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Early environment concept arts of Manhunt by Craig Moore, who worked at Rockstar North as part of the core design team, as a concept artist and 3D environment artist. [1]
Hunters[]
The Clowns: The Clowns are a gang that was supposed to be the final "gang" enemies in Manhunt. Their main territory was the Carcer City Museum. They were described to laugh and shout threats. They were depicted to have different face paint variations.
Scarecrow: Scarecrow was supposed to be the boss character before Piggsy, being the leader amongst The Smileys. Scarecrow's weapon is his own custom-built axe and was dressed in rags, and was planned to have a Halloween variant wearing a carved pumpkin on his head.
The Lost: The Lost were a gang that would have controlled part of the Scrapyard. They wore heavy and noisy metal armor, it would have slowed them down and upon executing them, they would emit more noise than usual. They used metal-based weapons, like pipes, blowtorches, and katanas.
Bin Bag: Bin Bag was the leader of his faction, The Lost. His location was the same as his gang, the junkyard. Instead of the metal outfits unlike his members, he wore trash bags with his knives. He would hide in the shadows, hunting for the player. He is the only cut character depicted to have ever existed in the game legitimately, as he has a confirmed prototype model, along with a render.
The Jury: Not much information is known about The Jury, they wore hockey masks similar to other Skinz and casual clothing such as leather jackets, football jerseys, and tank tops. Concepts depicted them wielding Baseball Bats and Pipes as weaponry. According to the "Born Again" filename, jury_turf, The Jury were due to appear in the first scene.
Camheds: Each member was dressed in a business suit and has a camera mounted on their heads. They also appear to be carrying a pipe, a cut weapon that is still described in the files, as well as a Baseball Bat with Spikes.
Wardogs: The Silenced Sniper Rifle, PSG-1, and the Hunting Knife were all used by the Wardogs. In their art render, these weapons can still be seen.
Innocentz: An early Innocentz design depicts them wearing different mask variations such as a gas masks, and with an alternating hoodie that was blank or had "DIE" printed on it.
The Smileys: Smileys were depicted wielding a Hammer, Blackjack, and a Drill. Their concept art depicted smileys with fat bodies, and different masks, along with dual wielding.
Cerberus: Models similar to The Lost for Cerberus were cut. They seem to also have melee weapons.
Piggsy: He had a different look in the concept art. His chainsaw was untextured in his render.
One of the Clowns with a story about them.
The Clowns face paint variations.
Scarecrow with his story.
Halloween variant for Scarecrow.
The Lost members.
Leader for The Lost, Bin Bag.
Art for The Jury with one of the Skinz.
Members of Camheds.
Wardog members, note the weapons they're holding.
Cut member for the Wardogs, named Zoo Sniper.
Early Innocent design.
The Smileys with an earlier sketch, note the weapons they're holding.
Cerberus with earlier members.
Concept art for Piggsy, with the final version of Piggsy for comparison.
Weapons[]
Unused Weapons[]
Baseball Bat with Spikes: Can be accessed with the debug menu and is hidden behind a normally unreachable gate in the level "Doing Time". Uses the same execution animations as the normal bats (Wooden and Metal).
Ice Pick: Can be accessed with the debug menu in the level "Divided They Fall". Uses the same execution animations as the Axe.
Silenced Rifle: Only the HUD icon and text remains, but it can be seen in the Wardogs unlockable bonus artwork.
Glock: An almost finished weapon, it is similar to the Light Handgun. It has three variants, regular, silenced, and with a torch.
Every firearms with an exceptional of the Revolver Six Shooter had no smoke effects, the lines in the level setup exists but they are commented. Uncommenting them makes the smoke effect appear in the game without major bugs. Long firearms has misplaced smoke effects and unused shells.
3D muzzle flashes were cut from Manhunt, they were brought back to Grand Theft Auto: San Andreas. Only the model and a low quality texture remains.
Most firearms has hidden clip bones and models. These bones are fully rigged to the clip model part and can be moved. This is likely a similar feature to drop clips while reloading from Max Payne series.
3D muzzle flash model.
3D muzzle flash model with textures.
Cut muzzle flashes ported to Grand Theft Auto: San Andreas.
Piggsy Wire: A piece of wire that was scripted to be used on Piggsy in "Deliverance". The HUD icon, animation and model remain since it just uses the normal wire model. No execution audio remains.
Rag: Only the text remains in the game's executable. Rag_(CT)/CT_RAG.
Broken Bottle: Same as above, only the text exists in the game's executable. Broken_Bottle_(CT)/CT_BROKEN_BOTTLE.
Lighter: Only the filename text found in the game's executable remains, additionally a fire effect named fireflame remains, with the weapon ID is 4. Lighter_(CT)/CT_LIGHTER
Taser: Also used by the Cerberus Leader seen in "Trained to Kill" outro.
Pipe: Only the HUD icon and filename text in the game's executable remains for this one. Pipe_(CT)/CT_PIPE
Unused Pipe Icon.
