Manhunt Wiki

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Manhunt Wiki
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The following is based on Manhunt cut content and has not been verified by canon sources. Reader discretion is advised.
Please do not add unverified or speculative content to this article unless confirmed by Rockstar Games or in-game data.
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This article lists removed and changed content from the development of Manhunt. Early concept arts and leftovers from Grand Theft Auto III and Grand Theft Auto: Vice City may also be listed here.

Concepts[]

Obbe Vermeij's Development Blog[]

Obbe Vermeij, a former Rockstar North developer, shared some aspects and information about the early development of Manhunt on his blog (along with other Rockstar titles like the Grand Theft Auto franchise).[1] The blog was deactivated at Rockstar North's request, but it has been archived. Here are some details about the game's early stages.

  • The team behind Manhunt was the same one responsible for Body Harvest, a title from Rockstar North (as DMA Design) for the Nintendo 64, released in 1998.
  • The game was called Manhunt from the start, although other alternative names existed, since "Manhunt" sounded more like something related to a "dating thing".
  • The AI ​​would have been more advanced and ambitious, with groups of hunters having leaders capable of communicating with each other. For example, if a hunter suspected something or spotted the player, they would report it to their superior, who would then make a decision that would affect the behavior of the other hunters, as well as inform the other group of hunters.
  • Originally, Manhunt was intended to be played in first-person perspective, as third-person perspective was not yet common at the time. Although more immersive, it ended up being difficult to move around and use ladders (because the player wouldn't have much sense of "what was happening behind them").
    • The decision to change the game to third-person was made by Leslie Benzies.
    • Manhunt would be Rockstar's first attempt at making a first-person game.

Manhunt Style Design Document[]

A Manhunt style guide was leaked on GTAForums, dated October 15, 2000. The document contains several concept arts, reference photos and information about what the game's setting would look like.

The game would apparently be more free-roaming, with the player slowly climbing the pillars of the city from the deep, slum parts to the wealthier ones. It's likely that the early Carcer City took a bit from GTA 2's Anywhere City; alongside Rockstar North's main project, Grand Theft Auto III's basis, New York.

Locations[]

Plaza (Uptown)[]

The high-rolling part of the city, away from all the scum and dirt lurking in the Bowery. Located to the north, it was where the rich denizens lived, and everything ranging from the tallest skyscrapers to even a broadcasting building. Some concept art by Craig Moore shows a little more of the place, being full of lights of various colors and tall, almost dystopian futuristic buildings.

Though scrapped from the final product, it most likely served as the inspiration for the Maibatsu Plaza in Manhunt 2.

Precinct (Midtown)[]

The document details that the Precinct would be a representation of the city as a whole, a transition from the dirty streets of the Bowery to a cleaner, slightly wealthier downtown area. Establishments such as shops, clubs, cinemas and bars would begin to appear, this part of the city would also have a police station. The player could see parts of the Plaza area to the north, giving them a sense of where they are.

Bowery (Downtown)[]

The slum part of the city, described as the misery and detritus of a larger city crammed into tenement blocks, floors littered with broken bottles, syringes and burst binbags. The inhabitants are a violent mix of gang members and junkies, so the police rarely venture into the place.

This area was described to have blue-green lighting, with garish neon and yellowish sodium bulbs. There would have also been an abandoned police station that was occupied by gangs and an abattoir, a warehouse full of carcasses on meat hooks.

The document also mentions that a specific level would be incorporated into this art style, named Dead by Dawn.

Hunters[]

The Hoods[]

The Hoods would be the first gang the player would encounter, just like in the final game. Being the classic street gang made up of druggies, punks, and alley trash of various racial types, they would also have an established hierarchy. There is concept art of two members, dressed in hoodies that cover their faces with shadows.

They also had their own leader named Skullfaze, which most likely served as the basis for Ramirez. He is described as a large street thug with skull-shaped face paint (something that would be passed down to the Innocentz) and possibly dreadlocks. He is said to be dominant and menacing, with a somewhat Jamaican voodoo-like feel, along with a dialect that also has Jamaican colloquialisms. His tattoo of a Sword piercing a heart on his upper arm was later used for the SkiM1A from The Skinz.

Apparently, the battle against him would be the first time the player uses a firearm.

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. [2]

Hunters[]

Cut Hunters[]

  • The Clowns: The Clowns are a gang that was supposed to be the final "gang" hunters 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.
    • Although unconfirmed, the corpse model from 0.69 present in the Derelict, Scrapyard and the Mall level appears to be a remnant of the Clowns, as the texture sheet and model features clothing very similar to the Clowns outfit, along with unmapped portions for the hands and shoes, implying it was a character model beforehand.
  • 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.
  • Binbag: Binbag was the leader of his faction, The Lost. His location was the same as his gang, the Junkyard. Instead of the makeshift armor, unlike his fellow members, he wore trash bags with his knives. He would hide in the shadows, hunting for the player.
    • He is the only cut main character depicted to have ever existed in the game legitimately, as he had a confirmed prototype model, along with a render.
  • The Lost: The Lost were a gang that would have controlled the Scrapyard before the Skinz. 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.
  • The Jury: Not much information is known about The Jury, they wore hockey masks similar to the 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.
    • They likely wielded the scrapped Hockey Stick, keeping in line with the recurring usage of sports-related articles within their outfits.
    • Manhunt's .EXE file has a line named "Jury_Blades"; implying that there was some form of bladed weapon related to The Jury before it was cut.
  • Camheds: Each member was dressed in a business suit and had 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.

Final Hunters[]

