GOAL1 // Kill the hunter and escape from the ward GOAL2 // Gain access to the Greenhouse section GOAL3 // Destroy the bricked up doorway to gain access to the tower GOAL4 // Bring proof of the dress-wearing hunter's death to the Guard Room GOAL4B // Kill the monkey and bring his body to the Guard Room CDOOR1 // He's gonna get away with my damned shoes! Close the door! CDOOR2 // Stay boy, stay boy. Close that gate! CDOOR3 // Close the gate and stop that wriggly witchetty man! CDOOR4 // Wuuurrgghh!! Close door! Close door! CDOOR5 // Fug see liddle man! Close door! Close door! CDOOR6 // Da door - shud id! Shud id! CDOOR7 // Don't let that philandering scumball out of here! Close the gate! CDOOR8 // Oh no, you're not leaving this house to see her! Girls, lock that door! CDOOR9 // Oh you worthless, stupid, drunk! Lock that door! POWER1 // Time to play? Time to play! Fug coming! POWER2 // Oohh. Time for Fug to play doctor! LEVER1 // Doctor Fug make it all better, aaalll better... LEVER2 // Don't worry, Fug stob da pain. Fug stob da paaiin. NOWAY1 // Who dat? Fug not playing this game... NOWAY2 // Huh? Fug not stoopid! ODOOR1 // Big bonez! Open the door! Bonez! ODOOR2 // I can't see Mr. Witchetty! Open the door! ODOOR3 // Where's nasty wriggly Mr. Witchetty? Open the door! ODOOR4 // He hide from Fug! Open door! ODOOR5 // Open door so Fug can go and see! ODOOR6 // Fug can't see funny man - Open door! Open door! ODOOR7 // He's sloped off to see that whore again! Open the door, kids! ODOOR8 // Barry? Barry! Where is that shit? Open the door! ODOOR9 // Barry? Barry! Where is that shit? Open the door! QUIET1 // Shut Up! QUIET2 // Argh! Shut up! MTH1A1 // The lunatics have taken over the asylum, Cash! MTH1A2 // The only way to reason with these gibbering idiots is with a stick and a gun! MTH1A3 // I want you to kill the hunter patrolling the tower walkway and bring his body to the Guard Room. MTH2A1 // There's a good boy. Now drop all your weapons and move on. MTH3A1 // For bringing his head, I'll leave a gift for you in the next location. MTH4A1 // There are some more of these paranoid crazies guarding the door to the greenhouses. MTH4A2 // They see you and I guarantee they'll lock that door! MTH4A3 // When they feel safe they'll probably unlock the door again. They like their routine. MTH5A1 // There's a hunter in the next room, through the mesh door. MTH5A2 // Hack him up and I'll buzz open the next set of doors for you! MTH6A1 // That's the ticket! I've opened the doors, run along, now! MTH7A1 // Some of these nut jobs have bricked themselves into the tower! MTH7A2 // You'll have to find a way to blast your way in! MTH8A1 // Another switch! Go on, throw it and see what happens, go on you can trust me... MTH9A1 // There, that wasn't anything to worry about, was it? MPG1 // ...the Senator also visited the Darkwoods Penitentiary MPG2 // which hosts more than a thousand inmates from all over the country... MPG3 // The prison's modern facilities include spacious cells for the inmates MPG4 // ...the exceptionally well staffed hospital is equipped for emergencies as well as routine health checks... MPG5 // ...adjacent to ROW 1, the electric chair room is where death sentences are carried out... MPG6 // Right here...Drop him! DIR_1 // DIRECTOR: Eliminate this hunter and I will open the door for you, make it nice and messy. DIR_2 // DIRECTOR: Excellent, I have now unlocked the doors at the far end of the ward. DIR_3 // DIRECTOR: Cash I want you to kill this hunter in the dress and bring evidence of his death to the Guard Room. DIR_4 // DIRECTOR: Cash, you will need to find a way of destroying the bricked up door to get inside the tower. DIR_5 // DIRECTOR: Well done Cash,now on to the next area. DIR_6 // DIRECTOR: Cash for bringing his head here I will leave a gift in the next level. 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. DIR_9 // DIRECTOR: Cash, kill the monkey and bring his body to the guard room. 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. DRCL1 // HUNTER: I see him, I see him, Close the door! DROP1 // HUNTER: Shit I can't see him, open the door. 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. PAIN // GUY IN CHAIR: ARRGGG THE PAIN!!!! HUT_4 // WARDHUNTER: Shut up I am not playing this game... NOISE1 // VOICES SCREAMING: Man down, I need backup here! ARGH!!!!! CERB1 // CERBERUS: What the hell was THAT? CERB2 // CERBERUS: Holy SHIT! HTLK1 // CERBERUS: He's gone in there. HTLK2 // CERBERUS2: Who's got the fucking remote control?!? 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! DEAD1 // CERBERUS : Ah these guys have been slaughtered, What the fuck did this? CERB6 // CERBERUS: Who shut this door? GOAL1 // You must find the side entrance to the mansion cellar 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! WHAT // What the hell was that?!? SHIT // Holy shit! INGAR1 // He's gone in there! INGAR2 // He's locked himself in the garage! INGAR3 // He's holed up in there! 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. KILL1 // Bring 'em down! Starkweather wants 'em both dead. KILL2 // Shoot to kill, repeat, shoot to kill - Both targets! KILL3 // Starkweather wants 'em both taken out! SNIPE1 // No sign of either target, they won't get through this way! SNIPE2 // I got my sector covered - nobody's coming through this way! SNIPE3 // The angel of death is home and awaiting visitors! SHUT1 // Who shut this door? SHUT2 // Hold on - this door was open a moment ago! SHUT3 // Hey wait a minute, wasn't this open? MPG1 // ...but Mr. Starkweather refuses to comment on these allegations. MPG2 // At this point it is unclear as to whether or not he will ever be allowed to direct again. MPG3 // This is Rob... MPG4 // You know what? MPG5 // You know what? I don't give a fuck what Starkweather wants. MPG6 // Maybe today I kill you, maybe not. MPG7 // Kill the camera. MPG8 // What was that? Go check it out. MPG9 // Maybe it is your day. MPG10 // Shit, what the fuck is THAT? MPG11 // Support, repeat, send in... MPG12 // oh shit... MPG13 // AAHHHH! Fuck! Fuck! Fuck! MPG14 // Keep an eye on him for a minute. MPG15 // Piggsy Angry! CRMOK // OK CRMCANC // CANCEL CAMFX // CAMERA FX SAVING // Saving Manhunt. IN_SPAC // Your Hard Drive does not have enough free space to save games. Press any key to continue without saving. OVWR_SA // This slot already contains a previously saved game. Do you want to overwrite this saved game? Enter to overwrite Esc to cancel. SAV_SUC // Game saved successfully. SAV_FAI // Unknown Error while saving. Unable to save Manhunt data. Press any key to continue. LOADING // Loading Manhunt. LOAD_FA // Unable to load Manhunt data. Data may be unusable. Press any key to continue. HSETDET // Headset detected. The headset allows you to generate noise within the game using your voice. The reactions of the hunters will vary according to how loud you speak. The microphone and earpiece volumes can be adjusted in the SETTINGS page of the front-end. Press any key to continue. LEVEL_C // Scene completed! LEVEL_F // Scene Failed! TIME // Time TARGET // Target HUN_KIL // Hunters Killed HUN_EXE // Hunters Executed STL_PTS // Style Points TIMBON // Time Bonus TOTAL // Total PENE // Fetish PENN // Hardcore FINAL // Final Score PREVIOU // Previous Best Score CONTC // Continue ~cross~ button SAVEC // Save ~cross~ button QUITT // Quit to menu ~triangle~ button UPDS // ~up~ ~down~ Select LRS // ~left~ ~right~ Select CONFC // Confirm ~cross~ button BACKT // Back ~triangle~ button CANCELT // Cancel ~triangle~ button OKC // OK ~cross~ button BACKWL // Back without load ~triangle~ button BACKWLC // Back without load ~cross~ button LRUDS // ~left~ ~right~ ~up~ ~down~ Select CONALC // Confirm and load ~cross~ button BWSTR // Continue without save ~triangle~ button BWSCR // Back without save ~cross~ button COASAC // Confirm and save ~cross~ button CONOSAV // Continue without saving ~triangle~ button UDRSEL // ~up~ ~down~ ~right~ Select UDLSEL // ~up~ ~down~ ~left~ Select UDLRSEL // ~up~ ~down~ ~left~ ~right~ Select NOMENU // No menu items available yet! RSETB // ~right~ Set brightness LSETB // ~left~ Set brightness LRSETB // ~left~ ~right~ Set brightness WELLD // WELL DONE THEEND // THE END CAM1 // CAM1 MAINM // MAIN MENU PLAY // PLAY SELSCE // SELECT SCENE SETT // SETTINGS QUESNO // NO QUESYES // YES DEFAULT // RESTORE DEFAULTS DEFQUE // ARE YOU SURE YOU WANT TO RESTORE ALL SETTINGS TO THE DEFAULT? QUITPRG // QUIT QUITQUE // ARE YOU SURE YOU WANT TO QUIT THE PROGRAM? BOCOUNT // Death counter C_RUN // Runner C_SILEN // Silence C_REGEN // Regenerate C_HELI // Helium hunters C_FULEQ // Fully equipped C_SUPUN // Super punch C_RABBI // Rabbit skin C_MONKE // Monkey skin C_INVIS // Invisibility C_PIGGS // Piggsy skin C_GOD // God mode BONFEA // BONUS FEATURES SCRTOOP // SCORE TO OPEN: BONUSSC // BONUS GAMCOMP // GAME COMPLETED FINLSCR // FINAL SCORE CONTR // CONTROLS AUDIO // AUDIO HEADSET // HEADSET RECVOL // MICROPHONE PBVOL // EARPIECE M6DB // -6d M4DB // -4d M3DB // -3d M2DB // -2d HSDEF // ^^|^^ P2DB // +2d P3DB // +3d P4DB // +4d P6DB // +6d VIDEO // VIDEO BRIGHTN // BRIGHTNESS DEFSET // DEFAULT SETTINGS SAVSET // SAVE SETTINGS AUDSET // AUDIO SETTINGS SUBTIT // SUBTITLES OFF // OFF ON // ON SFXVOL // SFX VOLUME MUSVOL // MUSIC VOLUME DIRVOL // DIRECTOR VOLUME SNDOPT // SOUND OPTIONS SPKRST // STEREO SPKR. HEADPST // HEADPHONES SPKR4 // 4 SPKR. SPKR51 // 5.1 SPKR. SPKR71 // 7.1 SPKR. VIDSET // VIDEO SETTINGS NOISEFX // NOISE FX RATIO // RATIO WIDESC // WIDESCREEN DETGAME // GAME DETAIL DETSHAD // SHADOW DETAIL SCRH // SCREEN H SCRV // SCREEN V BRSET1 // PLEASE CHECK THIS PICTURE BRSET2 // AND MAKE SURE THAT THE BOX BRSET3 // ON THE LEFT IS JUST VISIBLE. BRSET4 // ^ BRINFO1 // TO BEST EXPERIENCE MANHUNT YOU SHOULD... BRINFO2 // TURN OFF THE LIGHTS... BRINFO3 // CLOSE THE DRAPES... BRINFO4 // LOCK THE DOOR... BRINFO5 // THEN GET READY TO