in the part of the fist fight against the guard. Audio-wise it sounds identical to separately-stored Chapter 3 fight track (GP_0303_music / m03_PriceOffice_music_fighting), it's unknown if the track was initially made for this and then repurposed to Chapter 3 or viceversa.

SQ_0301_music.fsb

m03_sq_deepthroat1

A Chapter 3 track whose ID shows was meant for the cut subquest codenamed "sq_deepthroat".

SQ_0302_music.fsb

m03_sq_deepthroat2

Another Chapter 3 track whose ID shows was meant for the cut "sq_deepthroat" subquest.

SQ_0801_music.fsb

N/A

A Chapter 8 track that was meant for a subquest, as shown by its filename. It's not listed in streamedmusictable.xml.

SQ_1101_music.fsb

N/A

A Chapter 11 track whose filename shows was meant for a subquest. It's not listed in streamedmusictable.xml.

Unused Sounds#

The motor sound that was meant for the scrapped Joe's Adventures forklift.

Unused Mission Dialogue#

To do:
There's a lot more.

NOTE: Dialogue highlighted in blue means that a line is used, but it's there to give context to the unused lines. Also, this game doesn't have a Japanese or Polish dub, so only the subtitle text for those languages will be shown here.

Chapter 2: Home Sweet Home#

m02_sounds_0.sds#

The initial conversation between Vito and Joe was meant to be longer, but in the actual game, it ends after Vito asks to stop talking about his father.

sds_en

Filename

Audio

Subtitles

02_99_01_2050.fsb

302012050:Ah, five minutes, we're already talking about my deadbeat father. Can we change the subject please?

02_99_01_2060.fsb

302012060:Alright, pal, sorry, you got it.

02_99_01_2070.fsb

302012070:Alright, so where we headed?

02_99_01_2080.fsb

302012080:I was thinking we'd head down to Freddy's for old times' sake.

02_99_01_2090.fsb

302012090:You still hang out at that dump?

02_99_01_2100.fsb

302012100:It's under new ownership now. You should see the place. Got a whole different kind of clientele these days. You'll see.

02_99_01_2110.fsb

302012110:Yeah? And would this new clientele have anything to do with this car you're driving?

02_99_01_2120.fsb

302012120:Let's just say that a number of opportunities have presented themselves since you been away. What'd you expect me to go straight after you left?

02_99_01_2130.fsb

302012130:Course not. Although without me here to keep you out of trouble, I half expected you to be locked up when I got back.

02_99_01_2140.fsb

302012140:What are you, nuts? Not this guy, chief. I'm a little too smart for that.

02_99_01_2150.fsb

302012150:Either that or you had a horseshoe up your ass.

sds_cz

Filename

Audio

Subtitles

02_99_01_2050.fsb

302012050:Jsme spolu pět minut a už mluvíme o mým zatraceným fotrovi. Co takhle změnit téma?

02_99_01_2060.fsb

302012060:Dobře, kámo, promiň.

02_99_01_2070.fsb

302012070:Tak jo a kam jedeme?

02_99_01_2080.fsb

302012080:Říkal jsem si, že se stavíme k Freddymu, kvůli starejm dobrejm časům.

02_99_01_2090.fsb

302012090:Ty pořád chodíš do tý hrozný díry?

02_99_01_2100.fsb

302012100:Teď to má novýho majitele. Měl bys to tam vidět. Dneska tam chodí úplně jiný lidi. Však to vlastně uvidíš.

02_99_01_2110.fsb

302012110:Jo? A ty noví lidi mají něco společnýho s károu, kterou řídíš?

02_99_01_2120.fsb

302012120:No řekněme, cos byl pryč, objevily se nový možnosti. Cos čekal, že se napravím, jen co tě odvezou?

02_99_01_2130.fsb

302012130:No jasně, ale beze mě. Pořád abych dával bacha, abys neseděl za mřížema.

02_99_01_2140.fsb

302012140:Zbláznil ses? Kdepak, já ne, panáčku. Na to jsem trochu moc chytrej.

02_99_01_2150.fsb

302012150:Buď, a nebo ti někdo narval do prdele pytel čtyřlístků.

sds_de

Filename

Audio

Subtitles

02_99_01_2050.fsb

302012050:Ahh, fünf Minuten und schon sprechen wir über meinen Alten. Können wir bitte das Thema wechseln?

02_99_01_2060.fsb

302012060:Tut mir leid, Kumpel.