  • Hoods: The Hoods were the main "big" gang that ruled the streets of Carcer, whom their members eventually split up into the final Hoods and Innocentz.
    • The Hoods were also referred to as "Thugs".
    • The Hoods are one of the most finished gang in the 0.69 prototype, with complete dialogue sets and models. They have a few early textures, though.
    • At some point in early development, there was going to be a obese member of the Hoods. There is a grayscaled, compressed texture for this member that can be found in the Ritual Cleansing files in Manhunt 2, used as a burnt cardboard box.
      • 0.69's Entity file has an entry for the fat hood. He used one of the other Hoods heads, along with a "medium" hood voice.
  • Innocentz: Some of their members changed drastically.
    • An early Innocentz design depicts them wearing different mask variations such as gas masks, with an alternating hoodie that was blank or had "DIE" printed on it. These may have evolved into the final hooded "Skullyz".
      • The early Innocentz design was borrowed from an even earlier Hoods design, further cementing the theory that both gangs were originally one.
    • The Babyface with a mended mask originally had blue sneakers (similar to the Tramp), different blood stained pants and his mask was left cracked. It also had cutscene eyes and fingers.
    • A removed Innocentz member was depicted to have worn a teal and blue windbreaker, a black Ghostface Killah t-shirt, cutscene eyes, an earring, but the rest is unknown. His face paint survived into the final game, albeit edited. He can be seen on the loading screen of Derelict.
      • The removed Innocentz member is still referenced in the Prototype Version 0.69 entity file list, requesting models and textures that do not exist.
  • The Smileys: The Smileys went through some major changes throughout development
    • Smileys were depicted wielding a Hammer, Blackjack, Knives, and a Drill. The only weapons that survived the cut relating to them was the the Knife, which enemies in Kill The Rabbit do wield.
      • The Hammer is wielded against them during Doing Time, however.
    • Their concept art depicted Smileys with fat bodies, and different masks, along with dual wielding. They were also depicted with proper prison jumpsuits.
    • An early model of a Smiley leaked depicts a member with an orange jumpsuit, revealing the early name for Darkwoods Penitentiary: Dolmen State. The model oddly has pupil-less eyes and hands with separately modeled fingers.
    • Another early model, later touched up to become "Smi_M1A" was leaked. He had no tattoos, no bloodstains, and originally had a hammer attached to his hip, which can be seen in a few screenshots.
  • Cerberus: Early designs display them as wearing riot masks. They also wielded melee weapons at a certain point. One of these concepts served as the basis for the SWAT.
    • In the Prototype Version 0.69, the Cerberus model features separate fingers and only has the yellow emblem. They also don't have radio antennae on their masks.
  • Piggsy: His concept art depicted him differently, his eyes were visible through his pig mask, and he had more hair on his head. 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 "Divided They Fall". Uses the same execution animations as the Axe.
  • Light Handgun Variations: Three variants are in the files, but only 1 is used. Regular, Silenced, and a variant with an added flashlight. They can be re-enabled through modding.
    • According to the 0.69 entity list, the Glock + Torch was intended to be used only by hunters.
      • Glock_Torch_(CT)
      • CT_GLOCK_SILENCED

Changed Weapons[]

  • The scoped weapons in the Prototype Version 0.69 originally used the Python firing sound from Vice City.
  • The ricochet sounds in the 0.69 prototype are different, some remained in the final game and some are generic, stock ricochet gunshot sounds.
  • The Sniper Rifle was originally a PSG-1.
  • The Tranquilizer Rifle was mispelled as "Tranquiliser Rifle" in the prototype 0.69 build.
    • It had no real effect on enemies at the time, simply damaging them, similar to the Nail Gun.
  • The Chainsaw was originally orange, which was recycled in Vice City and San Andreas.
  • The Plastic Bag was originally white.
  • The Crowbar originally had a dull gray color, and had no heel.
  • The Wooden Baseball Bat originally had a duller color. The dull texture was used in the PS2 version.
  • The Sickle model was originally more modern. The beta model was used in the PS2 version.
  • The Shotgun was originally silver, and had 2D triggers. The original model was reused in the original PS2 version of Grand Theft Auto: Vice City.
  • The Shotgun + Light originally was a flashlight taped to the lower barrel of the Shotgun.
    • It used the cut Grenade's texture for the tape, and the flashlight's light was originally a brighter yellow.
  • The Sawn-Off Shotgun only carried 10 reserve bullets.
  • In the 0.69 build, the Baseball Bat with Spikes could not be used to execute.
  • Some guns had different names in the 0.69 prototype:

Weapon Changes[]

  • 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 have 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.
  • Certain weapons were able to cause knockback damage, similar to Grand Theft Auto. The Shotguns, Assault Rifle and Uzi had the ability to do this. In the final game, the enemies only fall down when beaten to low health, and flinch when shot.

Cut Weapons[]

EXE Mentions only[]

May include scrapped items/characters.

  • Sniper_Rifle_Silenced_(CT) (Recovered from 0.69)
  • Tripwire_(CT) (Mentioned in 0.69)
  • Water_Bottle_(CT)
  • Lighter_(CT)
  • Cash_(CT)
  • Torch_(CT)
  • N_Vision_(CT) (Night vision)
  • Painkillers_(CT)
  • Y_First_Aid_(CT)
  • Speed_Boost_(CT)
  • Strength_Boost_(CT)
  • Shooting_Boost_(CT)
  • Reflexes_Boost_(CT)
  • Health_Boost_(CT)
  • K_Dust_(CT)
  • Broken_Bottle_(CT)
  • Jury_Blades_(CT)
  • Pipe_(CT)
  • Wooden_Bar_(CT)
  • Cane_(CT)
  • Fire_Axe_(CT)
  • Hockey_Stick_(CT)
  • CT_FIREWORK
  • CT_AMMO_TRANQ
  • CT_AMMO_MGUN
  • Glock_Torch_(CT)
  • CT_GLOCK_SILENCED
  • Grenade_(CT)
  • Molotov_(CT)
  • Exp_Molotov_(CT)
  • Tear_Gas_(CT)
  • F_Grenade_(CT)
  • Firecrackers_(CT)
  • Rag_(CT)
  • Chlorine_(CT)
  • Meths_(CT)
  • HCC_(CT)
  • D_Beer_Guy_(CT)
  • D_Merc_Leader_(CT)
  • D_Smiley_(CT)
  • D_Huntlord_(CT)
  • E_L_Sight_(CT)
  • S_Silencer_(CT)
  • Radio_(CT)
  • Bar_Key_(CT)
  • Syard_Comb_(CT)
  • Camera_(CT)
  • Body_P1_(CT)
  • Body_P2_(CT)
  • Prec_Key_(CT)
  • Prec_Card_(CT)
  • Prec_Docs_(CT)
  • Pharm_Hand_(CT)
  • Est_G_Key_(CT)
  • Est_A_Key_(CT)
  • Doll_1_(CT)
  • Doll_2_(CT)
  • Doll_3_(CT)
  • Antidote_(CT)

0.69 Entity File Entries[]

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.
    • The 0.69 build has the weapon in deliverance, It has spawns in a few rooms.
  • Dolls: 3 cut "Item" weapons, they were the main focal points in the early version of View of Innocence. They had 3 models, with different textures, all separated by number.

Blue Class Weapons[]

  • Blowtorch: Seen in The Lost concept art.
  • Taser: Also used by the Cerberus Leader seen in "Trained to Kill" outro.
  • Drill: Seen in The Smileys concept art.
  • Pipe: Only the HUD icon and filename text in the game's executable remains for this one. Leftover in the 0.69 build of Kill The Rabbit. Pipe_(CT)/CT_PIPE.