KILL! CONTMOD // CONTROL SETTINGS CONTTYP // CONTROL TYPE CTYPE1 // MODE A CTYPE2 // MODE B CTYPE3 // MODE C INVERTY // INVERT Y MOUSENX // MOUSE SENSITIVITY X MOUSENY // MOUSE SENSITIVITY Y VIBR // VIBRATION REMAPC // REMAP CONTROLS ACTION1 // ACTION ACTION2 // ACTION2 INVUP // INVENTORY UP INVDN // INVENTORY DOWN INV1 // INVENTORY ITEM 1 INV2 // INVENTORY ITEM 2 INV3 // INVENTORY ITEM 3 INV4 // INVENTORY ITEM 4 INVSWAP // INVENTORY SWAP RELOAD // RELOAD USE // USE PAUSE // PAUSE / MENU PERSON1 // FIRST PERSON PEEKL // PEEK LEFT PEEKR // PEEK RIGHT LOOKB // LOOK BACK MFWD // FORWARD MBACK // BACK MLEFT // STRAFE LEFT MRIGHT // STRAFE RIGHT SPRINT // RUN SNEAK // SNEAK KEYSEP // OR KEYUNDF // - ? - KEYSPC // SPACE KEY0 // 0 KEY1 // 1 KEY2 // 2 KEY3 // 3 KEY4 // 4 KEY5 // 5 KEY6 // 6 KEY7 // 7 KEY8 // 8 KEY9 // 9 KEYA // A KEYB // B KEYC // C KEYD // D KEYE // E KEYF // F KEYG // G KEYH // H KEYI // I KEYJ // J KEYK // K KEYL // L KEYM // M KEYN // N KEYO // O KEYP // P KEYQ // Q KEYR // R KEYS // S KEYT // T KEYU // U KEYV // V KEYW // W KEYX // X KEYY // Y KEYZ // Z KEYHYP1 // ` KEYMINU // - KEYEQU // KEYLBR // LEFT BRACKET KEYRBR // RIGHT BRACKET KEYSEMI // ; KEYHYP2 // ' KEYHASH // # KEYCOMM // , KEYFSTO // . KEYBSLA // \ KEYFSLA // / KEYESC // ESC KEYF1 // F1 KEYF2 // F2 KEYF3 // F3 KEYF4 // F4 KEYF5 // F5 KEYF6 // F6 KEYF7 // F7 KEYF8 // F8 KEYF9 // F9 KEYF10 // F10 KEYF11 // F11 KEYF12 // F12 KEYINS // INSERT KEYDEL // DELETE KEYHOME // HOME KEYEND // END KEYPGUP // PAGE UP KEYPGDN // PAGE DOWN KEYUP // UP KEYDOWN // DOWN KEYLEFT // LEFT KEYRIGH // RIGHT KEYPINS // NUM INSERT KEYPDEL // NUM DELETE KEYPHOM // NUM HOME KEYPEND // NUM END KEYPPGU // NUM PAGE UP KEYPPGD // NUM PAGE DOWN KEYPUP // NUM UP KEYPDOW // NUM DOWN KEYPLEF // NUM LEFT KEYPRIG // NUM RIGHT KEYNLOC // NUM LOCK KEYPDIV // NUM / KEYPTIM // NUM * KEYPMIN // NUM - KEYPPLU // NUM + KEYPENT // NUM ENTER KEYPAD5 // NUM 5 KEYBS // BACKSPACE KEYTAB // TAB KEYCAPS // CAPS LOCK KEYENT // ENTER KEYLSH // LEFT SHIFT KEYRSH // RIGHT SHIFT KEYSH // SHIFT KEYLCTR // LEFT CTRL KEYRCTR // RIGHT CTRL KEYLALT // LEFT ALT KEYRALT // RIGHT ALT KEYLWIN // LEFT WIN KEYRWIN // RIGHT WIN KEYRCLI // RIGHT CLICK PCLMB // MOUSE L PCMMB // MOUSE M PCRMB // MOUSE R PCX1MB // MOUSE X1 PCX2MB // MOUSE X2 PCMWUP // WHEEL UP PCMWDN // WHEEL DOWN NOMC_DE // No Memory Card (8MB) (for PlayStation~(R)~2) Detected in slot One. NO_REMV // Do not remove the Memory Card (8MB) (for PlayStation~(R)~2) or switch off the PS2 BAC2_FE // ~circle~ Quit to Menu MC_1ST // Memory Card (8MB) (for PlayStation~(R)~2) is not inserted in MEMORY CARD slot 1. You may insert a valid Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD slot 1 or press the ~cross~ button to proceed without a Memory Card (8MB) (for PlayStation~(R)~2). Manhunt needs at least 120 KB free space (recommended 600 KB) NO_GDIR // No game file exists on Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD slot 1. Press the ~cross~ button to create a game file or press the ~triangle~ button to proceed without saving. NO_FILE // Confirm Save? Press the ~cross~ button to save or press the ~triangle~ button to cancel. NO_MHCD // No Manhunt disc found in disc tray. Please insert your Manhunt disc. READING // Reading Disc. NO_CDT // Disc tray is Open, please insert your Manhunt disc into the tray and close it. MC_NOSA // Continuing without saving. MC_CHEA // Cheat mode active - Save function disabled. AS_001 // Data may be corrupted if during a save the console is turned off, or reset, or if the Memory Card (8MB) (for PlayStation~(R)~2) or controller is removed. Press ~triangle~ button to continue. AS_002 // No Memory Card (8MB) (for PlayStation~(R)~2) inserted in MEMORY CARD slot 1. Insertion of a Memory Card (8MB) (for PlayStation~(R)~2) beyond this point may cause data to be overwritten. Press ~triangle~ button to continue. AS_003 // Saving data. Do not remove the Memory Card (8MB) (for PlayStation~(R)~2), controller, or reset/switch off the console. AS_004 // Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD slot 1 has changed. Continue Saving on new Memory Card (8MB) (for PlayStation~(R)~2)? AS_005 // Data cannot be saved because a Memory Card (8MB) (for PlayStation~(R)~2) is not inserted. The Game will Continue without saving!. INPRO // -(IN PROGRESS) SCENE // SCENE COMPLT // -(COMPLETE) INPROG // IN PROGRESS DIFF // DIFFICULTY EASY // FETISH EASYI // The standard level of difficulty NORMAL // HARDCORE NORMALI // The hardest level of difficulty BACK // BACK SCESEL // SCENE SELECTION IBACK // Back ICANCEL // Cancel IOK // OK AUTSAV // AUTO-SAVING SAV_GAM // Do you wish to Save ?~triangle~ YES~square~NO RET_CON // ~cross~ Retry ~circle~ Continue without saving ERR_SAV // Memory Card (8MB) (for PlayStation~(R)~2) Error While Saving SG_INPU // ~triangle~ Yes ~circle~ No ~cross~ Back OVWR_PR // Manhunt only allows one in-progress save per slot. If you continue with this in-progress save you will overwrite your previous in-progress save. ~cross~ button to overwrite ~triangle~ button to cancel. CONF_SA // Save Game Data? GFC_SUC // Game Files Created Successfully. NEWG // START A NEW GAME LOADG // LOAD GAME SAVEG // SAVE GAME LEVSAV1 // LEVEL SAVE #1 LEVSAV2 // LEVEL SAVE #2 LEVSAV3 // LEVEL SAVE #3 LEVSAV4 // LEVEL SAVE #4 LEVSAV5 // LEVEL SAVE #5 LEVSAV6 // LEVEL SAVE #6 LEVSAV7 // LEVEL SAVE #7 LEVSAV8 // LEVEL SAVE #8 LEVLD1 // LEVEL LOAD #1 LEVLD2 // LEVEL LOAD #2 LEVLD3 // LEVEL LOAD #3 LEVLD4 // LEVEL LOAD #4 LEVLD5 // LEVEL LOAD #5 LEVLD6 // LEVEL LOAD #6 LEVLD7 // LEVEL LOAD #7 LEVLD8 // LEVEL LOAD #8 LOAD_SU // Game Saved Successfully MEMREAD // Checking game data. Do not remove the Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD slot 1 or reset/switch off the console. FORMATI // Formatting Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD Slot 1. Do not remove the Memory Card (8MB) (for PlayStation~(R)~2) or the controller, or reset/switch off the console. FMT_FAI // Format failed! Please check Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD slot 1 and try again. Press the ~cross~ button to continue. CAN_FOR // Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD slot 1 is unformatted. Press the ~square~ button to format the Memory Card (8MB) (for PlayStation~(R)~2) or press the ~triangle~ button to proceed without being able to save. NO_FOR // Memory Card (8MB) (for PlayStation~(R)~2) in MEMORY CARD slot 1 is unformatted. Press ~cross~ button to continue. CRE_DIR // ~circle~ Create Directory ~cross~ Continue without saving CREATIN // Creating Game Directory DIR_SUC // Directory Created Successfully EMPTY // EMPTY CRPT_D // CORRUPT DATA YES // Yes NO // No CRO_2_C // Press ~cross~ to Continue UQUIT? // Are you sure you want to quit? SETINGS // SETTINGS SAVEGAM // SAVE QUIT // QUIT CONTINU // CONTINUE LANGUA // LANGUAGES ENG // ENGLISH FRA // FRAN�AIS ITA // ITALIANO GER // DEUTSCH ESP // ESPA�OL DUALSH1 // Please insert a DUALSHOCK~(R)~ analog controller or DUALSHOCK~(R)~2 analog controller in controller port 1 to continue. DUALSH2 // No supported controller inserted in controller port 1. Please insert a DUALSHOCK~(R)~ analog controller or DUALSHOCK~(R)~2 analog controller in controller port 1 to continue. FISTS // Fists PLA_BAG // Plastic Bag WIRE // Wire PIG_WIR // Wire G_SHARD // Glass Shard PIG_SHA // Shard SPIKE // Wooden Spike KNIFE // Knife CROWBAR // Crowbar BLAKJAK // Blackjack NITSTIK // Nightstick HAMMER // Hammer AXE // Axe ICE_PIK // Ice Pick MACHETE // Machete SICKLE // Sickle MEAT_C // Meat Cleaver WBASBAT // Baseball Bat MBASBAT // Baseball Bat BAT_SPI // Baseball Bat with Spikes CHAINSW // Chainsaw BRICK // Brick CAN // Can BOTTLE // Bottle NAILGUN // Nail Gun REVLVR // Revolver Six Shooter GLOCK // Light Handgun D_EAGLE // Heavy Handgun UZI // Sub-Machine Gun SAWNOFF // Sawn Off Shotgun SHOTGUN // Shotgun SHO_TOR // Shotgun + Light TRANQ_R // Tranquillizer Rifle COLT_C // Assault Rifle SNI_RIF // Sniper Rifle (Scoped) SSNIRIF // Sniper Rifle (Scoped) + Silencer PAINKIL // Painkillers GASTANK // Gasoline Tank DOLL_1 // doll_1 DOLL_2 // Doll 2 DOLL_3 // Doll 3 KEY // Key DVTAPE // Video Tape HANDCAM // Video Camera HEAD // Head NAILS // Box of Nails (10) TDARTS // Darts (6) SHELLS // Shotgun Shells (8) PIST_A // Pistol Ammo A_CLIP // Ammo Clip (30) RIFLE_A // Rifle Bullets (6) HB_BUL // Handgun Bullets (12) SWAPINV // Press and hold the Inventory button to swap this item for the PICKDUP // Picked Up : CHEKPNT // Save Point Hit LVL_CLO // ??? LVL_1 // BORN AGAIN LVL_1A // - LVL_2 // DOORWAY INTO HELL LVL_2A // - LVL_3 // ROAD TO RUIN LVL_3A // - LVL_4 // WHITE TRASH LVL_4A // - LVL_5 // FUELLED BY HATE LVL_5A // - LVL_6 // GROUNDS FOR ASSAULT LVL_6A // - LVL_7 // STRAPPED FOR CASH LVL_7A // - LVL_8 // VIEW OF INNOCENCE LVL_8A // - LVL_9 // DRUNK DRIVING LVL_9A // - LVL_10 // GRAVEYARD SHIFT LVL_10A // - LVL_11 // MOUTH OF MADNESS LVL_11A // - LVL_12 // DOING TIME LVL_12A // - LVL_13 // KILL THE RABBIT LVL_13A // - LVL_14 // DIVIDED THEY FALL LVL_14A // - LVL_15 // PRESS COVERAGE LVL_15A // - LVL_16 // WRONG SIDE OF THE LVL_16A // TRACKS LVL_17 // TRAINED TO KILL LVL_17A // - LVL_18 // BORDER PATROL LVL_18A // - LVL_19 // KEY PERSONNEL LVL_19A // - LVL_20 // DELIVERANCE LVL_20A // - LVL_21 // HARD AS NAILS LVL_21A // - LVL_22 // BRAWL GAME LVL_22A // - LVL_23 // MONKEY SEE, LVL_23A // MONKEY DIE! LVL_24 // TIME 2 DIE LVL_24A // - JAN // JAN FEB // FEB MAR // MAR APR // APR MAY // MAY JUN // JUN JUL // JUL AUG // AUG SEP // SEP OCT // OCT NOV // NOV DEC // DEC CRED1 // ROCKSTAR NORTH CRED2 // @- Producer - CRED3 // Andy Hay CRED4 // @- Lead Level Designer - CRED5 // Christian Cantamessa CRED6 // @- Level design - CRED7 // Paul Davis, Steve Taylor, William Mills CRED8 // Simon Lashley, John Haime CRED9 // @- Lead Programmer - CRED10 // John Whyte CRED11 // @- Programmers - CRED12 // John Gurney, Derek Ward, Keith