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This article lists removed and changed content from the unreleased Beta version of Manhunt. Early concept arts and leftovers from Grand Theft Auto III and Grand Theft Auto: Vice City may also be listed here.
Concept Arts[]
Craig Moore's Concept Arts[]
Early environment concept arts of Manhunt by Craig Moore, who worked at Rockstar North as part of the core design team, as a concept artist and 3D environment artist. [1]
Hunters[]
- The Clowns: The Clowns are a gang that was supposed to be the final "gang" enemies in Manhunt. Their main territory was the Carcer City Museum. They were described to laugh and shout threats. They were depicted to have different face paint variations.
- Although unconfirmed, the corpse model from 0.69 in the early Mall Level appears to be a remnant of the Clowns, as the texture sheet features clothing very similar to the clowns outfit, along with unmapped portions for the arms and shoes.
- The general shape of the corpses head also resembles the Clowns.
- Scarecrow: Scarecrow was supposed to be the boss character before Piggsy, being the leader amongst The Smileys. Scarecrow's weapon is his own custom-built axe and was dressed in rags, and was planned to have a Halloween variant wearing a carved pumpkin on his head.
- The Lost: The Lost were a gang that would have controlled part of the Scrapyard. They wore heavy and noisy metal armor, it would have slowed them down and upon executing them, they would emit more noise than usual. They used metal-based weapons, like pipes, blowtorches, and katanas.
- Bin Bag: Bin Bag was the leader of his faction, The Lost. His location was the same as his gang, the Junkyard. Instead of the metal outfits, unlike his fellow members, he wore trash bags with his knives. He would hide in the shadows, hunting for the player. He is the only cut character depicted to have ever existed in the game legitimately, as he had a confirmed prototype model, along with a render.
- The Jury: Not much information is known about The Jury, they wore hockey masks similar to other Skinz and casual clothing such as leather jackets, football jerseys, and tank tops. Concepts depicted them wielding Baseball Bats and Pipes as weaponry. According to the "Born Again" filename,
jury_turf
, The Jury were due to appear in the first scene. - Camheds: Each member was dressed in a business suit and has a camera mounted on their heads. They also appear to be carrying a pipe, a cut weapon that is still described in the files, as well as a Baseball Bat with Spikes.
- Wardogs: The Silenced Sniper Rifle, PSG-1, and the Hunting Knife were all used by the Wardogs. In their art render, these weapons can still be seen.
- Innocentz: An early Innocentz design depicts them wearing different mask variations such as a gas masks, and with an alternating hoodie that was blank or had "DIE" printed on it.
- The Smileys: Smileys were depicted wielding a Hammer, Blackjack, and a Drill. Their concept art depicted smileys with fat bodies, and different masks, along with dual wielding.
- Cerberus: Early designs display them as wearing riot masks. They seem to also have melee weapons.
- Piggsy: He had a different look in the concept art. His chainsaw was untextured in the 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 game, but only 1 is used. Regular, Silenced, and an added flashlight.
Changed Weapons[]
- Every firearms with an exceptional of the Revolver Six Shooter had no smoke effects, the lines in the level setup exists but they are commented. Uncommenting them makes the smoke effect appear in the game without major bugs. Long firearms has misplaced smoke effects and unused shells.
- 3D muzzle flashes were cut from Manhunt, they were brought back to Grand Theft Auto: San Andreas. Only the model and a low quality texture remains.
- Most firearms has hidden clip bones and models. These bones are fully rigged to the clip model part and can be moved. This is likely a similar feature to drop clips while reloading from Max Payne series.
- The scoped weapons in the prototype 0.69 build originally used the Python firing sound from Vice City.
- The Tranquilizer Rifle was mispelled as "Tranquiliser Rifle" in the prototype 0.69 build.
- The Plastic Bag was originally white.
Cut Weapons[]
Green Class Weapons[]
- Piggsy Wire: A piece of wire that was scripted to be used on Piggsy in "Deliverance". The HUD icon, animation and model remain since it just uses the normal wire model. No execution audio remains.
- Rag: Only the text remains in the game's executable.
Rag_(CT)
/CT_RAG
. - Broken Bottle: Same as above, only the text exists in the game's executable.
Broken_Bottle_(CT)
/CT_BROKEN_BOTTLE
. - Smoke Grenade: Only the particle remains, similar to the throwable Tear Gas from Grand Theft Auto: Vice City.
- Grenade:
- Molotov:
Blue Class Weapons[]
- Blowtorch: Seen in The Lost concept art.
- Lighter: Only the filename text found in the game's executable remains, additionally a fire effect named
fireflame
remains, with the weapon ID is4
.Lighter_(CT)
/CT_LIGHTER
- Flashlight: Used by the Cerberus Leader seen in "Mouth of Madness" intro. Reused in Manhunt 2. Unused HUD icon in 0.69.
- 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: A cut sniper rifle. Model was found in San Andreas as an unused interior prop, and texture is used for the Shotgun's barrel.
- 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.
- Cane: Only the HUD icon and filename text in the game's executable remains, which only contains the text for the weapon (likely a placeholder).
Cane_(CT)
/CT_CANE
- Katana: Seen in The Lost concept art.
- Fire Axe: Seen in Craig Moore's concept arts, used by The Hoods. A filename text also exists in the game's executable.
Fire_Axe_(CT)
/CT_FIRE_AXE
- Hockey Stick: Only the filename text remains in the executable.
Hockey_Stick_(CT)
/CT_HOCKEY_STICK
Miscellaneous[]
- Night Vision: A filename text remains in the executable, and a cheat found in PS2 text files used for debugging with a weapon ID
7
. This was likely used for the Cerberus, can be usable by enabling through the developer menu. Item halos will not display and the display screen is pixelated by a bit.CT_N_VISION
- Pain Killers:
- Med Kits:
Cut Power-Ups?[]
- Speed_Boost_(CT): Possibly makes sprinting faster.
- Strength_Boost_(CT): Possibly makes unarmed fighting stronger.
- Shooting_Boost_(CT): Possibly makes firerate faster.
- Reflexes_Boost_(CT): Possibly makes Cash dodges more.
- Health_Boost_(CT): Possibly health generation.
Executions[]
Leftovers[]
This section contains leftovers from previous Rockstar games, mostly Grand Theft Auto III and Grand Theft Auto: Vice City.
Textures[]
- A portion of Denton's City Junkyard was reused in Grand Theft Auto: Vice City and Grand Theft Auto: San Andreas. These variants notably use an earlier version, as they have different textures and modelling compared to the final models in Manhunt.
- Ryton Aide was reused in Vice City as well. The early Manhunt interior was used as the store's interior in Vice City.
- 24/7/Callegi Delicatessen and Mick's Deli were reused in Vice City as well. VC uses an earlier version of both locations, as it has a 24 (Squirt) 7 signage, and its interior has model and texture differences.
Sounds[]
- Painkillers and items shares the pickup sound from Grand Theft Auto III.
Weapons[]
- Shotgun uses a modified model of the Combat Shotgun from Grand Theft Auto: Vice City, with a darker color and differently-mapped barrels.