Pipe model found on 0.69
Red Class Weapons[]
Cane: Only the HUD icon and filename text in the game's executable remains, which only contains the text for the weapon (likely a placeholder). Cane_(CT)/CT_CANE
Night Vision: A filename text remains in the executable, and a cheat found in PS2 text files used for debugging with a weapon ID 7. This was likely used for the Cerberus, can be usable by enabling through the developer menu. Item halos will not display and the display screen is pixelated by a bit. CT_N_VISION
Smoke Grenade: Only the particle remains, similar to the throwable Tear Gas from Grand Theft Auto: Vice City.
Cut Power-Ups?[]
Speed_Boost_(CT): Possibly makes sprinting faster.
Strength_Boost_(CT): Possibly makes unarmed fighting stronger.
Shooting_Boost_(CT): Possibly makes firerate faster.
Reflexes_Boost_(CT): Possibly makes Cash dodges more.
A portion of Denton's City Junkyard was reused in Grand Theft Auto: Vice City and Grand Theft Auto: San Andreas. These variants notably use an earlier version, as they have different textures compared to the final models in Manhunt.
Ryton Aide was reused in Vice City as well. The early Manhunt interior was used as the store's interior in Vice City.
24/7/Callegi Delicatessen and Mick's Deli was reused in Vice City as well. VC uses an earlier version of both locations, as it has a 24 (Squirt) 7 signage, and its interior only has texture differences.
Sounds[]
Picking up Painkillers shares the pickup sound from Grand Theft Auto III.
Weapons[]
Shotgun uses the same model of Combat Shotgun from Grand Theft Auto: Vice City, but with darker colour and a modified barrel.
Characters[]
James Earl Cash had a very different look in prerelease screenshots, he had a goatee beard, wore a light green tank top, and clearly was more muscular.
Ramirez originally had a very different design in 0.69. He wore dreadlocks and face paint, and both of his eyes were in tact. He wore a tank top with a different design and a painted-on cross. He also had separate fingers.
Cash shooting the Smileys, with a dead one understairs.
Cash running in the tunnels, note the Shotgun has the same color as Grand Theft Auto: Vice City's Combat Shotgun.
Cash going in a derelict house.
Cash in "Doing Time", executing a hunter.
"Doing Time"
Cash peeking a hunter.
"Kill the Rabbit"
Cash at the cellblock aiming a hunter.
"Drunk Driving"
Cash executing a hunter with a plastic bag.
Cash attempting to execute a Hood.
Cash being aimed at.
"Road to Ruin", note the different camera angle and the hunter's position.
Cash being chased at the junkyard.
Cash and an early Ramirez in Divided They Fall.
Scenes[]
In the PS2 version of Manhunt, several document text files contains strange Scene or "Chapter" names and scrapped Bonus Scenes or "Minigames".
MENU_PAGE PlayChapter
MENU_POS 0.35 0.25
MENU_ITEM_POS 0.00 0.06
MENU_TITLE 0.00 0.00 1.0 1.0 "<PLAY CHAPTER>"
MENU_ITEM x x "Awakening"
MENU_ITEM x x "Downtown"
MENU_ITEM x x "Subway"
MENU_ITEM x x "Whatever #1"
MENU_ITEM x x "Whatever #2"
MENU_ITEM x x "Whatever #3"
MENU_ITEM x x "Whatever #4"
MENU_ITEM x x "Whatever #5"
MENU_ITEM x x "Whatever #6"
MENU_ITEM x x "Whatever #n"
MENU_ITEM HuntMap x "...Back..."
MENU_PAGE MiniGames
MENU_POS 0.35 0.20
MENU_ITEM_POS 0.00 0.06
MENU_TITLE 0.00 0.00 1.0 1.0 "<MINI GAMES>"
MENU_ITEM x x "Touchdown"
MENU_ITEM x x "Duck hunt"
MENU_ITEM x x "Sniper Jack"
MENU_ITEM x x "Sniper Jack II"
MENU_ITEM x x "Whatever #1"
MENU_ITEM x x "Whatever #2"
MENU_ITEM x x "Whatever #3"
MENU_ITEM x x "Whatever #4"
MENU_ITEM x x "Whatever #5"
MENU_ITEM x x "Whatever #6"
MENU_ITEM x x "Whatever #n"
MENU_ITEM HuntMap x "...Back..."
Gameplay[]
Removed multiplayer[]
In the PS2 version of Manhunt, several document text files contains removed a multiplayer feature.
An unused image and function can be found in the game files. It shows from where the damage to player is coming. Damage direction's image, filenamed damagedir inside pictures\frontend_pc.txd.
Beta | Damage Indicators
Removed Levels[]
Pain Factory[]
In the beta version of Manhunt a level exists named Pain Factory. It is set in a building complex where the objective was to clear multiple floors of enemies of Smilies and Tramps. There are four floors in total.
On the first floor, you engage in combat with two smileys and a group of tramps armed with melee weapons, while an unreachable smiley records the skirmish on camera.
The second floor requires you to eliminate the hunters and place one (or two) bodies on a weighted platform to unlock a door, behind which lies a keycard.
The third floor presents a room housing one revolver-wielding smiley and three melee smileys. There are three alarms that can be activated to lure each smiley, allowing you to dispatch them stealthily and execute the revolver smiley without detection.