McLeman, Steve Gallacher CRED13 // Shaun McKillop, Alexander Illes, Alexander Roger, Greg Smith CRED14 // @- Lead Artist - CRED15 // Andy Hay CRED16 // @- Character Design - CRED17 // Alan Davidson CRED18 // @- Lead Environment Artist - CRED19 // Michael Pirso CRED20 // @- Artists - CRED21 // Alan Burns, Campbell-John Dick, Gillian Bertram, Simon Little CRED22 // @- Lead Animator - CRED23 // Mark Tennant CRED24 // @- Animators - CRED25 // Terry Kenny, Ray O'Dwyer, Gus Braid CRED26 // @- Audio Design - CRED27 // Allan Walker CRED28 // @- Music - CRED29 // Craig Conner CRED30 // @- Dialogue Engineering - CRED31 // Will Morton CRED32 // @- Audio Programming - CRED33 // Colin Entwistle CRED34 // @- Development Director - CRED35 // Leslie Benzies CRED36 // @- Art Director - CRED37 // Aaron Garbut CRED38 // @- Technical Directors - CRED39 // Obbe Vermeij, Adam Fowler CRED40 // @- Hunter Dialogue - CRED41 // James Worrall, Christian Cantamessa CRED42 // @- Cut Scene Animation - CRED43 // Mondo Ghulam, Iwan Scheer, Lee Montgomery CRED44 // @- Graphic design - CRED45 // Stuart Petrie CRED46 // @- Story - CRED47 // Alan Davidson, Christian Cantamessa CRED48 // @- Test Manager - CRED49 // Craig Arbuthnott CRED50 // @- Lead Analysts - CRED51 // David Murdoch, Dave Watson, Neil Corbett CRED52 // @- Testers - CRED53 // Neil Meikle, James Allan, David Beddoes, George Williamson CRED54 // Scott Cameron, Thomas Whittaker, Neil Walker, Chris Wood CRED55 // @- Additional Art - CRED56 // Tony Porter, Craig Moore, Jolyon Orme, Ian McQue CRED57 // @- Technical support - CRED58 // Lorraine Roy, Christine Chalmers CRED59 // @- Studio Director - CRED60 // Andrew Semple CRED61 // @- Office Support - CRED62 // Kim Gurney, Charlene McGuire CRED63 // @@ROCKSTAR NYC CRED64 // @- Executive Producer - CRED65 // Sam Houser CRED66 // @- VP of Creative - CRED67 // Dan Houser CRED68 // @- VP of Development - CRED69 // Jamie King CRED70 // @- Chief Technology Officer - CRED71 // Gary J. Foreman CRED72 // @- Director of Quality Assurance - CRED73 // Jeff Rosa CRED74 // @- Technical Manager - CRED75 // Sandeep Bisla CRED76 // @- Lead Analyst - CRED77 // Lee Cummings CRED78 // @- Rockstar Test Team - CRED79 // Lance Williams, Brian Planer, Rich Huie, Chris Choi CRED80 // Scott Peterman, Christopher Plummer, Ethan Abeles CRED81 // William Rompf, Elizabeth Satterwhite CRED82 // Devin Smither, Tammy Beatty CRED83 // @- Research and Analysis - CRED84 // Joe Howell CRED85 // @- Production Team - CRED86 // Terry Donovan, Alex Horton, Mark Garone, Jenefer Gross CRED87 // Jeff Castaneda, Jennifer Kolbe, Adam Tedman CRED88 // Devin Winterbottom, Brian Wood, Brian Noto, David Kim CRED89 // Lindsey Caldwell, Hosi Simon, Daniel Einzig, Jerry Luna CRED90 // Stuart Petri, Futaba Hayashi, Jeff Williams, Richard Kruger CRED91 // Jake King, Jordan Chew, Devin Bennett, Chris Carro CRED92 // Rob Fleischer, Bill Linn, Noelle Sadler, John Zurhellen CRED93 // Kerry Shaw, David Thomson, Susan Lewis CRED94 // @- Rockstar Games Intro Animation - CRED95 // - Manhunt Title Sequence - CRED96 // Maryam Parwana CRED97 // @- Cut scenes - CRED98 // Written by: James Worrall, Christian Cantamessa CRED99 // Audio Directed by: Renaud Sebbane CRED100 // Audio Talent procurement: Judy Henderson CRED101 // Motion Capture Directed by: Navid Khonsari CRED102 // Studios: Track Nine and Sound Space CRED103 // @Acting CRED104 // @Cash : Kurt Bauccio CRED105 // Cerberus : Jon Bernthal CRED106 // Ramirez : Darren Lenz CRED107 // Starkweather : Alan Mozes CRED108 // Piggsy : Alex Wouman CRED109 // Journalist : Melle Powers CRED110 // Gang Member : Lawrence Ballard CRED111 // Stunt Coordinator : Manny Siverio CRED112 // Stunts : Bob Colletti CRED113 // @- Voiceover - CRED114 // @Hoods: CRED115 // Sean Lynch, John Doman, Lenny Venito, Greg Salata CRED116 // Peter Appel, Nestor Serrano CRED117 // @Innocents: CRED118 // Greg Sims, Adam Seitz, Geoffrey Cantor, Antone Pagan CRED119 // James Urbaniak, David Coburn CRED120 // @War Dogs: CRED121 // Kendall Clark aka Loose Cannon, Ricky Aiello CRED122 // Julian Rebolledo aka Julian Dean, Chris McKinney CRED123 // Erik Bergman, PJ Sosko CRED124 // @Skinz: CRED125 // Burke Moses, Todd Cummings, Evan Seinfeld, Andrew Totolos CRED126 // Lloyd Floyd, Jeff Gurner CRED127 // @Smilies: CRED128 // Robert Stanton, Patrick McCartney, Rob Sedgwick CRED129 // Glenn Fleshler, David Pittu, Tony Devito, Jeremy Schwartz CRED130 // @Cerberus: CRED131 // Brian Maillard, Julian Fletcher, Michael Mulheren CRED132 // @Cops: CRED133 // John Henry Cox, Dennis Ostermaier, Gary Littman CRED134 // Hunter Platin CRED135 // @SWAT's: CRED136 // Richard Mover, Matt Walton, Rodd Houston CRED137 // @Ramirez: CRED138 // Barry Carl, Chris McKinney CRED139 // @Director: CRED140 // Brian Cox CRED141 // @Cash: CRED142 // Stephen Wilfong CRED143 // @Journalist: CRED144 // Kate Miller CRED145 // @Piggsy: CRED146 // Hunter Platin CRED147 // @Prison Voice: CRED148 // Brad Abelle CRED149 // @Dispatcher: CRED150 // Noelle Sadler CRED151 // @- Additional voice acting - CRED152 // Kevin Wong, Adam Cochrane, Kim Gurney, Paul Kurowski CRED153 // @- Additional Testing - CRED154 // Alex Bazlinton, Paul Green, Brenda Carey, CRED155 // Stephen Anderson, Pedro Correia CRED156 // @- Thanks - CRED157 // Alan Mui, Chris Hunter, Chris Mitchell, Iain Berekis CRED158 // Ben Greenall, Bryan Bradley, Julia Davies, Duncan Shields CRED159 // Eric Joseph, Andy Rimroth, Jason Page, Kris Larson CRED160 // Alan McGregor CRED161 // @- Special Thanks - CRED162 // Valerio Faggioni, Andrew Dowell, Morag Reilly CRED163 // Aaron, Louise and Kieran Hay, Phil Gurney, Sarah Oram CRED164 // Siun Clohosey, Alex Wright, Richard Ralfe, Layla Gedik CRED165 // Jennifer Arthur, Iain Fugue, Jack Hunter, The Pond CRED166 // USE // To make the Tramp follow you, press the Use button when you are facing him and he is waiting. USE2 // To make the Tramp stop and wait for you, press the Use button when you are facing him and he is following you. WALK // Hunters will attack the tramp, so make sure they don't find him. He can hide in the shadows if you guide him there. STOP // The tramp's health bar and arrow on the radar will go blue when he is hidden in a safe zone. GOAL1 // Rescue the tramp from his cell GOAL2 // Take the tramp past the streets to the graveyard GOAL3 // Find a shotgun then take the tramp to the old tomb MOAN1 // How did we end up on this shit post? MOAN2 // Should be getting high with the guys guarding the derelict house. MOAN3 // Stop whining, this is what we do. MOAN4 // Fuck this guarding shit! Why only the others have to get all the fun? MOAN5 // This sucks. Kinda like your sister. QUIET1 // Shut up in there! QUIET2 // Stop it! You're making me mad! 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! 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? 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... TRMP1 // Uh -oh.. Hello. TRMP2 // You got a couple of dollars, huh? Huh? TRMP3 // You better have something to drink, pal. 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! DRK1A1 // I've got a little surprise for you. You looked lonely, so I got you some company. DRK1A2 // Unfortunately the Innocentz thought better of it and locked him up. DRK1A3 // You're gonna have to bust him out! DRK2A1 // Well what do you think of your new friend? You look good together, Cash, really you do. DRK2A2 // I'll only open any gates if he's with you, alive and well. DRK2A3 // Now get going. Entertain me. DRK3A1 // You're going to have to think of a way of separating these guys and picking them off one by one� DRK4A1 // I told you. Get that hobo safely to the gate and I'll buzz you through. DRK5A1 // I thought this graveyard would make a great location for a shoot-out - what do you think, Cash? DRK6A1 // Aw, Cash, I'm disappointed, really I am, DRK6A2 // is that any way to care for your bestest buddy?! DRK6B1 // Cash! You let that poor man down in the biggest possible way. DRK6B2 // I only hope you can live with yourself. DRK6C1 // You blew it Cash! All you had to do was look out for someone for ten minutes and you blew it... DRK6D1 // Cash, baby, you let them kill your friend DRK6D2 // and you made such a lovely couple! 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. DRK9A1 // Aren't you forgetting someone, Cash? DRK9B1 // Hey, what about your new buddy - you're not going to abandon him are you? DRK9C1 // You've left your new chum behind - friends are supposed to look out for each other! DRK9D1 // Is that how you treat your pals? Leave 'em to rot? DRK10A1 // Cash! Your buddy's getting the crap kicked out of him! DRK10B1 // You've got to learn how to care for others, Cash - Your new friend's in trouble! DRK10C1 // Heads up, Cash, you better go rescue your new friend! DRK10D1 // Oh dear, looks like your new bunk buddy's run into a few Hunters! DRK11A1 // You know the deal, Cash. I open the door when I see your friend. DRK11B1 // When I see your smelly friend I'll open the door. DRK11C1 // I'm not blind Cash, where's your hobo buddy? DRK11D1 // The tramp! Where's the fucking tramp, Cash? DRK12A1 // The Exit is behind this old tomb. You'll need a shotgun DRK12A2 // so make sure to pick one up along the way. 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. GATE // Director : See this, That's a tramp gate, you gotta have the man if you wanna pass through. START // Director : The tramps locked up behind that door, take out the guard. BARREL // Hunter : How did we end up on this shit post, should be getting high with the guys at the derelict house. FAILED // Director : The tramp got killed, do it again. PICK // Tramp : Uhh, That's better. WAIT // Tramp : Don't leave me man UNDER // Director : The tramp is under attack, if he dies you'll have to start again. 