Characters[]
- James Earl Cash had a very different look in prerelease screenshots, he had a goatee beard, a light green tank top with blue jeans and green sneakers, and was clearly more muscular.
- At a later point of development, he gained separate fingers and his sash. He also had texture mapping for injuries, similar to Hunters.
- His near final model was missing a sash, his cream shirt sleeves weren't rolled up, and had brown boots opposed to sneakers.
- Ramirez originally had a very different design in PS2 0.69. He wore dreadlocks and face paint, and both of his eyes were in tact. He wore a tank top with a different design and a painted-on cross. He also had separate fingers.
- In 0.69, the Journalist's model is a man with short brown hair and blue clothes, likely a placeholder, as she is still referred to as a woman in the text boxes in Journo Streets. (early Press Coverage)
- 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.
- His body was used for other characters in the prototype, probably as a placeholder, such as the White Rabbit, the Weasels 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.
- Due to the game not supporting moving mouths and blinking eyes, his mouth and teeth are never seen.
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[]
Level 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[]
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
.
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 bumping into Cash. It was not always the case, as the Hunters in the leaked 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.
Removed Levels[]
Pain Factory[]
In the beta version of Manhunt a level exists named Pain Factory. It is set in a building complex where the objective was to clear multiple floors of enemies of Smilies and Tramps. There are four floors in total.
On the first floor, you engage in combat with two smileys and a group of tramps armed with melee weapons, while an unreachable smiley records the skirmish on camera.
The second floor requires you to eliminate the hunters and place one (or two) bodies on a weighted platform to unlock a door, behind which lies a keycard.
The third floor presents a room housing one revolver-wielding smiley and three melee smileys. There are three alarms that can be activated to lure each smiley, allowing you to dispatch them stealthily and execute the revolver smiley without detection.
The fourth floor remains unfinished which includes shotgun-wielding smileys and a cage containing prisoners. Clearing these smileys may trigger the appearance of an additional enemy, after which the level abruptly ends. An extra, untextured area suggests an incomplete path leading down to sewers illuminated by red lights.
Sewers[]
A completely removed level, most likely placed between Pain Factory and the early version of Press Coverage (Journo_S). It is unknown what the objectives were or who would have been encountered. The extra untextured area in Pain Factory and the starting room leading out to the tunnel in the early Press Coverage implies that Cash would have exited through the sewers. The only leftovers of this level is an incorrectly-assigned level icon in the level select screen of the 0.69 build, and a switch lever model with the sewers prefix in Pain Factory.
Oddly, at the end of the 0.69 build of Pharm_Wrks (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.
Abattoir[]
Another cut level, it is unknown where the level was placed in the storyline. The loading screen for Divided They Fall (Ramirez) in the beta build incorrectly uses the Abattoir loading screen (most likely as a placeholder), and in the level select screen, there are 2 incorrectly assigned level select icons with the prefixes of Abattoir2 and Aba_new (implying the level went through a rework at least once, and it had a continuation.)
Though not necessarily confirmed, the Sindacco Abattoir in Grand Theft Auto: San Andreas is actually pieces of the original abattoir itself, albeit modified for use in the San Andreas. If compared with CJ's character model, the building is incredibly oversized, with the pink doorway being twice the size of CJ's height and the hooked meat on the moving conveyor being very large as well.
Thanks to leftover GXT files in 0.69's RAMIREZ level and the unused radar map, it is revealed that the Time 2 Die/Weasel map was originally part of the Abbatoir map, with only the apartment buildings and warehouse surviving the cut. It also seems that the level slot for Ramirez in 0.69 was originally Abattoir, due to its reused level loading icon and unused GXT files lumped in with the Ramirez text.
Church1[]
In the files of Manhunt, when checking the level files, Drunk Driving is labeled as "Church2", implying there was a "first half" of the levels. The 0.69 loading screen of Drunk Driving is labeled "CHURCH", with an early render outside of the Carcer City Church displaying the church with an interior. It is entirely unknown what the level would have been, with rumors sprouting over the years that the rumored alter ego of the Tramp would show up in this level or an earlier 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.
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.
Storyline Changes[]
Intro[]
- An unknown character has a 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. Maybe one of the orderlies in the Intro.
- According to Starkweather and the interview from the Journalist, Cash was originally executed on the electric chair, although its unknown how it was faked. It could be possible that the electric chair room in Darkwoods Penitentiary was where it originally happened, as 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.)
- Starkweather originally spoke to Cash using loudspeakers. In the final game, Born Again, Doorway Into Hell, Fuelled By Hate, Strapped For Cash, and Drunk Driving still has the loudspeakers mounted in a few locations, but if using a lure, they can be knocked down.
Born Again (Jury Turf/Hoods 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 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 and Joe's Beds were cut from Born Again. The interiors were reused in Vice City.
- This level was originally connected to the Wardogs apartments.
- In the 0.69 build of Manhunt, Divided They Fall uses 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 Jury were originally going to be the hunters in this level.
- 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 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.
- Originally, the first green class item given to Cash was a Glass Shard.
- The 2nd hunter coming through the gates wielded a blackjack, and Cash had to take it from him.
- The hunters past this specific enemy all wielded blackjacks as well.
- Most of the lower mall buildings were unfurnished.
- The trash chute originally had a sound effect when opening, and was a 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.
- 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)[]
- 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 and actively hide in the shadows, and they would look for another pocket of shadow to hide in if the coast was clear/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.
- The Hammer was originally in this level.
- The Warehouse remained open for the entirety of the level.
- Most of the level was untextured, or with early/mismapped textures.
- There is no Director dialogue at all in this level.
White Trash (Scrapyard)[]
- The beginning of the level is quite different, being a very long corridor 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 corpse next to it that later reappears in the "Mall" level (View of Innocence).
- In the part where there is a Skinz busy in the toilet, instead of having a dialogue coming from Starkweather, the Skin himself says "Hope that runner doesn't catch me taking a crap" via a text box.
- Both this level and "Scrapyard Section 2" loading screen is a rip of Craig Moore's concept art for the game. In the concept art however, it shows a Hood carrying a Fire Axe.[1]
Fuelled by Hate (Scrapyard Section 2)[]
- The early render seen in the loading screen was originally this levels map, rather than an extension of the first section's scrapyard.
- The render map was later reused for the Vice City Junkyard.
- 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)[]
- 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 level's objectives are that the player must collect three dolls that resemble the Skullyz, and return them to their prams.
- 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 meat cleavers to hunt them down. The player must avoid the Innocentz while searching for the shop that contains the Pram.
- 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 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 Cashes inventory. If succeeded, the player has to recover it the same way.
- 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.
- Beyond the fog, the game spawns several of them and despawns them shortly after, which makes their sprinting audible.
- The spawn however, can cause one of them to die, causing a text box to appear saying: "RESTART LEVEL HUNTER HAS FALLEN TO HIS DEATH AND THIS WILL FUCK SCRIPTS UP"
- 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 originally more corpses located around the mall. A dead cat was nailed to the countertop in the Pet store, and the limbless corpse on the bar's pool table.
Drunk Driving (Church2)[]
- Rain is absent in the level.