Red Class Weapons[]

  • PSG-1: The original Sniper rifle intended for Manhunt. Model was found in San Andreas as an unused interior prop, and the texture is used for the Shotgun's barrel. The HUD icon is reused for the regular Sniper Rifle.
  • Silenced Sniper: Only the HUD icon and text remains, but it can be seen in the Wardogs unlockable bonus artwork. Can be found in the 0.69 build, hidden inside of Border Patrol's files.
  • Katana: Seen in The Lost concept art. Model possibly reused in Manhunt 2.
  • 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[]

  • Flashlight: Used by the Cerberus Leader seen in "Mouth of Madness" intro. Recycled for Manhunt 2.
  • Flashbang: Similar to the Tear Gas, except it was most likely intended to deter enemies (or the player) for a short while.
  • Tear Gas: Only the particle remains, similar to the same weapon from Grand Theft Auto: Vice City, possibly recycled.
  • Grenade: Mispelled as "Granade". Texture reused for the early Shotgun + Light.
  • Molotov Cocktail: The regular model of the Molotov, with a rag.
  • Explosive Molotov: The model of the Molotov with a cork instead of a rag, implying that it was an explosive rather than incendiary.
  • Firework: Simply a firework, unknown how it would have worked.
  • MP5K: A cut SMG found in San Andreas's model files. Texture is missing, and nothing else remains.
  • Wooden Bar: A plank of wood. A HUD Icon is leftover in 0.69.
  • Knuckle Duster: Shortened to "K-Dust" on it's HUD icon.
  • 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
  • Tripwire: HUD Icon leftover in 0.69, only the text exists in the game's executable. It is labelled as a "trap" item.
    • There is a debug option in 0.69 to test the tripwire, which would check through each level, but due to the model being cut by then, it does almost nothing.
    • The HUD icon was reused for the regular Wire.
  • Broken Bottle: Same as above, only the text exists in the game's executable. Broken_Bottle_(CT)/CT_BROKEN_BOTTLE.
    • The HUD Icon was reused for the regular Bottle in 0.69.
  • Half Brick: Possibly a Brick variant, there are only mentions of it in the internal files in the PS2 version.
  • Chlorine Tablets: Again, only mentioned in internal files. It is unknown what they were used for exactly.
  • Gas Can: Seems that the gasoline can was originally going to have a unique HUD icon when picked up.
  • Water Can: A variant of the gas can, albeit carrying water.
  • 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. Can be enabled through the developer menu. Item halos will not display and the display screen is pixelated by a bit. CT_N_VISION
  • Painkillers: Originally seems that the Painkillers were going to be an item.
    • Oddly, the anti-piracy features for Manhunt have a feature that makes painkillers collectable, however they are missing a HUD icon, and they crash the game when used. They show up on the players belt, like a weapon.
    • In the EXE file of Manhunt, the game only uses G_First_Aid for painkillers, despite there being a line requesting painkiller code.
  • Green Medkit: These were used to regain stamina.
    • The Painkillers are internally labelled as "G_First_Aid"; implying that the stamina pickups were intended to be seen littered around levels.
  • Yellow Medkit: A variation of the Medkit, possibly used to regain health?
  • 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. The HUD icon is leftover in 0.69. Lighter_(CT)/CT_LIGHTER
  • Rag: Only the text remains in the game's executable. Rag_(CT)/CT_RAG.

Cut Power-Ups[]

It's unknown whether Rockstar originally intended Manhunt to have power-ups or if it's just a testing-only thing. In the Prototype Version 0.69, there are leftover HUDs for these powerups.

  • 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.

Items[]

There are .TXT files within the PS2 version of Manhunt that store inventory data for items that are not present in the game. Amongst these items is the cut Torch AKA Flashlight.

ID_STR  torch
QUICK   0

ENG    "Torch"
GER    "Taschenlampe"
FRA    "Torch"
ITA    "Torch"
SPA    "Torch"
JAP    "Torch"
ID_STR  key
QUICK   0

ENG    "Key"
GER    "Schlüssel" 
FRA    "Key"
ITA    "Key"
SPA    "Key"
JAP    "Key"
ID_STR  swipe_card
QUICK   0

ENG    "Swipe card"
GER    "Code Karte"
FRA    "Swipe card"
ITA    "Swipe card"
SPA    "Swipe card"
JAP    "Swipe card"

Executions[]

Leftovers[]

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

Areas[]

  • The Denton's City Junkyard render map 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 and modelling compared to the final models in Manhunt.
    • Phil's place was likely made up from Denton's City Junkyard assets, as the area includes early assets such as a derelict home with an Allico sign.
  • Brunstane Laundromat was reused in Vice City. The original Laundromat signage/model, "Brownstone" can be seen in the 0.69 Mall level.
  • Joe's Beds was reused in Vice City.
  • Ryton Aide was reused in Vice City. The early Manhunt interior was used as the store's interior in Vice City.
  • 24/7/Callegi Delicatessen was reused in Vice City as well. VC uses an earlier version of Callegi, as it has a 24 (Squirt) 7 signage, and its interior has modelling and texture differences.
    • The Callegi Delicatessen has a mis-mapped wall segment due to the closet doorway being removed.
  • Born Again at some point contained all 3 stores.

Sounds[]

  • Painkillers and items shares the pickup sound from Grand Theft Auto III.
  • The sound for swinging melee weapons was reused in Grand Theft Auto: Vice City.
  • The gun sound for scoped weapons during early development was reused for the Python in Vice City.

Weapons[]

  • The Chainsaw uses a modified model of the chainsaw from Grand Theft Auto: Vice City.
    • The Chainsaw from Vice City was reused from Manhunt's early development.
  • The Shotgun uses a modified model of the Combat Shotgun from the first release of Grand Theft Auto: Vice City, with a darker color and differently-mapped barrels.
    • In return, the Combat Shotgun was reused from Manhunt's early development.

Characters[]

  • James Earl Cash had a very different look in prerelease screenshots, he had a goatee beard, a light green muscle shirt with blue jeans and green sneakers, and was physically more muscular.
    • At a later point of development, he gained his separated fingers and a brown sash. He also had texture mapping for injuries, similar to hunters and his final PS2 model.
      • One of his corpse head textures contains a small unmapped section, likely for the sash.
      • His separate fingers were reused for his later models.
    • After Cash's original model was replaced, his late beta model was missing a sash, his cream shirt sleeves weren't rolled up, and had brown boots opposed to sneakers. His face also looks a little different.
      • This playermodel was used for cinematics, with separately modelled fingers and cutscene rigging for eyes and his mouth. Oddly, it includes his final sash.
  • Cash's early model and textures were later used as the texture basis for several Hunters, such as the Smileys, and the hockey mask Skinz.
  • Ramirez originally had a very different design in PS2 0.69. He wore dreadlocks and face + body paint, and both of his eyes were intact. He wore a tank top with a different design and a painted-on cross. He also had separate fingers.
  • In 0.69, the Journalist's model is a man with short brown hair and blue clothes, labelled "prisoner". Likely a placeholder, as she is still referred to as a woman in the text boxes in Journo Streets (early Press Coverage). The same model was also used for the prisoners in Pain Factory.
    • The Journalist originally was less useless, as she would fight enemies if Cash was in combat.
    • The Journalist also was able to wield handguns, helping Cash with shootouts.
  • Later, in a late beta version, she was depicted with different hair and face shape; this version of her model can be seen in the second "head shots" picture in the Bonus Features.
  • The Tramp carries a bottle in his right hand that is absent in the final version. Interestingly, in his Bonus Features render he has a bottle.
    • The bottle he carries is highly detailed, and as revealed by the v0.69 texture files, it is actually the Molotov's scrapped model.
    • The Tramp has an unused "Wild Monkeys" patch with a monkey emblem on his texture sheet, that isn't actually mapped onto his model.
    • The Tramp didn't run to Cash until later in development.
    • The Tramp was used as placeholders for some Pain Factory enemies, and even the Cerberus Leader.
  • The White Rabbit was originally a balding white man, though he used the Tramp's body as a placeholder.
    • If inspected closely, his early head model is a cutscene model, as he has his eyes and pupils modeled, along with an inner mouth and teeth section.
    • This placeholder model was also used for the Weasels.

