1-5 // 1-5 11-15 // 11-15 16-19 // 16 1600X1200 // 1600x1200 1920X1200 // 1920x1200 6-10 // 6-10 600X800 // 600x800 ACCEPT // ACCEPT ~cross~ ACIDBOT // Bottle of Acid ACTION1 // "ACTION ""1" ACTION2 // "ACTION ""2" ACTMAP_PC // action controls ACTMAP_T // ACTION CONTROLS ADVGUN_PC // ~!~ ADVTUT_PC // ~!~ ANTIAL_PC // anti-aliasing APPLY_PC // apply APR // Apr AUDIO // audio AUDIOT // AUDIO AUDSET // audio settings AUDVID // audio/video AUDVIDT // AUDIO/VIDEO AUG // Aug AUTSAV // auto-saving AXE // Axe A_BACK_PC // move backwards A_BLOCK_PC // block A_CLIMB_PC // climb A_CLIP // Ammo Clip (30) A_CRAWL_PC // crawl A_DROP_PC // drop A_EXECU_PC // execute A_FIREW_PC // fire/punch A_FP_PC // first person A_FWD_PC // move forward A_GUNAM_PC // gun aim mode A_INV1_PC // slot 1 A_INV2_PC // slot 2 A_INV3_PC // slot 3 A_INV4_PC // slot 4 A_INVDI_PC // display inventory A_INVDN_PC // cycle inventory down A_INVUP_PC // cycle inventory up A_LKBK_PC // look back A_MENU_PC // menu A_PAUSE_PC // pause A_PEEKL_PC // peek left A_PEEKR_PC // peek right A_PICUP_PC // pick up A_PUNCH_PC // punch A_RLOAD_PC // reload A_RUN_PC // run A_SNEAK_PC // sneak A_STRFL_PC // strafe left A_STRFR_PC // strafe right A_SWPWN_PC // swap weapon A_TARGT_PC // manual target A_THROW_PC // throw A_USE_PC // use A_WALLH_PC // wall hug A_ZMIN_PC // zoom in A_ZMOUT_PC // zoom out BAC2_FE // ~circle~ Quit to Menu BACK // back BACKC // BACK ~circle~ BACKT // BACK ~triangle~ BACKWL // ~triangle~ button Back without load BACKWLC // ~cross~ button Back without load BAT_SPI // Baseball Bat with Spikes BLAKJAK // Blackjack BLOWTOR // Blowtorch BOCOUNT // Kill counter BONFEA // bonus features BONUS // bonus BONUSSC // bonus BOTTLE // Bottle BRICK // Brick BRIGHNT // BRIGHTNESS BRIGHTN // brightness BRINFO // TO BEST EXPERIENCE MANHUNT~nbsp~2 ADJUST THE DARKER BOX MAKING SURE THE RECTANGLE IS JUST VISIBLE. BRINFS // FOR THE BEST EXPERIENCE, IT IS RECOMMENDED THAT THE GAME BE PLAYED WITH HEADPHONES BRSET1 // please check this picture BRSET2 // and make sure that the box BRSET3 // on the left is just visible. BRSET4 // ^ BWSCR // BACK WITHOUT SAVE ~cross~ BWSTR // CONTINUE WITHOUT SAVE ~triangle~ CAM1 // CAM1 CAMERA // Video Camera CAN // Can CANCEL // cancel CANCELT // CANCEL ~triangle~ CASHBUN // Cash Bundle CHAINSW // Chainsaw CHEKPNT // Checkpoint hit CIRCSAW // Power-Saw CNF_DEL_PC // Are you sure you want to delete this Manhunt~nbsp~2 save game? CNF_LD // Are you sure you want to load this Manhunt~nbsp~2 save game data? COASAC // SAVE ~cross~ COLT_C // Assault Rifle COMPLT // -Complete CONADC // DELETE ~cross~ CONALC // LOAD ~cross~ CONFC // CONFIRM ~cross~ CONF_SA // Save Game Data? CONOSAV // CONTINUE WITHOUT SAVING ~triangle~ CONTC // CONTINUE ~cross~ CONTC_PC // CONTINUE ~ACTION_USE~ CONTINU // continue CONTR // controls CONTS // CONTROLS CONTSEN // aim sensitivity CONTTYP // control setup CONTV_PC // view control layout CREATIN // Creating Game Directory CRED1 // ROCKSTAR NORTH CRED10 // John Whyte 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 CRED11 // @- Programmers - 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 CRED12 // John Gurney, Derek Ward, Keith McLeman, Steve Gallacher 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 CRED13 // Shaun McKillop, Alexander Illes, Alexander Roger, Greg Smith 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: CRED14 // @- Lead Artist - 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: CRED15 // Andy Hay CRED150 // Noelle Sadler CRED151 // @- Additional voice acting - CRED152 // Kevin Wong, Adam Cochrane, Kim Gurney, Paul Kurowski CRED153 // @- Thanks - CRED154 // Alan Mui, Chris Hunter, Chris Mitchell, Iain Berekis CRED155 // Ben Greenall, Bryan Bradley, Julia Davies, Duncan Shields CRED156 // Eric Joseph, Andy Rimroth, Jason Paige, Kris Larson CRED157 // Alan McGregor CRED158 // @- Special Thanks - CRED159 // Valerio Faggioni, Andrew Dowell, Morag Reilly CRED16 // @- Character Design - CRED160 // Aaron, Louise and Kieran Hay, Phil Gurney, Sarah Oram CRED161 // Siun Clohosey, Alex Wright, Richard Ralfe, Layla Gedick CRED162 // Jennifer Arthur, Iain Fugue, Jack Hunter, The Pond CRED163 // CRED17 // Alan Davidson CRED18 // @- Lead Environment Artist - CRED19 // Michael Pirso CRED2 // @- Producer - 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 CRED3 // Andy Hay 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 CRED4 // @- Lead Level Designer - 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 CRED5 // Christian Cantamessa 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 - CRED6 // @- Level design - 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 CRED7 // Paul Davis, Steve Taylor, William Mills 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 CRED8 // Simon Lashley, John Haime CRED80 // Scott Peterman, Christopher Plummer, Ethan Abeles CRED81 // William Rompf, Elizabeth Satterwhite CRED82 // Devin Smither, Tammy Beatty, Scott Peterman 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 CRED9 // @- Lead Programmer - 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 2 Title Sequence - CRED96 // Maryam Parwana CRED97 // @- Cut scenes - CRED98 // Written by: James Worrall, Christian Cantamessa CRED99 // Audio Directed by: Renaud Sebbane CRE_DIR // ~circle~ Create Directory ~cross~ Continue without saving CROSSBW // Crossbow CROWBAR // Crowbar CRO_2_C // Press ~cross~ to Continue CRO_2_C_PC // Press ~ACTION_USE~ to Continue CRPTLDF_PC // Load Failed! Data may be corrupted. CRPT_D // corrupt data CTLCFG // Control Layout CTLCFGA // layout a CTLCFGB // layout b CTYPE1 // A CTYPE2 // B CTYPE3 // mode c CUTTHRO // Razor Blade CWOS // continue without saving CWOSSUR // Are you sure you want to continue without saving? CWSSQ // CONTINUE WITHOUT SAVING ~square~ CWSSQ_PC // Press ESC to continue without saving. C_FULEQ // Fully equipped C_GOD // God mode C_HELI // Helium hunters C_INVIS // Invisibility C_MONKE // Monkey skin C_PIGGS // Piggsy skin C_RABBI // Rabbit skin C_REGEN // Regenerate C_RUN // Runner C_SILEN // Silence C_SUPUN // Super punch DANNY // Danny DEC // Dec DEFQU // ARE YOU SURE YOU WANT TO RESTORE ALL SETTINGS TO THE DEFAULT? DEFSET // default settings DEFSETT // DEFAULT SETTINGS DELETEG // delete game DELETET // DELETE GAME DELETIN_PC // Deleting in progress. DEL_FAI_PC // Delete failed! Would you like to retry? DEL_SUC // Game deleted successfully. DIFF // difficulty DIFFT // DIFFICULTY DILDO // Dildo DIRVOL // director volume DIR_SUC // Directory Created Successfully DOLL_1 // doll_1 DOLL_2 // Doll 2 DOLL_3 // Doll 3 DONOT // Saving in progress. DVTAPE // Video Tape D_EAGLE // Heavy Handgun EASY // sane EASYI // the standard level of difficulty EASYU // sane EMPTY // - ENCONT // Press Enter to continue. ENG // english ENV_EXE // environmental executions ESP // español ETDONE1_PC // Tutorial Complete. ETDONE2_PC // ~!~ ETSTRT1A_PC // The Power Meter will display the amount of force you are using in your motions. ETSTRT1B_PC // Some motions require more force than others. ETSTRT1_PC // Executions use movements illustrated by various icons. ETSTRT2_PC // Press ~ACTION_USE~ to begin a tutorial to learn these moves. You can then skip the tutorial by pressing ~ACTION_MENU~ ET_SUCC_PC // SUCCESS EXECTYP // interactive executions EXETUT_PC // execution tutorial EXTUTBD_PC // ~!~ EXTUTBS_PC // ~!~ EXTUTB_PC // Press ~ACTION_PUNCH~ EXTUTDL_PC // Quickly move the mouse clockwise in a circle. EXTUTDR_PC // ~!~ EXTUTG_PC // Quickly pull the mouse backward. EXTUTND_PC // ~!~ EXTUTNL_PC // ~!~ EXTUTNR_PC // ~!~ EXTUTNU_PC // ~!~ EXTUTSA_PC // Move the mouse forward and backward repeatedly. EXTUTSH_PC // Quickly shake the mouse left and right repeatedly. EXTUTWD_PC // Quickly pull the mouse backward. EXTUTWF_PC // Thrust the mouse forward. EXTUTWL_PC // Quickly move the mouse left. EXTUTWR_PC // Quickly move the mouse right. EXTUTWU_PC // Thrust the mouse forward. FEB // Feb FINAL // Final Score FINLSCR // final score FIREAXE // Fire Axe FISTS // Fists FLAREG // Flare Gun FLARE_A // Flare Ammo FONTT // font test FONTTST // ABC DEF GHI JKL MNO PQR STU VWX YZ abc def ghi jkl mno pqr stu vwx yz 012 345 678 9 ~TM~ ~cross~ ~circle~ ~triangle~ ~square~ ~up~ ~down~ ~left~ ~right~ ~(C)~ ~(R)~ FRA // français GAMCOMP // game completed GASTANK // Gasoline Tank GER // deutsch GFC_SUC // Game Files Created Successfully. GLOCK // Light Handgun GOLFBAL // Golfball GUNTUT_PC // Press and hold ~ACTION_LOCKON~ to use gun. G_SHARD // Glass Shard HACKSAW // Saw HAMMER // Hammer HANDCAM // Video Camera HB_BUL // Handgun Bullets (12) HEAD // Head HEADSET // headset HEDGETR // Hedge Trimmers HEDVOL // headset volume HSDEF // ^^ HSETDET // Headset detected. The headset allows you to generate noise within the gameusing your voice. The reactions of the hunters will vary according to howloud you speak. The microphone and earpiece volumes can be adjusted in the SETTINGSpage of the front-end. Press the ~cross~ button to continue. HUN_EXE // hunters executed HUN_KIL // hunters killed ICE_PIK // Ice Pick INCON01 // STRAFE LEFT INCON02 // TARGET/AIM INCON03 // CYCLE INVENTORY INCON04 // RELOAD/TORCH INCON05 // CYCLE INVENTORY INCON06 // SWAP WEAPON INCON07 // LOOK BACK INCON08 // MOVE/ZOOM INCON09 // INVENTORY INCON10 // STRAFE RIGHT INCON11 // SHOOT/THROW INCON12 // ATTACK/TAP INCON13 // BLOCK/WALL HUG INCON14 // ACTION INCON15 // RUN INCON16 // FIRST PERSON/AIM INCON17 // PEEK/CYCLE TARGET INCON18 // PAUSE/OPTIONS INCON19 // 180° TURN INF10A // STRAFE RIGHT INF10B // STRAFE INF11A // ATTACK/ INF11B // ATTACK/ INF12A // THROW/TAP INF12B // THROW/TAP INF13A // BLOCK/ZOOM/ INF13B // BLOCK/ZOOM/ INF14A // WALL HUG INF14B // WALL HUG INF15A // ACTION/ZOOM