- The 2nd Innocentz member was originally much closer to the start, rather than nearby the first gate.
- Many of the characters do not have lines of dialogue that are spoken via text boxes. For example:
- The Babyface guarding the Tramp's cell was planned to have dialogue telling the tramp to be quiet, and would eventually get angry.
- The three Innocentz hanging by a fire barrel complains about the post they are guarding, saying they should be "getting high with the guys guarding the derelict house".
- The Innocentz originally wielded regular Shotguns and Glocks instead of Sawed-Offs and Revolvers.
- 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.
Grounds for Assault (Zoo)[]
- Oddly, it comes after Drunk Driving. Cash doesn't start facing the zoo, but rather on the right side of it.
- The padlocked door in the corridor that hides a Sawn-Off in the final game hides a Tranquilizer rifle instead.
- In a pre-release screenshot, the level features a dark green sky.
Graveyard Shift (Pharm_Wrks/Pharmaceutical Works)[]
- The level originally had a different layout.
- There were originally 2 staircases, which connected the underground area Cash arrives in.
- 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.
- The underground area where the hunters guard the power switch was different.
- This level has notable performance issues when looking in the direction of the factory.
- There were originally additional details.
- Toxic fumes were originally spewing out of a broken pipe, possibly removed as it brought down performance horribly.
- The Securicar was originally situated in the front doors of the factory, in its place was a white van with interactable, open rear doors (Internally named Bow_Huntvan).
- A low-res soda machine was removed.
- There is a visible sky in the level, which is greenish in color, while on the loading screen it is a grayish pink.
Mouth of Madness (Asylum)[]
- The level layout was much more different.
- The starting area was originally a workshop with tables.
- The courtyard originally had a wooden fence, an additional watch tower, and an unreachable balcony above a dirt pit.
- There was a locked gate in front of the exit of the workshop that couldn't be opened.
- The gate that gets opened 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 walls separating the greenhouses and the guard towers were originally fences, and the small hallway section leading to a guard tower didn't exist due to the size of the greenhouse area.
- Starkweather is referred to as "PRODUCER" instead of "DIRECTOR" in certain text boxes.
- The asylum originally housed members of other gangs besides 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.
- The player has to avoid attracting the attention of an unreachable revolver-toting hood overlooking the courtyard to reach the greenhouse area.
- When reaching the greenhouses, many armed hoods roam around with revolvers and sawnoffs, 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.
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, 3 Hunters with revolvers were sent down, rather than a single unarmed enemy and 1 revolver wielder.
Kill the Rabbit (Prison)[]
- The White Rabbit has the same appearance as the Weasels.
- 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.
- 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 freak with the shotgun by turning the lights on & off in the cellblock, causing him to come running toward
- 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 cells originally had more details, such as beds and toilets inside of the cells.
Divided They Fall (Ramirez)[]
- The level map has some interesting changes.
- The level was much smaller.
- The gate leading out of the Apartment block was originally mesh, allowing the player to see outside into Carcer Mark.
- A piece of the original level layout of Born Again is leftover out of bounds of the level.
- 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 the hunters roaming 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 execute him in a textbox.
- The 3 hunters nearby were Smilies and a Wardog.
- The Machete-wielding Wardog was dubbed "Machete", as he has a single text box dialogue 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 a truck that blocks an exit out of the apartment block.
- Upon killing Ramirez, the level immediately ends.
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.
- Cash starts off with a crowbar.
- The reporter can be called over regardless of distance, meaning the player is unable to use the triangle button until she has been brought to her room.
- Police officers do not have unique lines, mostly reused from other gangs.
- The reason why the tunnel was blocked off was due to a metal truss collapsing and blocking the road.
- The construction work in the tunnel was originally different.
- Originally, there was a blue Blista Compact parked randomly in front of the storefronts. Hitting it would've intended to trigger a textbox saying you set off the car alarm, alerting nearby cops.
- After unlocking the door to the apartment, the Journalist immediately acquires a randomized Revolver Six Shooter/Heavy Handgun, which he drops once reaching the main apartment hallway.
- Upon reaching the alley, the player will not be able to progress as the game will crash. Teleporting yourself past said section is possible.
Wrong Side of the Tracks/Subway[]
- wip
Trained to Kill (Trainyard)[]
- There were no SWAT officers in the level yet.
- A CCPD officer holding a rifle at the top of a water tower was removed.
- Rain was also absent at this level.
Platform Changes[]
Loading Screens[]
Soundtrack[]
In the PS2 game files, under MUSIC\COM_TOWE
exists three audio files, one with the main soundtrack including the Idle, Suspicious, Spotted and Combat variations. For the level named internally COM_TOWE
, nothing more is known about this level, either was an entire story chapter or bonus level.
COM_TOWE
| ||
---|---|---|
Filename | Soundtracks | Notes |
COM_TO_M
|
||
COM_TO_D
|
In the 0.69 prototype, there is a similar one named "DEATH.VB" that is used when the player dies, since the stages in the prototype do not have their own soundtrack. | |
COM_TO_L
|
Includes The Simpsons audio from the Season 10 episode, Marge Simpson in: "Screaming Yellow Honkers". It contains Bart Simpson saying I didn't think it was physically possible, but this both sucks and blows., used as a placeholder. | |
Unused | ||
COM_TO_M
|
|| Two Chainsaw sounds also placed in the file. It is unclear what it will be used for. |
Developer Menu[]
Developer menu, or simply debug menu is a menu used for debugging and developers. It contains a long list of features that can be changed or toggled. This includes but is not limited to player status, completion status, enemy status, lighting and camera effects, texture checks among others. The menu has been found in the PC, XBOX, and PS2 versions of the game. Some options crash the game.
Platform | EUR | USA |
---|---|---|
PS2 | D05E9E32 0000FFFD |
D05E85B2 0000FFFD |
XBOX | 003D7298 01
|
003D6CD8 01
|
PC | 007CF088 01
|
Pressing L3 will activate the menu, pressing R3 hides the menu in the PS2 version. On PC and XBOX versions the provided addresses can be poked in memory with 01
to enable and 00
to disable it.