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. GUARD // (TRAMP SINGING) Guard : Shut up in there GOD1 // Take the Journalist to her apartment. When you are close, press the Use button to make her wait or follow. GOD2 // Do not leave her too far behind, or she will get scared and will run to you! GOD3 // The doors of this police van can be opened with a crowbar. If you have one, face them and press the Use button. GOD4 // The journalist is freaking out! You have 20 seconds to go back to her or she will come looking for you! GOD5 // You need the journalist to open this door. GOD6 // Be careful to hide dead bodies. Cops will shoot on sight if they see a dead police officer. GOD7 // You have left the Journalist behind again! GOAL1 // Take the Journalist to her apartment and recover the dossier GOAL2 // Break out of the perimeter created by the Police and reach the SUBWAY BITCH1 // There's that reporter bitch! Hey you, don't move another inch! BITCH2 // Hey, lady! Stay where you are! BITCH3 // Hey you! You're wanted for questioning! GEN1 // Stay here, I'll check that! GEN2 // Wait here. GEN3 // Aww, what now? I'll check it out. GEN4 // What the hell is going on here?? GEN5 // Someone is playing games with us. Let's check it out.. GEN6 // What is up with that thing? MANDN1 // Dispatch, we have a man down! Fugitive is armed ! MANDN2 // Dispatch, subject located, he is armed and dangerous! BITCH4 // There she is, that's her! BITCH5 // Hey, that's that reporter lady! BITCH6 // Hey, reporter lady, we want to talk to you! MANDN3 // Man down! Man down! Fugitive is to be considered highly dangerous! MANDN4 // Dispatch, I've located the fugitive! He's A&D! GEN7 // Hey, you ok down there? ...hey! GEN8 // You're sure taking your time... GEN9 // Hey, what's up? Talk to me, buddy, you're making me nervous! GEN10 // Come on, lets flush that bastard out! GEN11 // We better go see what's going on. GEN12 // Let's not get left out of all the fun. COV1 // Shit. Shit. Shit. We got plenty big trouble! COV2 // Covering fire! DISP1 // This is dispatch. Seal the perimeter. Snipers have been ordered to move in. CASIN1 // Officer down! Target has entered the casino! CASIN2 // Target sighted! Repeat, target sighted! CASIN3 // Man down! Man down! Target is approaching the casino! DISP2 // Sniper one please report your position... ALONE1 // Hey don't leave me alone! ALONE2 // Don't you desert me! ALONE3 // Hey, I thought we were sticking together! 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! JFLAT1 // My place is upstairs. Here, I got the keys. JFLAT2 // My place is up a floor. Hold on, I'll just unlock the door... JFLAT3 // I'll get the door. My place's just up some stairs. 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! JHLTH1 // These babies should numb the pain. JHLTH2 // I'm not usually a 'pill popper' but given the circumstances... JHLTH3 // Aahh, sweet pharmaceutical relief... JFLLW1 // Whatever you say... JFLLW2 // Ok, if you think it's safe� JFLLW3 // Ok, but you gotta watch out for me! JFLLW4 // 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! FREAK1 // I told you not to leave me alone! FREAK2 // Were you ever going to come back for me? FREAK3 // Don't leave me alone for that long again! PHEW1 // Thank God - I thought you'd just dumped me here! PHEW2 // I thought you were never coming back! PHEW3 // At last! Where have you been? 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. JCUT1 // Everything I need is in that box under the table. JCUT2 // Good, take it and get out of town. JCUT3 // But... You're not coming with me! JCUT4 // I'm going to deal with Starkweather personally, JCUT5 // thank him for my 'second chance'. JCUT6 // You're my backup if I don't make it. Have a nice life. MPG1 // I've lost him. MPG2 // What? Are you fucking kiddin... MPG3 // Oh shut up! Get some of your boys to take care of it. MPG4 // Don't file the arrest report. Don't kill him either. Send both to me. MPG5 // Hey, remember who you're talking to, you son of a... MPG6 // Listen you fuck. It's your job to clean up this city's mess. MPG7 // That's what you get paid for. MPG8 // Shit. MPG9 // Ok, pull over here. MPG10 // But it's another block or two to my apartment! MPG11 // Just shut up and stick with me if you want to stay alive. JOUR2 // Come on, let's get that dossier. JOUR3 // Hey wait! We still have to get the dossier! JOUR4 // That is the stuff you wanted. Now leave. JOUR5 // My apartment is upstairs. I have to open this door first. AID // These painkillers will make me fell a bit better. 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_1 // MAN DOWN! MAN DOWN! TARGET IS INSIDE THE CASINO! DIA2_2 // TARGET SIGHTED! REPEAT, TARGET SIGHTED! DIA2_3 // COVERING FIRE!!! DIA2_4 // COVERING FIRE!!! DIA2_5 // MAN DOWN! MAN DOWN! TARGET IS APPROACHING THE CASINO! DIA2_6 // SNIPER1 PLEASE REPORT YOUR POSITION... GOAL2A // To execute, sneak behind the hunter and press the Action button GOAL8 // Kill all the hunters to open the chute door GOAL2B // ~green~Green ~colour~items can be used to execute GOAL2C // ~green~Green ~colour~items are disposable GOAL7 // Find a way into the mall GOAL7A // Run away when facing multiple hunters GOAL1 // Follow the street GOAL1A // The keyboard controls the player GOAL1C // Press the Run button to sprint GOAL2 // Execute the hunter with the plastic bag GOAL3 // Hide in the shadows next to the gate GOAL4 // Wait until the hunter is facing away, then execute him GOAL4A // Hide in the shadows to lose hunters GOAL5 // Beat up the hunter using your fists GOAL5A // Press the Action button for a quick attack GOAL5B // Press the Action2 button for a hard attack GOAL6 // Find a way to the car park GOAL8A // You can attract hunters by hitting a wall GOAL6A // To peek press the Peek Right or the Peek Left button MOVE1 // Use the keyboard to control the player and the mouse to rotate the camera. Hold the Sneak button to move quietly. H_RUN // Hold the Run button to sprint. You have limited Stamina, as shown on the flashing ~yellow~yellow ~colour~bar so use it sparingly. H_RUN2 // Watch your noise. Sneaking is totally silent, but hunters can hear you running. The ~red~red ~colour~pulse on the radar indicates your noise level. H_RUN3 // Watch your noise. Sneaking is totally silent, but hunters can hear you running. H_WEAP1 // Walk over items to pick them up. H_SHARD // Items are color-coded according to their type. Small improvised weapons, like the Glass Shard are ~green~Green~colour~. H_BAG // Items are color-coded according to their type. The bag can be used to suffocate hunters. H_SHAR1 // Only ~green~Green ~colour~weapons, like the Glass Shard, allow you to execute in complete silence. H_RADR1 // The radar shows you the location of the hunters. Hunters are displayed whenever they are visible or making noise. The arrow shows the direction they are facing. H_RADR2 // The color of the arrow indicates the level of the hunter's awareness, ~red~red ~colour~is aware, ~orange~orange ~colour~is suspicious, ~yellow~yellow ~colour~is idle. H_EXE1 // To execute the hunter, sneak up behind him and press either the Action or the Action2 button. When you are ready to execute, the player's stance will change. H_NO // To execute the hunter, go back and collect the plastic bag, then sneak up behind the hunter and press either the Action or the Action2 button. When you are ready to execute, the player's stance will change. H_EXE2 // The longer you hold down either the Action or the Action2 button, the more vicious the execution. H_WEAP2 // ~green~Green ~colour~weapons like the Plastic Bag can only execute one hunter and are lost after use. H_SAFE // Hide in the shadows over there. Hunters will not see you in the dark unless they are actively searching for you. H_HERE // Here comes a hunter. Wait until he is facing away from you, then attack. H_WAIT // Your Status Icon goes ~blue~blue ~colour~when you are safely hidden in the shadows. H_WAIT1 // If you are seen entering the shadows you won't be able to hide there. H_WAIT2 // The icon will flash ~red~red ~colour~when you are in danger or have been spotted. H_HEAL // These are painkillers. Each bottle replenishes 50% of your health, shown on the flashing ~green~green ~colour~bar. H_FIGHT // When facing a hunter, press the Action button to perform a quick attack. H_FIGH2 // Use the Action2 button to perform a hard attack. H_FIGH3 // To block an attack do not press any button. Move backwards using the keyboard to back off from combat. H_SAVE // This is a SAVE POINT. Walk over it to activate it. If you die you will start from here. H_SAVE1 // You can save your progress by selecting save in the Pause menu. PAUSE // You can review the director's objectives on the Pause screen by pressing the Pause button. H_PATR1 // Watch out for patrolling hunters around corners. You can peek out by pressing the Peek Left and Peek Right buttons. H_RUN1 // Sprinting creates noise which will attract hunters, this is represented on the radar by the ~red~red ~colur~circle. CPARK // Be quick to finish off a hunter before his friends are alerted. Run away when facing multiple hunters, or they will overpower you. H_UPPE // You can lure a hunter by hitting any wall. See that he heard the sound by checking his arrow on the radar. Use this to split up large groups. H_UPP1 // You can lure a hunter by hitting any wall. Use this to split up large groups. LOCK // ~!~ EXE // You must have a weapon to execute a hunter. ABOVE // Hunters on different floors from yours are displayed as small triangles on the radar. CHECK // Kill that hunter to open this door. H_NOIS // When hunters are executed they will make a noise which may attract other hunters in the area. SEEN // You have been spotted! Fight or run. HEAR // Be careful when you execute enemies, other hunters can hear the noise if they are too close. OPEN // The Chute door is now open. GATE // Kill those two hunters to open this gate. GATE1 // Kill the remaining hunter to open this gate. 