INF15B // ACTION/ZOOM INF16A // RUN INF16B // RUN INF17A // PAUSE/OPTIONS INF17B // PAUSE/OPTIONS INF18A // info 18a INF18B // TARGET/ INF1A // TARGET/AIM INF1B // AIM INF2A // STRAFE LEFT INF2B // LOOK/AIM INF3A // LOOK/AIM INF3B // INF3B INF4A // PEEK/ INF4B // PEEK/ INF5A // CYCLE TARGET INF5B // CYCLE TARGET INF6A // RELOAD/TORCH/ INF6B // RELOAD/TORCH/ INF7A // SWAP WEAPON INF7B // SWAP WEAPON INF8A // MOVE/AIM INF8B // MOVE/AIM INF9A // INVENTORY INF9B // INVENTORY INPRO // -In Progress INPROG // in progress INV1 // "INVENTORY ITEM ""1" INV2 // "INVENTORY ITEM ""2" INV3 // "INVENTORY ITEM ""3" INV4 // "INVENTORY ITEM ""4" INVDN // INVENTORY DOWN INVERTA // invert aim INVERTY // invert look INVSWAP // SWAP ITEMS INVUP // INVENTORY UP ITA // italiano JAN // Jan JUL // Jul JUN // Jun KATANA // Katana KEY // Key KEY0 // 0 KEY1 // 1 KEY2 // 2 KEY3 // 3 KEY4 // 4 KEY5 // 5 KEY6 // 6 KEY7 // 7 KEY8 // 8 KEY9 // 9 KEYA // A KEYB // B KEYBS // BACKSPACE KEYBSLA // \ KEYC // C KEYCAPS // CAPS LOCK KEYCOMM // , KEYD // D KEYDEL // DELETE KEYDOWN // DOWN KEYE // E KEYEND // END KEYENT // ENTER KEYEQU // = KEYESC // ESC KEYF // F KEYF1 // F1 KEYF10 // F10 KEYF11 // F11 KEYF12 // F12 KEYF2 // F2 KEYF3 // F3 KEYF4 // F4 KEYF5 // F5 KEYF6 // F6 KEYF7 // F7 KEYF8 // F8 KEYF9 // F9 KEYFSLA // / KEYFSTO // . KEYG // G KEYH // H KEYHASH // """" KEYHOME // HOME KEYHYP1 // ` KEYI // I KEYINS // INSERT KEYJ // J KEYK // K KEYL // L KEYLALT // LEFT ALT KEYLBR // LEFT BRACKET KEYLCTR // LEFT CTRL KEYLEFT // LEFT KEYLSH // LEFT SHIFT KEYLWIN // LEFT WIN KEYM // M KEYMAP_PC // assign controls KEYMINU // - KEYN // N KEYNLOC // NUM LOCK KEYO // O KEYP // P KEYPAD5 // NUM 5 KEYPAUS // PAUSE KEYPDEL // NUM DELETE KEYPDIV // NUM / KEYPDOW // NUM DOWN KEYPEND // NUM END KEYPENT // NUM ENTER KEYPGDN // PAGE DOWN KEYPGUP // PAGE UP KEYPHOM // NUM HOME KEYPINS // NUM INSERT KEYPLEF // NUM LEFT KEYPMIN // NUM - KEYPPGD // NUM PAGE DOWN KEYPPGU // NUM PAGE UP KEYPPLU // NUM + KEYPRIG // NUM RIGHT KEYPRSC // PRINT SCREEN KEYPTIM // NUM * KEYPUP // NUM UP KEYQ // Q KEYR // R KEYRALT // RIGHT ALT KEYRBR // RIGHT BRACKET KEYRCLI // RIGHT CLICK KEYRCTR // RIGHT CTRL KEYRIGH // RIGHT KEYRSH // RIGHT SHIFT KEYRWIN // RIGHT WIN KEYS // S KEYSCRL // SCROLL LOCK KEYSEMI // ";" KEYSH // SHIFT KEYSPC // SPACE KEYT // T KEYTAB // TAB KEYU // U KEYUNDF // - ? - KEYUP // UP KEYV // V KEYW // W KEYX // X KEYY // Y KEYZ // Z KNIFE // Knife LANGUA // language LANGUAT // LANGUAGE LEVEL_C // **LEVELNAME** completed LEVEL_F // episode failed! 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" 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" LGTQTY // lighting resolution LOADG // load game LOADGT // LOAD GAME LOADING_PC // ~!~ LOADLEV // loading LOAD_FA_PC // Loading Failed! Do you want to retry? LOAD_SU // Game loaded successfully. LOOKB // LOOK BACK LOOKX // mouse sensitivity LOOKY // mouse sensitivity LRS // ~left~ ~right~ Select LRSETB // ~left~ ~right~ Set brightness LRUDS // ~left~ ~right~ ~up~ ~down~ Select LSETB // ~left~ Set brightness LVL_1 // awakening LVL_10 // bees' honey pot LVL_10A // - LVL_11 // origins LVL_11A // - LVL_12 // assassination LVL_12A // - LVL_13 // unused LVL_13A // - LVL_14 // best friends LVL_14A // - LVL_15 // personality clash LVL_15A // - LVL_16 // broadcast interrupted LVL_16A // - LVL_17 // altered state LVL_17A // - LVL_18 // release therapy LVL_18A // - LVL_19 // unused LVL_19A // - LVL_1A // - LVL_2 // ghosts LVL_20 // end LVL_20A // - LVL_21 // new_house LVL_21A // - LVL_22 // bonus 1 LVL_22A // - LVL_23 // bonus 2 LVL_23A // - LVL_24 // bonus 3 LVL_24A // - LVL_25 // bonus 4 LVL_25A // - LVL_2A // - LVL_3 // domestic disturbance LVL_3A // - LVL_4 // sexual deviants LVL_4A // - LVL_5 // history museum LVL_5A // - LVL_6 // most wanted LVL_6A // - LVL_7 // red light LVL_7A // - LVL_7B // safe house LVL_8 // sorority_house LVL_8A // - LVL_9 // ritual cleansing LVL_9A // - LVL_CLO // locked LVL_E1 // end_whyte LVL_E1A // - LVL_E2 // end_leo LVL_E2A // - M2DB // -2d M3DB // -3d M4DB // -4d M6DB // -6d MACE // Mace MACHETE // Machete MAINM // main menu MAPPIN_PC // ASSIGN CONTROLS MAR // Mar MATCHBK // Match Book MAY // May MBACK // BACK MBASBAT // Baseball Bat MC_CHEA // Cheat mode active - Save function disabled. MC_NOSA // Continuing without saving. MEAT_C // Meat Cleaver METALHK // Metal Hook MFWD // FORWARD MH2 // manhunt 2 MH2C // Manhunt 2 MICVOL // mic volume MILKBOT // Milk Bottle MLEFT // STRAFE LEFT MLR // MOVE ~left~~right~ MONO // mono MOVMAP_PC // movement controls MOVMAP_T // MOVEMENT CONTROLS MRIGHT // STRAFE RIGHT MUDLR // MOVE ~up~~down~~left~~right~ MUPD // MOVE ~up~~down~ MUSVOL // music volume NAILGUN // Nail Gun NAILS // Box of Nails (10) NAME // Enter Patient Name NAND_01_PC // ~!~ NAND_02_PC // ~!~ NAND_03_PC // ~!~ NAND_04_PC // ~!~ NAND_05_PC // ~!~ NAND_06_PC // ~!~ NAND_07_PC // ~!~ NAND_08_PC // ~!~ NEWG // new game NEWGA // -New Game NEWSPAP // Newspaper NEXT // Next NITSTIK // Nightstick NO // no NOISEFX // screen noise fx NOMENU // No menu items available yet! NOOSE // Noose NORMAL // insane NORMALI // the hardest level of difficulty NORMALU // insane NOV // Nov NO_CDT // The disc tray/disc cover is open. Please close it to continue. NO_FILE_PC // Do you want to save Manhunt~nbsp~2 game data? OCT // Oct OFF // off OK // OK OKC // OK ~cross~ ON // on OVWR_PR // Manhunt~nbsp~2 only allows one in-progress save per slot. If you continue with this in-progress saveyou will overwrite your previous in-progress save. ~cross~ button to overwrite ~triangle~ button to cancel. OVWR_PR_PC // ~!~ OVWR_SA // Do you want to overwrite this data? P2DB // +2d P3DB // +3d P4DB // +4d P6DB // +6d PADAND // and PADOR // or PADSEL // select PADSTRT // start PAINKIL // Painkillers PATIENT // continue PAUSE // PAUSE / MENU PBVOL // earpiece PCLMB // MOUSE L PCMMB // MOUSE M PCMWDN // WHEEL DOWN PCMWUP // WHEEL UP PCRMB // MOUSE R PCX1MB // MOUSE X1 PCX2MB // MOUSE X2 PEEKL // PEEK LEFT PEEKR // PEEK RIGHT PEN // Pen PENE // sane PENN // insane PERSON1 // FIRST PERSON PICKDUP // Picked Up : PIG_SHA // Shard PIG_WIR // Wire PIST_A // Pistol Ammo PLAY // continue treatment PLA_BAG // Plastic Bag PLIERS // Pliers PORN // Porno Mag PREV // Previous PREVIOU // Previous Best Score PROFILE // PROFILE PROGRES // Lose progress in current level? QTMGO_PC // Keep your cursor inside the circle. QUESNO // NO QUESYES // YES QUIT // quit QUITC // QUIT TO MENU ~circle~ QUITC_PC // QUIT TO WINDOWS? QUITT // QUIT TO MENU ~triangle~ QUITT_PC // Press ~ACTION_MENU~ to quit to menu. RATIO // ratio READING // Reading Disc. RECVOL // microphone RELOAD // RELOAD REMAPC // REMAP CONTROLS RESCHG_PC // The resolution has been changed. Do you want to keep these settings? RESO // resolution REST1 // restart level REST2 // restart from last checkpoint RETRY // retry RET_CON // ~cross~ Retry ~circle~ Continue without saving REVLVR // Revolver Six Shooter RIFLE_A // Rifle Bullets (6) RMBBACK // PRESS #RIGHT MOUSE# TO CONTINUE... RSETB // ~right~ Set brightness RTMM // return to main menu and save RTPM // Return to previous menu RUS // russian SAVEC // SAVE ~cross~ SAVEERR // SAVE FAILED SAVEG // SAVE GAME SAVEGAM // save SAVEGT // SAVE GAME SAVEPAT // save game SAVING_PC // Saving in progress. SAVSET // save settings SAV_FAI_PC // Save failed! Continue without saving? SAV_GAM // Do you want to Save ?~triangle~ YES~square~NO SAV_SUC // Game saved successfully. SAWNOFF // Sawn Off Shotgun SCENE // scene SCESEL // episode selection SCRH // screen h SCRTOOP // score to open: SCRV // screen v SEL // SELECT EPISODE SELECT // SELECT ~cross~ SELSCE // relive episode SEP // Sep SETINGS // settings SETT // settings SETTT // SETTINGS SFXVOL // sfx volume SG_INPU // ~triangle~ Yes ~circle~ No ~cross~ Back SHADOW_PC // shadows SHELLS // Shotgun Shells (8) SHOTGUN // Shotgun SHOVEL // Shovel SHO_TOR // Shotgun + Light SICKLE // Sickle SKPTUT_PC // SKIP TUTORIAL ~ACTION_MENU~ SLEDGEH // Sledgehammer SMOVH // horizontal move SMOVV // vertical move SNDOPT // sound options SNEAK // SNEAK SNI_RIF // Sniper Rifle (Scoped) SPIKE // Wooden Spike SPRINT // SPRINT SSNIRIF // Sniper Rifle (Scoped) + Silencer START // START START_PC // press enter STEREO // stereo STL_PTS // style points STUNPRO // Stun Prod SUBTIT // subtitles SURRND // pro logic II SWAPINV // Press and hold ~down~ to swap this item for the SYRINGE // Syringe TARGET // target TARGETX // x-axis sensitivity TARGETY // y-axis sensitivity TDARTS // Darts (6) THEEND // the end TIMBON // time bonus TIME // time TORCH // Flashlight TOTAL // total TRANQ_R // Tranquilizer Gun TXTQTY_PC // texture quality UDLRSEL // ~up~ ~down~ ~left~ ~right~ Select UDLSEL // ~up~ ~down~ ~left~ Select UDRSEL // ~up~ ~down~ ~right~ Select UNKNOWN // Unknown UPDS // SELECT ~up~ ~down~ UQUIT? // Quit and lose progress since last checkpoint? USE // use UZI // Sub-Machine Gun UZI_TOR // Sub-Machine Gun + Light VIBR // vibration VIDEO // video VIDEOT // VIDEO VIDSET // video settings WBASBAT // Baseball Bat WELLD // well done WIDESC // widescreen WIRE // Wire WPNSWP // Hold ~ACTION_INVENT_SWAP~ to swap weapons WPNSWP_PC // Press ~ACTION_PICKUP~ to swap weapons. XB2 // Disc read error. Trying again. XNEWGAM // Any current progress will be lost. Continue? XQUIT1 // Quit and lose progress since last checkpoint? XQUIT2 // Quit and do not save level completed? XREST1 // Restart level from the beginning? XREST2 // Restart level from last checkpoint? YES // yes BB2_A // A cell door is open. BB3_A // Cells locked down. BLOCK_A // Hide in the shadows. These guys are vicious, remember? BOD1_A // Hide the body in the shadows BOD2_A // You can`t leave those bodies in full view... BTW1 // Break the ~blue~window~colour~ to escape CAMREST // This bar indicates your health. You can replenish your health by picking up medicine. DAN10 // I...I...killed him. I feel sick. DAN11 // I don`t want to hurt anybody! DAN13 // This is insane! DAN14 // Please keep back - I don`t want to hurt you! DAN15 // But he`s a nurse - he`ll help me. DAN6 // Head straight...follow you... DAN6_A // Head straight...follow you... DRV7_A // If the driver suspects anything when he comes out, we're finished. ESCAP_A // That truck's our ticket out of here... EXEC2 // You must have a weapon to execute an enemy. EXEC3_PC // There are three levels of execution. The longer you press and hold ~ACTION_EXECUTE~, the more gruesome the attack. EXEC9 // You can perform a HASTY, ~yellow~VIOLENT~colour~ and ~red~GRUESOME~colour~ kill. EXEC_NI_PC // To execute, press and hold ~ACTION_EXECUTE~, when the cursor changes to the desired colour, release ~ACTION_EXECUTE~. EXEC_PC // To execute, press and hold ~ACTION_EXECUTE~ and perform the first, and each successive, on-screen action. FPS1_A // Press ~ACTION_LOOKAROUND~ to toggle first person looking on and off FPS1_A_PC // Press ~ACTION_LOOKAROUND~ to toggle first person view on and off. GL5_NI_PC // To execute, press and hold ~ACTION_EXECUTE~, when the cursor changes to the desired colour, release ~ACTION_EXECUTE~. GLAS1 // Some windows can be broken with a punch GLAS2 // Break windows by punching them GOAL1 // Get upstairs GOAL10 // Find a way out of the building GOAL12 // Get to the ~colour_location~garbage truck~colour~ GOAL13 // Kill the guards GOAL15 // Get inside the ~blue~truck~colour~ GOAL1A_PC // The mouse controls the direction you are looking. ~ACTION_MOVE_FORWARD~ and ~ACTION_MOVE_BACKWARDS~ control forward and backward movement. GOAL1B // Press and hold ~ACTION_RUN~ to sprint GOAL1B_PC // Press and hold ~ACTION_RUN~ to sprint. GOAL2 // ~green~Green~colour~ items are disposable GOAL2C // Pick up the ~blue~syringe~colour~ GOAL3 // The radar shows enemies and other objects of interest GOAL3B // Be careful! There's no radar in the Insane difficulty level GOAL3C // Different coloured arrows indicate levels of awareness GOAL3D // ~red~Red~colour~ is aware, ~orange~orange~colour~ is suspicious, ~yellow~yellow~colour~ is idle GOAL4 // Hide in the shadows GOAL4B // Knock on a wall to lure enemies GOAL5_PC // To execute, press and hold ~ACTION_EXECUTE~ and perform the first, and each successive, on-screen action. GOAL6 // Get into the elevator GOAL6A // Press ~ACTION_USE~ to use an object GOAL6A_PC // Press ~ACTION_USE~ to use an object. GOAL8_PC // To punch, press ~ACTION_PUNCH~. Press ~ACTION_LOCKON~ to target. GOAL9 // To climb use ~ACTION_CLIMB~ GOAL9_PC // To climb use ~ACTION_JUMP~ GRAB // Press ~ACTION_GRAPPLE~ to grapple. Time the attack right and you can chain 3 hits together. GRAB2 // To break free from an enemy's grapple press ~ACTION_GRAPPLE_BLOCK~ repeatedly. GRAB2_PC // ~!~ GRAB_PC // ~!~ HIDE1_PC // One way to lure an enemy is to knock on the wall by pressing ~ACTION_PUNCH~ while facing the wall. This will make a noise and if an enemy hears it they will investigate. HIDE2 // Enemies will not see you in the dark. Your Health Bar turns dark blue when you are safely hidden. HIDE2B // You can hide in the shadows. Enemies will not see you in the dark. HTB1_A // Hide the bodies in the shadows H_RADR1 // The radar shows you the location of the enemies. Enemies are displayed whenever they are visible or making noise. The arrow shows the direction they are facing. H_RADR2 // The colour of the arrow indicates the enemy's level of awareness. H_RADR3 // ~red~Red~colour~ is aware, ~orange~orange~colour~ is suspicious, ~yellow~yellow~colour~ is idle. H_RUN // Press and hold ~ACTION_SPRINT~ to run. Sneaking is totally silent, but enemies can hear you running. The ~red~red~colour~ pulse on the radar indicates your noise level. H_RUN2 // Running for long periods will make you tired. H_RUNB // Press and hold ~ACTION_SPRINT~ to run. Sneaking is totally silent, but enemies can hear you running. H_RUNB_PC // Press and hold ~ACTION_RUN~ while moving to run. Press and hold ~ACTION_SNEAK~ to sneak. Sneaking is totally silent, but enemies can hear you running. The ~red~red~colour~ pulse on the radar indicates your noise level. H_RUN_PC // Press and hold ~ACTION_RUN~ while moving to run. Press and hold ~ACTION_SNEAK~ to sneak. Sneaking is totally silent, but enemies can hear you running. H_SAVE1_PC // When you pass a checkpoint, you can save your progress by selecting save in the pause menu. H_SAVE_PC // You have passed a CHECKPOINT. KNOCK_PC // Knock on any wall by facing the wall and pressing ~ACTION_PUNCH~ to lure an enemy to you. LE16A_A // Now get the syringe. LEAVE_A // Now climb into the garbage truck. LEO10_A // I`ll scout ahead Danny. Get your head straight and follow me. LEO11_A // We need a weapon. Get a syringe from the supplies office. LEO16_A // We need a weapon. Get a syringe from the supplies office. LEO20_A // Don't leave any witnesses. LEO31_A // Don't let these crazies spot you. LEO32_A // Move into the shadow - they can't see you in the darkness. LEO33_A // Move when their backs are turned. LEO34_A // If you make a noise, they'll hear you. LEO35_A // You still got it - they didn't see a thing. LEO36_A // You'll have to do better than that, Danny. LEO37_A // How are we gonna survive this if you can't sneak past a couple of whackjobs? Huh? LEO40_A // That's it Danny. Listen to me and I'll get us out of here. LEO45 // I`d take it slowly if I were you. LEO46_A // Sneak into the nurses' room. LEO49 // You had no choice, Danny - you had to do it. LEO50_A // If he sees you, he will kill you. Understand? WASTE HIM! LEO53_A // This guy stands between you and freedom. LEO8_A // If that guy lives, we're dead. LEO9_A // Go on, try it. See how it feels to own a life. LFA1 // Objectives are shown as a ~blue~blue~colour~ target on the radar. LIFT1_A // Get in the elevator. It's the only way out of here. LIFT2 // To open the door, stand in front of the switch and press ~ACTION_USE~. LIFT2_PC // To open the door, stand in front of the switch and press ~ACTION_USE~. LIFT3 // Press ~ACTION_CLIMB~ to climb. LIFT3_PC // Press ~ACTION_JUMP~ to climb. LSE2_A // They've seen us - you're gonna have to deal with those orderlies before you get in the truck. LUR1 // To lure the guard out, hide in a nearby ~blue~shadow~colour~. LUR2_PC // Face the wall and press ~ACTION_PUNCH~ to knock on the wall. If the guard hears a noise, he will investigate. MELE2_PC // Press and hold ~ACTION_LOCKON~ to target an enemy. Press ~ACTION_MOVE_LEFT~ or ~ACTION_MOVE_RIGHT~ to strafe left or right. MELE3_PC // Press ~ACTION_PUNCH~ to punch. MELE4 // When targeting, press ~ACTION_BLOCK~ to block. MELE4_PC // When targeting, press ~ACTION_BLOCK~ to block. MELE5 // When you target an enemy the colours of the cursor show the health status. MELE6 // ~green~Green~colour~ is healthy, ~red~red~colour~ is close to death. ML11_A // He's down, now finish him. ML12_A // You did good, Danny. Now go find some first aid, patch yourself up. MLT1 // You have to take this psycho down, Danny! MLT1_A // You have to take this psycho down, Danny! MLT2 // What?! No... I can`t! MLT3 // You don`t have a choice! MLT9 // Put some muscle into it! MOVE1_PC // Press ~ACTION_MOVE_FORWARD~ to walk forward and use the mouse to turn. While walking press ~ACTION_SNEAK~ to sneak or ~ACTION_RUN~ to run. MTG1_PC // Press and hold ~ACTION_LOCKON~ to target an enemy. MTG2 // When you target an enemy the colours of the cursor change to show health. MTG2_PC // Press and hold ~ACTION_LOCKON~ to target an enemy. When you target an enemy the colours of the cursor change to show health. MTG3 // ~green~Green~colour~ is healthy, ~red~red~colour~ is close to death. MTG4 // During a fight, target an enemy and press ~ACTION_BLOCK~ to block. MTG4_PC // During a fight, target an enemy and press ~ACTION_BLOCK~ to block. MTG5_PC // Press ~ACTION_PUNCH~ to attack. MTG6_PC // ~!~ MTG7_PC // ~!~ MTG8_PC // Press ~ACTION_PUNCH~ near a floored opponent to hit him while he's down. NEX1_NI_PC // To execute, press and hold ~ACTION_EXECUTE~, when the cursor changes to the desired colour, release ~ACTION_EXECUTE~. NEX1_PC // To execute, press and hold ~ACTION_EXECUTE~ and perform the first, and each successive, on-screen action. NEX3 // You need a weapon to execute an enemy. NEX4_PC // When you are within execution range, your stance will change. OFFICE // The office is shown as a blue marker on the radar. OPEN_PC // Lockers, drawers, cabinets and trunks may contain valuable items. Press ~ACTION_USE~ when standing in front of these to open them. PAUSE // You can review your objectives on the pause screen by pressing the START button. PAUSE_PC // You can review your objectives on the pause screen by pressing ~ACTION_MENU~ PICK1 // Daniel! It's not safe out here! Return to your room immediately. PICK2 // Reznik - escort Mr Lamb. PUB1 // Stand over a body and press ~ACTION_PICKUP~ to pick it up. PUB1_PC // Stand over a body and press ~ACTION_PICKUP~ to pick it up. PUB2 // Press ~ACTION_USE~ again to drop the body. PUB2_PC // Press ~ACTION_DROP~ to drop the body. PYU1 // Get some ~blue~first aid~colour~. REZNIK1 // Control? Open this door! REZNIK2 // Control - aw fuck it - wait there Lamb, I`ll find another way round. SRE2_A // Go back and get that syringe, Danny. SYR1_A // We might need that syringe. SYR2 // ~green~Green~colour~ weapons like the syringe are lost after you've used them to execute an enemy. SZT_A // Your Health Bar turns dark blue when you are safely hidden. TARGET // To target an enemy, face him then press and hold ~ACTION_LOCKON~. TARGET_PC // ~!