Dialogue[]
Unused Starkweather Dialogue[]
Born Again[]
Filename | Audio File | Transcription |
---|---|---|
sfx00528.wav |
"We're filming something very special here tonight and if we work together on this..." | |
sfx00529.wav |
"We both get the big rewards so get your shit together." | |
sfx00530.wav |
"Remember, as far as the world's concerned, you're dead already." | |
sfx00531.wav |
"Don't hold back. It's them. Or you." | |
sfx00532.wav |
"Hot damn! That's the spirit. Hot stuff Cash! No wonder the state wanted shot of you." | |
sfx00542.wav |
"Try reaching the abandoned shops on the next floor. The stair is right over there." | |
sfx00543.wav |
"Oh and give me some more of that cut-throat psycho action you illustrated so beautifully earlier." | |
sfx00544.wav |
"We're talking the money shot. You with me?" | |
sfx00547.wav |
"One of the little freaks is still running around! I told ya, you get buzzed through the door when the action's in the can." | |
sfx00548.wav |
"It's a wrap! Attaboy, Cash! You're a natural! I swear to god you are." | |
sfx00549.wav |
"No time to hand around! Time is money! Let's see how you handle the next scene." |
White Trash[]
Filename | Audio File | Transcription |
---|---|---|
sfx00571.wav |
"Beautiful! That's his hunting days over." | |
sfx00573.wav |
"He's got his hands full at the moment. Go grab his nailgun." |
Fuelled By Hate[]
Filename | Audio File | Transcription |
---|---|---|
sfx00582.wav |
"Alright, Cash. Grab the blade. You're gonna need it to get out of here." | |
sfx00583.wav |
"You'll need to find a way through the next gate." | |
sfx00584.wav |
"Find a way to get that fat bastard out into the open." | |
sfx00585.wav |
"Excellent. Death by heavy domestic appliance." |
Strapped for Cash[]
Filename | Audio File | Transcription |
---|---|---|
sfx00598.wav |
"I like my leading man to have a soul, Cash. And that means giving a shit." | |
sfx00599.wav |
"So I'm not letting you out of here unless you free at least one of them." | |
sfx00601.wav |
"Now, Cash. You've killed a few people in your time..." | |
sfx00602.wav |
"Don't be responsible for your whole family as well." | |
sfx00614.wav |
"Okay. You can go through the shark's mouth now." |
Drunk Driving[]
Filename | Audio File | Transcription |
---|---|---|
sfx00640.wav |
"You're gonna have to think of a way of separating these guys and picking them off one by one." | |
sfx00642.wav |
"I thought this graveyard would make a great location for a shootout. What do you think, Cash?" | |
sfx00650.wav |
"See that old house? That's where you're headed." | |
sfx00651.wav |
"You're doing good, Cash. You'll need to go through the pedestrian tunnel. Find it." | |
sfx00664.wav |
"The exit is behind this old tomb. You'll need a shotgun..." | |
sfx00665.wav |
"So make sure to pick one up along the way." |
Graveyard Shift[]
Filename | Audio File | Transcription |
---|---|---|
sfx00675.wav |
"You need to reset the circuit breaker for the lift to work." | |
sfx00677.wav |
"Okay, I admit it. Some of the doors are locked via a..." | |
sfx00678.wav |
"Panel in the control room. Sorry." | |
sfx00680.wav |
"I told you you're gonna have to use the panel in the control room to open the door!" |
Mouth of Madness[]
Filename | Audio File | Transcription |
---|---|---|
sfx00695.wav |
"Another switch. Go on, throw it and see what happens. Go on, you can trust me." | |
sfx00696.wav |
"There! That wasn't anything to worry about, was it?" |
Doing Time[]
Filename | Audio File | Transcription |
---|---|---|
sfx00702.wav |
"Kill em' all, Cash! Kill em' all! [Laughs]." |
Kill the Rabbit[]
Filename | Audio File | Transcription |
---|---|---|
sfx00708.wav |
"They're messing with you, Cash. Trying to fuck with your head. I wouldn't stand for that." | |
sfx00709.wav |
"You might want to clean the filth out of the showers." | |
sfx00713.wav |
"Watch those cells closely. Kill em' all!" | |
sfx00717.wav |
"Hey, Cash what are you doing? Are you insane?" | |
sfx00718.wav |
"Where are you gonna go? The state wants you dead, Cash. Dead!" | |
sfx00719.wav |
"Cash! Come back here!" |
Deliverance[]
This audio is not used because an alternate, cutscene audio is in place of it.
Used | Unused |
---|---|
Falling audio, implying that Starkweather could fall to his death. These audios are not used because Starkweather's office door is closed and it is not possible for him to die by falling to his death.
Unknown Lines[]
Unknown where these would've been used. Listed after Starkweather's final line from "Wrong Side of the Tracks".
Filename | Audio File | Transcription |
---|---|---|
sfx00721.wav |
"I like a man that takes his time over a killing..." | |
sfx00722.wav |
"Show's he's got respect for the life he's taking." | |
sfx00723.wav |
"You don't have to rush a kill. Relax. Enjoy it." |
Unused Hunters Dialogue[]
Doorway Into Hell[]
Unused lines for the hunters.
Filename | Audio File | Transcription |
---|---|---|
sfx06913.wav |
"Dude, you taking a dump in there? What's taking so long?" | |
sfx06914.wav |
"Hey dude, what're you doing? Jerking off?" | |
sfx06915.wav |
"No, haven't seen him over here. Are you sure he got through?" | |
sfx06916.wav |
"What're you doing over there? You seen something?" | |
sfx06919.wav |
"What the fuck are you doing? Crap!" | |
sfx06926.wav |
"Hoods, don't let him get away!" | |
sfx06927.wav |
"Hey, one of you guys kill him!" | |
sfx06928.wav |
"He ain't your mother, man. Kill him!" | |
sfx06929.wav |
"This is crap, man! Real crap!" | |
sfx06930.wav |
"Is that you smashing windows in there, friend?" | |
sfx06931.wav |
"Hey! Is that you breaking the glass, friend?" |
The fight in the cellar would have originally featured Cash taking on two Hoods instead of one and would have featured other Hoods spectating. Upon the fight's conclusion, the spectators would have tried to attack Cash, however, whether Cash would end up fighting them as well or simply escaping, is unknown.
Filename | Audio File | Transcription |
---|---|---|
sfx06911.wav |
"He wasn't supposed to win! Get the prick!" | |
sfx06912.wav |
"How'd the hell that happen? Do him!" | |
sfx06917.wav |
"How could that motherfucker beat him, guys?" | |
sfx06918.wav |
"He's killed both of them. Jeez." | |
sfx06920.wav |
"This is bullshit! Kill him!" | |
sfx06924.wav |
"Ohhh now you're gonna get your ass kicked!" | |
sfx06925.wav |
"Now you're gonna be properly dead, pal!" |
Additional unused lines for the hunter the player actually 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!! | |
Long Alleyway | ||
BRN2A1 |
We're filming something very special here tonight and if we work together on this | |
BRN2A2 |
we both get the big rewards, so get your shit together! | |
BRN2A3 |
Remember: as far as the world's concerned you're dead already | |
BRN2A4 |
so don't hold back - it's them or you | |
START |
Alright Cash, let's work together on this and we will both get through to the happy ending. Remember, I am on your side, I'll try to help you out as much as I can. (short pause) Ok, ready? Camera... Action! | |
Court | ||
COURT |
Excellent! that bit with the glass shard was hot stuff, no wonder you were given the chair. Well. here's where your fighting skills get into the picture. Just give me the best you've got and you'll get out in one piece! the gate will open once we are done filming here. | Looks like the hunter before was supposed to be executed with a Glass Shard instead of a Plastic Bag. |
Car Park | ||
CARKPARK |
Be vigilant Cash, I see a few Hoods around these vans. Try reaching the abandoned shops upstairs, the way out is right there. Oh, and I want more cut-throat action. I need a few close-up shots. | |
BRN9A1 |
One of the little freaks is still running around. I told you, you get buzzed through the door when the action's in the can. | |
The Mall | ||
BRN6A1 |
Try reaching the abandoned shops up on the next floor, the stair is right over there. | |
BRN6A2 |
Oh, and give me some more of that cut-throat psycho action you illustrated so beautifully earlier. | |
BRN6A3 |
We're talking the 'money shot', you with me? | |
BRN8A1 |
It's a WRAP!! Attaboy Cash, you're a natural, I swear to god you are! | |
EXIT |
Getting close, my friend, we are getting close. Just pull another little stunt to get rid of the guy over there and we should be done with this location. See that door? It'll take you out of this dump. | |
BRN8A2 |
No time to hang around - time is money! Let us see how you handle the next scene... | |
Unknown | ||
OLD2 |
not by a long fucking way. You gotta trust me | |
Objectives | ||
OLD1 |
Get the video from that camera. | Later used in View of Innocence. |
Doorway Into Hell[]
It seems that the subtitles are also going to show whose speaking.