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..."

Loading Screens[]

The level renders in the background of the loading screens were most likely made by Craig Moore, as he released his similar early renders on Behance. Some use stock photos, instead.

Level Select Icons[]

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

Hunter Intelligence[]

In the final game, the hunters have no ability to spot Cash in the dark, unless alerted by noise made while in the dark, or indirectly bumping into Cash. It was not always the case, as the Hunters in the Prototype Version 0.69 build originally had a feature which would allow them to spot Cash while hiding when alerted. It appears to be random, as sometimes they will spot Cash the first few times they are alerted, other times it takes multiple attempts of searching.

Pause Menu[]

In early builds of the game, the pause menu was much different, with an added debug option to kill the player, and a cropped background of the band "Punks, Skins, and Herberts" Volume 3 album cover; "I don't give a damn 'cause I'm proud of what I am".

Removed Levels[]

Pain Factory[]

In the leaked build of Manhunt a level exists named Pain Factory. It is set in a factory complex where the objective was to clear multiple floors of enemies of Smilies and Tramps. There are four floors in total, though it is uncompletable.

Abattoir[]

In the 0.69 prototype, there are many level icons that reference a scene set in an abattoir, such as "Aba_new" and "Abattoir2". The few leftovers of this level are present in the Divided They Fall files in the same build, including an opening speech by Starkweather (via text box) and a part of the map's radar.

Church1[]

In the level files of Manhunt, Drunk Driving is labeled as "Church2", implying there was a "first half" of the levels. The loading screen of Drunk Driving in the 0.69 build is labeled "CHURCH", with an early render outside of the Carcer City Church with a lit 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 version of Church2.

Thanks to some leftover radar maps, it is revealed that CHURCH1 was originally the "first half" of Drunk Driving/Church2, however R* North merged the two levels during development, and eventually removed the final part of CHURCH2, where Cash had to reach an abandoned house with a pedestrian walkway, leading the tramp all the way through.

Sewers[]

Another completely removed level, most likely placed between Pain Factory/Pharmaceutical Works (early Graveyard Shift) and the early version of Press Coverage (Journo_S). It is unknown what the objectives were or who would have been encountered.

The unused areas in Pain Factory and the beginning room leading out to the tunnel in the early Press Coverage implies that Cash would have entered and exited out of the sewers, as the tunnel leading to the area where the Journalist lives was blocked off. Oddly, at the end of the 0.69 build of Graveyard Shift, there is an out of bounds area which also leads to sewers, as Cash would have jumped down into a sewage pipe following the White Rabbit.

The only leftovers of this level is an incorrectly-assigned level icon in the level select screen, and a switch lever model with the sewers prefix in certain levels in the 0.69 build.

Commisions Tower[]

A cut level, with the only leftovers being unused level music in the PS2 version, (COM_TOWE), and possibly an unnamed loading screen for it in the 0.69 build of Manhunt. The level select icon goes unused.

Training[]

Another scrapped level, only thing that remains is an unused level select icon in the PS2 0.69 build. Possibly a tutorial level for the game. The loading icon reuses the Journo_Streets icon.

Storyline Changes[]

Introduction[]

  • An unknown character has a leftover dialogue in the introduction, saying "I hope you ROT IN HELL!". Although it is entirely unknown who said the line, due to the nature of the comment, it can be assumed it was someone of relations to Cash, possibly a family member, or one of the orderlies.
  • Darkwoods Penitentiary's original name was Dolmen State Penitentiary, as revealed by the early Smiley's jumpsuit.
    • A Dolmen is a megalithic tomb chamber built with large stone slabs, often serving as a burial site from prehistoric times. They were used to commemorate the dead and also may have acted as centres for various ceremonies in the area.
      • It is assumed that the original name of Dolmen was supposed to represent how Cash's supposed "grave" was to be in the prison, and the various ceremonies being the snuff film scenes Starkweather had set up.
  • According to Starkweather and the interview from the Journalist, Cash was originally executed on the electric chair.
    • In the prototype 0.69 build, the electric chair room in Darkwoods Penitentiary was more furnished and cleaner.
    • 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), as an easter egg, possibly referencing the "death" of the original Manhunt storyline during development.

Born Again/Hoods Turf (Jury Turf)[]

  • Born Again had two names, "Jury Turf" and "Hoods Turf". The second being the name that appears on the loading screen.
  • The level had many changes since early development.
    • The Jury were originally going to be the hunters in this level.
    • This level was intended to be more free-roaming, with more explorable areas and interiors, rather than a linear tutorial.
    • The map was originally less run down, with the Calleggi Delicatessen Restaurant having an interior and being illuminated from the inside early in development.
    • Ryton Aide, Calleggi Delicatessen Restaraunt, and Joe's Beds were cut from Born Again. The interiors were reused in Vice City.
    • Checks Cashed originally had an interior, that was cut from the level. An opening for its entrance can be found in the early Divided They Fall map.
    • Haarman Hardware originally had an interior that can be seen in the final cutscene for Divided They Fall. It was originally part of an objective, as in the final game and 0.69, an unused gate out of bounds inside the building can be found.
    • The Wardogs apartment block were originally a part of this level.
      • In the 0.69 build of Manhunt, Divided They Fall reuses a small chunk of the early Born Again map.
      • The FMV for the ending of Divided They Fall uses the earliest version of Jury Turf, as Haarman Hardware's interior is seen, along with the pedestrian tunnel that lead to the Wardog Apartments, and an unbarricaded/unvandalized street.
  • The prototype has certain changes.
    • The building Cash woke up originally had a large bed, and a small road could be seen outside.
    • There are more hunters on the scene than usual, like three patrolling around the vans instead of two for example.
    • There was originally 2 wrecked vans at the start.
    • The Wooden Baseball Bat is unused in the level.
    • 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 past this specific enemy all wielded blackjacks as well.
    • The lower mall stores were unfurnished.
    • The trash chute originally had a sound effect when opening, and was a sliding grate rather than doors.

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

  • Originally, it seems that Innocentz were part of this level, as an early render of a cut 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.
  • The garbage cans that appear stand in front of you when reaching the "Road To Ruin" section were originally used as a tutorial for lurking hunters with level objects.
  • When entering the underground hallway (Where a 2nd hood with a baseball bat ambushes Cash in the final game), a shutter slams down, blocking the player from being able to return to the Doorway Into Hell area.
  • There are no scripted "jumpscares" from the Hoods.
  • As usual, there is no cutscene at the end of the scene. The final gate is open instead of padlocked and there is a van at the end.