~To target an enemy, face him then press and hold ~ACTION_LOCKON~ TARGO // To target an enemy, face him then press and hold ~ACTION_LOCKON~ TARGO_PC // ~!~To target an enemy, face him then press and hold ~ACTION_LOCKON~ TWO1_A // That truck's our way out of here... WAL1_A // Press ~ACTION_WALLSQUASH~ when beside a wall to wall hug. WAL1_A_PC // Press ~ACTION_WALLSQUASH~ when facing a wall to wall hug. WAL2_A_PC // Move along the wall using ~ACTION_MOVE_LEFT~ and ~ACTION_MOVE_RIGHT~ WAL3_A // Push towards a corner to peek around it WAL3_A_PC // Press ~ACTION_PEEKL~ or ~ACTION_PEEKR~ to peer around walls. BASEM_A // Danny, let's try the basement. BATH // Check the ~colour_location~bathroom~colour~ for a syringe. CHK4 // Sweep this place. Start at the basement. I`ll search the bedrooms. CLIMB // Press ~ACTION_CLIMB~ when facing a wall or obstacle to climb over it. CLIMB_PC // Press ~ACTION_JUMP~ when facing a wall or obstacle to climb over it CROW1_A // You can use this crowbar to break open locks. Go break open the padlock on the back door. CROW2_A // Now you can break open the padlock on the back door. CROWB1 // Equip the crowbar and press ~ACTION_USE~ to break open the chain lock. DAN1 // Who are they? DAN2 // Shit - what are we going to do? DAN3 // What happened here? DOTS // Use the flashlight to search for objects hidden in the dark. DUCK1 // Press ~ACTION_CRAWL~ when facing a low opening to crawl under it. DUCK2 // Press ~ACTION_WALLSQUASH~ when facing a wall to hide against it. FIND // Press ~ACTION_USE~ to break open the trunk. FINDC // Press ~ACTION_USE~ to break open the cupboard. FIND_PC // Press ~ACTION_USE~ to break open the trunk. FLASHON // Press ~down~ to switch the flashlight on. FLASHON_PC // ~!~ GOAL_1 // Find the old house GOAL_2 // Find a tool to break the lock on the front door GOAL_3 // Break into the house GOAL_31 // Investigate the house GOAL_4 // Search the cabinets and trunks GOAL_41 // Top floor cleared GOAL_42 // Ground floor cleared GOAL_43 // Basement cleared GOAL_5 // Find your stash - Use the flashlight to search each room for the ~colour_location~storage boxes~colour~ GOAL_6 // Look for a syringe in the ~colour_location~bathroom~colour~ GOAL_61 // Meet Leo in the hallway GOAL_7 // Kill all remaining hunters GOD_4 // Search the cabinets and trunks. GOD_41 // Top floor cleared GOD_42 // Ground floor cleared GOD_43 // Basement cleared GOD_61 // Meet Leo in the hallway GROUN_A // Nothing. Okay, the only place left is the ground floor. It's gotta be there. HOUSE_A // This is the place. You left a drug in there that'll clear your head. HUNT1_A // Shit! Another Watchdog... Take him out! JPTU_NI_PC // To execute from an elevated platform, press ~ACTION_EXECUTE~ when your stance changes above an enemy. JUMPTUT_PC // To execute from an elevated platform, press and hold ~ACTION_EXECUTE~ when your stance changes above an enemy and perform the first, and each successive, on-screen action. KDOR1_A // Danny, we need to find a way to break into the house. KILLHNT // Kill all remaining hunters. LEO1 // Watchdogs - they got here fast. LEO10 // Get rid of all those Watchdogs. LEO11 // We don't want to be disturbed. LEO2 // They`re the Project's clean-up crew. LEO3 // Do? We`re gonna do what they trained us to do. We`re gonna kill them. LEO4 // The Project happened here. LEO7 // Nice. Now all we need is a syringe. Try the bathroom. LEO8 // Search all the cabinets and trunks. NOISE // Jumping over walls will alert nearby hunters. PICK1 // You will not remember anything before this moment. PICK2 // You will not remember us being here. QTMTUT1 // If a hunter becomes suspicious he may investigate and discover you hiding in the shadows. QTMTUT2 // Follow the on-screen prompt to freeze motionless and hold your breath. QTMTUT2_PC // To avoid being seen, keep your cursor inside the circle. QTMTUT3 // Remember, if a hunter becomes suspicious he may investigate and discover you hiding in the shadows. SECON_A // Not here. Let's try upstairs in the bedrooms. WD11 // Grimmins? Venchek? Where are they? I`ve had enough of these amateurs. 5YEARA // Five years earlier 5YEARB // Five years ago COP7_A // You heard the APB, people. That serial killer from the Plaza is headed for our happy little community. COP7_B // I want you looking in every garbage can, mailbox, and goddamn treehouse for this guy. DAN1_A // What then? DAN2_A // Everything's gonna be alright, honey. INT3_A // What then? LEO1_A // I've got some unfinished business here, Danny. Something I need to do alone. LEO1_B // Go to the safe house and wait for me there. LEO2_A // Freedom my man, freedom. LEO4 // I gotta hide from these cops. LEO7_A // One of these garages must contain something I can use. LEO8_A // Everything's gonna be alright, honey. OBJ1 // Get through the ~blue~fence~colour~ OBJ2 // Find the ~green~gas can~colour~ OBJ3 // Get to ~blue~safety~colour~ OBJ4 // Go to the ~blue~house~colour~ OBJ5 // Get the pliers from one of the ~green~garages~colour~ TUT01 // Press the ~ACTION_CLIMB~ button to climb. TUT01_PC // Press ~ACTION_JUMP~ to climb. WHYTE // I know it's difficult, Danny, but you must go back to that night. I need you to remember. WIF1_A // Danny - what's happened? Are you ok? WIF2_A // Everything's gonna be fine, honey... BK_PC // When a throwable item is equipped, press and hold ~ACTION_ZOOMAIM~ to enter throwing mode. Move the mouse to aim. Then press ~ACTION_PUNCH~ to throw the item. BLIGHT // Flickering lights can be destroyed to create an area of shadow. BT_PC // When a throwable item is equipped, press and hold ~ACTION_ZOOMAIM~ to enter throwing mode. Move the mouse to aim. Then press ~ACTION_PUNCH~ to throw the item. CF03_A // Smash the light so we can hide. DEADB // Press ~ACTION_USE~ while over a dead hunter to pick up the body. Press ~ACTION_USE~ again to drop it. DEADB_PC // Press ~ACTION_PICKUP~ while over a dead hunter to pick up the body. Press ~ACTION_DROP~ to drop it. DEAFTT1 // Hunters who are in noisy areas will be unresponsive to lures and movement sounds. DEAFTT2 // These 'deaf' hunters will appear as cyan blips on your radar. DJ06 // Listen up, Perverts! If you want to taste the real hardcore, enter the dungeon! DUNG_A // There was...There was a dungeon underneath this place. EE1 // The Environmental Executions are marked on the radar by a White Skull. EE1A // You can use some environmental objects to carry out executions, try out the toilet. EE2_NI_PC // To perform an environmental execution, sneak up on an enemy and press ~ACTION_EXECUTE~ when your stance changes. EE2_PC // To perform an environmental execution, sneak up on an enemy, press and hold ~ACTION_EXECUTE~ when your stance changes then perform the first, and each successive, on-screen action. EXEC3_PC // There are three levels of execution. The longer you press and hold ~ACTION_EXECUTE~, the more gruesome the attack. EXEC4_PC // Hack the heads off corpses by selecting the appropriate weapon, then stand over the head of the corpse and press ~ACTION_PUNCH~ EXEC5 // Some levels of execution also sever heads if the right weapon is equipped. EXECT_PC // Hack the heads off corpses by selecting the appropriate weapon, then stand over the head of the corpse and press ~ACTION_PUNCH~ GOAL1 // Find a way into the club GOAL2 // Investigate the club GOAL21 // Find and trigger the release mechanism for the stage door GOAL3 // Unlock the entrance to the underground dungeon GOAL4 // Show a familiar face to the guard GOAL5 // Gain access to the underground dungeon GOAL6 // Investigate the underground dungeon GOAL7 // Open all the cell doors to cancel dungeon lock down HU06_A // My God...Danny? Is that you? What are you doing here? JUDY1 // Everything's ready. Come with me. JUDY_A // It's coming back to me, we're close, we have to find her. LEO1 // I got a bad feeling about this. LEO10 // Looks like they're closing this place down for the night. LEO11 // The Pervs run this club. They`re pure sleaze. LEO11A // Guys come in expecting a blowjob, they go out Project zombies. LEO11B // They`d rip your head off in a heartbeat. LEO2 // He wants a familiar face? Go get him one. LEO9 // There must have been emergency access built into these rooms. MUSIC_A // They're not going to hear us with this music blasting. PERV13 // Hey! Who let that fuck in here? Get the bitch backstage and shut that fucking noise off! PERV31 // I don`t know your face and only faces I know get in. Get the fuck outta here. PERV32 // Georgy-boy! C'mon in! Jeez, you look like shit. PERV33 // Georgy-boy? What did you do to Georgy-boy? POSTE2 // and all cells are cleared of test subjects before they can leave the test area# POSTE3 // #Due to last month`s incident, staff must ensure all cell doors are open and all cells are cleared of test subjects before they can leave the test area# POSTER // #Due to last month`s incident, staff must ensure all cell doors are open... SEEDED // If a hunter sees a dead body they will become suspicious and search more carefully. SHOHED // Equip the head and press ~ACTION_USE~ to show it to the guard. V01_A // Well, we need to find a way inside. V03_A // I remember this place. The person I'm looking for is here somewhere. BHD10_A // He`s trying to get to the train yard. BHD11_A // This is our last chance, Watchdogs. Take up your positions and ready your weapons. BHD12_A // Flank him! BHD13_A // He's making a run for it! BHD1_A // Freeze! BHD2_A // We have his exit sealed. Moving to intercept. BHD3_A // Slippery bastard. Fuck it, we got him holed up in there. Where's he gonna go? BHD4_A // Cletus, when I give the word I want you to flush that sucker out. BHD5_A // You are surrounded! BHD6_A // Aww, fuck it, Pickman only wants the head. Send the chopper over to soften