Entry | Text |
---|---|
Derelict House | |
PISS |
Hunter : I'm taking a leak, I'll be out in the alley. |
DER2A1 |
Director : That hunter is watching the stairs, lure him downstairs by hitting a wall, then wait in a safe zone. |
Street | |
DER1A1 |
Director : Go through that building up ahead to get to the street. |
DER3A1 |
Director : This door is padlocked. You ever want to get outta here alive, you better find a way to bust that padlock! |
DER4A1 |
Director : Okay Cash, nice going. Now Grab the crowbar and head back to smash that padlock. |
Cellar | |
DER5A1 |
Director : Okayyy, Put on a good show against this hooded fuck for me and it might help you outta here. Watch tho' this guy fights dirty. |
Road to Ruin[]
Entry | Text |
---|---|
Derelict Library | |
EXIT |
Director : Your doing real good Cash!, It's almost over. This is the entrance to the cellar find it. |
White Trash[]
Entry | Text |
---|---|
Intro | |
START |
Director : Your on the Skinz turf now Cash, these racist pricks hate everything, grab a weapon and find a way into the scrapyard. |
Gate | |
INTRO |
Director : Find this gate, and get past it. |
WATCH |
Director : Watch out for this guy though, he'll call in back-up if he sees you. |
GATE |
Spotter : I see him, I see him, calling in back-up. |
Trailer | |
DOPE |
Director : If you could just find a way into the trailer and steal that nailgun.... |
GLASS |
Hunter : Bastard, You made me shit my pants. |
HEAR |
Hunter : Is that you guys out there?, comon I'm taking a crap in here. |
WHT7A1 |
He's got his hands full at the moment - go grab his nailgun... |
Second Gate | |
EXIT |
Director : Through that door is the way out, I've hidden a power switch to open it, find that switch. |
Hunters | |
FILL1 |
There he is! Sick deviant... |
WHO1 |
Hallelujah! There he is! |
WHO2 |
Hallelujah! There he is! |
Unknown | |
CRAP1 |
I can smell it's putrid corruption |
CRAP2 |
Hallelujah! Praise The Lord! |
WHT5A1 |
Beautiful! That's his hunting days over! |
Fuelled by Hate[]
Not much here.
Entry | Text | Notes |
---|---|---|
Containers | ||
START |
Director : Clean the area of hunters, then make your way to the gate. | |
OPEN |
Director : Nice going Cash!, The door is open. | |
Guard Hut | ||
HUT |
Director : You need to find a way past this gate, Cash. | |
SKIN6A1 |
You'll need to find a way through the next gate. | |
SKIN7A1 |
Find a way to get that fat bastard out into the open! | |
HUT2 |
Director : If you could lure this fat fucker out somehow... | |
DELAY |
Hunter : That fucking fuse again, do I look like an electrician. | |
Crusher Machine | ||
GASO |
Director : A busted up crane, could have some use, if you could get it working. | |
GETTH |
Hunter : Hey you! Get the fuck outta that crane. | |
ENTRY |
Hunter : Block all the exits, the only way outta here is in a body bag. | |
Exit Gate | ||
DONE |
Director : Nice going Cash, scout out the area, the gates open. | |
Unknown | ||
SKIN5A1 |
Alright Cash, Grab the blade you're gonna need it to get out of here. | |
SKIN8A1 |
Excellent - Death by heavy domestic appliance! | |
LETTER1 |
abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789"$,.'-?!!SDBF | Test lettering. |
NUMBER1 |
0123456789 |
Grounds for Assault[]
Older lines for the intro.
Entry | Text |
---|---|
Intro | |
OLD1 |
Jesus Christ! Come on, give this stinking guy his food. |
OLD2 |
This ain't time for games. |
OLD3 |
Alright! |
OLD4 |
Just give it to him. |
Zoo Entrance | |
INTRO |
Director : These pricks will kill you in a second if you're unarmed. Find an Executor and steal his weapon. |
Zoo Pens | |
PAD |
Director : Find these doors and get past them, you'll need to find a crowbar first!! |
PAD1 |
Director : Where could that crowbar be, maybe the bear took it. |
Restaurant | |
TOP |
Director : Lets see if you can figure this one out. Be careful Cash, some of these wardogs have tranquilizer rifles. |
Strapped for Cash[]
Cash's relatives is confirmed to be his family members, unnamed brother, sister, dad, mom. Cash's sisters are a bit questionable, as the director says "one of your sisters".
Entry | Text | Notes |
---|---|---|
Locker Room | ||
INTRO |
Director : We captured your family. If your seen by one of the hunters guarding a hostage, he'll execute the hostage. | |
INTRO1 |
Director : Rescue your family before the wardogs get too excited. | |
Store Room | ||
DBRO |
Director : Say a prayer for your brother Cash. | |
Enclosure | ||
DSIS |
Director : Be more careful Cash, try not to get spotted. | |
Cafetaria | ||
DDAD |
Director : Get with it Cash, Your running out of family members. | |
Monkey Dome | ||
SNIPE |
Director : Ok Cash, there's still one of your sisters hostage in the monkey dome. | |
SNIPE1 |
Director : Find her, and I'll open this door. | |
DMOM |
Director : Another body bag, alright Cash the door is open now. | |
FAIL |
Director : You failed to rescue a hostage Cash, now it's over for you. | |
DMOM1 |
Director : Nice going, alright Cash the door is open now. | |
OPEN1 |
Director : Well, one out of four ain't too bad I suppose. I've opened the gate... | These lines almost match the final versions, just the "Director : " is in the subtitles. |
OPEN2 |
Director : Two dead, two alive. Fifty, fifty. Half a family. Good enough for me, though! | |
OPEN3 |
Director : What a bummer, you turn up alive and one o'them kicks it. The gate's open. | |
OPEN4 |
Director : I knew I'd bring the hero out in you! The gate's unlocked, go for it! |
View of Innocence[]
A line cut from the outro, listed after "Where were your family when you were facing your final moments in the chamber anyway?".
Entry | Text |
---|---|
Outro | |
FAL12A2 |
And what gratitude did they show you when you saved them from those gung-ho assholes, eh? |
Drunk Driving[]
The hunter outside the Tramp's cell was supposed to be angry if the Tramp is being too loud. Also a chat from hunters talking about the Tramp.