The fourth floor remains unfinished which includes shotgun-wielding smileys and a cage containing prisoners. Clearing these smileys may trigger the appearance of an additional enemy, after which the level abruptly ends. An extra, untextured area suggests an incomplete path leading down to sewers illuminated by red lights.
Sewers[]
A completely removed level, most likely placed between Pain Factory and the early version of Press Coverage (Journo_S). It is unknown what the objectives were or who would have been encountered. The extra untextured area in Pain Factory and the starting room leading out to the tunnel in the early Press Coverage implies that Cash would have entered and exited through the sewers. The only leftovers of this level is an incorrectly-assigned level icon in the level select screen of the 0.69 build, and a switch lever model with the sewers prefix in Pain Factory.
Abattoir[]
Another cut level, it is unknown where the level was placed in the storyline. The loading screen for Divided They Fall (Ramirez) in the beta build incorrectly uses the Abattoir loading screen (most likely as a placeholder), and in the level select screen, there are 2 incorrectly assigned level select icons with the prefixes of Abattoir and Aba_new (implying the level went through a rework at least once.)
Though not necessarily confirmed, the Sindacco Abattoir in Grand Theft Auto: San Andreas is actually pieces of the original abattoir itself, albeit modified for use in the San Andreas. If compared with CJ's character model, the building is incredibly oversized, with the pink doorway being twice the size of CJ's height and the hooked meat on the moving conveyor being very large as well.[1]
Church1[]
In the files of Manhunt, when checking the level files, Drunk Driving is labeled as "Church2", implying there was a "first half" of the levels. The 0.69 loading screen of Drunk Driving is labeled "CHURCH", with an early render outside of the Carcer City Church displaying the church with an interior. It is entirely unknown what the level would have been, with rumors sprouting over the years that the rumored alter ego of the Tramp would show up in this level or an earlier versions of church2.
Storyline Changes (0.69)[]
Intro[]
According to Starkweather and the interview from the Journalist, Cash was originally executed on the electric chair, although its unknown how it was faked. It could be possible that the electric chair room in Darkwoods Penitentiary was where it originally happened, as there are chairs facing the electric chair, and in the final game, a beta Cash corpse is sitting on it. (Also depicted in the final game's introduction cutscene for Mouth of Madness.)
The map was originally less run down, with the Calleggi Delicatessen Restaurant having an interior and being illuminated from the inside. This only applies to the early render of the loading screen.
The room cash woke up originally had a large bed, and a small road can be seen outside.
Originally, the first green class item given to Cash was a Glass Shard.
The 2nd hunter coming through the gates wielded a blackjack, and Cash had to take it from him.
Instead of being a Bonus level, it was originally placed after the early versions of the previous 2 levels.
Cash was tasked with killing 3 "Weasels" while trying to keep Hoods off his case for the most part.
Weasels were old white men with White Rabbit paper masks that used the placeholder Tramp body.
Weasels had a unique behavior where they would run around and actively hide in the shadows, and they would look for another pocket of shadow to hide in if the coast was clear. They could not be spotted on the radar, however the player will be in a "spotted" state when getting too close to them/being spotted by them.
Hoods were not hostile to the Weasels.
The Hammer was originally in this level.
Most of the level was untextured, or with early/missmapped textures.
There is no Director dialogue at all in this level.
The beginning of the level is quite different, being a very long corridor. Additionally, there is an extra corridor to the right that has ammunition for the nail gun at the end.
At the first gate, the sign that reads "Dentons City Junkyard" instead reads "City Junkyard - AUTO PARTS"
The save point is in a different location, interestingly, there is a corpse next to it that later reappears in the "Mall" level (View of Innocence).
In the part where there is a Skinz busy in the toilet, instead of having a dialogue coming from Starkweather, the Skin himself says "Hope that runner doesn't catch me taking a crap" via a text box.
Both this level and "Scrapyard Section 2" loading screen is a rip of Craig Moore's concept art for the game. In the concept art however, it shows a Hood carrying a fire axe.[1]
Cash starts at the front door of the mall, the mall itself is largely blocked by pitch black fog. The objective, according to the text box dialogue from Starkweather, is to collect 3 items.
At certain points, the camera cuts to a view of the Innocentz hiding around the place. Interestingly, beyond the fog, the game spawns several of them and despawns them shortly after, which makes their sprinting audible.
The spawn however, can cause one of them to die, causing a text box to appear saying: "RESTART LEVEL HUNTER HAS FALLEN TO HIS DEATH AND THIS WILL FUCK SCRIPTS UP"
The player must collect three dolls that resemble the Skullyz, the first is in a cage at D. Kay's Pet Store, which must be carried to a pram. But as soon as the player picks up the doll, the Innocentz come out armed with knives, sickles and meat cleavers to hunt them down.
The pram is located in the recording store. But the first doll will be the only one the player can normally collect. In the basement of the bar, there are two more prams and three dolls. And even if the player tries to put them in the prams, the level will never end.
Many of the characters do not have lines of dialogue that are spoken via text boxes. The three Innocentz hanging by a fire barrel complains about the post they are guarding, saying they should be "getting high with the guys guarding the derelict house".
The level ends quite abruptly without the tramp going to the van.