Time 2 Die (Weasel)[]

  • There is no Director dialogue in this level, though there are files for the text boxes that end up not appearing when starting the level.
    • The level intended to open with Starkweather filling Cash in: "I need you to do me a little favor, these streets are littered with vermin. There goes one of the little weasels now. Clean the streets for me and I'll consider letting you go. Its not going to be easy though, they don't like to be caught so they will run and hide if they see you."
    • When finishing the level objective, Starkweather would have said, "Well done, the streets are clean, the gates are now open, make your way towards them and I'll let you go."
  • Instead of being a bonus level, it was originally placed after the early versions of the previous 2 levels.
  • The level map was recycled from Abattoir.
  • The Weasels were originally Innocentz. The weasel in the loading screen had face paint of the cut member.
  • Cash was tasked with killing 3 "Weasels" while trying to keep Hoods off his case.
    • Weasels were old men with White Rabbit paper masks that used the placeholder Tramp body.
    • Weasels had a unique behavior where they would run around the map and actively hide in the shadows, and they would look for another pocket of shadow to hide in if the coast was clear or they were spotted by the player. They could not be seen 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.
  • If the player walks through the jumpable gaps instead of running, Cash will not fall, as there is some sort of invisible floor between them.
  • The Hammer's single appearance was originally in this level, before being moved to Doing Time.
  • The Painkillers are oddly small, and they do not rotate like other weapon pickups, similarly to the static Revolver pickup.
  • The Warehouse remained open for the entirety of the level.
  • Most of the level is untextured, or with early/mismapped textures.

White Trash/Scrapyard (Scrap)[]

  • Scrapyard was originally 1 entire segment in early development. There is no level select icon in 0.69 for "Scrap2".
  • The early render seen in the loading screen was in this levels map.
  • The beginning of the level is quite different, being a very long corridor with stone walls.
    • Additionally, there is an extra corridor to the right that has ammunition for the nail gun at the end, that goes unmarked on the minimap.
  • 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 decapitated 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.
    • If you smash his window, he will say "Bastard, you made me shit myself."
  • There were more Nailgun ammunition boxes around the map.
  • 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.[2]

Fuelled by Hate/Scrapyard Section (Scrap2)[]

  • This level most likely didn't exist, as Scrapyard was only one segment.
  • 0.69 GXT files reveal that the cut Fire Axe was originally used to break through fencing in the early map.
  • 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)[]

  • This level cannot be completed.
  • There are huge differences in the level.
    • The mall was originally less run down.
    • Cash starts at the rear doors of the mall, in front of the fountain and escalators. The room has a secret vent where Cash seems to have fallen through from.
    • The mall itself is largely blocked by pitch black fog.
    • The Mall had more shadowy patches.
    • A tunnel connected to the bar's basement and the mall's first floor was removed. It is possible that this is where Cash was meant to exit the level from.
    • The mirrors in the bar bathroom originally had proper reflections, although Cash cannot see himself in them.
    • There were more corpses located around the mall. 2 dead cats were nailed to the countertop and wall in the Pet store, and there was a limbless corpse on the bar's pool table.
  • This is the only level with the "Skully" Innocentz.
    • Some of their masks are bugged, as they appear untextured, unless the player manages to execute one.
  • The level's man objective was to collect three dolls that resemble the Skullyz, and return them to their prams.
    • Beyond the fog, the game spawns several enemies and despawns them shortly after, which makes their sprinting audible. Occasionally, they run through shop doors, and can put the player in a spotted status if they happen to spawn in a cramped space like the Bar.
      • The spawn however, can cause one of them to die, causing a text box to appear: RESTART LEVEL HUNTER HAS FALLEN TO HIS DEATH AND THIS WILL FUCK SCRIPTS UP
  • The level has a script to check how many times the player has entered certain shops, to determine where to spawn the knife, the next doll and pram.
  • While running through the mall, if approaching the Bar door, Starkweather will mention that the bar has been roped shut.
    • The player must first find a knife hidden inside of a mall store to begin the search.
  • At certain points, the camera cuts to a view of the Innocentz lurking around the map, spying on Cash.
  • Once finding the knife and cutting through the rope, the player enters the bar to find a limbless corpse. Starkweather mentions he was the "last person" to visit the mall, and notes that despite his limbless state, he is holding a key. The player then receives a key, that unlocks the Pet Store.
  • The first doll 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 of the stores armed with Knives, Sickles and Cleavers to hunt them down. The player must avoid the Innocentz while searching for the shop that contains the Pram.
  • The hunters wielded Hunting Knives, Sickles and Meat Cleavers.
  • The first 2 dolls will be the only ones the player can normally collect. In the basement of the bar, there is a checkpoint, two more prams, and three dolls. And even if the player tries to put them in the prams, the level will never end.
  • When finding the 2nd doll and exiting the store to look for the pram, Starkweather will mention to the player that the Innocentz have locked themselves into all the stores.
    • At the Bar, 2 Innocentz members can be standing at the windows.
    • At the Pet shop, a Babyface can be seen standing at the window.
  • At this point, he will reveal he failed to mention an individual named George, who doesn't take lightly to Cash moving his dolls.
    • George is an invincible Wardog that chases Cash around, in attempt to grapple the Doll out of Cash's inventory. If succeeded, the player has to recover it the same way.
      • It's implied that the Babyface seen in the loading screen is supposed to be George.
    • When George is spawned, and he spots you, a script starts a timer, if George is hurt enough, he runs away and enables another bit of code named "GeorgeStatus", which checks for a few conditions. If all are true, it runs a script on one of the shop doors called "LeaveShops".
      • However, due to the code being unfinished, there is no way for "LeaveShops" to function at all. It could be implied that this "LeaveShops" script was intended for one of the Innocentz unlocking a door, allowing Cash to put the 2nd doll back into its pram, and putting the level into its final section.
  • In the entity list of MH 0.69, a "Bar Key" entity is listed (with file entries for a model and texture that do not exist), possibly hinting at the scrapped finale for the Mall.
    • The bar basement door is shut during the entire level, likely implying Cash had to kill to, or find the key to reach the basement.
      • A savepoint is located behind the basement door, and some prams and dolls are located at the bottom. This checkpoint likely was for the "3rd" doll.
      • The 3rd doll has a unique textbox upon picking it up, with Starkweather reminding Cash of the trouble the last two brought.
    • There is also a "Bar Man" entity, but it is still used in the final game.

Drunk Driving (Church2)[]

  • Rain is absent in the level.
  • Cash likely starts with the knife because of the previous level.
    • The Meat Cleaver is unused, however its likely that Cash could have brought it over from the previous level.
  • There are only thin Innocentz and Babyfaces in the level, no Skullyz.
  • Cash doesn't start out hiding in the shadows.
  • The Meat Cleaver was cut.
  • Many of the characters have lines of dialogue that are spoken via text boxes. For example:
    • The Babyface guarding the Tramp's cell has dialogue telling the tramp to be quiet, and was planned to eventually get angry with him.
    • The three Innocentz hanging by a fire barrel complain about the post they are guarding, saying they should be "getting high with the guys guarding the derelict house".
  • The armed Innocentz originally wielded Shotguns and Glocks.
  • The Tramp does not need to be lead to the van, Cash only has to reach the tomb after unlocking the final gate to pass the level.
  • Cash at some point originally had to lead the tramp through an alleyway after reaching the tomb, through an abandoned house, and a pedestrian walkway. It is unknown where or how the level ended.
    • There are unused dialogues of hunters at their post discussing the tramp, alongside directions from Starkweather.