Entry | Text |
---|---|
Cell | |
QUIET1 |
Shut up in there! |
QUIET2 |
Stop it! You're making me mad! |
GUARD |
(TRAMP SINGING) Guard : Shut up in there |
START |
Director : The tramps locked up behind that door, take out the guard. |
RESCUE |
Director : Nice work Cash!, Alright take him out through the alley, only he can open the doors, so if he dies so do you. You need to get him to the graveyard. |
UNDER |
Director : The tramp is under attack, if he dies you'll have to start again. |
Graveyard | |
DRK12A1 |
The Exit is behind this old tomb. You'll need a shotgun |
DRK12A2 |
so make sure to pick one up along the way. |
DRK3A1 |
You're going to have to think of a way of separating these guys and picking them off one by one... |
DRK5A1 |
I thought this graveyard would make a great location for a shoot-out - what do you think, Cash? |
Cash | |
CMON1 |
Follow me. |
CMON2 |
Move it! |
CMON3 |
Come 'ere. |
CMON4 |
Stay close - make a sound an' I'll kill you myself. |
CMON5 |
Shift your ass. |
CMON6 |
You're with me. |
HOLD1 |
Park it here. |
HOLD2 |
Stay here an' don't move a fuckin' muscle. |
HOLD3 |
Stay put and shut up. |
HOLD4 |
Don't move. |
HOLD5 |
Stay here, out of trouble. |
HOLD6 |
Stop following me! |
Tramp | |
TFOLL1 |
Ok, buddy, anything you say! |
TFOLL2 |
Whatever. |
TFOLL3 |
Hey, you're boss! |
TFOLL4 |
Anything for my new bestest buddy! |
TFOLL5 |
We going to get some liquor? |
TFOLL6 |
Where we going, me ol'pal? |
TRMP1 |
Uh -oh.. Hello. |
TRMP2 |
You got a couple of dollars, huh? Huh? |
TRMP3 |
You better have something to drink, pal. |
TSTAY1 |
What the hell, this looks comfortable enough! |
TSTAY2 |
Bring back something to drink, would ya! |
TSTAY3 |
No need to be so bossy - I was thinking of hanging around here anyway! |
TSTAY4 |
Make your mind up, buddy! |
TSTAY5 |
Ok, you two be careful now! |
TSTAY6 |
Hey, you better come back for me, buddy... |
PICK |
Tramp : Uhh, That's better. |
WAIT |
Tramp : Don't leave me man |
General | |
FAILED |
Director : The tramp got killed, do it again. |
GATE |
Director : See this, That's a tramp gate, you gotta have the man if you wanna pass through. |
GATE1 |
Director : Aren't you missing someone, go back and get the tramp. |
GATE2 |
Director : The door won't be opened til I see that tramp. |
GATE3 |
Director : I'm not stupid Cash, Go back and get the tramp, then I'll open the gate. |
GATE4 |
Director : I'm not blind Cash, wheres the tramp?. |
GATE5 |
Director : When I see the tramp, I'll open the door. |
Unknown | |
DRK7A1 |
See that old house? That's where you're headed. |
DRK8A1 |
You're doing good Cash, you'll need to go through the pedestrian tunnel - find it. |
BARREL |
Hunter : How did we end up on this shit post, should be getting high with the guys at the derelict house. |
TCHAT1 |
Apparently a bum is gonna show up 'round here and we've got to do him. Poor bastard. |
TCHAT2 |
It's one thing to wax some psycho... but I aint into killing no bum. |
TCHAT3 |
I saw that tramp before. Trust me - if he gets close, we'll smell him. |
TCHAT4 |
I killed a bum once in ... It was no big deal. |
TCHAT5 |
Oh que pasa, you don't have the stomach for this? |
TCHAT6 |
Ohhhhhh I think I can smell him already! |
Graveyard Shift[]
Cash was supposed to see the White Rabbit earlier.
Entry | Text |
---|---|
Foye Entrance | |
DOORSS |
Director: Use the control room console to open these doors! |
SEWAGEL |
Director: Some doors are locked via the main control room of the works! |
GOTHRU1 |
Director: Time for a little overtime! Make your way through this factory! |
GOTHRU2 |
Director: Use the loading bay as your entry point... If you can! |
LOADLOK |
Director: You'll need to reopen the loading bay gates! Check out the guard hut! |
FOLLOW3 |
Director: That's it! Those main entrance doors are unlocked! Meet you outside! |
LOADOPN |
Director: Excellent! Try and work your way through the factory complex... |
FOYER |
Director: Get to the foyer and pick up your wages when the job's done! |
Lift | |
FSAFE2 |
Director: You need to get down to that basement and deactivate the failsafe... |
FSAFE3 |
DIrector: It's preventing the gantry lift from working! |
FAILON |
Director: You need the failsafe off for the lift to work! |
FAILOFF |
Director: Good! That lift should be working now! |
End | |
END |
Director: Well done for now! You haven't seen the last of that rabbit though! |
Mouth of Madness[]
Cash was supposed to kill a hunter wearing a monkey costume, bring the body to the Guard Room, instructed to drop his weapons and wear the monkey costume. This may be the reason why the director says "Monkey see, monkey kill!" in the scene Doing Time.
Entry | Text |
---|---|
Intro | |
DIR_3 |
DIRECTOR: Cash I want you to kill this hunter in the dress and bring evidence of his death to the Guard Room. |
Ward | |
DIR_1 |
DIRECTOR: Eliminate this hunter and I will open the door for you, make it nice and messy. |
PAIN |
GUY IN CHAIR: ARRGGG THE PAIN!!!! |
HUT_1 |
WARDHUNTER: Shut the fuck up!, don't make me come through there! |
HUT_2 |
WARDHUNTER: Shut the fuck up! |
HUT_3 |
WARDHUNTER: Damn machine! why do I have to turn it off, I should get a remote or something. |
HUT_4 |
WARDHUNTER: Shut up I am not playing this game... |
QUIET1 |
Shut Up! |
QUIET2 |
Argh! Shut up! |
DIR_5 |
DIRECTOR: Well done Cash,now on to the next area. |
DIR_2 |
DIRECTOR: Excellent, I have now unlocked the doors at the far end of the ward. |
Hut | |
DIR_7 |
DIRECTOR: Cash you will need to past these guards to enter the Greenhouses, if you are spotted they will lock the door. |
DIR_8 |
DIRECTOR: When spotted use the shadows to hide. When they can't find you, they will unlock the door. |
DRLC1 |
HUNTER: I see him, I see him, Close the door! |
DROP1 |
HUNTER: Shit I can't see him, open the door. |
Tower | |
DIR_4 |
DIRECTOR: Cash, you will need to find a way of destroying the bricked up door to get inside the tower. |
Guard Room | |
DIR_6 |
DIRECTOR: Cash for bringing his head here I will leave a gift in the next level. |
DIR_10 |
DIRECTOR: Cash for bringing his head here I will leave a gift in the next level, but I need you to bring his body. |
DIR_11 |
DIRECTOR: Cash, I want you to drop all your weapons and put on the monkey outfit. |
Doing Time[]
Unused and placeholder of the director's lines.