him up. BHD7_A // Alright, after the third sweep, he`s all yours. BHD8_A // That bastard slipped right through! But he ain't gettin' far. BHD8_B // You two light up and cover this area. The chopper'll do a circle sweep of the shadows. BHD9_A // I see that bastard! He's right there! CHD1_A // Be careful, Daddy! CHD2_A // Daddy! CHD3_A // Daddy, daddy! A man with blood on him! CIV1_A // Yes, ma`am, I will stay calm, but please send someone quickly. CIV2_A // Son, you shut that door and you remember what I taught you! GOAL00 // Meet up with Leo at the train yard GOAL01 // Find a place to hide from the Project mercenaries GOAL02 // Find a backdoor way out of the joinery GOAL03 // Get to the storm drain behind the yard GOAL04 // Follow the storm drain GOAL05 // Find a way to lower the flood gate GOAL06 // Find a way to the train yard GOAL07 // Get to a higher level to scout the area GOAL08 // Take cover in the sewer pipe GOAL09 // Follow the sewer pipe and see where it comes out GOAL10 // Find a way into the train yard GOAL11 // Fight through the Watchdogs to get to the train yard HE01_A // Open Fire! HE02_A // There he is! Freeze! HE03_A // Over here! We got him. HE04_A // Got him in my sights! HE05_A // Hey, who's that down there?! HE06_A // It's the target! HE07_A // Just one of ours, I guess. HELI2_A // Target is going subterranean. Go get him boys! HELI3_A // Bloodhound down! HELI4_A // No sign of the target. Returning to sweep pattern. HELI5_A // Target located. Moving to LZ. HELI6_A // Picking up reinforcements. HELI7_A // Responding to intercepted call. ... Daniel Lamb, this is your last chance. Give yourself up! HELI8_A // No sign of the target. Expanding the search. HELI9_A // Lost the target again. Contact the sanitation guys and get some blueprints for those sewers. LEO10_A // You need a better view, Danny. See if you can get higher. LEO11_A // You were supposed to lose the damn helicopter. Get underground! LEO1_A // Two targets are harder to hunt. I`ll see you at the train yard a couple of blocks from here. LEO2_A // It's a trap! Get out of here! RUN! LEO3_A // These bounty hunters were not paid to take us alive, Danny. There must be a way out of here. LEO4_A // Nice one, Danny. Follow the drain but try and find a way back onto the street. LEO5_A // Show no mercy, Danny. This whole town is a Project dormitory. LEO6_A // The streets will be crawling with Bloodhounds - we need to find another way out of here. LEO7_A // You`re nearly there, Danny. See you on the other side. LEO8_A // Us or them, Danny! LEO9_A // Lucky for me, that helicopter decided to follow you. Unlucky for you, that searchlight will cut through the darkest shadow. MCH1_A // ... who the fuck are you, strolling in like that? MCH2_A // Show me some ID first - you can't just walk in and start dishing out orders. This isn't a police state yet. V01_A // It's a trap! Get out of here! RUN! WD1_A // Keep calm - we believe an escaped mental patient is in the vicinity. WD2_A // Of course, sir. WD2_B // Good enough? Idiot. WD3_A // No sign of the target yet. I`m going to hold the interior. WHEEL // Press ~ACTION_USE~ to turn the wheel. DAN1_A // You killed Michael? DAN3_A // I'm sick of this. DAN4_A // Wait - what's this? DAN5_A // Judy? DAN6_A // We're gonna find Judy - and talk to her. DAN7_A // Michael said they'd messed with my head. GOAL09 // Find a ~blue~way out~colour~ of the safe house GRAV // Walking on gravel will make more noise, but sneaking on gravel is silent. GUNH_PC // ~!~ GUNP // Padlocks can also be shot open. GUNTG_PC // ~!~ GUNT_PC // ~!~ HLD1_A // You killed Michael? HLD2_A // He set us up. It was him or us. C'mon Danny, we gotta move. HLD3_A // Wait - let me check here... Ahh - I stashed this. HLD4_A // At last, something useful. Let's get going. LEO1_A // If you've found what you're looking for, meet me out the front. LEO6_A // That fucker double crossed us. C'mon, we gotta get out of here. LEO7_A // Whoa, a pacifist - you just gonna reason with them? Go ahead! LEO8_A // Those cops knew who you were. You're going to have to change those clothes. OUT1_A // Good work killer. OUT2_A // I`m sick of this. TGL6_NI_PC // To perform a gun execution, sneak up on an enemy and press ~ACTION_EXECUTE~ when your stance changes. TGOAL06 // You can perform a gun execution when you shoot at an enemy from a very close range. TGOAL06_PC // To perform a gun execution, sneak up on an enemy, press and hold ~ACTION_EXECUTE~ when your stance changes then perform the first, and each successive, on-screen action. TUT11 // You can also use a gun to perform an execution. WHR1_A // I doubt the target is even here. WHR2_A // Benny - take a look. WHR2_B // Spengler - look for Higgs and Spaulding - they're coming up from the adult speciality shop. WHR3_A // It's called 'porno' genius. Why is it always me that has to look? COP1_A // We're in charge here, motherfucker! COP2_A // That's the one - he matches the description. Hey four-eyes! GOAL01 // Visit your old safe house in the derelict cinema GOAL02 // Find an ~colour_location~alternative route~colour~ into the building GOAL02A // Get a pair of pliers GOAL02B // Use the pliers to cut a hole in the wire mesh GOAL03 // Make your way through the ~colour_location~porn shop~colour~ GOAL03B // Get ~colour_location~upstairs~colour~ GOAL07 // Find your ~colour_location~old hideout~colour~ HU01_A // That psycho's in the shop! HELP! HELP! HU02_A // Hey handsome! HU03_A // Are you cold? Come inside. I'll warm you up. HU04_A // Mmm, I like that rugged type! HU05_A // Finally, a real man walks into town! KNG1_A // Some narc been poking their nose round here. Looks like we got some action going. LEO5_A // Watch out for those security lights Danny. Any quick movement snaps them on. LEO6_A // I don't like this, Danny - I smell Project. It's a setup. PRP2_A // That's the one - he matches the description. Hey four-eyes! RK1_A // This is our fucking turf now, the Kings are taking over! RK2_A // You lost, buddy? We`ll show you the way home! Heh heh. TUT17_PC // When equipped with a ~red~red~colour~ or ~blue~blue~colour~ weapon, wall hug to the corner of a wall and press ~ACTION_PUNCH~ to perform a swing out attack. V01_A // The safe house, that derelict movie theatre. V03_A // Okay, Mr. Commando. You see another way into this place? V06_A // This must be the safe house. What a shithole. V09_A // We need something to cut through this. V10_A // Those pliers can cut a hole in the wire mesh. V11_A // Safe house... All these clippings, photos of me... I put these here... to make me remember. V11_B // But why? V11_C // That's me and Michael! V11_D // Oh my god - Michael... WD1_A // Like a lamb to the slaughter, Danny. WD2_A // Sergeant - this man is ours. WD3_A // There's our man! 5YEARA // Five years earlier 5YEARB // Five years ago B11A_NI_PC // When the hunter is standing in the ~green~gasoline~colour~, approach from behind and execute him by pressing and releasing ~ACTION_EXECUTE~ B11_A // When the hunter is standing in the ~green~gasoline~colour~, approach from behind, hold ~WII_A~ and execute him by performing the onscreen action. B11_A_PC // When the hunter is standing in the ~green~gasoline~colour~, approach from behind and execute him by performing the onscreen action. B12 // This gate is locked from the other side. B13 // This door is locked from the other side. B14 // The ~green~gasoline~colour~ can be used to execute hunters. B5_A_PC // Press ~ACTION_PUNCH~ to pour ~green~gasoline~colour~ on the ground, then lure an enemy towards the puddle. B9_A // Press ~ACTION_USE~ to pick up the ~green~gasoline can~colour~. B9_A_PC // Press ~ACTION_PICKUP~ to pick up the ~green~gasoline can~colour~. CD1 // This door is chained up. Find something to break the chains. CROW // Shutters can be opened with the crowbar DIST_A // Press ~ACTION_USE~ when holding the ~green~gas can~colour~ to set fire to these files. DIST_A_PC // Press ~ACTION_USE~ when holding the ~green~gas can~colour~ to set fire to these files. DIST_B // The ~blue~paper stacks~colour~ can be torched using the gas can. GL4_NI_PC // To execute with gasoline, press ~ACTION_PUNCH~ to pour ~green~gasoline~colour~ then press and hold ~ACTION_EXECUTE~ and release ~ACTION_EXECUTE~ when ready to execute. GOAL_1 // Find the ~green~gasoline can~colour~ GOAL_2 // Break into the Project storage complex GOAL_3 // Find ~blue~Danny's files~colour~ and ~blue~Leo's files~colour~ then burn them GOAL_3A // Find ~blue~Danny's files~colour~ then burn them GOAL_3B // Find ~blue~Leo's files~colour~ then burn them GOAL_4_PC // To execute with gasoline, press ~ACTION_PUNCH~ to pour ~green~gasoline~colour~ then press and hold ~ACTION_EXECUTE~ and perform the on-screen action. GOAL_5 // Distract the guard by creating a ~blue~fire~colour~ GOAL_6 // Find the ~blue~main Project storage warehouse~colour~ GOAL_7 // Get a new ~green~gas can~colour~ GOAL_8 // Shutters can be opened with the crowbar LEO1_A // Rent-a-cops. I doubt these suckers even know who`s paying them. LEO2_A // Guess you earned your pay cheque today, fats. LEO3_A // Fire drill, huh? Maybe we need to give them the real thing. LEO4_A // More fuel. Now I just need to find some paper. LEO5_A // Our history is officially erased. Now we can be whoever we want. LEO5_B // There`s just one more person to take care of. After that - freedom. LEO6_A // I need his gas can. LEO7_A // That wasn`t very clever, now was it? LEO8_A // I'd better find a place to hide... PTR1_A // What the fuck is that? PTR5_A // We got an intruder! SEC1_A // Just got a call from head office... SEC2_A // More deliveries? Man, it`s been non-stop all week. SEC3_A // Nah, they`re just checking we know how to use the intruder lockdown