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This article lists removed and changed content from the unreleased Beta version of Manhunt. Early concept arts and leftovers from Grand Theft Auto III and Grand Theft Auto: Vice City may also be listed here.

Concept Arts[]

Craig Moore's Concept Arts[]

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.

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.

Changed Weapons[]

  • 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.

Cut Weapons[]

Green Class Weapons[]

  • 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.

Blue Class Weapons[]

  • Blowtorch: Seen in The Lost concept art.
  • 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
  • Flashlight: Used by the Cerberus Leader seen in "Mouth of Madness" intro.
  • Drill: Seen in The Smileys concept art.
  • 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

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
  • Katana: Seen in The Lost concept art.
  • Fire Axe: Seen in Craig Moore's concept arts, used by The Hoods. A filename text also exists in the game's executable. Fire_Axe_(CT)/CT_FIRE_AXE
  • Hockey Stick: Only the filename text remains in the executable. Hockey_Stick_(CT)/CT_HOCKEY_STICK

Miscellaneous[]

  • 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.
  • Health_Boost_(CT): Possibly health generation.

Executions[]

Leftovers[]

This section contains leftovers from previous Rockstar games, mostly Grand Theft Auto III and Grand Theft Auto: Vice City.

Textures[]

  • 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.

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.

_FRA.TXT _ITA.TXT
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (FRA)"            
	MENU_TEXT   0   1  ""
	MENU_TEXT   0   2  "Play the game"
	MENU_TEXT   0   3  "Multiplayer"
	MENU_TEXT   0   4  "Options"
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (ITA)"
	MENU_TEXT   0   1  ""
	MENU_TEXT   0   2  "Play the game"
	MENU_TEXT   0   3  "Multiplayer"
	MENU_TEXT   0   4  "Options"
_JAP.TXT _SPA.TXT
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (JAP) ( ぁぃぅぇ )"
	MENU_TEXT   0   1  "( ぉかきくけこ )"
	MENU_TEXT   0   2  "Play the game ( さし )"
	MENU_TEXT   0   3  "Multiplayer ( すせ )"
	MENU_TEXT   0   4  "Options ( そた )"
MENU_PAGE 1

	MENU_TEXT   0   0  "Main menu (SPA)"
	MENU_TEXT   0   1  ""
	MENU_TEXT   0   2  "Play the game"
	MENU_TEXT   0   3  "Multiplayer"
	MENU_TEXT   0   4  "Options"

Damage Direction[]

CutContent-MH-damagedir

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.)

Born Again (Jury Turf)[]

  • 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.
  • The hunters all wielded blackjacks as well.

Doorway into Hell + Road To Ruin (Derelict)[]

  • Originally, it seems that Innocentz were in this level, as an early render of an Innocentz member is seen in the "Derelict" loading screen.
  • Both levels were originally one.
  • The crowbar was originally in its correct place, on the mattress on the second floor building.
  • The bed from Born Again is also in this level.

Time 2 Die (Weasel)[]

  • 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.

White Trash (Scrapyard)[]

  • 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]

Fuelled by Hate (Scrapyard Section 2)[]

  • The hunter in the guard hut is armed with a nail gun instead of a Baseball Bat.
  • Instead of the crane in the final version, Cash needs to carry the gasoline canister to a generator that activates a gate to the inner yard.

View of Innocence (Mall)[]

  • There are huge differences in the level.
    • 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.

Drunk Driving (Church2)[]

  • Rain is absent in the level.
  • 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.

Grounds for Assault (Zoo)[]

  • Oddly, it comes after Drunk Driving. Cash doesn't start facing the zoo, but rather on the right side of it.
  • The padlocked door in the corridor that hides a Sawn-Off hides a Tranquilizer rifle instead.

Divided They Fall (Ramirez)[]

  • Instead of facing waves of enemies and having to hunt down Ramirez evading him, Cash had to play a quite literal game of hide and seek.
  • Ramirez was flanked by 2 hunters, and he would send them out to seek the sources of sounds.
  • The hunters nearby were Smilies and Wardogs.
  • Upon killing Ramirez, the level immediately ends.

Platform Changes[]

This article contains insufficient information and is considered as a Stub. You can help the Manhunt Wiki by expanding it as much as you can.
Requiring improvement: https://tcrf.net/Manhunt#Revision_and_Platform_Changes

Loading Screens[]

Soundtrack[]

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.

Platform EUR USA
PS2 D05E9E32 0000FFFD
0054CB58 00000001
D05E9E32 0000FFFB
0054CB58 00000000
D05E85B2 0000FFFD
0054B2D8 00000001
D05E9E32 0000FFFB
0054B2D8 00000000
XBOX 003D7298 01 003D6CD8 01
PC 007CF088 01

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.