02_99_01_2070.fsb

302012070:Gut, wohin fahren wir?

02_99_01_2080.fsb

302012080:Ich dachte, zu Freddy. Der alten Zeiten willen.

02_99_01_2090.fsb

302012090:Du hängst noch immer in diesem Saftladen rum?

02_99_01_2100.fsb

302012100:Es hat nen neuen Besitzer. Schau's dir mal an. Sind jetzt ganz andere Leute drin. Du wirst sehen.

02_99_01_2110.fsb

302012110:Ach ja? Und hat diese Kundschaft was damit zu tun, dass du diesen Schlitten fährst?

02_99_01_2120.fsb

302012120:Sagen wir mal, es haben sich ein paar Dinge ergeben, seit du weg warst. Was hast du erwartet? Dass ich ehrlich werde?

02_99_01_2130.fsb

302012130:Da ich nicht hier war, um dir aus der Patsche zu helfen, hatte ich eigentlich damit gerechnet, dass du im Knast sitzt, wenn ich zurück komme.

02_99_01_2140.fsb

302012140:Witzig. Ich doch nicht. Dafür bin ich einfach zu clever.

02_99_01_2150.fsb

302012150:Entweder das oder du hattest mehr Glück als Verstand.

sds_fr

Filename

Audio

Subtitles

02_99_01_2050.fsb

302012050:Putain, cinq minutes que je suis là, et on cause déjà de mon vieux. On peut changer de sujet s'il te plaît¤?

02_99_01_2060.fsb

302012060:Bien sûr, oui¤! Désolé...

02_99_01_2070.fsb

302012070:Pas grave, alors on va où¤?

02_99_01_2080.fsb

302012080:J'avais pensé passer Chez Freddy en souvenir du bon vieux temps.

02_99_01_2090.fsb

302012090:Tu vas toujours dans ce rade pourri¤?

02_99_01_2100.fsb

302012100:Ca a changé de propriétaire. Faut voir ce qu'ils en ont fait¤! Et du coup, les clients ont pas mal changé aussi. Tu vas voir.

02_99_01_2110.fsb

302012110:Ah ouais¤? Et ces nouveaux clients, ça a quelque chose à voir avec la caisse que tu conduis¤?

02_99_01_2120.fsb

302012120:Disons que des opportunités professionnelles se sont présentées à moi depuis que t'es parti. Tu croyais quoi, que j'allais prendre un boulot honnête¤?

02_99_01_2130.fsb

302012130:Bien sûr que non. Mais, franchement, vu que j'étais pas là pour veiller sur toi, j'avais peur de te retrouver en taule à mon retour.

02_99_01_2140.fsb

302012140:Tu rigoles¤? Ca m'arrivera pas à moi, ça. Je suis trop malin.

02_99_01_2150.fsb

302012150:Soit ça, soit t'as une putain de veine de cocu¤!

sds_it

Filename

Audio

Subtitles

02_99_01_2050.fsb

302012050:Non sono passati neanche cinque minuti e già parliamo della morte di mio padre. Cambiamo argomento, ti va?

02_99_01_2060.fsb

302012060:Scusa, amico, hai ragione.

02_99_01_2070.fsb

302012070:Allora, dove si va?

02_99_01_2080.fsb

302012080:Volevo un salto al Freddy's, in onore dei vecchi tempi.

02_99_01_2090.fsb

302012090:Frequenti ancora quel cesso di posto?

02_99_01_2100.fsb

302012100:Il proprietario è cambiato. Dovresti dare un'occhiata, adesso ha un tipo di clientela completamente diverso. Vedrai.

02_99_01_2110.fsb

302012110:Ah sì? E per caso questa nuova clientela c'entra qualcosa con questa macchina?

02_99_01_2120.fsb

302012120:Diciamo che da quando sei andato via mi si sono presentate alcune buone occasioni. Pensavi che avrei messo la testa a posto dopo la tua partenza?

02_99_01_2130.fsb

302012130:Certo che no. Senza di me a tirarti fuori dai guai, ero quasi sicuro che al mio ritorno ti avrei ritrovato dietro le sbarre.

02_99_01_2140.fsb

302012140:Scherzi? Non io, amico. Sono troppo furbo.