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. 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 // 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. CARPARK // 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. BRN1A1 // These streets are being patrolled by gangs. They're scum, just like you BRN1A2 // and they're here to hunt you down and cut you up. BRN1A3 // I'll try to direct you as best I can but other than that you're on your own - It's up to you! BRN1A4 // Ok, you ready? Camera... Action! 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 NIL // Hot damn, that's the spirit! Hot stuff, Cash, no wonder the state wanted shot of you! BRN3A1 // I'll be frank with you, we set that chump up to see if you had what it takes to be our leading man! BRN3A2 // A little audition, if you will. Heh heh. BRN4A1 // From here on in we're gonna need some fighting skills to get through the action. We're talking toe-to-toe. BRN4A2 // I know you've got the balls, so just give me the best you've got and you'll deal with this pussy BRN4A3 // no problem. The gate will open once I'm done filming here. BRN5A1 // Now take your time, Cash, I see a few Hoods around these vans. Sorry, I should explain. BRN5A2 // Each gang has their... Let's just call it their thing. BRN5A3 // These guys call themselves 'The Hoods', but none of that should bother you. BRN5A4 // As far as you're concerned, they're meat. Ok, on you go... 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? BRN7A1 // Ok, there are some more of these shitheads hanging around the exit. BRN7A2 // Give me some grade-A honest-to-god gore and you'll be buzzed through the door. 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. BRN8A1 // It's a WRAP!! Attaboy Cash, you're a natural, I swear to god you are! BRN8A2 // No time to hang around � time is money! Let�s see how you handle the next scene� MPG1 // It looks like this goes all the way to the top. MPG2 // I can't trust anyone, least of all the police, and time's running out. MPG3 // I've got to get the one piece of evidence that will expose Starkweather without a shadow of a doubt. MPG4 // footage and testimony of a man who was executed by the state five hours ago... MPG5 // I hope you rot IN HELL!! MPG6 // James Earl Cash... MPG7 // ...found guilty and sentenced to death... MPG8 // ...has been on deathrow for the past three years and was executed last night. MPG9 // Hey, tough guy, wake up. You're not dead. MPG10 // Well, not yet anyway. You're getting a second chance another throw of the dice. MPG11 // As far as the world is concerned, you died back in the chamber. MPG12 // Justice was served - James Earl Cash is rotting in Hell. MPG13 // Hey, hey, get a grip and calm down. MPG14 // You're probably suffering from shock but I'm here to help. MPG15 // Pick up the earpiece. Put it on. Go on. MPG16 // There that's better. MPG17 // Now only you can hear me and that's the way you're going to want it because I'm your only way out of here. MPG18 // Hey, hey, easy, easy! Look. MPG19 // You've had an unexpected reprieve, do exactly as I say and I promise this will be over before the night is out. OLD1 // Get the video from that camera. OLD2 // not by a long fucking way. You gotta trust me 2GOALC // BUg Fix 1GOALC // BUg Fix GOALC // BUg Fix COVER // Certain objects can be used to wall-strafe against. Press the Use button when near a wall or object to wall-strafe. SHOOT // While in wall-strafe mode press the Action2 button to aim over the object or to the side. LOCK // This door wont budge, try shooting off the lock. BAR // Go to the basement in the bar. GOAL1 // Get your hands on a gun GOAL2 // Find the video tape GOAL3 // Find the video camera GOAL4 // Go watch the video on the bar TV GOAL5 // Go to the bar basement and turn on the power FAL1A1 // So, how are we doing, Cash? Enjoying it so far? FAL1A2 // I thought you could do with a little R&R, so I've arranged a special FAL1A3 // screening... just for you... FAL1A4 // It's work in progress, but I think you'll appreciate it. FAL13A1 // I've hidden the tape and a video camera in the Mall. Find them. FAL2A1 // By the way, these guys are packing heat, so you might want to find a gun for yourself. FAL3A1 // Ok, we're cooking with gas now! Go find that tape! FAL4A1 // Now all you need is the camera. FAL5A1 // Aw hell, that's the camera with the broken screen! I told those guys... FAL5A2 // No problem, there's a TV in a bar somewhere around here. FAL6A1 // Does nothing fucking work round here? FAL7A1 // You're gonna have to see if you can turn on the power in the basement. FAL8A1 // Beautifully done, Cash, now just toddle back up to the bar and enjoy the show. FAL9A1 // You must understand, Cash, I could never have let them go. FAL10A1 // You must understand, Cash, I could never have let him go. FAL11A1 // You must understand, Cash, I could never have let her go. FAL12A1 // Where were your family when you were facing your final moments in the chamber anyway? FAL12A2 // And what gratitude did they show you when you saved them from those gung-ho assholes, eh? FAL12A3 // You've left your old life, your old self, behind. FAL12A4 // I'm all the family you need now. MPG1 // You! Get out to the graveyard! MPG2 // You and you! I want you up there! MPG3 // And I want you to follow him over to the Mall... MPG4 // NOW FUCKING MOVE!! ENT1 // So, how are we doing, Cash? enjoying it so far? ENT2 // I thought you could do with a little R & R, so I've arranged a special screening just for you. ENT3 // It's a work in progress, but I think you'll appreciate it. ENT4 // I've hidden the tape and a video camera in the mall, find them GUN // By the way, these guys are packing heat, so you might want to find a gun yourself, before you venture too far... CAMVHS // Ok, we're cooking with gas now! go and find that tape! GTAPE // Now all you need is the camera... GBOTH // Aw hell, that's the camera with the broken screen! I told those guys... GBOTH2 // Not a problem, there's a TV in a bar around here someplace INBAR // Does nothing fucking work around here? CELLAR // You're gonna have to see if you can turn the power on in the basement. ENDTHEM // You must understand, Cash, I could never have let them go. ENDHIM // You must understand, Cash, I could never have let him go. ENDHER // You must understand, Cash, I could never have let her go. KEY // You have collected the ELEVATOR KEY. KEY2 // The Cerberus Leader has dropped the ~green~ELEVATOR KEY~colour~, go and get it! CAMERA // You have been spotted by a SECURITY CAMERA - The guards will know your position now. CAMERA2 // Watch out for SECURITY CAMERAS. The Cerberus guards use them to know where you are. LIFT // The ELEVATOR is now operational again. GOD1 // You cannot use the elevator yet. You don't have the KEY and the POWER is still off. GOD2 // You cannot use the elevator yet. You don't have the KEY. GOD3 // You cannot use the elevator yet. The POWER is still off. GOAL1 // Find the ~green~LEADER~colour~ of the Cerberus team and acquire the ELEVATOR KEY GOAL2 // Reach the ~blue~basement~colour~ in the west wing and turn Starkweather's ELEVATOR back on GOAL3 // Use the ELEVATOR to reach Starkweather SUPRT1 // Copy that request for support! Hang in there guys, help is coming! SUPRT2 // Roger that! Reinforcements are on their way! SUPRT3 // Wilco, should be with you guys ASAP! CNV1_1 // Sir, one of the men is not responding. We have to move you somewhere more secure. CNV1_2 // I want that asshole's head on a spike, sergeant! CNV1_3 // It will be a pleasure, sir! Escort him upstairs. 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. LIFT1 // Shut the lift down, Starkweather said no unexpected visitors. LIFT2 // Roger. GUN1 // Target is armed! Keep him confined! NOGUN1 // Target is not armed! Flush him so we can take him out! HEAVY1 // What the? -oh shit!!! HEAVY2 // Holy fuck! He's packing heavy! HEAVY3 // Take cover, he means business! STORM1 // Fuck this, I'm going in!!!! STORM2 // I'm coming in there to fuck you up!!! STORM3 // Who dares, wins - rraagghh!!! MPG1 // Have you locked the elevator? MPG2 // Nobody gets anywhere near Starkweather. Give me the key. MPG3 // Yes sir. MPG4 // I want you to go down to the basement and turn off the motor. MPG5 // We can't be safe with these two bastards running around. MPG6 // We're on it, sir. GEN // RADIO VOICE: We have reported casualties! Hang tough guys, reinforcements on their way! 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. CHF1 // CHIEF: Order the men to shoot at anything that moves. CERB4 // GUARD: Consider it done, sir. Escort him upstairs. CHF2 // CHIEF: How did that bastard get past the perimeter guards? CERB5 // GUARD: He has killed two of our snipers, sir. We should assume he is armed. CHF3 // CHIEF: I want his head on a silver plate, seargent! CERB6 // GUARD: All men are ready, I have instructed them to equip themselves from the armoury. CHF4 // CHIEF: Very well. Any sign of him in the security cameras? CERB7 // GUARD: No sir, but if he gets anywhere near that elevator we will be right on him CHF5 // CHIEF: Leave two of your best men in the basement, I don't want more surprise. CERB8 // GUARD: This has been already taken care of, sir. BAS1 // GUARD: OH SHIT!!! GOAL1 // Find a way into the factory complex GOAL2 // Use the lever in the guard hut to open the ~blue~loading bay~colour~ gates GOAL3 // Try to make your way to the factory's front reception area GOAL4 // The lift is out of action. Deactivate the failsafe to power it up again GOAL5 // Get to the reception area and exit the factory anyway you can GOAL6 // The main doors are locked via the control room console GOAL7 // Exit the factory complex and head for the ~blue~loading bay~colour~ GRV1A1 // Time for a little overtime! Make your way through the factory! GRV1A2 // The loading bay's your only way in. GRV13A1 // For a job well done make your way to the foyer. GRV2A1 // Well that's put a spanner in the works. Why don't you try the guard hut. GRV3A1 // Way to go, Cash! Now make your way through the factory. GRV4A1 // Aw dammit, the lift's screwed again! GRV4A2 // You're going to have to go down to the basement. GRV5A1 // There's a circuit breaker down there that will get the lift working. GRV6A1 // You need to reset the circuit breaker in the basement for the lift to work! GRV7A1 // You need to reset the circuit breaker for the lift to work! GRV8A1 // Nice one, Cash. The lift should be working now. GRV9A1 // Ok, I admit it - some of the doors are locked via a GRV9A2 // panel in the control room - sorry. GRV10A1 // That's my leading man! Attaboy! See you with some beers outside! GRV11A1 // I told you. You're gonna have to use the panel in the control room to open the door! GRV12A1 // I don't think we've made too many friends - Hell, I like you, but these guys... MPG1 // What the fuck... MPG2 // Get in the van now! MPG3 // Move it! MPG4 // You heard the man! HINT2 // Director: Not that way! That would be too easy! DOORSS // Director: Use the control room console to open these doors! 