system. Easy as cake. SEC4_A // Why, are they expecting someone? SEC5_A // It`s just the usual BS. There`s gonna be a fire drill on Friday too. CLI1 // Did you hear something outside? CLI1_A // Did you hear something outside? CLI2_A // What the hell was that? DAN3 // I'm looking for Judy. DG10_A // Why don`t you stay where I can see ya, tough guy? DG1_A // Can I help you? DG2_A // Er, can you wait a minute, I'll check...to see. DG3_A // There's a guy here asking for Judy... DG4_A // ...glasses... DG5_A // 10 minutes? No problem sir, we'll keep him entertained... DG6_A // Keep your eyes open - one of Pickman's lab rats is loose. He's looking for that scientist bitch upstairs. DG6_B // Watchdogs will be here soon, so just stop him getting out. DG7_A // Okay, don't go nowhere. DG8_A // Wait here. DG9_A // Hey, buddy. Don't go snoopin', alright? GOAL1 // Find ~colour_person~Judy~colour~ in the building JU1 // He's here...with Leo... JU2 // I don't know how he found me. JU3 // Are you crazy? He's an animal and Danny barely remembers who I am! JU4 // That was years ago, he barely remembers who I am. JU5 // Don't threaten me, Pickman. I won't do this anymore! I quit! JUDY1 // Stay away, they`ll kill us. LEO1 // We need something to cut this mesh. PHN1 // Hello? Hello? Higgs? Fuck! WCC1_A // These wire cutters can cut through wire mesh. CROW01 // You'll need a crowbar to get this open DAN1 // Are the Project behind this too? DAN2 // But what are they doing with this TV network? DAN2A // TV MK? I watch that channel all the time. DOCWH_A // Hey, that's him! That fat fucker's scared. FAIL_A // We needed him ALIVE, Danny! What's wrong with you?! GOAL00 // Find Doctor ~blue~Pickman~colour~ GOAL01 // Get into the building GOAL02 // Find a way into the Veterinary Lab GOAL03 // Bypass the ~green~security door~colour~ GOAL04 // Get past the defending Watchdogs GOAL05 // You'll need a tranquiliser gun to take Pickman alive GUARD1 // What the hell happened here? GUARD2 // I'm coming. I'm coming. GUARD3 // Ehh...children of a sick society. HACK // The saw can be used to chop heads off. HU01_A // NO! He's right here! HU02_A // Stay away! HU03_A // How hard is it to STOP HIM?!? HYPNO // I've induced a deep hypnotic state - I think you'll be able to handle him now. Dr Lamb isn't going to cause us any more trouble. KILLP_A // Pickman is the head scientist for the entire Project. We need him - alive. L1 // ~!~ L2 // ~!~ L3 // ~!~ LEO1 // We`ve got to shut him up. LEO2 // Get the tranquilizer gun - Pickman must be in the auditorium. LEO3 // Good work, Danny. I'll take it from here - you can be a little squeamish... LEO4 // They're behind everything, Danny. LEO5 // Exactly, come on, let's deal with Pickman. LEO6 // We need Pickman alive. LOCK1_A // Danny, it's locked, we need to find another way to get to him. MDOC1 // Can I have a word, Sergeant? MGUARD // One move, Lamb, and I`ll kill you before the Doc could shut you down again. NURS1 // Are you a patient here? Wait - you're the guy everyone is talking about! Security! PASS // """ The player is shown that Danny hears a code phrase and is shut down by Pickman. Danny comes round in the recovery room """ PICK1 // This is futile, Danny... PICK2 // Give up, Daniel... PICK3 // Let us help you... PICK4 // I know, you fool! I invented it! But these results are not nearly good enough. Shut it down. PICK5 // Don't dare speak that name to me! I am in control, and we will prevail! PICK6 // If I speak the failsafe phrase, your brain will be wiped clean! Do you really want that? PKSPK1 // This wasn't supposed to happen, Danny! The bridge in your head is malfunctioning! PKSPK2 // Damn you, Danny! PKSPK3 // This is futile Daniel... PM1 // To be expected - he was the very best. Are you ready - in case? PM2_A // Good, I`ll bolt the animal lab from the inside. PM2_B // Remember - 'alive' if you can manage it. If not, get the head to me as soon as possible. PM4 // Lamb`s here - get ready! PM5A // What seest thou else in the dark backward and abysm of time... PM7A // One move Danny and I`ll repeat the shutdown phrase - every time you hear that you will black out. PM7B // Next time I have to use it you will not wake up - that I promise you. RETI2 // Everyone ready! He`s coming! RETIN_A // This is a retina scan, you will need a fresh pair of eyes to work this out. S1 // What are you looking at freak? S2 // They`re gonna open your head up. S3 // Tough guy huh? Not so fucking tough now. S4 // You wasted a lot of my buddies, freak. Just give me a fucking reason. SG2 // They lost him. SG3 // Two squads of our finest agents are waiting to say hello. SG4 // Everyone ready! He`s coming! SPHELP // Shoot the ~red~speakers~colour~ SU1 // Subject A is far too dominant. If we take the bridge out now, the latent personality will be lost forever. SU2 // The results have been the same since Dr. La- SURG1 // The bridge was stable for 171 hours. SURG2 // Not good enough, after 7 years, not nearly good enough. SURG3 // What are you doing here? Are you new here? SURG4 // It`s you - Dr Lamb! Security! Security! TH1 // Stay where you are. TH21 // Keep back or I`ll shoot. TH22 // Move back. TH23 // Move back now! TH3 // You asked for this! TRANF_A // We can use this gun to put Pickman to sleep. WD1 // Where can you run to now, huh? You're cornered like a sick dog. 5YEARA // Five years earlier 5YEARB // Five years ago DAN1_A // We killed one of our own! The Project's not gonna be happy. GOAL1A // Execute your escape plan GOAL1B // Gain access to the ~blue~roof~colour~ GOAL1C // Locate the ~blue~escape point~colour~ GOAL1D // Escape plan compromised GOAL2A // Avoid capture - locate a new ~blue~escape route~colour~ GOAL2B // Get down to ~blue~street level~colour~ GOAL2C // Enter the ~blue~sewer system~colour~ INTRO_A // They wanted a perfect assassin, well they got one! Right between the eyes. LEO1_A // I told you, Danny. They wanted to make us slaves. We're not going to be controlled by anyone, right? Brothers in war! TT_ZOOM_PC // Press and hold ~ACTION_ZOOMAIM~ to use the rifle's scope. Press ~ACTION_ZOOMIN~ and ~ACTION_ZOOMOUT~ to zoom in and out. 5YEARA // Five years earlier 5YEARB // Five years ago ADVTUT_PC // ~!~ BUTTON // Note: Please ensure correct weight of sugar is on platform before initiating packing GATE // Caution: Gate safety engaged when packing machine is not in use GOAL00 // Get the boat key off ~colour_person~Michael~colour~ GOAL00B // Kill ~colour_person~Michael~colour~ and get the boat key GOAL01 // Chase ~colour_person~Michael~colour~ down GOAL02 // Eliminate the Project operatives to get to Michael GOAL03 // Check out the yard GOAL04 // Kill the remaining Project operatives before they take the key off Michael GOAL05 // ~colour_person~Michael~colour~ lost you - pick up his trail again GOAL09 // Follow ~colour_person~Michael~colour~ onto the roof GOAL11 // Get back to the ~colour_location~boat~colour~ GODGUN_PC // You need a gun to go after Michael. HE01_A // Open fire! HE02_A // There he is! Freeze! HE03_A // Over here! We got him. HE04_A // Got him in my sights! HU03_A // Captain, target B is captured. We're outside in the yard - want to do some interrogating? LEO1 // I'll take care of this one, Danny. He has the key to the boat. It's our only way out of here. LEO2_A // Gotta get that key - that boat is our only way off this island. LEO3_A // More Project scum arriving... LEO4_A // Drop that key, Mikey! LEO5_A // Give me that fucking key! LEO6_A // If the Project wants a war, they got one. LOCK // Locked from the inside. MICH10A // This is not happening ... oh please, this can't be happening! MICH11A // Don't make me have to choose between my life and yours. MICH12A // You're fucked in the head. MICH13A // I'm not gonna let you kill me. MICH14A // You expect me to lay down and die? MICH15A // Fuck the Project! I quit, I quit! MICH16A // Stop! MICH1_A // This is not you, you don't have to do this. MICH2_A // Snap out of it, it's me, Michael! Remember? MICH3_A // Don't make me kill you! MICH5_A // The Project did this to us! MICH6_A // I'm your best friend! MICH8_A // What did they do to you? PM10_A // Fuck! You stay there. Let's see how this guy fares in the open. PM4_A // Listen up, we got a rogue agent in there. You two start a sweep from this side. PM4_B // B team is coming in from the harbour - let's show him what we do to Project traitors. PM5_A // What`s going on in there? PM6_A // You keep watch on this one. Anyone comes through this door who ain`t us - waste him. PM8_A // Fuck - no reply. Get your asses to machine hall 1. NOW! PM9_A // Shut up. This guy ain't dangerous, especially unarmed. He shows up and you're first to die. TGOAL01_PC // Press and hold ~ACTION_LOCKON~ to use a gun, aim with the mouse and press ~ACTION_PUNCH~ to fire. TUT01_PC // Press and hold ~ACTION_LOCKON~ to use a gun, aim with the mouse and press ~ACTION_PUNCH~ to fire. TUT02 // Press ~ACTION_RELOAD~ to reload. TUT02_PC // Press ~ACTION_RELOAD~ to reload. TUT03 // Press ~ACTION_WALLSQUASH~ to take cover behind the wall. TUT04_PC // Press ~ACTION_LOCKON~ to aim around the corner of the wall. Shoot with ~ACTION_PUNCH~ TUT06 // Walk toward the wall and press ~ACTION_WALLSQUASH~. Press ~ACTION_LOCKON~ to aim around the corner. V02_A // Get back to the boat. VAULT // When ducking behind a low wall, press ~ACTION_CLIMB~ to vault over it. VAULT_PC // When ducking behind a low wall, press ~ACTION_JUMP~ to vault over it. CM_D14A // It's padlocked from the other side. CM_L12A // Here are some more of your victims to chew on! DAN1 // It`s time to get you out of my head once and for all. DAN2 // I have to lay her to rest to be free of you, Leo! DAN3 // I can be you. But I have a choice. A CHOICE! And