Grounds for Assault (Zoo)[]

  • Cash doesn't start facing the zoo, but rather on the right side of it.
  • The zoo is less detailed than in the final version.
    • The staircase barricade was originally a regular police barricade model.
  • Specific parts of the terrain do not make sounds, such as fallen grates, Cash can walk on them without alerting any hunters.
    • Oddly, throwing lures in the walkway to the lion exhibit emits a unique "splash" sound effect.
  • The padlocked door in the corridor that hides a Sawn-Off in the final game hides a Tranquilizer rifle instead.
  • In a pre-release screenshot, the level features a dark green skybox.

Strapped for Cash (Zoo2)[]

  • There are some differences in the geometry and texturing of the level:
    • The area where Cash starts was originally larger.
    • The texture used for the grass is much greener, as is the texture for the vines on the walls in the background.
    • There are less shadows in the level, and much less scenery.
  • Cash's family did not exist at this point at a development.
  • The original objective of this level was to survive, and escape the zoo.
    • In the first section, Cash would have to sneak past the Wardogs without necessarily killing them, the player can still try to fight, but the Wardogs carry firearms and can overpower them easily. Arriving at the cafeteria, the Director will tell Cash to find an executor and kill the rest of the hunters. There is a Wire for the player to kill the Wardog inside the cafe.
      • In the next area, Cash would have to find a crowbar to open a padlocked door. The crowbar is located in the monkey dome. However, there is an extra door that leads directly to the waterlife enclosure, making the locked door pointless.
      • Cash would have to turn a yellow valve to open the exit door, but once done, the door will not open properly and the player will be trapped unless they teleport/glitch to the other side of it, completing the level.
        • The valve starts bugged vertically and automatically corrects itself as soon as the player interacts with it.

*Pain Factory (Pain_Fact)[]

  • This level cannot be completed.
  • A portion of this level has no textures.
  • Whenever Cash moves while being carried by a lift, he will constantly crouch as if he is landing after a fall, most likely a bug related to the way the prototype handles altitude. This also happens in Pharm_Wrks.
  • This is the only cut level that remained in the 0.69 build.
    • At some point, you started the level outside, and had to find a way into the factory. The outside of the factory included things such as a deep concrete pit with sewage pipes (possibly for a sewage treatment plant), fencing with signs and holes for Cash to walk through, forklifts, and dirt paths. There also is an unreachable path that leads to the main exterior, most likely for an introductory cutscene.
      • You can see part of the exterior if you turn around on the first floor when beginning the level and look through the mesh gate.
    • On the first floor, you engage in melee combat with two Smileys, the Smiley that recorded the skirmish on camera, and eventually a group of Tramps armed with melee weapons. When finished, you return to the lift, and you get brought to the second floor.
    • The second floor requires you to eliminate the patrolling hunters and place one body on a weighted platform to unlock a door of an office, in which you gain a key card after getting rid of the Smiley in the office.
    • The third floor presents another office housing one revolver-wielding Smiley and three melee Smileys. There are three "Klaxon" 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 idle prisoners. One Smiley with a single shotgun roams the top floor.
      • The level often crashes when attempting to kill the Shotgun Smileys, but it can be avoided if the player gives them time to get in position.
    • An extra, untextured area suggests an untextured path leading down to underground sewers illuminated by red lights, possibly as the level finale. Since there is no more code left for the level, the player is free to explore the 4th floor and sewers, as the level never ends.

Graveyard Shift (Pharm_Wrks/Pharmaceutical Works)[]

  • This level has notable performance issues when looking in the direction of the factory, due to the level being loaded entirely, rather than being loaded in sections.
    • The lag often causes Cash to get stuck in the middle of an animation, rendering his weapons useless (unless the game forces an animation, such as falling from a height, fixing the weapon animations.)
  • The White Rabbit was originally met earlier in the storyline.
    • The Director was originally going to comment on the White Rabbit once Cash finished the level, saying that he "hasn't seen the last of that rabbit".
    • The hunters in this level were Smileys.
  • The Shotgun was originally wielded, in place of the Sawnoff. This can still be seen in the final cutscene for Graveyard Shift.
    • Weapons do not load when being held by Cash or the enemies.
  • The level originally had a different layout.
    • There were originally 3 staircases, which connected the underground area Cash arrives in. The 3rd one is blocked off by a white van, making it out of bounds.
    • The majority of the factory's grounds were open.
    • There was originally a destroyed overhead walkway near the front gate which hunters would jump down from, rather than entering from the gate.
      • Oddly, if teleporting Cash up to jump down from the walkway, the level considers it "too high" for Cash, killing him from the fall. It most likely scripted for the Smileys survive the fall.
      • Behind the front gate, 3 idle Skinz and a Wire pickup stand outside.
    • The loading bay was bigger, which originally had an extra underground area, with multiple explosive barrels.
    • The underground area where the hunters guard the power switch was different.
    • There was a blocked off staircase leading up to the glass walkway, the entrance to it being covered with caution tape.
    • Whenever Cash is being carried by a lift, he will constantly crouch as if he is landing after a fall, this is most likely a bug related to the way the prototype handles altitude.
    • There were some additional details.
      • Toxic fumes were originally spewing out of a broken pipe inside the factory.
      • 2 Securicars were originally situated at the front doors of the factory.
      • In the Securicar's final place was a white van with interactable, open rear doors. The same van was underground, possibly parked there to let Cash out. Oddly, the walkway has a doorway, which would make the van getting underground impossible.
      • A destroyable, undersized window allowing you to see into the 2nd floor hallway was removed. However, the breakable glass pane is still present in the final game, inside the wall.[4]
      • A low-res soda machine was removed.
      • There is a visible skybox in the level, which is greenish in color, while on the loading screen it is a grayish pink.
        • The green skybox is also seen in the final cutscene for Graveyard Shift.