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! FOLLOW3 // Director: That's it! Those main entrance doors are unlocked! Meet you outside! SEWAGEL // Director: Some doors are locked via the main control room of the works! END // Director: Well done for now! You haven't seen the last of that rabbit though! 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! 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! HNTCTRL // Director: That control room might be important! COMMIT // Director: Seems your work isn't up to scratch! This reception committee looks pissed off! PGKEY // You have picked up the PRISON GATE KEY. GOAL1 // Follow the rabbit by exiting the cellblock GOAL2 // Kill the patrolling hunter and get up to the control room GOAL3 // Kill all the death row hunters GOAL4 // Get to the workshop anyway you can GOAL5 // Activate the sensor lock and chase that rabbit GOAL6 // Kill the ~green~White Rabbit~colour~ to acquire the KEY to the prison's gates GOAL7 // Get to the gates and exit the prison SCREW1 // Darling, I'm coming to get you! COVER1 // Take cover, you idiots! COVER2 // Take cover! Take cover! COVER3 // He's packing! Take cover! DIE1 // You did well! Very well. But every film has its ending and this here is yours! DIE2 // You made it! Oh dear, you see, you didn't make it after all! Ha-ha-heee-hooo! DIE3 // Close your eyes, bad boy! Time for bye-byes! OUT1 // Hey, you ain't dead! He ain't dead! Oh shit, I've got the keys outta here! OUT2 // You're supposed to be dead! Aw fuck, he's after my frikkin' key! OUT3 // Holy frogger! I've got the key - if he gets me he's outta here! POL1A1 // You're my big ugly Alice, so go on, follow the White Rabbit! POL2A1 // They're messing with you, Cash, trying to fuck with your head! I wouldn't stand for that! POL3A1 // You might want to clean the filth out of the showers... POL4A1 // Get rid of the pink dressed freak and get up to the watch room. Mr. Rabbit has left you a gift! POL5A1 // A new meaning for death row! Get yourself up to that watch room! POL6A1 // You're a threshing machine, Cash! Now head for the door below the control room! POL7A1 // Watch those cells closely. Kill 'em all! POL8A1 // Almost there, baby! Chew your way through these chumps! POL9A1 // What can I say? You were a good leading man, the audience will love you. POL9A2 // Don't expect any royalty cheques where you're going though! 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! MPG1 // Ramirez! MPG2 // You let Cash slip his leash - bring him to heel! MPG3 // Failure isn't an option. NOW GO! PRI1A1 // Director: Follow the White Rabbit! You're one ugly fuckin' Alice though! PRI2A1 // Director: Get rid of that screw and get up to that room. The rabbit has left you a gift! PRI3A1 // Director: A new meaning for death row! Get yourself up to that control room! PRI4A1 // Director: Fine shooting! Head for the door below the control room! PRI5A1 // Director: Watch those cells closely! Pick them all off! PRI6A1 // Director: Almost there, get through this last section anyway you can! PRI_08 // Rabbit: You did well! Very well. Every film has an ending and this is yours. 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! 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! GOD1 // Kill ~green~Ramirez~colour~ before he calls in back up! GOD2 // Make your way to the ~blue~gate~colour~! GOAL1 // Dispose of the three stalking hunters GOAL2 // Get into the old apartment block and track down ~green~Ramirez~colour~ GOAL3 // Kill ~green~Ramirez~colour~ before he calls in back up GOAL4 // Make your way to the ~blue~gate~colour~ GOAL5 // Kill ~green~Ramirez~colour~ KILL1 // Get out there and bring me his fucking head! KILL2 // He's making fools of us - get out there and find him! KILL3 // First man brings me his severed dick gets ten thousand dollars! SRCH1 // Move it, you assholes, he's down there somewhere! SRCH2 // You inept motherfuckers! He's down there - Find him! SRCH3 // He's making fools of you all! Check the shadows! SRCH4 // Put some fucking effort into it! SRCH5 // Look harder, you spineless gimps! SRCH6 // He's laughing at you! Assholes! SRCH7 // This isn't a game! Find him! SRCH8 // If you don't find him soon I'll shoot you myself! SRCH9 // I swear I'll kill you all myself if you don't find that motherfucker soon! SRCH10 // He's here somewhere! Just flush him out so I can nail the bastard! MPG0 // Where do you think you're going, little man? Huh? Huh! MPG1 // You think you're tough? MPG2 // Think you're tough? MPG3 // I'll rip your fucking head off! MPG4 // You like hide and seek? You like hide and fucking seek? MPG5 // Well we're coming for you, asshole. MPG24 // What the fuck? MPG25 // Don't you want to play any more? MPG26 // What's the matter, little boy? MPG27 // It's our turn now! Run, RUN! MPG28 // Ready or not � HA HA! MPG6 // Get in, you idiot, GET IN! MPG7 // THERE HE IS!! MPG8 // Pull over - PULL OVER! MPG9 // Who are you - I've seen your face before! MPG10 // Get offa me! I'm a reporter - I was at your execution! MPG11 // Keep talking. MPG12 // I've been following Starkweather's little operation for months. MPG13 // Who's Starkweather? MPG14 // The guy that's been talking you through this whole circus of death! MPG15 // Look, I've got all I need to expose that sick bastard MPG16 // But he's definitely onto me now, so I have to get back to my apartment MPG17 // Collect my material and get out of town before I become another of Starkweather's 'extras'. MPG19 // You can bring him down, this Starkweather? MPG20 // Absolutely - this is gonna make my career. MPG21 // Ok, let's go. MPG22 // Huh? MPG23 // To your apartment � DRIVE! 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! 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! GOAL1 // Kill Piggsy and find a way to reach Starkweather GOAL2 // Take care of the Cerberus guards to enter Starkweather's room GOAL3 // Kill Starkweather GOD // The chainsaw makes noise when its engine is running. Turn it OFF with the Action2 button. SICK1 // Hurt�huuurrrrttt! SICK2 // No more. Noo moooorre!! SICK3 // Going home, hoooooome! AWAY1 // Go! Away! Go! AWAY2 // Not playing! Not funny! AWAY3 // Stop! Not fair! Stop! ANGRY1 // Piggsy angry! Aarrgghhnngry! ANGRY2 // Rraarggh! Piggsy gonna suck your guts! ANGRY3 // This Piggsy's home! Raaarrghh!!! HOME1 // Piggsy forget why here... HOME2 // Piggsy bored. Go home to bed and sleep... HOME3 // Piggsy not play no more. Piggsy go hoome... 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!!! DIR // Send him to hell! Go on! MPG9 // Pigsy ANGRY! Unh! Pigsy Angry! MPG10 // Ahhh! Yeah! Pigsy Angry! MPG1 // Acclaimed movie maker Lionel Starkweather has been found dead today MPG2 // along with several of his bodyguards, at his estate at the Wapona Hills residential district. MPG3 // In what investigators are calling a bloody vendetta, MPG4 // An unknown assailant infiltrated the compound, killing Starkweather, MPG5 // but more interestingly, leading police to the site of a snuff film ring being run from the estate's confines. MPG6 // Linked to this ring is Carcer City's own police chief Gary Schaffer, MPG7 // whose lawyer stated that he intends to plead not guilty. MPG8 // Hello Kiddies... NAIL // When using guns, shoot by pressing the Action button. NAIL2 // Press the Action2 button to zoom in on the closest hunter. NAIL0 // When wall-strafing you can aim at hunters around corners by holding the Action2 button. NAIL1 // Press the Reload button to reload your weapon. NAIL4 // Press the Reload button to reload your weapon. NAIL3 // Aim to the head if you can. Headshots do more damage and with firearms they can kill instantly. PADLOCK // You need something sharp to cut this rope. OPEN // Kill that hunter to open this gate. DRUM // You can detonate these Gas Canisters by shooting them with the nailgun. AMMOPK // This is an ammo pick-up, you must have the desired weapon in your inventory to collect this. GOAL1 // Kill the hunter guarding the gate GOAL2 // Find something to cut the ~blue~rope ~colour~on the gate GOAL3 // Find a way into the trailer to get the nailgun GOAL4 // Find and activate the switch to open the ~blue~gate GOAL5 // Go back to the gate to get to the exit CRAP1 // I can smell it's putrid corruption CRAP2 // Hallelujah! Praise The Lord! WHO1 // Hallelujah! There he is! WHO2 // Hallelujah! There he is! FILL1 // There he is! Sick deviant... FILL2 // The Lord hath delivered! Amen! SEEN1 // G-guys! I... I see him! He's here! Guys! SEEN2 // Holy fuck - th - there he is! Hey he's over here! WHT1A1 // Ok, so I lied. We haven't quite wrapped this gig up, but hey WHT1A2 // you're having fun, right?! WHT1A3 // There's a double gate that leads on through to our next location - find it. WHT2A1 // Careful, there's a bigot guarding the gate. If he sees you he'll call his cheery buddies... WHT3A1 // That's a pretty thick rope - you're gonna need a blade... WHT4A1 // You didn't think I'd let you out that easily did you? It's an electric lock WHT4A2 // Find the release switch. WHT5A1 // Beautiful! That's his hunting days over! WHT6A1 // There's a nailgun in that trailer - if you can stand the smell! WHT7A1 // He's got his hands full at the moment - go grab his nailgun... MPG1 // Ok, you limp-dicked faggots! MPG2 // Let's give Mr. Starkweather a show to remember. MPG3 // MOVE IT!! 