Entry | Text |
---|---|
Intro | |
CEL1A1 |
Ah welcome, the idea of this little game is for you to execute all the hunters looking for you, thats if they dont find you first |
Cellblock | |
CEL2A1 |
Well done, you do still have some surprises left in you, make your way to the end of the cellblock I have a few more surprises for you. |
CEL3A1 |
If you wanna get out of here your gonna have to lose that guy and then make your way along the top of the cells to the shower block |
CEL4A1 |
If you wanna get in here your gonna have to lose the attencion of those hunters |
JAL4A1 |
Kill 'em all, Cash, kill 'em all! Ha ha ha! |
Kill the Rabbit[]
Unused White Rabbit and the director's dialogues.
Entry | Text |
---|---|
Cellblock | |
PRI1A1 |
Director: Follow the White Rabbit! You're one ugly fuckin' Alice though! |
POL3A1 |
You might want to clean the filth out of the showers... |
Watchroom | |
PRI3A1 |
Director: A new meaning for death row! Get yourself up to that control room! |
PRI5A1 |
Director: Watch those cells closely! Pick them all off! |
POL7A1 |
Watch those cells closely. Kill 'em all! |
PRI4A1 |
Director: Fine shooting! Head for the door below the control room! |
PRI7A1 |
Director: What can I say? You were a good leading man, the audience will love you... don't expect any royalty cheques where you're going though! |
Tower | |
OUT3 |
Holy frogger! I've got the key - if he gets me he's outta here! |
PRI_08 |
Rabbit: You did well! Very well. Every film has an ending and this is yours. |
PRI_10 |
White Rabbit: Shit! The punk has survived the final cut! He gets me, he gets out! Get me some backup! |
PRI_15 |
Director: The rabbit is dead! Storm that tower! |
Unknown | |
POL10A1 |
Hey, Cash, what are you doing? Are you insane? |
POL11A1 |
Where are you gonna go? The state wants you dead, Cash, dead! |
POL12A1 |
Cash? Come back here! |
POL2A1 |
They're messing with you, Cash, trying to fuck with your head! I wouldn't stand for that! |
PRI2A1 |
Director: Get rid of that screw and get up to that room. The rabbit has left you a gift! |
PRI6A1 |
Director: Almost there, get through this last section anyway you can! |
SCREW1 |
Darling, I'm coming to get you! |
Divided They Fall[]
Nothing much, just placeholders for Ramirez's lines.
Entry | Text |
---|---|
Ramirez | |
RAMGUN |
Ramirez: Bitch! Unlock that bottom door! He gets to me, he really is a bad ass! |
RAMHERE |
Ramirez: How'd he get this far? I gotta do tha job myself! |
RAMINTR |
Ramirez: Flush that bitch-ass punk out! I'm da black Lee Harvey Oswald! |
RAMKILL |
Ramirez: He gives you any trouble, slice that punk into food for my bitch! |
Press Coverage[]
Unused CCPD and dispatch lines, Cash and Journalist were supposed to have subtitles, Cash was supposed to take the dossier, and the Journalist would have defend herself with a gun.
Entry | Text |
---|---|
Casino | |
CASIN1 |
Officer down! Target has entered the casino! |
CASIN2 |
Target sighted! Repeat, target sighted! |
CASIN3 |
Man down! Man down! Target is approaching the casino! |
DIA2_5 |
MAN DOWN! MAN DOWN! TARGET IS APPROACHING THE CASINO! |
DIA2_1 |
MAN DOWN! MAN DOWN! TARGET IS INSIDE THE CASINO! |
General CCPD Lines | |
COV1 |
Shit. Shit. Shit. We got plenty big trouble! |
COV2 |
Covering fire! |
DIA1_1 |
SHIT. SHIT. SHIT. THIS MEANS TROUBLE, MAN! |
DIA1_2 |
THIS IS DISPATCH. SEAL THE PERIMETER. SNIPERS HAVE BEEN ORDERED TO MOVE IN. |
DIA1_3 |
Come on, let's flush him out. |
DIA2_2 |
TARGET SIGHTED! REPEAT, TARGET SIGHTED! |
DIA2_3 |
COVERING FIRE!!! |
DIA2_4 |
COVERING FIRE!!! |
DIA2_6 |
SNIPER1 PLEASE REPORT YOUR POSITION... |
GEN12 |
Let's not get left out of all the fun. |
Cash | |
CMON7 |
You coming or what? |
CMON8 |
Move your butt! |
CMON9 |
C'mon, lady. |
CMON10 |
Stick close and keep it quiet. |
CMON11 |
I'll lead the way… |
CMON12 |
Move when I move. |
HOLD7 |
I'll be back soon |
HOLD8 |
Lay low here for a while. |
HOLD9 |
Stay here, out of trouble. |
HOLD10 |
Hold tight, I'll be right back. |
HOLD11 |
Hold up. |
HOLD12 |
I'll check ahead. |
Journalist | |
JFLLW1 |
Whatever you say... |
JFLLW2 |
Ok, if you think it's safe… |
JFLLW3 |
Ok, but you gotta watch out for me! |
JFFLW4 |
You got it - I'll stay close! |
JFLLW5 |
You're the boss! |
JFLLW6 |
I'm with you - lead the way. |
JSTAY1 |
Ok, just dont leave me behind! |
JSTAY2 |
You come back for me, ok! |
JSTAY3 |
Alright, but don't be long! |
JSTAY4 |
If you hear me scream, you better come back for me, ok? |
JSTAY5 |
Ok, but you better not bug out on me! |
JSTAY6 |
Ok, I'm counting on you! |
JGUN1 |
Great, a gun… looks straight forward enough. |
JGUN2 |
Ok, I've used a pistol before. Now where's the safety? |
JGUN3 |
Alright, a gun! None of those freaks are gonna fuck with me now! |
Dossier | |
DOSS1 |
Hey where are you going! Don't you want the dossier?!? |
DOSS2 |
Take the dossier, for christ's sake! |
DOSS3 |
You gonna leave the dossier? Take it! |
Wrong Side of the Tracks[]
Unused chat from CCPD, dispatch radio, and a placeholder for the director's line.