Mouth of Madness (Asylum)[]

  • This level cannot be completed.
  • Strangely, there is only a single painkillers in the level, meaning the player must be very stealthy or accurate with their shooting to get through the level safely.
  • The level layout was much more different.
    • The starting area was originally a workshop with tables. There is no entrance door, unlike the final game.
    • The courtyard originally had a wooden fence, an additional watch tower, and an unreachable balcony above a shadowy dirt pit.
    • There was a locked gate in front of the exit of the workshop that couldn't be opened.
    • The door that leads to the greenhouse area was originally a sliding gate, rather than a door.
    • The greenhouse area was much larger, with multiple greenhouses, and 2 watchtowers overlooking the area.
      • The greenhouses were less decorated, only containing pits that emitted shadows for Cash to hide in.
    • The walls separating the greenhouse area and the guard towers were originally chainlink fences, and the small hallway section leading to the bricked up guard tower didn't exist due to the size of the greenhouse area.
    • The asylum interior was different, being bigger but emptier.
    • The Guard Hut didn't exist.
    • There was a different hole in the building, a hole in the wall that leads nowhere, though there are pipes barring one side of the hallway.
  • Starkweather is referred to as "PRODUCER" instead of "DIRECTOR" in certain text boxes.
  • The asylum originally housed members of other gangs instead of the Smileys, such as the Hoods in the 0.69 build, and even the Skinz, according to screenshots. They were most likely placeholders.
  • The beginning is quite different, Cash starts in a hall with a Hood circling the area. However, there is no way to stealth kill the hunter as there are no weapons in the building, forcing the player to fight him to get past.
    • After dealing with the patrolling Hood, the player has to deal with a pack of 3 Hoods to reach a Meat Cleaver pickup outside, near the end of a wooden fence, and then execute them all.
    • The player has to avoid attracting the attention of an unreachable revolver-wielding Hood overlooking the courtyard to reach the greenhouse area.
    • When reaching the greenhouses, many armed Hoods roam around with Revolvers and Sawn-Offs, requiring the player to either execute them stealthily, or take a weapon and gun down any oncoming Hoods.
      • One of these Hoods wields a Knife, necessary for cutting through the tied gates.
    • After dealing with the Hoods, the player cuts through the tied gates, and deals with a single Hood taking cover behind some untextured, green crates, where a gas can sits behind him.
    • The player picks the can up, lays it next to the door, then shoots it to enter the Guard tower.
      • Due to the gas can not having any scripts to explode when shot, it simply triggers a notification sound, as signal that the door has been opened.
    • The player must hit a switch at the top, while attempting to avoid the Hood standing guard on the balcony of the tower, as the windows are opened, allowing him to shoot at you from outside. This also allows the player to kill them from the inside.
    • Once reaching the other door leading to the asylum infirmary, the player can deal with a few armed Hoods, before weaving through many large and empty rooms, until reaching the roof.
    • The player then deals with a few more Hoods, and kills the Hood overlooking the asylum (unless they did so before), leaving them free to roam the map around, as the level never ends.

Doing Time (Cellblock)[]

  • The placeholder cutscene has a different music in this specific level, it is a fragment of As Sure as the Sun by the rock band Black Rebel Motorcycle Club. This version also has sound effects of a passing vehicle and footsteps.
  • The Wardogs were originally present, most likely as placeholders.
  • The original challenge was much simpler, simply executing the roaming hunters with glass shards in the first section.
  • The only weapons in the cellblocks were Glass Shards.
  • The cells originally had more details, such as beds and toilets.
  • When reaching the end of the Cellblock, a single hunter with a revolver was sent down, rather than 2 enemies.
  • A gated door leading to a room was present, storing a Sawn-off shotgun. The crowbar dedicated to opening it was hidden in the first cell nearby the staircase.

Kill the Rabbit (Prison)[]

  • This level had some minor differences.
    • The cells originally had more details, such as beds and toilets.
    • Some details didn't exist yet, like the bodies on the electric chair and the stretcher.
    • The electric chair room was bigger and cleaner, and there were pews instead of folding chairs. The glass between the electric chair and the room was indestructible.
    • The Medical Ward and Armory were originally both closed, and the breaker switch in the workshop opened both rooms.
    • The Medical Ward had a large surgical light on the ceiling, hanging above a single bed.
    • There was an extra, empty room, where the White Rabbit runs to after leaving you to die to the Smileys.
    • The workshop where the ambush is set in had a barricade of tables near the entrance, forcing the player to go around.
  • The Pipe was cut. It goes unused in the files, though it cannot be reenabled.
  • Starkweather's dialogue is similar to the final version, only with the order changed and a different intonation.
  • Both Innocentz and the Smileys appear in the scene, Innocentz being used as placeholders.
  • There were less cutscenes, such as the one for opening the switch gate and opening the gate with a platform.
  • Originally, you had to bait the Smiley with the shotgun by turning the lights on & off, causing him to come running towards the room outside the cellblock.
    • He also has an unused textbox dialogue, taunting the player awaiting him outside.
  • The guard window
  • The Medical ward originally had 4 painkiller bottles, and no bodybag jumpscare/barricade.
  • The Armory at some point contained Uzis and Glocks. The 2 weapons go unused in the 0.69 build, being replaced by regular Shotguns, but can be acquired with trainers.
  • The Cerberus originally wielded the Shotgun + Flashlight.
  • Originally, Cash had to get to the top of the watchtower and kill a Cerberus member, which would trigger a cutscene of the Cerberus squad leader warning the group to take cover, making Cash's next objective to kill the oncoming squadron through any means necessary.
  • When dealt with, Cash goes down towards the two trucks parked near the gates, and finds the White Rabbit cowering near the corner. The White Rabbit will begin to attack (although he is unarmed), with a single headshot or close-range shotgun blast putting him down for good.
  • Upon killing him, a placeholder textbox for acquiring the key appears, and the player can finish the level by exiting out the gates.

Divided They Fall (Ramirez)[]

  • This level slot replaced Abattoir.
    • The Wooden and Metallic Bat go unused, and can be acquired with trainers. They are leftovers from Abbatoir.
  • The level map has some interesting changes.
    • The level map was taken from one of the earliest iteration of Born Again, as the apartment blocks were originally a part of Born Again during early development.
      • Much of the out of bounds map is leftover segments of early Born Again. A notable example is the door cutout for the scrapped Haarman Hardware interior.
    • The level has a skybox, something cut from nearly all the levels.
    • The level was much smaller.
    • The apartment blocks were only 1 level, the bottom room with piled up furniture surviving into the final game.
    • The gate leading out of the Apartment block was originally mesh, allowing the player to see outside into Carcer Mark.
    • There was a 2nd exit out of the apartment block, however, a truck blocks the hallway.
  • 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 3 hunters following him around, and he would send them out to seek the sources of sounds via textbox.
  • Ramirez spoke in textboxes, and if you got too close, it would alert Ramirez with him mocking the player for attempting to sneak up on him in a textbox.
  • A Sickle originally spawned near the shadowy corner where the player starts in.
  • Multiple lures and Green Class weapons were located around the map.
  • The 3 hunters nearby were Smilies and a single Wardog.
    • The Machete-wielding Wardog was dubbed "Machete", as he has a single text box dialogue with his name when spotting a corpse.
    • A Smiley originally wielded the Ice Pick.
    • Another Smiley wielded the Baseball Bat with Nails.
    • Ramirez himself wielded the Axe.
    • A single idle Smiley stands out of bounds, next to the truck that blocks an exit out of the apartment block.
  • Regardless if the player kills Ramirez before killing his backup, the level is completed.