Dialogue[]

Unused Starkweather Dialogue[]

Born Again[]

Filename Audio File Transcription
sfx00528.wav "We're filming something very special here tonight and if we work together on this..."
sfx00529.wav "We both get the big rewards so get your shit together."
sfx00530.wav "Remember, as far as the world's concerned, you're dead already."
sfx00531.wav "Don't hold back. It's them. Or you."
sfx00532.wav "Hot damn! That's the spirit. Hot stuff Cash! No wonder the state wanted shot of you."
sfx00542.wav "Try reaching the abandoned shops on the next floor. The stair is right over there."
sfx00543.wav "Oh and give me some more of that cut-throat psycho action you illustrated so beautifully earlier."
sfx00544.wav "We're talking the money shot. You with me?"
sfx00547.wav "One of the little freaks is still running around! I told ya, you get buzzed through the door when the action's in the can."
sfx00548.wav "It's a wrap! Attaboy, Cash! You're a natural! I swear to god you are."
sfx00549.wav "No time to hand around! Time is money! Let's see how you handle the next scene."

White Trash[]

Filename Audio File Transcription
sfx00571.wav "Beautiful! That's his hunting days over."
sfx00573.wav "He's got his hands full at the moment. Go grab his nailgun."

Fuelled By Hate[]

Filename Audio File Transcription
sfx00582.wav "Alright, Cash. Grab the blade. You're gonna need it to get out of here."
sfx00583.wav "You'll need to find a way through the next gate."
sfx00584.wav "Find a way to get that fat bastard out into the open."
sfx00585.wav "Excellent. Death by heavy domestic appliance."

Strapped for Cash[]

Filename Audio File Transcription
sfx00598.wav "I like my leading man to have a soul, Cash. And that means giving a shit."
sfx00599.wav "So I'm not letting you out of here unless you free at least one of them."
sfx00601.wav "Now, Cash. You've killed a few people in your time..."
sfx00602.wav "Don't be responsible for your whole family as well."
sfx00614.wav "Okay. You can go through the shark's mouth now."

Drunk Driving[]

Filename Audio File Transcription
sfx00640.wav "You're gonna have to think of a way of separating these guys and picking them off one by one."
sfx00642.wav "I thought this graveyard would make a great location for a shootout. What do you think, Cash?"
sfx00650.wav "See that old house? That's where you're headed."
sfx00651.wav "You're doing good, Cash. You'll need to go through the pedestrian tunnel. Find it."
sfx00664.wav "The exit is behind this old tomb. You'll need a shotgun..."
sfx00665.wav "So make sure to pick one up along the way."

Graveyard Shift[]

Filename Audio File Transcription
sfx00675.wav "You need to reset the circuit breaker for the lift to work."
sfx00677.wav "Okay, I admit it. Some of the doors are locked via a..."
sfx00678.wav "Panel in the control room. Sorry."
sfx00680.wav "I told you you're gonna have to use the panel in the control room to open the door!"

Mouth of Madness[]

Filename Audio File Transcription
sfx00695.wav "Another switch. Go on, throw it and see what happens. Go on, you can trust me."
sfx00696.wav "There! That wasn't anything to worry about, was it?"

Doing Time[]

Filename Audio File Transcription
sfx00702.wav "Kill em' all, Cash! Kill em' all! [Laughs]."

Kill the Rabbit[]

Filename Audio File Transcription
sfx00708.wav "They're messing with you, Cash. Trying to fuck with your head. I wouldn't stand for that."
sfx00709.wav "You might want to clean the filth out of the showers."
sfx00713.wav "Watch those cells closely. Kill em' all!"
sfx00717.wav "Hey, Cash what are you doing? Are you insane?"
sfx00718.wav "Where are you gonna go? The state wants you dead, Cash. Dead!"
sfx00719.wav "Cash! Come back here!"

Deliverance[]

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."
sfx00723.wav "You don't have to rush a kill. Relax. Enjoy it."

Unused Hunters Dialogue[]

Doorway Into Hell[]

Unused lines for the hunters.

Filename Audio File Transcription
sfx06913.wav "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...
Unknown
OLD2 not by a long fucking way. You gotta trust me
Objectives
OLD1 Get the video from that camera. Later used in View of Innocence.

Doorway Into Hell[]

It seems that the subtitles are also going to show whose speaking.