Entry | Text |
---|---|
CCPD | |
CHAT1 |
Seems a pretty big operation - this guy must be real dangerous! |
CHAT2 |
I don't like this, they only pull out all the stops for real nut jobs! |
CHAT3 |
He must be a terrorist or something - they ain't leaving nothing to chance! |
CHAT4 |
Do you reckon he is gonna show up? |
CHAT5 |
If he's got any sense he'll be long gone by now. |
CHAT6 |
He could be watching us right now, for all we know... |
COPS1 |
Do you reckon he is gonna show up here? |
COPS2 |
Dont know, but they are sending cops at all terminals...hope we dont meet the guy. |
LOC1 |
We are under fire! Secure the station - repeat - secure the station !! |
LOC2 |
Roger - we are at the station. |
LOC3 |
This is Adam11 - we've located the suspect! Send in reinforcements, now! |
RADIO1 |
We are under fire! Secure the station - repeat - secure the station! |
RADIO2 |
Officer down! Bravo 1 please respond - seal the perimeter right now! |
RADIO3 |
Roger TEAM1, Bravo team is moving in to your position |
RADIO4 |
This is Charlie Leader. Power to the rails has been disconnected. Repeat - POWER IS OFF |
RADIO5 |
This is Adam 11 - We have the fugitive! Send in reinforcements!! |
RADIO6 |
This is dispatch - we have a code 11 - Fugitive is presumed to be heading your way |
RADIO7 |
We have a situation - Fugitive has reconnected power to the rails - repeat POWER IS ON. |
RADIO8 |
Move that fucking train out of there!! |
SEAL1 |
Officers down! We need to seal this place right now! |
START1 |
Roger Dispatch - we are in. |
Director | |
DIR1 |
Director: <static>...sure you'll never get out of that subway alive, Cash...<static> |
Trained to Kill[]
Entry | Text |
---|---|
CCPD | |
CAPTUR1 |
COP: Freeze Fucker! Just give me an excuse to waste you. |
CAPTUR2 |
COP ON RADIO: Control we have captured the suspect. |
DEAD |
COP : WE GOT HIM HE AINT GONNA BE CAUSING US ANYMORE TROUBLE |
INTRO |
COP : JUST KEEP YOUR EYES PEELED HES AROUND HERE SOMEWHERE, WEVE GOT THE ACCESS TO THE TRACK LOCKED |
RADIO1 |
POLICE RADIO: The suspect is believed to be in the area, approach with extreme caution . |
RADIO2 |
POLICE RADIO: He is armed and considered dangerous. |
SNIPER |
COP : AND SWAT HAVE A SNIPER IN THE WATER TOWER WITH A GOOD VIEW OF THE TRACK SO HE AINT GOING NOWHERE WITHOUT US KNOWING |
Outro | |
MPG2 |
Shoot that copkiller sonofabitch! |
Border Patrol[]
Entry | Text |
---|---|
Intro | |
MPG13 |
AAHHHH! Fuck! Fuck! Fuck! |
MPG14 |
Keep an eye on him for a minute. |
MPG4 |
You know what? |
Cerberus | |
CERB1 |
CERBERUS: What the hell was THAT? |
CERB2 |
CERBERUS: Holy SHIT! |
CERB3 |
RADIO: A kill team is en route to your position. |
CERB4 |
CERBERUS: Shoot targets on sight!, Starkweather want's them both dead. |
CERB5 |
CERBERUS: No sign of either target, they won't get through this way! |
CERB6 |
CERBERUS: Who shut this door? |
DEAD1 |
CERBERUS : Ah these guys have been slaughtered, What the fuck did this? |
ENRTE1 |
A team is en route to your position, over. |
ENRTE2 |
We're sending a backup team, over. |
ENRTE3 |
Hang in there, backup is on its way. |
HTLK1 |
CERBERUS: He's gone in there. |
HTLK2 |
CERBERUS2: Who's got the fucking remote control?!? |
INGAR1 |
He's gone in there! |
INGAR2 |
He's locked himself in the garage! |
INGAR3 |
He's holed up in there! |
NOISE1 |
VOICES SCREAMING: Man down, I need backup here! ARGH!!!!! |
PIGSY1 |
What the-? Back up! I need immediate backupaarrgghh! |
PIGSY2 |
Holy fuck! Gimme some help here-aarrgghh! |
PIGSY3 |
Eerr, control, I'm gonna need some backup here! Control? Aarrgghh! |
REMOT1 |
Who's got the fucking remote for the door?!? |
REMOT2 |
Somebody get this damned door open! |
REMOT3 |
Ok, who's got the remote - we gotta open this door! |
SHUT1 |
Who shut this door? |
SHUT2 |
Hold on - this door was open a moment ago! |
SHUT3 |
Hey wait a minute, wasn't this open? |
WHAT |
What the hell was that?!? |
Key Personnel[]
More lines were supposed to come out.
Entry | Text |
---|---|
Cerberus | |
BAS1 |
GUARD: OH SHIT!!! |
CERB1 |
GUARD: Shut the lift down, Strarkweather said no unexpected visitors. |
CERB2 |
GUARD: Roger. (Pulls lever). |
CERB3 |
GUARD: Sir, One of the men is not responding. We have to take you somewhere more secure. |
CERB4 |
GUARD: Consider it done, sir. Escort him upstairs. |
CERB5 |
GUARD: He has killed two of our snipers, sir. We should assume he is armed. |
CERB6 |
GUARD: All men are ready, I have instructed them to equip themselves from the armoury. |
CERB7 |
GUARD: No sir, but if he gets anywhere near that elevator we will be right on him |
CERB8 |
GUARD: This has been already taken care of, sir. |
CHF1 |
CHIEF: Order the men to shoot at anything that moves. |
CHF2 |
CHIEF: How did that bastard get past the perimeter guards? |
CHF3 |
CHIEF: I want his head on a silver plate, seargent! |
CHF4 |
CHIEF: Very well. Any sign of him in the security cameras? |
CHF5 |
CHIEF: Leave two of your best men in the basement, I don't want more surprise. |
CNV2_1 |
How did that psycho bastard get past the perimeter guards? |
CNV2_2 |
Cash has already neutralised two of our snipers, sir. We should assume he is armed. |
CNV2_3 |
Leave two of your best men in the basement, I don't want any more surprises. |
CNV2_4 |
Already taken care of, sir. All the men are ready. |
CNV2_5 |
I have instructed them to equip themselves from the armoury. |
CNV2_6 |
Very well. Any sign of him on the security cameras? |
CNV2_7 |
No sir, but if he gets anywhere near that elevator we will be right on him. |
GEN |
RADIO VOICE: We have reported casualties! Hang tough guys, reinforcements on their way! |
GUN1 |
Target is armed! Keep him confined! |
HEAVY1 |
What the? -oh shit!!! |
HEAVY2 |
Holy fuck! He's packing heavy! |
HEAVY3 |
Take cover, he means business! |
LIFT1 |
Shut the lift down, Starkweather said no unexpected visitors. |
LIFT2 |
Roger. |
NOGUN1 |
Target is not armed! Flush him so we can take him out! |
STORM1 |
Fuck this, I'm going in!!!! |
STORM2 |
I'm coming in there to fuck you up!!! |
STORM3 |
Who dares, wins - rraagghh!!! |
Deliverance[]
Entry | Text |
---|---|
Intro | |
MPG9 |
Pigsy ANGRY! Unh! Pigsy Angry! |
MPG10 |
Ahhh! Yeah! Pigsy Angry! |
Cerberus | |
LIFT1 |
Starkweather said no unexpected visitors. |
STORM1 |
Fuck this, I'm going in!!!! |
STORM2 |
I'm coming in there to fuck you up!!! |
STORM3 |
Who dares, wins - rraagghh!!! |
Piggsy | |
SICK1 |
Hurt…huuurrrrttt! |
SICK3 |
Going home, hoooooome! |
Robot Chef | |
MPG8 |
Hello Kiddies... |
References[]
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