Press Coverage/Precinct (Journo Streets)[]

  • The player and the Journalist starts in a room on the side of the tunnel, not at the end of it, that isn't marked in the minimap.
  • Cash starts off with a crowbar.
  • The reporter can be called over regardless of distance, meaning the player is mostly unable to use the triangle button for other purposes until she has been brought to her room.
  • Police officers do not have unique dialogue, like most gangs.
  • The original reason why the tunnel was blocked off was due to a metal truss collapsing and blocking the road.
  • The construction work and materials in the tunnel were placed differently.
  • The generator can be turned on to alert the cops, but it requires spamming the triangle button.
  • Originally, there was a blue Blista Compact parked at the storefronts.
    • Hitting it would've intended to trigger a textbox saying you set off its car alarm, alerting nearby cops, though the script and text go unused.
  • When picking up a firearm nearby the Journalist, she acquires it as well.
  • Kicking the 2 garbage cans scattered around the first section of the level will make them spawn a Can and a Bottle.
  • The player can open the SWAT van door, but it requires spamming the triangle button.
  • A closet was removed from the Journalist's apartment. It only contains a shadow, and unfinished geometry allowing you to see through the building.
  • Upon reaching the alley, the player will not be able to progress as the game will crash. Teleporting yourself past said section is possible, though killing any cops will also crash the game. The level can be completed if reaching the subway, however.

Wrong Side of the Tracks (Subway)[]

  • There were some changes to the map.
    • There was originally an extra, blocked off staircase at the beginning, with a Cerberus standing at the top, watching.
  • The hunters in the level were CCPD officers and Cerberus, most likely as placeholders for the SWAT teams.
  • All the CCPD officers wielded Glocks.
  • The AI for the level past the beginning is broken, meaning the player can complete the level easily, due to most hunters remaining idle.
  • Instead of having to take the last subway train to the station, Cash had to jump onto a maintenance tram, taking him to the final station.
    • The scene showing the tram arriving at the final station is completely different, although, the "first-person perspective" shot of the tram remained in the retail version.

Trained to Kill (Trainyard)[]

  • There were no SWAT officers in the level at the time, only Police Officers.
  • The crowbar was located in the basement room where Uzi ammo is in the final.
  • A CCPD sniper at the top of a water tower was removed.
  • Rain was also absent in this level.

Border Patrol (Estate Ext)[]

  • Cash starts out in a shadowy corner of the garage, where a lone Cerberus patrols inside.
    • Additionally, the camera FX appears for a few brief seconds before disappearing.
  • The crowbar was located next to the Securicar.
  • The side door in the garage was padlocked, allowing for a secret side exit if broken.
  • Shutting both garage doors would trigger a dialogue from the Cerberus pointing out Cash locking himself in, and after a short moment, the doors both open.
  • The Cerberus at the top of the hill originally faced the direction of the garage, making him harder to execute, as he most likely spots the player if they get too close.
  • The fountain in the central garden was originally a guillotine.
  • The loading screen shows a render of the estate under a small sunrise.

Key Personnel (Mansion Int)[]

  • The level map was slightly different.
    • The bottom of the basement had a mismapped cut out for the window.
    • The windows were originally transparent, allowing the player to see part of the outside. Two Cerberus can be found outside the map boundaries.
    • A kitchen was removed. A mis-mapped cutout of the doorframe remains in the 0.69 build, and a single path node pointing towards it remains in the final game.
      • The Grand Theft Auto: San Andreas source code leak has a data filedump listing textures mentioning a "mansion kitchen", further implying that Starkweather's mansion had a kitchen at some point.
    • There was a demolishable brick wall in the basement, requiring Cash to wall-cover and tap to break it down, creating a shortcut to move easily through the basement.
  • Cash starts with a Sniper Rifle with 2 bullets and a Sickle at the bottom of the basement.
  • Two Cerberus patrolling the grand staircase originally wielded Sub-Machine Guns.
  • There was a bug involving the doorway to the grand staircase. The NPCs would originally clump up, making it almost impossible to get past them, as they will simultaneously fire their guns at Cash, killing him almost instantly if the player isn't careful.

Deliverance (Attic)[]

  • The cutscene placeholder has no music.
  • There are a few map differences.
    • There is little to no gore in the attic.
    • The attic has static gates covering up various areas, notably the staircase leading to the Director's office, and the area where Piggsy was chained up in.
    • The grate where Piggsy dies at in the final game originally had a hole, where he was most likely going to be lead to so he could fall to his death. However, the game crashes if you jump down without killing Piggsy.
    • The door leading to Starkweather was originally a long corridor, but the room was previously removed, or it didn't existed yet.
  • The only hunter in the level is Piggsy.
    • Piggsy was unfinished: he has no unique voicelines (reusing The Crusher's voice bank) and no visible health bar.
    • He sometimes uses regular Hunter animations, and can grapple Cash.
  • The gameplay is still the same: stealthily attack Piggsy three times with the weapons available in the area. Once this is done, he will open the passage to the attic.
    • There were more weapons scattered around the attic, possibly to make it easier to approach and attack Piggsy. Bricks were scattered throughout the rooms to lure him in, rather than being found in the attic passageway.
    • Interestingly, he will drop his chainsaw and begin pacing around when reaching his room in the attic.
      • Piggsy loses his invulnerability once dropping his chainsaw, so the player can confront and kill him.
    • After this, the player must break through a fence to progress to the stair tower.
    • There, the hallway leading to Starkweather's office is available, but it will only show a normal level complete screen when going through, without a final conflict with the director.

Platform Changes[]

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Loading Screens[]

  • In the Xbox version, there is an additional line saying "LOADING..." below the level name.

Cutscenes[]

  • The Time Code Reading (TCR) is positioned at the top on the Xbox version and at the bottom on the PC and PS2 versions.
  • Compared to the other versions, the Playstation 2 version has a backdrop that is absent in the PC and Xbox versions.
    • The Xbox version has a different font for the subtitles.

Graphics[]

  • The Xbox version lacks a widescreen option.
  • The PC and Xbox versions are noticeably sharper, while the PS2 version is a bit blurry and has more compressed textures.

Item Pickups[]

  • The items have a grid effect on their halos that is only exclusive to the PS2 version.

Characters and Hunters[]

  • The tattoo on SkiB1C's stomach says "FUCK OFF" in the PS2 version, but in other versions it says "WHITE SHITES".

Soundtrack[]

COM_TOWE[]

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 (or Commissions Tower), nothing more is known about this level, it possibly was an entire story chapter or bonus level.

COM_TOWE
Filename Soundtracks Notes
COM_TO_M
In a video showing an early Born Again basketball court, the suspicious variation is used.
COM_TO_D In the Prototype Version 0.69, 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 that are left unused in the files.

Wrong Side of the Tracks[]


In a video found on the promotional website, which shows footage from the Wrong Side of the Tracks scene, a different soundtrack can be heard in the background, although difficult to hear due to the gunfire.

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[]

Starkweather has several lines that were not used in the final game, some of which are re-recordings of placeholder lines seen in the 0.69 prototype.

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. Although at one point, there was a deliberate hole in the staircase.

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 fights.

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!! Unknown.
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. The hunter was supposed to be executed with a Glass Shard instead of a Plastic Bag. Depicted in the Prototype Version 0.69.
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. An unused subtitle also mentions the removed sewage sluice gate, from the early map.

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[]

Navigation[]

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