Entry Text
Derelict House
PISS Hunter : I'm taking a leak, I'll be out in the alley.
DER2A1 Director : That hunter is watching the stairs, lure him downstairs by hitting a wall, then wait in a safe zone.
Street
DER1A1 Director : Go through that building up ahead to get to the street.
DER3A1 Director : This door is padlocked. You ever want to get outta here alive, you better find a way to bust that padlock!
DER4A1 Director : Okay Cash, nice going. Now Grab the crowbar and head back to smash that padlock.
Cellar
DER5A1 Director : Okayyy, Put on a good show against this hooded fuck for me and it might help you outta here. Watch tho' this guy fights dirty.

Road to Ruin[]

Entry Text
Derelict Library
EXIT Director : Your doing real good Cash!, It's almost over. This is the entrance to the cellar find it.

White Trash[]

Entry Text
Intro
START Director : Your on the Skinz turf now Cash, these racist pricks hate everything, grab a weapon and find a way into the scrapyard.
Gate
INTRO Director : Find this gate, and get past it.
WATCH Director : Watch out for this guy though, he'll call in back-up if he sees you.
GATE Spotter : I see him, I see him, calling in back-up.
Trailer
DOPE Director : If you could just find a way into the trailer and steal that nailgun....
GLASS Hunter : Bastard, You made me shit my pants.
HEAR Hunter : Is that you guys out there?, comon I'm taking a crap in here.
WHT7A1 He's got his hands full at the moment - go grab his nailgun...
Second Gate
EXIT Director : Through that door is the way out, I've hidden a power switch to open it, find that switch.
Hunters
FILL1 There he is! Sick deviant...
WHO1 Hallelujah! There he is!
WHO2 Hallelujah! There he is!
Unknown
CRAP1 I can smell it's putrid corruption
CRAP2 Hallelujah! Praise The Lord!
WHT5A1 Beautiful! That's his hunting days over!

Fuelled by Hate[]

Not much here.

Entry Text Notes
Containers
START Director : Clean the area of hunters, then make your way to the gate.
OPEN Director : Nice going Cash!, The door is open.
Guard Hut
HUT Director : You need to find a way past this gate, Cash.
SKIN6A1 You'll need to find a way through the next gate.
SKIN7A1 Find a way to get that fat bastard out into the open!
HUT2 Director : If you could lure this fat fucker out somehow...
DELAY Hunter : That fucking fuse again, do I look like an electrician.
Crusher Machine
GASO Director : A busted up crane, could have some use, if you could get it working.
GETTH Hunter : Hey you! Get the fuck outta that crane.
ENTRY Hunter : Block all the exits, the only way outta here is in a body bag.
Exit Gate
DONE Director : Nice going Cash, scout out the area, the gates open.
Unknown
SKIN5A1 Alright Cash, Grab the blade you're gonna need it to get out of here.
SKIN8A1 Excellent - Death by heavy domestic appliance!
LETTER1 abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789"$,.'-?!!SDBF Test lettering.
NUMBER1 0123456789

Grounds for Assault[]

Older lines for the intro.

Entry Text
Intro
OLD1 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.
CMON5 Shift your ass.
CMON6 You're with me.
HOLD1 Park it here.
HOLD2 Stay here an' don't move a fuckin' muscle.
HOLD3 Stay put and shut up.
HOLD4 Don't move.
HOLD5 Stay here, out of trouble.
HOLD6 Stop following me!
Tramp
TFOLL1 Ok, buddy, anything you say!
TFOLL2 Whatever.
TFOLL3 Hey, you're boss!
TFOLL4 Anything for my new bestest buddy!
TFOLL5 We going to get some liquor?
TFOLL6 Where we going, me ol'pal?
TRMP1 Uh -oh.. Hello.
TRMP2 You got a couple of dollars, huh? Huh?
TRMP3 You better have something to drink, pal.
TSTAY1 What the hell, this looks comfortable enough!
TSTAY2 Bring back something to drink, would ya!
TSTAY3 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!
STORM1 Fuck this, I'm going in!!!!
STORM2 I'm coming in there to fuck you up!!!
STORM3 Who dares, wins - rraagghh!!!

Deliverance[]

Entry Text
Intro
MPG9 Pigsy ANGRY! Unh! Pigsy Angry!
MPG10 Ahhh! Yeah! Pigsy Angry!
Cerberus
LIFT1 Starkweather said no unexpected visitors.
STORM1 Fuck this, I'm going in!!!!
STORM2 I'm coming in there to fuck you up!!!
STORM3 Who dares, wins - rraagghh!!!
Piggsy
SICK1 Hurt…huuurrrrttt!
SICK3 Going home, hoooooome!
Robot Chef
MPG8 Hello Kiddies...

References[]

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