In the PS2 game files, under MUSIC\COM_TOWE exists three audio files, one with the main soundtrack including the Idle, Suspicious, Spotted and Combat variations. For the level named internally COM_TOWE, nothing more is known about this level, either was an entire story chapter or bonus level.
COM_TOWE
Filename
Soundtracks
Notes
COM_TO_M
COM_TO_D
In the 0.69 prototype, there is a similar one named "DEATH.VB" that is used when the player dies, since the stages in the prototype do not have their own soundtrack.
COM_TO_L
Includes The Simpsons audio from the Season 10 episode, Marge Simpson in: "Screaming Yellow Honkers". It contains Bart Simpson saying I didn't think it was physically possible, but this both sucks and blows., used as a placeholder.
Unused
COM_TO_M
|| Two Chainsaw sounds also placed in the file. It is unclear what it will be used for.
Developer Menu[]
Developer menu, or simply debug menu is a menu used for debugging and developers. It contains a long list of features that can be changed or toggled. This includes but is not limited to player status, completion status, enemy status, lighting and camera effects, texture checks among others. The menu has been found in the PC, XBOX, and PS2 versions of the game. Some options crash the game.
Pressing L3 will activate the menu, pressing R3 hides the menu in the PS2 version. On PC and XBOX versions the provided addresses can be poked in memory with 01 to enable and 00 to disable it.
This audio is not used because an alternate, cutscene audio is in place of it.
Used
Unused
Falling audio, implying that Starkweather could fall to his death. These audios are not used because Starkweather's office door is closed and it is not possible for him to die by falling to his death.
Unknown Lines[]
Unknown where these would've been used. Listed after Starkweather's final line from "Wrong Side of the Tracks".
Filename
Audio File
Transcription
sfx00721.wav
"I like a man that takes his time over a killing..."
sfx00722.wav
"Show's he's got respect for the life he's taking."
"Dude, you taking a dump in there? What's taking so long?"
sfx06914.wav
"Hey dude, what're you doing? Jerking off?"
sfx06915.wav
"No, haven't seen him over here. Are you sure he got through?"
sfx06916.wav
"What're you doing over there? You seen something?"
sfx06919.wav
"What the fuck are you doing? Crap!"
sfx06926.wav
"Hoods, don't let him get away!"
sfx06927.wav
"Hey, one of you guys kill him!"
sfx06928.wav
"He ain't your mother, man. Kill him!"
sfx06929.wav
"This is crap, man! Real crap!"
sfx06930.wav
"Is that you smashing windows in there, friend?"
sfx06931.wav
"Hey! Is that you breaking the glass, friend?"
The fight in the cellar would have originally featured Cash taking on two Hoods instead of one and would have featured other Hoods spectating. Upon the fight's conclusion, the spectators would have tried to attack Cash, however, whether Cash would end up fighting them as well or simply escaping, is unknown.
Filename
Audio File
Transcription
sfx06911.wav
"He wasn't supposed to win! Get the prick!"
sfx06912.wav
"How'd the hell that happen? Do him!"
sfx06917.wav
"How could that motherfucker beat him, guys?"
sfx06918.wav
"He's killed both of them. Jeez."
sfx06920.wav
"This is bullshit! Kill him!"
sfx06924.wav
"Ohhh now you're gonna get your ass kicked!"
sfx06925.wav
"Now you're gonna be properly dead, pal!"
Additional unused lines for the hunter the player actually fight.
Filename
Audio File
Transcription
sfx06922.wav
"You think you're pretty tough, don't ya?"
sfx06923.wav
"Come on! Just you and me, tough guy."
White Trash[]
Filename
Audio File
Transcription
sfx06992.wav
"I can smell it's putrid corruption."
sfx06993.wav
"Hallelujah! Praise the lord!"
sfx06994.wav
"Hallelujah! There he is!"
sfx06995.wav
"There he is! Sick deviant!"
sfx06996.wav
"The lord hath delivered. Amen!"
Text[]
Born Again[]
Entry
Text
Notes
Intro Cutscene
MPG5
I hope you rot IN HELL!!
Long Alleyway
BRN2A1
We're filming something very special here tonight and if we work together on this
BRN2A2
we both get the big rewards, so get your shit together!
BRN2A3
Remember: as far as the world's concerned you're dead already
BRN2A4
so don't hold back - it's them or you
START
Alright Cash, let's work together on this and we will both get through to the happy ending. Remember, I am on your side, I'll try to help you out as much as I can. (short pause) Ok, ready? Camera... Action!
Court
COURT
Excellent! that bit with the glass shard was hot stuff, no wonder you were given the chair. Well. here's where your fighting skills get into the picture. Just give me the best you've got and you'll get out in one piece! the gate will open once we are done filming here.
Looks like the hunter before was supposed to be executed with a Glass Shard instead of a Plastic Bag.
Car Park
CARKPARK
Be vigilant Cash, I see a few Hoods around these vans. Try reaching the abandoned shops upstairs, the way out is right there. Oh, and I want more cut-throat action. I need a few close-up shots.
BRN9A1
One of the little freaks is still running around. I told you, you get buzzed through the door when the action's in the can.