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. START // Director : Your on the Skinz turf now Cash, these racist pricks hate everything, grab a weapon and find a way into the scrapyard. GLASS // Hunter : Bastard, You made me shit my pants. GATE // Spotter : I see him, I see him, calling in back-up. EXIT // Director : Through that door is the way out, I've hidden a power switch to open it, find that switch. DOPE // Director : If you could just find a way into the trailer and steal that nailgun.... HEAR // Hunter : Is that you guys out there?, comon I'm taking a crap in here. LETTER1 // abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789"$,.'-?!!SDBF NUMBER1 // 0123456789 GAS // Pick up the gas can with the Use button and take it back to the crane. CRANE // To rotate the crane use the keyboard or the mouse. To activate the magnet press the Action button. CRANE1 // You can leave the crane by pressing the Use button. CRANE2 // Be careful as hunters can still shoot you whilst inside the crane. ENTER // To enter the crane stand on the ground beside it and press the Use button. SQUASH // You can squash hunters by dropping the fridge on them using the Action button. FUEL // Take the gas can up the steps and press the Use button to refuel the crane. OUT // Find some gas to get the crane working. ON // You need some gas to activate this crane. GREEN // Your next objective is shown on the radar as a green dot. GOAL1 // Clear the area of hunters to open the ~blue~gate GOAL2 // Find a way to lure out the hunter GOAL3 // Find the gasoline to fill the crane GOAL4 // Head back with the gasoline to refuel the crane GOAL5 // Use the crane to unblock the path GOAL5A // Find the crusher machine GOAL6 // Hunt down the five hunters to open the ~blue~gate GOAL7 // Use the crane to unblock the path GOAL8 // Find the double doors to get to the exit GOAL9 // Find a way to the hut BLOCK1 // Cover the fuckin exits! Now! BLOCK2 // Don't let him outta here! Move it, move it! FUSE1 // What the - ? How many god damned times can a fuse blow?! FUSE2 // Aw that's just frickin' great - the fuse has fried again! SKN1A1 // These Skinz are boring me - dumb-assed supremacist bastards. SKN1A2 // Always blaming others for their inadequacies. SKN1A3 // Butcher them, Cash. Cut'em up, beat 'em down and choke the fucking life out of them! SKN2A1 // Oh, man, that one was good! The gate's open. SKN2A2 // Go on, get out of here! SKN3A1 // This shit seems content to watch porn and avoid all the action! If he won't switch it off himself, SKN3A2 // we'll have to do it for him! SKN4A1 // A crane. Well what d'ya reckon, Cash? SKN5A1 // Alright Cash, Grab the blade you're gonna need it to get out of here. SKN6A1 // You'll need to find a way through the next gate. SKN7A1 // Find a way to get that fat bastard out into the open! SKN8A1 // Excellent - Death by heavy domestic appliance! START // Director : Clean the area of hunters, then make your way to the gate. OPEN // Director : Nice going Cash!, The door is open. GASO // Director : A busted up crane, could have some use, if you could get it working. DONE // Director : Nice going Cash, scout out the area, the gates open. DELAY // Hunter : That fucking fuse again, do I look like an electrician. HUT // Director : You need to find a way past this gate, Cash. HUT1 // Director : If you could lure this fat fucker out somehow... ENTRY // Hunter : Block all the exits, the only way outta here is in a body bag. GETTH // Hunter : Hey you! Get the fuck outta that crane. GOAL1 // Restore power to the rails so that the last train can leave the station GOAL2 // Get onto the last train before the police order its departure GOAL3 // Find a way out of this subway station LOCK // Old rusty locks like this can be broken with a well placed bullet. OHFK1 // Oh shit, it's him! OHFK2 // Fuck, there he is! OHFK3 // It's him! 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! 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... DISP3 // This is dispatch to Adam11 - we have a code1 - suspect is presumed to be heading your way. SEAL1 // Officers down! We need to seal this place right now! 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! SWAT1 // This is Bravo leader, regroup at the tracks! SWAT2 // Roger Alpha team, Charlie is en route from the precinct as we speak. SWAT3 // This is Charlie leader. Power has been shut off. Repeat - power is off! MID1A1 // sure you will never get out of that subway alive DIR1 // Director: ...sure you'll never get out of that subway alive, Cash... START1 // Roger Dispatch - we are in. DIA1_3 // Shit! It's him! 2_1RGT // This is Bravo Leader - regroup at the tracks! 2_1ZI // THIS IS BRAVO LEADER, TARGET SIGHTED! ZERO IN MY POSITION! 2_2ZI // THIS IS BRAVO 2, TARGET SIGHTED! REPEAT - TARGET SIGHTED! 2_3ZI // THIS IS BRAVO 3, I HAVE SIGHT OF THE TARGET 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. 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!! INTRO // COP : JUST KEEP YOUR EYES PEELED HES AROUND HERE SOMEWHERE, WEVE GOT THE ACCESS TO THE TRACK LOCKED 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 DEAD // COP : WE GOT HIM HE AINT GONNA BE CAUSING US ANYMORE TROUBLE 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. CAPTUR1 // COP: Freeze Fucker! Just give me an excuse to waste you. CAPTUR2 // COP ON RADIO: Control we have captured the suspect. GOAL1 // Make your way to the end of the Trainyard DISP4 // The suspect is believed to be in the area, approach with extreme caution! DISP5 // He is armed and is considered to be highly dangerous! FREEZ1 // Freeze Punk! Just give me an excuse to waste you. FREEZ2 // CCPD! Hold it right there! FREEZ3 // Not another inch, asshole! CAPT1 // Be advised, Dispatch, we have the animal! CAPT2 // Dispatch! Dispatch! We got the bastard! CAPT3 // Fuckin'A - We got him! Woohoo! MPG1 // Put your fucking hands up! MPG2 // Shoot that copkiller sonofabitch! MPG3 // What the fuck is this? MPG4 // Shoot that cop killin sonofabitch! GAMEGOD // To jump from wagon to wagon and over big gaps, run as fast as you can towards the edge and the player will jump automatically. GAMEGOD // To jump from roof to roof and over big gaps, run as fast as you can towards the edge and the player will jump automatically. HAMMER // To open this door you need to find something to rip off its lock. HIDE // Watch out for hunters hiding in the shadows. They will not appear on the radar until you spot them. GOAL1 // Kill all the Hoods before the time runs out GOAL2 // Make your way to the exit gates W_CLEAN // You have cleared the WAREHOUSE of all the Hoods RS_FULL // There are still hunters hiding away in the ROOFTOPS and in the ALLEYS W_FULL // Remember to finish the Hoods hiding in the WAREHOUSE R_CLEAN // You have cleared the ROOFTOPS of all the Hoods R_FULL // Remember to finish the Hoods hiding on the ROOFTOPS WS_FULL // There are still hunters hiding away in the WAREHOUSE and in the ALLEYS S_CLEAN // You have cleared the ALLEYS of all the Hoods S_FULL // Remember to finish the Hoods hiding in the ALLEYS RW_FULL // There are still hunters hiding away on the ROOFTOPS and in the WAREHOUSE MUR1A1 // Cash, baby, you're scaring the shit out of these Hoods. They're trying to bug out! MUR1A2 // I can see their van coming, should be here in ten minutes or so. MUR1A3 // Fucking low-life cowards... Do me a favour, kill every last one of them! MUR2A1 // Well that's it! That wasn't too bad, was it? Head on over to that gate and I'll let you out� MUR3A1 // Oh, for christ's sake, Cash, you blew it! It's the cutting room floor for you! START01 // Cash, my man, you scared the shit out of the HOODS. They dont want to play with us anymore. START02 // It will take 10 minutes for their VAN to arrive. Do me a favour and kill EVERYONE, Ok? END // Well done Cash, the Hoods have been wiped out and the gates are open. Make your way towards them and Ill let you go. SHOT // You've been tranquilized, while in this state you won't be able to use the crowbar, wait until the effects have worn off. RIFLE // Hold down the Action2 button to use the scope. You can zoom in and out using the movement buttons on the keyboard. GOAL1 // Find a weapon and get past the ~blue~rope-tied ~colour~door GOAL2 // Get past the ~blue~padlocked ~colour~gate GOAL3 // Find a way into the ~blue~restaurant ~colour~at the top of the zoo GOAL4 // Go out the back of the restaurant to the ~blue~exit GOAL5 // Make your way to the zoo pens SOU1A1 // These pricks call themselves the Wardogs - real dickless gung-ho losers SOU1A2 // You're gonna have to tool up if you're gonna make it - take it slow and see what you can take from these guys. SOU2A1 // There are some doors over the otherside of this location that will get your sorry hide out of here. SOU3A1 // Where did I hide that crowbar? Think, think, think! SOU3A2 // Sorry Cash, this is a grizzly situation... SOU4A1 // Oh hell, that wasn't in the script! Honest Cash, they're making it up as they're going along, I swear! MPG1 // Give him the fucking food, enough bullshitting. MPG2 // Give him the fucking food! MPG3 // Ah fuck! This guy fucking stinks! MPG4 // Just give him the fucking food and let's get the hell out of here. MPG5 // Fall in and listen up! MPG6 // At ease. It's time to get out there and nail that bastard! MPG7 // WARDOGS - YEEAH! MPG8 // Ha Ha! 