02_99_01_2150.fsb

302012150:O magari hai un ferro di cavallo nel culo.

sds_jp

302012050:会って5分でロクデナシの↲親父の話かよ。↲話題を変えていいか?
302012060:分かった、すまん。そうしよう
302012070:で、どこに向かってんだ?
302012080:フレディーズにでも行って昔を懐かしむってのはどうだ?
302012090:まだあんなとこで飲んでんのか?
302012100:経営者が変わったんだ。見せてやるよ。最近じゃ客層もすっかり変わってる。見れば分かる
302012110:そうか? その客層はもしかして、この車に関係あんのか?
302012120:お前が戦争に行っちまってから、いくつかチャンスに恵まれた、とだけ言っとこう。お前がいなくなったら、俺が足を洗うとでも思ったか?
302012130:それはないな。もっとも、面倒見役の俺がいないんじゃ、帰る頃にゃブタ箱に入ってると思ってたけどな
302012140:分かってねえなあ。俺はそんなヘマはしねえさ
302012150:そうだといいがな。運が良かったってことも考えられる

sds_pl

302012050:Ech, pięć minut minęło i już mówimy o moim ojcu.  Możemy zmienić temat?
302012060:Dobra, stary.
302012070:Dobra, to gdzie idziemy?
302012080:Pomyślałem, że wpadniemy do Freddy's, jak za starych czasów.
302012090:Dalej przesiadujesz w tej spelunie?
302012100:Ma nowego właściciela. Nie poznasz tego miejsca. I zupełnie inna klientela. Sam się przekonasz.
302012110:Tak? A ta nowa klientela ma coś wspólnego z tym twoim wozem?
302012120:Powiedzmy, że od kiedy cię zamknęli, pojawiło się kilka atrakcyjnych okazji. Co, miałem zacząć legalne interesy, jak poszedłeś siedzieć?
302012130:Jasne, że nie. Ale bez mojej opieki spodziewałem się raczej, że zanim ja wyjdę, zamkną ciebie.
302012140:Pojebało cię? Nie mnie, stary. Jestem na to za szczwany.
302012150:Albo nosisz w dupie podkowę na szczęście.

sds_ru

Filename

Audio

Subtitles

02_99_01_2050.fsb

302012050:Пять минут разговора и опять на папашу моего свернули. Может, сменим тему, а?

02_99_01_2060.fsb

302012060:Ладно, прости, приятель.

02_99_01_2070.fsb

302012070:Ладно, куда мы едем?

02_99_01_2080.fsb

302012080:Я думал, заглянем к Фредди, по старой памяти.

02_99_01_2090.fsb

302012090:Ты все еще ходишь в ту дыру?

02_99_01_2100.fsb

302012100:Она сменила хозяев. Все вообще поменяли. Теперь там совсем другие люди. Увидишь.

02_99_01_2110.fsb

302012110:Да? А эти другие люди случайно не имеют отношения к твоей тачке?

02_99_01_2120.fsb

302012120:Скажем так, после твоего отъезда подвернулась масса возможностей. Ты думал, я вступлю на путь исправления, когда ты уедешь?

02_99_01_2130.fsb

302012130:Ну ясно, нет. Правда, я считал, что без меня ты сядешь - некому будет тебя вытаскивать.

02_99_01_2140.fsb

302012140:Ты что, сдурел? Только не я, шеф. Я же не такой дурак.

02_99_01_2150.fsb

302012150:Ну или это, или жареный петух клюнул.

sds_spa

Filename

Audio

Subtitles

02_99_01_2050.fsb

302012050:No han pasado ni cinco minutos y ya estamos hablando de mi dichoso padre. ¿Cambiamos de tema?

02_99_01_2060.fsb

302012060:Lo siento, amigo. Tienes razón.

02_99_01_2070.fsb

302012070:Vale, ¿adónde vamos?

02_99_01_2080.fsb

302012080:Había pensado en ir a Freddy's, por los viejos tiempos.

02_99_01_2090.fsb

302012090:¿Sigues yendo a ese garito?

02_99_01_2100.fsb

302012100:Tiene dueños nuevos. Deberías ver el local. En estos tiempos va clientela nueva. Ya verás.

02_99_01_2110.fsb

302012110:¿Sí? ¿Y la nueva clientela tiene algo que ver con el coche que conduces?

02_99_01_2120.fsb

302012120:Digamos que en tu ausencia se han presentado varias oportunidades. ¿Pensabas que me iba a reformar después de tu marcha?

02_99_01_2130.fsb

302012130:Claro que no. Pero sin mí para llevarte por el buen camino, pensaba que posiblemente te encontraría entre rejas.