The Mall
BRN6A1
Try reaching the abandoned shops up on the next floor, the stair is right over there.
BRN6A2
Oh, and give me some more of that cut-throat psycho action you illustrated so beautifully earlier.
BRN6A3
We're talking the 'money shot', you with me?
BRN8A1
It's a WRAP!! Attaboy Cash, you're a natural, I swear to god you are!
EXIT
Getting close, my friend, we are getting close. Just pull another little stunt to get rid of the guy over there and we should be done with this location. See that door? It'll take you out of this dump.
BRN8A2
No time to hang around - time is money! Let us see how you handle the next scene...
Jesus Christ! Come on, give this stinking guy his food.
OLD2
This ain't time for games.
OLD3
Alright!
OLD4
Just give it to him.
Zoo Entrance
INTRO
Director : These pricks will kill you in a second if you're unarmed. Find an Executor and steal his weapon.
Zoo Pens
PAD
Director : Find these doors and get past them, you'll need to find a crowbar first!!
PAD1
Director : Where could that crowbar be, maybe the bear took it.
Restaurant
TOP
Director : Lets see if you can figure this one out. Be careful Cash, some of these wardogs have tranquilizer rifles.
Strapped for Cash[]
Cash's relatives is confirmed to be his family members, unnamed brother, sister, dad, mom. Cash's sisters are a bit questionable, as the director says "one of your sisters".
Entry
Text
Notes
Locker Room
INTRO
Director : We captured your family. If your seen by one of the hunters guarding a hostage, he'll execute the hostage.
INTRO1
Director : Rescue your family before the wardogs get too excited.
Store Room
DBRO
Director : Say a prayer for your brother Cash.
Enclosure
DSIS
Director : Be more careful Cash, try not to get spotted.
Cafetaria
DDAD
Director : Get with it Cash, Your running out of family members.
Monkey Dome
SNIPE
Director : Ok Cash, there's still one of your sisters hostage in the monkey dome.
SNIPE1
Director : Find her, and I'll open this door.
DMOM
Director : Another body bag, alright Cash the door is open now.
FAIL
Director : You failed to rescue a hostage Cash, now it's over for you.
DMOM1
Director : Nice going, alright Cash the door is open now.
OPEN1
Director : Well, one out of four ain't too bad I suppose. I've opened the gate...
These lines almost match the final versions, just the "Director : " is in the subtitles.
OPEN2
Director : Two dead, two alive. Fifty, fifty. Half a family. Good enough for me, though!
OPEN3
Director : What a bummer, you turn up alive and one o'them kicks it. The gate's open.
OPEN4
Director : I knew I'd bring the hero out in you! The gate's unlocked, go for it!
View of Innocence[]
A line cut from the outro, listed after "Where were your family when you were facing your final moments in the chamber anyway?".
Entry
Text
Outro
FAL12A2
And what gratitude did they show you when you saved them from those gung-ho assholes, eh?
Drunk Driving[]
The hunter outside the Tramp's cell was supposed to be angry if the Tramp is being too loud. Also a chat from hunters talking about the Tramp.
Entry
Text
Cell
QUIET1
Shut up in there!
QUIET2
Stop it! You're making me mad!
GUARD
(TRAMP SINGING) Guard : Shut up in there
START
Director : The tramps locked up behind that door, take out the guard.
RESCUE
Director : Nice work Cash!, Alright take him out through the alley, only he can open the doors, so if he dies so do you. You need to get him to the graveyard.
UNDER
Director : The tramp is under attack, if he dies you'll have to start again.
Graveyard
DRK12A1
The Exit is behind this old tomb. You'll need a shotgun
DRK12A2
so make sure to pick one up along the way.
DRK3A1
You're going to have to think of a way of separating these guys and picking them off one by one...
DRK5A1
I thought this graveyard would make a great location for a shoot-out - what do you think, Cash?
Cash
CMON1
Follow me.
CMON2
Move it!
CMON3
Come 'ere.
CMON4
Stay close - make a sound an' I'll kill you myself.
No need to be so bossy - I was thinking of hanging around here anyway!
TSTAY4
Make your mind up, buddy!
TSTAY5
Ok, you two be careful now!
TSTAY6
Hey, you better come back for me, buddy...
PICK
Tramp : Uhh, That's better.
WAIT
Tramp : Don't leave me man
General
FAILED
Director : The tramp got killed, do it again.
GATE
Director : See this, That's a tramp gate, you gotta have the man if you wanna pass through.
GATE1
Director : Aren't you missing someone, go back and get the tramp.
GATE2
Director : The door won't be opened til I see that tramp.
GATE3
Director : I'm not stupid Cash, Go back and get the tramp, then I'll open the gate.
GATE4
Director : I'm not blind Cash, wheres the tramp?.
GATE5
Director : When I see the tramp, I'll open the door.
Unknown
DRK7A1
See that old house? That's where you're headed.
DRK8A1
You're doing good Cash, you'll need to go through the pedestrian tunnel - find it.
BARREL
Hunter : How did we end up on this shit post, should be getting high with the guys at the derelict house.
TCHAT1
Apparently a bum is gonna show up 'round here and we've got to do him. Poor bastard.