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. INTRO // Director : These pricks will kill you in a second if you're unarmed. Find an Executor and steal his weapon. PAD1 // Director : Where could that crowbar be, maybe the bear took it. TOP // Director : Lets see if you can figure this one out. Be careful Cash, some of these wardogs have tranquilizer rifles. PAD // Director : Find these doors and get past them, you'll need to find a crowbar first!! CHECK1 // Kill the two hunters to open this door. CHECK2 // Kill the last hunter to open this door. LETTER1 // abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456789"$,.'-?!!SDBF NUMBER1 // 0123456789 BACK // There are still hostages alive to rescue, go back and find them. GOAL1 // Save at least one of the four family members GOAL2 // Find your sister to open the door GOAL3 // Go to the Sharks mouth GOAL4 // Find the switch to open the exit door FREED_1 // Get out of here - Run! FREED_2 // Ok, you're ok. Go! FREED_3 // Run as far away as you can! FREED_4 // Trust no one, now go! FREED_5 // Don't stop until you're out of here! FREED_6 // Go on, run, you idiot! BOD1A1 // Hold up Cash. You and your family weren't exactly close, am I right? BOD1A2 // It's just that I thought it would be nice to have a surprise reunion! BOD1A3 // But, these Wardogs didn't see it my way and they've taken matters into their own hands. BOD2A1 // They're using them as bait, Cash, bait. I know, BOD2A2 // I know, I can hardly believe it myself. BOD2A3 // Each time they spot you, these Wardogs are gonna execute one of your beloved family. BOD3A1 // I like my leading men to have a soul, Cash, and that means 'giving a shit'. BOD3A2 // So I'm not letting you out of here unless you free at least ONE of them. BOD4A1 // Guess what you have to do to open the shark's mouth? Go rescue your family! BOD5A1 // Now Cash; you've killed a few people in your time BOD5A2 // don't be responsible for your whole family as well! BOD6A1 // Oh man, he's toast! BOD6B1 // Too slow, Cash, they've nailed him! BOD6C1 // Saw you, killed him! Life's a bitch. BOD7A1 // Lady killer! BOD7B1 // Shit, you blew it! And now she pays the price. BOD7C1 // You as good as killed her yourself! BOD8A1 // Well, one out of four ain't too bad I suppose. BOD9A1 // Two dead, two alive. Fifty, fifty. BOD9A2 // Half a family. Good enough for me, though! BOD10A1 // What a bummer, you turn up alive and one o'them kicks it. BOD11A1 // You rescued them all! I knew I'd bring the hero out in you! BOD12A1 // Ok, you can go through the shark's mouth now. MPG1 // You just won't fucking die will you? MPG2 // Get him out of here. 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. 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. FAIL // Director : You failed to rescue a hostage Cash, now it's over for you. DBRO // Director : Say a prayer for your brother Cash. DSIS // Director : Be more careful Cash, try not to get spotted. DMOM // Director : Another body bag, alright Cash the door is open now. DMOM1 // Director : Nice going, alright Cash the door is open now. DDAD // Director : Get with it Cash, Your running out of family members. OPEN1 // Director : Well, one out of four ain't too bad I suppose. I've opened the gate... 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! START // Kill as many hunters as you can for a top score! GOAL1 // Kill as many hunters as you can for a top score INTRO1 // The banana shortage has given the Zoo monkeys an appetite for death! INTRO2 // Start feeding them lead to stop being on the menu too! GOAL // Get out of the Zoo alive HELP1 // You must survive for as long as you can against the three gangs. The gangs will fight each other as well as you. Good Luck! GOAL1 // Survive for as long as you can GOAL0 // Find the ~green~Hammer~colour~ GOAL1P1 // Perform 1 ~yellow~Violent~colour~ execution with the Hammer GOAL1P2 // Perform 1 ~red~Gruesome~colour~ execution with the Hammer GOAL1P3 // Get the Bat from the hunter GOAL2P1 // Perform 1 ~yellow~Violent~colour~ execution with the Bat GOAL2P2 // Perform 1 ~red~Gruesome~colour~ execution with the Bat GOAL2 // Make your way to the end of the Cellblock GOAL3 // Go along the top of the Cellblock and get to the shower block GOAL4 // Kill all the hunters GOAL5 // Go to the shower block GETHAM // Find the Hammer somewhere in the Cellblock. GODHAM // Perform a ~yellow~Violent~colour~ and a ~red~Gruesome~colour~ execution with the Hammer. GETBAT // Kill this hunter and get his Bat. GODBAT // Perform a ~yellow~Violent~colour~ and a ~red~Gruesome~colour~ execution with the Bat. USEBAT // Use the Bat to perform the executions. FUGIN1 // Look like it up to Fug, Fuuuuuug!!! FUGIN2 // Fug gonna finish this! FUGIN3 // Fug gonna make you sorreeeee! JAL1A1 // Monkey see, monkey kill! That's your motivation for the next scenes! JAL1A2 // You're killing to entertain, so take your time and play to the camera! JAL2A1 // Jesus, Cash, you're chewing through these guys like you were popping bubble wrap. JAL2A2 // Head over to the end of the cell block - I've got a surprise for you. JAL3A1 // Get your funky ass along the walkway and head into the shower block. JAL4A1 // Kill 'em all, Cash, kill 'em all! Ha ha ha! JAL5A1 // Here's your reward for being such a good head collector! JAL6A1 // Ok, Cash. You've performed brilliantly. JAL6A2 // Don't worry, I've got plenty more Wonderland fun lined up for you JAL6A3 // (laughter) 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 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 BONUS // Here is your reward for being such a good head collector GOAL1 // Make your way to the abandoned library GOAL2 // Find a way into the library cellar GOAL3 // Get through the cellar to the exit out the back GOAL4 // Win the fight in the cellar GOAL5 // Head through the buildings to get to the library GOAL6 // Go through the cellar to the exit JUMP // When you fall from a height you will make noise that attracts hunters. TRASH // Press the Use button to kick this trashcan and use it as a lure for hunters. WALL // To strafe against a wall, position the character against it and press the Use button. WALL1 // Then press Left or Right on the keyboard to slide against the wall. Reach a corner and continue to press the button in the same direction to lean out and peek. WALL2 // You can hit the wall to lure hunters by pressing the Action button. To detach from the wall, press the Use button or Down on the keyboard. BRICK // Bricks and all other lures are ~yellow~YELLOW ~colour~items and can be thrown to make noise and attract hunters. BRICK1 // To throw the brick, hold down the Action button. The longer you hold, the further away the object will be thrown. When you release the Action button, you will throw the object. BRICK2 // ~yellow~Lures ~colour~cannot be used to execute hunters. WBAT // Big weapons like this Baseball Bat are ~red~RED ~colour~items. They are stronger, but not as fast as the lighter weapons. DOR6A1 // You're doing great, kid. Grade A stuff. DOR6A2 // Now find your way to the cellar door. MPG1 // Get ready, boys, he's coming... MPG2 // Alright, get him out of here. MPG3 // Oh shit! EXIT // Director : Your doing real good Cash!, It's almost over. This is the entrance to the cellar find it. GOAL1 // Get to the street GOAL2 // Find something to break the ~blue~PADLOCK~colour~ GOAL3 // Use the CROWBAR to break the ~blue~PADLOCK~colour~ GOAL4 // Win the fight in the cellar GOAL5 // Head through the buildings to get to the library GOAL6 // Go through the cellar to the exit START0 // You can look behind you by pressing down the Look Back button. START2 // ~!~ START1 // ~!~ BLUE // One handed weapons like the Bat are ~blue~Blue ~colour~Objects. They are not lost after use but make noise during executions. SWAP // You can select individual weapons using the four Inventory Item buttons, or cycle through them with the Inventory button. LOOK // Hold down the First Person button to view your surroundings. You can use this to spot hunters at a distance. SMASH // Select the crowbar then press the Use button to break the padlock. GRAB // Press the Action and the Action2 buttons together to grapple. Time the attack right and you can chain 3 hits together. GRAB2 // To break free from a hunter's grapple press the Action button repeatedly. BAT // The bigger weapons are stronger but not as fast as the lighter weapons like the crowbar. TRIAN // The Crowbar can be used to break padlocks and other locked objects. GRAVE // Walking on gravel will make noise that attracts the hunters. WBAT // Big weapons like this Baseball Bat are ~red~RED ~colour~items. They are stronger, but not as fast as the lighter weapons. BREAK // Special Windows like this one can be smashed. They will create a glass shard for you to collect. RADAR // Objectives are shown as a dot on the radar. PISS // Hunter : I'm taking a leak, I'll be out in the alley. PISS1 // I need a leak. I'll be outside. PISS2 // Man, I gotta take a piss. DOR1A1 // You're doing fine, Cash, just fine. We're getting some great material here! Keep going! DOR2A1 // There's a Hood upstairs. Make some noise - hit something - that should get his attention! DOR3A1 // You're going to have to find something to bust that padlock! DOR4A1 // A crowbar! That would be ideal for... DOR4A2 // smashing a padlock, say! DOR5A1 // Okay, this is what I like to call a 'set up'. DOR5A2 // This guy will fight dirty, but once you're through with him, I'll open the next door. DER1A1 // Director : Go through that building up ahead to get to the street. DER2A1 // Director : That hunter is watching the stairs, lure him downstairs by hitting a wall, then wait in a safe zone. 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. 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.