I choose to be me. DAN4 // I do! I DO! YOU HEAR ME?!? DAN5 // My name... is Daniel Lamb. My NAME... is DANIEL LAMB! ET_D02A // Keep on coming - just seeing your scrawny hide makes me stronger! ET_D04A // Looking for something, Danny? Hah hah hah! ET_L02B // Then I'll just keep coming for you! You fuck! ET_L03A // Damn, padlocked! ET_L05A // ...come on, quit this shit - I'm gettin' tired. Come out and fight like a man! ET_L06A // How about a visit from some old friends? You remember what you did to these guys... don't you? GOAL01 // Defeat Leo and gain entry to the ~colour_location~crypt~colour~ GOAL01A // Execute Leo with the syringe to weaken his power - avoid being seen at all cost GOAL02 // Get Leo's crowbar and use it to break the ~colour_location~crypt door~colour~ padlock GOAL02B // Enter the crypt GOAL03 // Escape through the ~colour_location~crypt~colour~ GOAL04 // Locate the entrance to the ~colour_location~underground catacombs~colour~ GOAL04B // Kill Michael and Dr. Pickman GOAL05A // Defeat ~colour_pickup~6~colour~ hunters to unlock the ~colour_location~catacomb's~colour~ exit GOAL05B // Defeat ~colour_pickup~5~colour~ hunters to unlock the ~colour_location~catacomb's~colour~ exit GOAL05C // Defeat ~colour_pickup~4~colour~ hunters to unlock the ~colour_location~catacomb's~colour~ exit GOAL05D // Defeat ~colour_pickup~3~colour~ hunters to unlock the ~colour_location~catacomb's~colour~ exit GOAL05E // Defeat ~colour_pickup~2~colour~ hunters to unlock the ~colour_location~catacomb's~colour~ exit GOAL05F // Defeat ~colour_pickup~1~colour~ hunter to unlock the ~colour_location~catacomb's~colour~ exit GOAL05G // Locate the ~colour_location~catacomb's~colour~ exit GOAL06 // Carry ~colour_pickup~Danny's wife's corpse~colour~ to her ~colour_location~grave~colour~ GOAL07 // Break the cemetery gate lock from inside the graveyard GRATTUT // Use a crowbar to pry the ~green~metal grate~colour~ open LEO10 // Fuck you, Danny - I won. Fuck you, Pickman. Fuck you, Whyte. Fuck the Project - I won. LEO1B // Time to say goodnight, Danny. Your mind's only got room for one of us. LEO1C // But don't worry, I'll take care of business from now on! LEO2 // You think it`s that easy to get rid of me? I made you! LEO3 // Time to face up to all the things you`ve done, Danny! Remember these guys? You killed 'em all, Danny. LEO4 // Danny Lamb! The best killing machine the Project ever had! LEO5 // What`s the matter, Danny? Trying to turn over a new leaf or something? You know you wanna kill these fuckers! LEO6 // Still standing, huh? How about a visit from some old friends? You remember what you did to these guys... don`t you? LEO7 // And what about your wife, Danny? Do you remember what you did to her? LEO8 // Heh heh. Who the fuck wants to be #Daniel Lamb#? LEO9 // You see...heh heh...can`t get rid of me...can never...get rid of me. LEOTUT1 // Use the syringe to execute Leo silently and weaken his hold over you. LEOTUT2 // Avoid being detected by him, as he will regain his strength and take longer to kill. TUT // Lightning flashes will light the shadowed areas. WHYTE // Don't let your guilt drag you into oblivion. Your only chance to be free is to rid your mind of Leo - once and for all. WIFE1 // It wasn't your fault Danny. WIFE2 // I don't blame you. WIFE3 // Lay me to rest and be free. WIFETUT // You must lay Sarah's corpse to rest at the correct tomb. BOD1_A // Jesus, Leo. Did you have to kill them all? BOD1_B // This place is the Project's front line, Danny. BOD1_C // Don't go pussy on me. All these fuckers are guilty. DAN5 // These sets are ridiculous. They're giving me a headache. DAN6 // I remember... I think. GOAL // ~colour_location~Get out~colour~ of the TV Studio alive GOAL2 // Kill all the hunters and escape LEO4_A // The Project shot coded messages through the TV straight into their agents` heads. LEO4_B // Told them to do horrible things. That`s how they got through to you. TV1 // Look at this... a massacre. What happened? TV2 // Who cares? They were all working for the Project. TV3 // You`re not telling me the whole story Leo. TV4 // I tell you the whole story and your brain would implode. Trust me. V01_A // Whoo-hooo! Alright, Bloodhounds, let's tag 'em and bag 'em! WTF1_A // Please ignore WTF1_B // Please ignore FAL1_A // Here he comes! Fall back to the house! GOAL01 // Find a ~colour_location~way out~colour~ of the studio back lot GOAL02 // Get inside the ~colour_location~barn~colour~ GOAL03 // Find your ~colour_location~way out~colour~ of the barn GOAL04 // Make your way through the ~colour_location~farm house~colour~ GOAL05 // Get to the ~colour_location~exit~colour~ and escape SHO1_A // We got him corralled, boys. Go get him! TUT01_PC // Press and hold ~ACTION_ZOOMAIM~ to use the crossbow's scope. Press ~ACTION_ZOOMIN~ and ~ACTION_ZOOMOUT~ to zoom in and out. COM1_A // I'm coming for you, Leo. COM2_A // I'm here, Leo! DAN1_A // Rot in hell, Leo. DAN2_A // It's over, Leo. I don't want you in my head anymore. DAN2_B // You're a cancer and I know how I can cut you out. DAN3_A // I just have to ignore you, Leo - you know it. DAN4_A // Arrrrgh, I'll fucking kill you, you psycho piece of shit! DAN5_A // Shut up. DAN6_A // You shut your fucking mouth, Leo. DAN7_A // Shut up. EXC1_A // DANNY EXECUTES LEO GOAL1 // Get to Danny GOAL2 // Defeat Danny HLL1_A // Rot in hell, Leo. LEO1_A // You think you can get rid of me? You goddamn runt! LEO1_B // I'm the one who belongs here, who deserves to be here. LEO1_C // You're nothing. Without me you'd be nothing! LEO2_A // Ignore me? How about your wife's blood on your hands, can you ignore that? LEO3_A // Fuck you, Danny - I won. Fuck you, Pickman. Fuck you, Whyte. Fuck the Project - I won. LEO4_A // You made me. You put me in your own head for the sake of your pathetic career. LEO5_A // You turned yourself into a monster. LEO6_A // And you cut your wife's throat right in front of her baby boy. LEO7_A // I WON! WHYTE // There is a cell, hidden away in the darkest recesses of your mind. Lock Leo into this cell, and walk away from him forever. LINE0 // Holy fuck - that ain`t supposed to happen. LINE1 // We're back online - thank fuckin' god. LINE10 // You want to get out of here? LINE11 // Then come on. LINE2 // Oh shit - look! LINE3 // Get some help! LINE4 // Isn't Dr Whyte down in the psycho section? LINE5 // Danny! Stop! LINE6 // Danny! LINE7 // Shut up! LINE8 // We did it. LINE9 // Come on! PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // Keep moving, we haven't got much time. We have to get to the house. LINE1 // Wait a minute... LINE2 // I used to live around here. LINE3 // Not any more, Danny. But there's something in that house we need. LINE4 // Something you left for yourself. LINE5 // We've got to be quick. This is the first place the Project will look for us! LINE6 // How do you know all this? LINE7 // Danny, listen. LINE8 // It's a manhunt, and they won't stop until we're both dead! LINE9 // Come on, let's go! PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // Go ahead... LINE1 // Leo?~nl~That's right. But we don't have time to reminisce. LINE2 // Getting out was just the beginning, Danny. LINE3 // The Project can't let us live. LINE4 // They can buy a private army if they want to, and they will. LINE5 // Why did I leave myself these? PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - LINE0 // Leo? LINE1 // You can talk to Leo any time you want, Danny. LINE10 // Our intention was to create the perfect weapon - LINE11 // a killer with no conscience or memory. LINE12 // Does he sound familiar, Danny? LINE13 // Leo. LINE14 // Two minds in one body, unaware of each other... LINE15 // Wait, that's not right - Leo and I talk all the time... LINE16 // The Bridge malfunctioned early on. LINE17 // We were working to repair the damage when you - or Leo - decided to escape. LINE18 // I see... LINE19 // How do we fix this? LINE2 // But first, let's you and I talk. LINE20 // Pickman thought his mercenaries could destroy Leo. I believe the only person who can stop him is you. LINE3 // What's going on? LINE4 // Do you remember who you were, Danny? LINE5 // No. LINE6 // Do you remember the work we did? LINE7 // No. LINE8 // You believed we could take a normal individual, LINE9 // and implant a second personality, triggered at will. PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE14 // - PAUSE15 // - PAUSE16 // - PAUSE17 // - PAUSE18 // - PAUSE19 // - PAUSE2 // - PAUSE20 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // Daniel, you will not remember anything before this moment. LINE1 // You will not remember us being here. LINE2 // You will never speak to Leo again. LINE3 // A little too effective, I feel. LINE4 // Get him out of here. LINE5 // Remove the cameras. LINE6 // Torch the house. PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - LINE0 // You know this place. The Project recruited here. LINE1 // They preyed on people, made them disappear. LINE10 // Oh, shit. LINE11 // I told you we shouldn't be here! LINE12 // Are you trying to get us killed? LINE13 // Well, it's too late to back out now. LINE14 // Let's move. LINE2 // We shouldn't be here. LINE3 // I need to be here. LINE4 // There's someone I need to speak to. I saved these matches for a reason... LINE5 // This is not important. It's a distraction. LINE6 // I want my past back. This is all I have to go on. LINE7 // The past doesn't matter. Let it go! LINE8 // I'm going to find a way in. LINE9 // Who's down there? PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE14 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // You shouldn't have come here, Danny. LINE1 // You know my name? LINE10 // Safe house? Where? LINE11 // Above the cinema. LINE12 // Don't come back here Danny. Please...just let it go. LINE13 // She's setting us up, Danny. LINE2 // They'll catch you, take you back. LINE3 // Tell me what's going on. LINE4 // It's The Project, Danny. They're everywhere. LINE5 // What's going on? Leo - LINE6 // Leo? You've spoken to Leo? LINE7 // Without Leo, I wouldn't even be here. LINE8 // Ok...you told me to give you this. LINE9 // The old safe house. PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // No! LINE1 // There's no time for this, move! LINE2 // What's going on? LINE3 // Bounty hunters. They're after us. There's a price on our head. LINE4 // But... My hands... LINE5 // What's done is done - come on! PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - LINE0 // - LINE1 // What are we doing here? LINE2 // There's a warehouse nearby where the Project keeps its old records. LINE3 // We're going to destroy our past. LINE4 // You can't destroy the past, Leo. LINE5 // Come on. We're going to need fuel. PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - LINE0 // What do you mean you've volunteered for an experiment?