TCHAT2
It's one thing to wax some psycho... but I aint into killing no bum.
TCHAT3
I saw that tramp before. Trust me - if he gets close, we'll smell him.
TCHAT4
I killed a bum once in ... It was no big deal.
TCHAT5
Oh que pasa, you don't have the stomach for this?
TCHAT6
Ohhhhhh I think I can smell him already!
Graveyard Shift[]
Cash was supposed to see the White Rabbit earlier.
Entry
Text
Foye Entrance
DOORSS
Director: Use the control room console to open these doors!
SEWAGEL
Director: Some doors are locked via the main control room of the works!
GOTHRU1
Director: Time for a little overtime! Make your way through this factory!
GOTHRU2
Director: Use the loading bay as your entry point... If you can!
LOADLOK
Director: You'll need to reopen the loading bay gates! Check out the guard hut!
FOLLOW3
Director: That's it! Those main entrance doors are unlocked! Meet you outside!
LOADOPN
Director: Excellent! Try and work your way through the factory complex...
FOYER
Director: Get to the foyer and pick up your wages when the job's done!
Lift
FSAFE2
Director: You need to get down to that basement and deactivate the failsafe...
FSAFE3
DIrector: It's preventing the gantry lift from working!
FAILON
Director: You need the failsafe off for the lift to work!
FAILOFF
Director: Good! That lift should be working now!
End
END
Director: Well done for now! You haven't seen the last of that rabbit though!
Mouth of Madness[]
Cash was supposed to kill a hunter wearing a monkey costume, bring the body to the Guard Room, instructed to drop his weapons and wear the monkey costume. This may be the reason why the director says "Monkey see, monkey kill!" in the scene Doing Time.
Entry
Text
Intro
DIR_3
DIRECTOR: Cash I want you to kill this hunter in the dress and bring evidence of his death to the Guard Room.
Ward
DIR_1
DIRECTOR: Eliminate this hunter and I will open the door for you, make it nice and messy.
PAIN
GUY IN CHAIR: ARRGGG THE PAIN!!!!
HUT_1
WARDHUNTER: Shut the fuck up!, don't make me come through there!
HUT_2
WARDHUNTER: Shut the fuck up!
HUT_3
WARDHUNTER: Damn machine! why do I have to turn it off, I should get a remote or something.
HUT_4
WARDHUNTER: Shut up I am not playing this game...
QUIET1
Shut Up!
QUIET2
Argh! Shut up!
DIR_5
DIRECTOR: Well done Cash,now on to the next area.
DIR_2
DIRECTOR: Excellent, I have now unlocked the doors at the far end of the ward.
Hut
DIR_7
DIRECTOR: Cash you will need to past these guards to enter the Greenhouses, if you are spotted they will lock the door.
DIR_8
DIRECTOR: When spotted use the shadows to hide. When they can't find you, they will unlock the door.
DRLC1
HUNTER: I see him, I see him, Close the door!
DROP1
HUNTER: Shit I can't see him, open the door.
Tower
DIR_4
DIRECTOR: Cash, you will need to find a way of destroying the bricked up door to get inside the tower.
Guard Room
DIR_6
DIRECTOR: Cash for bringing his head here I will leave a gift in the next level.
DIR_10
DIRECTOR: Cash for bringing his head here I will leave a gift in the next level, but I need you to bring his body.
DIR_11
DIRECTOR: Cash, I want you to drop all your weapons and put on the monkey outfit.
Doing Time[]
Unused and placeholder of the director's lines.
Entry
Text
Intro
CEL1A1
Ah welcome, the idea of this little game is for you to execute all the hunters looking for you, thats if they dont find you first
Cellblock
CEL2A1
Well done, you do still have some surprises left in you, make your way to the end of the cellblock I have a few more surprises for you.
CEL3A1
If you wanna get out of here your gonna have to lose that guy and then make your way along the top of the cells to the shower block
CEL4A1
If you wanna get in here your gonna have to lose the attencion of those hunters
JAL4A1
Kill 'em all, Cash, kill 'em all! Ha ha ha!
Kill the Rabbit[]
Unused White Rabbit and the director's dialogues.
Entry
Text
Cellblock
PRI1A1
Director: Follow the White Rabbit! You're one ugly fuckin' Alice though!
POL3A1
You might want to clean the filth out of the showers...
Watchroom
PRI3A1
Director: A new meaning for death row! Get yourself up to that control room!
PRI5A1
Director: Watch those cells closely! Pick them all off!
POL7A1
Watch those cells closely. Kill 'em all!
PRI4A1
Director: Fine shooting! Head for the door below the control room!
PRI7A1
Director: What can I say? You were a good leading man, the audience will love you... don't expect any royalty cheques where you're going though!
Tower
OUT3
Holy frogger! I've got the key - if he gets me he's outta here!
PRI_08
Rabbit: You did well! Very well. Every film has an ending and this is yours.
PRI_10
White Rabbit: Shit! The punk has survived the final cut! He gets me, he gets out! Get me some backup!
PRI_15
Director: The rabbit is dead! Storm that tower!
Unknown
POL10A1
Hey, Cash, what are you doing? Are you insane?