02_99_01_2140.fsb

302012140:¿Estás chiflado? Ni de coña, tío. Soy demasiado listo.

02_99_01_2150.fsb

302012150:O eso o tienes una flor en el culo.

Chapter 7: In Loving Memory of Francesco Potenza#

m07_sounds_10.sds#

To do:
Add the subtitles from the other language files.

The cut character Charlie was meant to be one of Vito's contacts that the player was meant to be able to visit in the first part of the chapter.

sds_en

Filename

Audio

Subtitles

07_99_01_0130.fsb

307010130:Hey, looks who's here! Long time no see. Coño, Vito! How long's it been? At least two or three years, no?

07_99_01_0140.fsb

307010140:More like six or seven, Charlie.

07_99_01_0150.fsb

307010150:Coño, the time, it passes away kind of fast, you know? So where you been?

07_99_01_0160.fsb

307010160:The Big House - where did you think?

07_99_01_0170.fsb

307010170:You were in a big house for seven years?

07_99_01_0180.fsb

307010180:No, you know - the can, the joint, the slammer... jail!

07_99_01_0190.fsb

307010190:Oh, coño, right, sorry, I completely forgot... But you're out now, right? Hey, congratulations!

07_99_01_0200.fsb

307010200:So, what can I do for you, Vito?

sds_cz

sds_de

sds_fr

sds_it

sds_jp

307010130:誰かと思えば! 久しぶりだな、ヴィト! 何年ぶりだ? 2、3年は経ってるか?
307010140:6、7年だな、チャーリー
307010150:時間が経つのは早いからな。で、どこ行ってたんだ?
307010160:塀の中さ。決まってるだろ?
307010170:塀のあるお屋敷に7年もいたのか?
307010180:いや、ブタ箱だよ、オリの中、刑務所だ!
307010190:あ! なるほどな、すまん。すっかり忘れてたよ。でも出て来たんだろ? おめでとさん!
307010200:で、何が必要なんだ、ヴィト?

sds_pl

sds_ru

sds_spa

Revisional Differences#

On June 1, 2016, following a period where the game had been delisted since August 22, 2015, the Steam PC version received an update where 14 of the songs in the game's radio stations are no longer heard due to expiring licenses. The songs themselves were not really "removed" as the sound files remained in the files but have been turned into 0KB ones, meaning the game plays them but their nulled value means they end immediately. One of the most notable parts to see these changes is in the credits sequence, where the replacement songs are now arguably less fitting. Listed below are the sound files that were nullified and what song they contained.

These audio differences were carried to the 2020 remaster on all platforms.

pc\sds\music\Radio\40\classic

  • good_little_bad_little_you.fsb (Good Little, Bad Little You - Cliff Edwards)
  • youre_driving_me_crazy_dr.fsb (You're Driving Me Crazy - Django Reinhardt)

pc\sds\music\Radio\40\empire

  • buttons_and_bows.fsb (Buttons and Bows - Dinah Shore)
  • it_dont_mean_a_thing_if_it_a.fsb (It Don't Mean A Thing - Duke Ellington)
  • sing_sing_sing_bg.fsb (Sing, Sing, Sing - Benny Goodman)
  • therell_be_a_hot_time_in_the.fsb (There’ll Be a Hot Time in the Town of Berlin - The Andrews Sisters)

pc\sds\music\Radio\50\classic

  • aint_that_a_kick_in_the_head.fsb (Ain't That a Kick in the Head - Dean Martin)
  • che_la_luna.fsb (Che La Luna - Louis Prima)
  • makin_whoopee_dd.fsb (Makin’ Whoopee – Doris Day)
  • oh_marie.fsb (Oh Marie - Louis Prima)
  • when_youre_smiling.fsb (When You're Smiling - Louis Prima)

pc\sds\music\Radio\50\delta

  • aint_that_a_shame.fsb (Ain't That A Shame - Fats Domino)
  • i_put_a_spell_on_you.fsb (I Put a Spell on You - "Screamin' Jay" Hawkins)

pc\sds\music\Radio\50\empire

  • why_do_fools_fall_in_love.fsb (Why Do Fools Fall in Love - Frankie Lymon & the Teenagers)

Anti-Piracy Feature#

In the Windows version, if the game detects that a cracked version is being played the player's health will slowly drain over time, leaving them susceptible to death by a single hit. Eating or drinking will replenish the health, but it will immediately begin to drain again.