~nl~You can't play god with your own mind... LINE1 // - LINE10 // Son, we`re just arguing, we still love each other.~nl~You're asking too much of us, Danny, of yourself... LINE11 // - LINE12 // What does 'psycho' mean?~nl~It just means someone who thinks differently. LINE13 // - LINE14 // Can`t you see that you have to put your family first?~nl~I am putting them first. LINE15 // - LINE16 // If this all works out we`ll be providing for our great grandchildren. LINE17 // Why can`t you support me here?!? LINE18 // -It's the Project, Danny...~nl~His Conditioning has fractured... LINE19 // - LINE2 // We`ve tested it, it's safe, it's just the final part of the process. LINE20 // Daddy, what's wrong? LINE21 // You can wake up now...~nl~I said wake up! LINE22 // - LINE23 // Judy...~nl~I don't believe this shit... LINE24 // - LINE25 // Danny, this is crazy. LINE26 // She's no use to us. LINE27 // She knows more than she's saying. I've got to talk to her again. LINE3 // You`re gambling with your life. What about me and the kids? LINE4 // Look, if it's a success, we can clear all our debts and start a new life. LINE5 // By turning yourself into a psycho? What are you thinking? LINE6 // This is a real chance to change the course of medical history. LINE7 // Stop fighting! LINE8 // What`s wrong, mom?~nl~Come here, honey. LINE9 // - PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE14 // - PAUSE15 // - PAUSE16 // - PAUSE17 // - PAUSE18 // - PAUSE19 // - PAUSE2 // - PAUSE20 // - PAUSE21 // - PAUSE22 // - PAUSE23 // - PAUSE24 // - PAUSE25 // - PAUSE26 // - PAUSE27 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // There she is! LINE1 // Stay away from me! LINE2 // No! I need to talk to you! LINE3 // I can't trust Leo. LINE4 // Don't listen to her, Danny. LINE5 // I've helped you all I can, Danny. Don't trust anybody, especially - LINE6 // No! LINE7 // It's the Project! Move! LINE8 // It's okay, it's okay. I've got you! PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - LINE0 // Keep it together, Danny. LINE1 // I can't handle these blackouts... LINE2 // It's all right - I'll take care of everything. LINE3 // C'mon, let's get going. LINE4 // Hello? LINE5 // Where is that idiot of a man? LINE6 // That's him, that's Pickman! LINE7 // Pickman? PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - LINE0 // Daniel? LINE1 // Daniel, please untie me. LINE10 // Shut up! Danny's gone! LINE11 // Shut up? Or what, Leo? LINE12 // What do you think? LINE13 // If you kill me, Leo, you'll be lost forever. LINE14 // Now let me speak to Daniel! LINE15 // You're lying. LINE16 // It only takes one phrase from me, Leo. Don't push me... LINE17 // Or what? LINE18 // What the hell are you going to do?~nl~-What seest thou else... LINE19 // ...in the dark backward and abysm of time? LINE2 // Danny isn't here. LINE20 // Oh God. LINE21 // Michael, is he ready to go? LINE22 // Motor muscles at rest, pupillary dilatation complete. LINE23 // Dr Whyte, pass me the sample container marked 'Leo'. LINE24 // But we agreed to use the control personality, not Leo? Leo is a killer. LINE25 // Yes! I know what Leo was. Now we've got one chance to make this work before they shut this project down. LINE26 // OK Dr Pickman, he's ready to go LINE3 // Leo? LINE4 // Where's Daniel? I'd like to have a word with him. LINE5 // This is about what I want. LINE6 // I want you to remove the Pickman Bridge. LINE7 // Think, Leo. If I take it out, what do you think will happen to you? LINE8 // I'll be free! LINE9 // No, you'll be dead. Now, let me speak to Daniel. PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE14 // - PAUSE15 // - PAUSE16 // - PAUSE17 // - PAUSE18 // - PAUSE19 // - PAUSE2 // - PAUSE20 // - PAUSE21 // - PAUSE22 // - PAUSE23 // - PAUSE24 // - PAUSE25 // - PAUSE26 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // - LINE1 // Lock down those buildings. Nobody gets in or out! LINE2 // Need backup! If you got a visual, shoot to kill! LINE3 // You were right, we got him! LINE4 // See? You've just got to trust me, Danny. LINE5 // I have a visual on the shooter. LINE6 // Let's move out. LINE7 // I can handle it, Leo. PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - LINE0 // - LINE1 // I'm sorry Danny, but it's got to be this way. LINE2 // The Pickman Bridge. Remove it. Get it out of my head so I can think straight! LINE3 // If you thought I would do that, you're out of your fucking mind! LINE4 // Michael? Where are we? LINE5 // All units into position. Terminate both targets, repeat, both targets. LINE6 // What?! LINE7 // Not both targets! Not me, you fucking assholes! LINE8 // They'll be here any minute, and Mike's still got the keys. LINE9 // We're going to have to find him. PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // I can`t do this. I can`t just dump Leo, Dr Whyte. He saved my life. LINE1 // Your only way out of this, is to focus on the past. LINE10 // This will help you understand why you must let go of Leo. LINE11 // Jesus, Danny, you`re scaring me! LINE12 // Danny? Let go of me, Danny! LINE13 // Danny isn't here. LINE14 // I'll be taking care of him from now on. LINE15 // Oh God. LINE16 // Oh God...Oh God. LINE17 // Oh God...Oh God...Oh God. LINE18 // Oh...God. LINE2 // I still don`t understand. What is all this stuff? LINE3 // Is this my house? LINE4 // Yes it was torched. Pickman`s orders. LINE5 // And those are my kids? LINE6 // Yes and they are fine, by the way. LINE7 // And my wife? LINE8 // What? LINE9 // Ah. This is going to be painful, Danny, but I think you should see for yourself. PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE14 // - PAUSE15 // - PAUSE16 // - PAUSE17 // - PAUSE18 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // My name is... LINE1 // I don't know my name. LINE2 // Your name is David Joiner. LINE3 // You live downtown at the following address. LINE4 // You'll find everything you need there. LINE5 // Good luck. LINE6 // 526 Hope Street, Apartment B. PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - LINE0 // When I came to, Leo was dragging me out of the lab. LINE1 // He said Pickman was dead. LINE10 // No, no, you can't quit, Danny! LINE11 // There's got to be something in these tapes I can use... LINE12 // ...to help you. LINE13 // - LINE14 // Dr Whyte. LINE15 // Who? LINE16 // We're going to have to deal with her, Danny. LINE2 // I knew I could never find the key to my past. LINE3 // But Leo said there was another. LINE4 // One last person we could get answers from. LINE5 // We searched everywhere. LINE6 // Days turned into weeks. LINE7 // I was slowly becoming a ghost. LINE8 // Fourteen... fifty-four... eleven... LINE9 // ...Cerebral conditioning stable.~nl~-I've had enough. PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE14 // - PAUSE15 // - PAUSE16 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // Behind you! LINE1 // Leo? LINE2 // Leo? LINE3 // LEO! PAUSE0 // - PAUSE1 // - PAUSE2 // - PAUSE3 // - LINE0 // I can`t do this. I can`t just dump Leo, Dr Whyte. He saved my life. LINE1 // Your only way out of this, is to focus on the past. LINE10 // This will help you understand why you must let go of Leo. LINE11 // Jesus, Danny, you`re scaring me! LINE12 // Danny? Let go of me, Danny! LINE13 // Danny isn't here. LINE14 // I'll be taking care of him from now on. LINE15 // Oh God. LINE16 // Oh God...Oh God. LINE17 // Oh God...Oh God...Oh God. LINE18 // Oh...God. LINE2 // I still don`t understand. What is all this stuff? LINE3 // Is this my house? LINE4 // Yes it was torched. Pickman`s orders. LINE5 // And those are my kids? LINE6 // Yes and they are fine, by the way. LINE7 // And my wife? LINE8 // What? LINE9 // Ah. This is going to be painful, Danny, but I think you should see for yourself. PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE13 // - PAUSE14 // - PAUSE15 // - PAUSE16 // - PAUSE17 // - PAUSE18 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // - LINE0 // Daniel. LINE1 // You can wake up now, Daniel. LINE10 // We're very keen to resume work on the Project. LINE11 // Shall I gather the staff? LINE12 // Yes, just give me a moment... LINE2 // Dr. Lamb, can you hear me? LINE3 // Dr. Lamb? LINE4 // How do you feel? LINE5 // I followed the protocols exactly as you left them. LINE6 // How... How long was I out? LINE7 // You've been out for three weeks now. LINE8 // We... I took the decision to remove the Pickman Bridge. LINE9 // It was the only way we could be sure... PAUSE0 // - PAUSE1 // - PAUSE10 // - PAUSE11 // - PAUSE12 // - PAUSE2 // - PAUSE3 // - PAUSE4 // - PAUSE5 // - PAUSE6 // - PAUSE7 // - PAUSE8 // - PAUSE9 // -