POL11A1
Where are you gonna go? The state wants you dead, Cash, dead!
POL12A1
Cash? Come back here!
POL2A1
They're messing with you, Cash, trying to fuck with your head! I wouldn't stand for that!
PRI2A1
Director: Get rid of that screw and get up to that room. The rabbit has left you a gift!
PRI6A1
Director: Almost there, get through this last section anyway you can!
SCREW1
Darling, I'm coming to get you!
Divided They Fall[]
Nothing much, just placeholders for Ramirez's lines.
Entry
Text
Ramirez
RAMGUN
Ramirez: Bitch! Unlock that bottom door! He gets to me, he really is a bad ass!
RAMHERE
Ramirez: How'd he get this far? I gotta do tha job myself!
RAMINTR
Ramirez: Flush that bitch-ass punk out! I'm da black Lee Harvey Oswald!
RAMKILL
Ramirez: He gives you any trouble, slice that punk into food for my bitch!
Press Coverage[]
Unused CCPD and dispatch lines, Cash and Journalist were supposed to have subtitles, Cash was supposed to take the dossier, and the Journalist would have defend herself with a gun.
Entry
Text
Casino
CASIN1
Officer down! Target has entered the casino!
CASIN2
Target sighted! Repeat, target sighted!
CASIN3
Man down! Man down! Target is approaching the casino!
DIA2_5
MAN DOWN! MAN DOWN! TARGET IS APPROACHING THE CASINO!
DIA2_1
MAN DOWN! MAN DOWN! TARGET IS INSIDE THE CASINO!
General CCPD Lines
COV1
Shit. Shit. Shit. We got plenty big trouble!
COV2
Covering fire!
DIA1_1
SHIT. SHIT. SHIT. THIS MEANS TROUBLE, MAN!
DIA1_2
THIS IS DISPATCH. SEAL THE PERIMETER. SNIPERS HAVE BEEN ORDERED TO MOVE IN.
DIA1_3
Come on, let's flush him out.
DIA2_2
TARGET SIGHTED! REPEAT, TARGET SIGHTED!
DIA2_3
COVERING FIRE!!!
DIA2_4
COVERING FIRE!!!
DIA2_6
SNIPER1 PLEASE REPORT YOUR POSITION...
GEN12
Let's not get left out of all the fun.
Cash
CMON7
You coming or what?
CMON8
Move your butt!
CMON9
C'mon, lady.
CMON10
Stick close and keep it quiet.
CMON11
I'll lead the way…
CMON12
Move when I move.
HOLD7
I'll be back soon
HOLD8
Lay low here for a while.
HOLD9
Stay here, out of trouble.
HOLD10
Hold tight, I'll be right back.
HOLD11
Hold up.
HOLD12
I'll check ahead.
Journalist
JFLLW1
Whatever you say...
JFLLW2
Ok, if you think it's safe…
JFLLW3
Ok, but you gotta watch out for me!
JFFLW4
You got it - I'll stay close!
JFLLW5
You're the boss!
JFLLW6
I'm with you - lead the way.
JSTAY1
Ok, just dont leave me behind!
JSTAY2
You come back for me, ok!
JSTAY3
Alright, but don't be long!
JSTAY4
If you hear me scream, you better come back for me, ok?
JSTAY5
Ok, but you better not bug out on me!
JSTAY6
Ok, I'm counting on you!
JGUN1
Great, a gun… looks straight forward enough.
JGUN2
Ok, I've used a pistol before. Now where's the safety?
JGUN3
Alright, a gun! None of those freaks are gonna fuck with me now!
Dossier
DOSS1
Hey where are you going! Don't you want the dossier?!?
DOSS2
Take the dossier, for christ's sake!
DOSS3
You gonna leave the dossier? Take it!
Wrong Side of the Tracks[]
Unused chat from CCPD, dispatch radio, and a placeholder for the director's line.
Entry
Text
CCPD
CHAT1
Seems a pretty big operation - this guy must be real dangerous!
CHAT2
I don't like this, they only pull out all the stops for real nut jobs!
CHAT3
He must be a terrorist or something - they ain't leaving nothing to chance!
CHAT4
Do you reckon he is gonna show up?
CHAT5
If he's got any sense he'll be long gone by now.
CHAT6
He could be watching us right now, for all we know...
COPS1
Do you reckon he is gonna show up here?
COPS2
Dont know, but they are sending cops at all terminals...hope we dont meet the guy.
LOC1
We are under fire! Secure the station - repeat - secure the station !!
LOC2
Roger - we are at the station.
LOC3
This is Adam11 - we've located the suspect! Send in reinforcements, now!
RADIO1
We are under fire! Secure the station - repeat - secure the station!
RADIO2
Officer down! Bravo 1 please respond - seal the perimeter right now!
RADIO3
Roger TEAM1, Bravo team is moving in to your position
RADIO4
This is Charlie Leader. Power to the rails has been disconnected. Repeat - POWER IS OFF
RADIO5
This is Adam 11 - We have the fugitive! Send in reinforcements!!
RADIO6
This is dispatch - we have a code 11 - Fugitive is presumed to be heading your way
RADIO7
We have a situation - Fugitive has reconnected power to the rails - repeat POWER IS ON.
RADIO8
Move that fucking train out of there!!
SEAL1
Officers down! We need to seal this place right now!
START1
Roger Dispatch - we are in.
Director
DIR1
Director: <static>...sure you'll never get out of that subway alive, Cash...<static>
Trained to Kill[]
Entry
Text
CCPD
CAPTUR1
COP: Freeze Fucker! Just give me an excuse to waste you.
CAPTUR2
COP ON RADIO: Control we have captured the suspect.
DEAD
COP : WE GOT HIM HE AINT GONNA BE CAUSING US ANYMORE TROUBLE
INTRO
COP : JUST KEEP YOUR EYES PEELED HES AROUND HERE SOMEWHERE, WEVE GOT THE ACCESS TO THE TRACK LOCKED
RADIO1
POLICE RADIO: The suspect is believed to be in the area, approach with extreme caution .
RADIO2
POLICE RADIO: He is armed and considered dangerous.
SNIPER
COP : AND SWAT HAVE A SNIPER IN THE WATER TOWER WITH A GOOD VIEW OF THE TRACK SO HE AINT GOING NOWHERE WITHOUT US KNOWING
Outro
MPG2
Shoot that copkiller sonofabitch!
Border Patrol[]
Entry
Text
Intro
MPG13
AAHHHH! Fuck! Fuck! Fuck!
MPG14
Keep an eye on him for a minute.
MPG4
You know what?
Cerberus
CERB1
CERBERUS: What the hell was THAT?
CERB2
CERBERUS: Holy SHIT!
CERB3
RADIO: A kill team is en route to your position.
CERB4
CERBERUS: Shoot targets on sight!, Starkweather want's them both dead.
CERB5
CERBERUS: No sign of either target, they won't get through this way!
CERB6
CERBERUS: Who shut this door?
DEAD1
CERBERUS : Ah these guys have been slaughtered, What the fuck did this?
ENRTE1
A team is en route to your position, over.
ENRTE2
We're sending a backup team, over.
ENRTE3
Hang in there, backup is on its way.
HTLK1
CERBERUS: He's gone in there.
HTLK2
CERBERUS2: Who's got the fucking remote control?!?
INGAR1
He's gone in there!
INGAR2
He's locked himself in the garage!
INGAR3
He's holed up in there!
NOISE1
VOICES SCREAMING: Man down, I need backup here! ARGH!!!!!
PIGSY1
What the-? Back up! I need immediate backupaarrgghh!
PIGSY2
Holy fuck! Gimme some help here-aarrgghh!
PIGSY3
Eerr, control, I'm gonna need some backup here! Control? Aarrgghh!
REMOT1
Who's got the fucking remote for the door?!?
REMOT2
Somebody get this damned door open!
REMOT3
Ok, who's got the remote - we gotta open this door!
SHUT1
Who shut this door?
SHUT2
Hold on - this door was open a moment ago!
SHUT3
Hey wait a minute, wasn't this open?
WHAT
What the hell was that?!?
Key Personnel[]
More lines were supposed to come out.
Entry
Text
Cerberus
BAS1
GUARD: OH SHIT!!!
CERB1
GUARD: Shut the lift down, Strarkweather said no unexpected visitors.
CERB2
GUARD: Roger. (Pulls lever).
CERB3
GUARD: Sir, One of the men is not responding. We have to take you somewhere more secure.
CERB4
GUARD: Consider it done, sir. Escort him upstairs.
CERB5
GUARD: He has killed two of our snipers, sir. We should assume he is armed.
CERB6
GUARD: All men are ready, I have instructed them to equip themselves from the armoury.
CERB7
GUARD: No sir, but if he gets anywhere near that elevator we will be right on him
CERB8
GUARD: This has been already taken care of, sir.
CHF1
CHIEF: Order the men to shoot at anything that moves.
CHF2
CHIEF: How did that bastard get past the perimeter guards?
CHF3
CHIEF: I want his head on a silver plate, seargent!
CHF4
CHIEF: Very well. Any sign of him in the security cameras?
CHF5
CHIEF: Leave two of your best men in the basement, I don't want more surprise.
CNV2_1
How did that psycho bastard get past the perimeter guards?
CNV2_2
Cash has already neutralised two of our snipers, sir. We should assume he is armed.
CNV2_3
Leave two of your best men in the basement, I don't want any more surprises.
CNV2_4
Already taken care of, sir. All the men are ready.
CNV2_5
I have instructed them to equip themselves from the armoury.
CNV2_6
Very well. Any sign of him on the security cameras?
CNV2_7
No sir, but if he gets anywhere near that elevator we will be right on him.
GEN
RADIO VOICE: We have reported casualties! Hang tough guys, reinforcements on their way!
GUN1
Target is armed! Keep him confined!
HEAVY1
What the? -oh shit!!!
HEAVY2
Holy fuck! He's packing heavy!
HEAVY3
Take cover, he means business!
LIFT1
Shut the lift down, Starkweather said no unexpected visitors.
LIFT2
Roger.
NOGUN1
Target is not armed! Flush him so we can take him out!