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Shrek 2 (Windows)/Unused Cutscene Data

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This is a sub-page of Shrek 2 (Windows).

Unused Cutscenes

CarriageInterior

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Trigger InsideCarriageMover
line_2=Cue _SHREK_1
line_3=Cue _DONKEY_2
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo Donkey
line_2=FlyTo InsideCarriageMover Z=140 x=-100 y=-200
line_3=WaitForCue CutEnd
[Sequence_2]
PawnTag=SHREK
line_0=WaitForCue _SHREK_1
line_1=WaitForCue CutEnd
[Sequence_3]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WaitForCue CutEnd

This appears to be a very old version of the intro cutscene for Carriage Hijack. All this cutscene does is place the camera inside of the carriage, look at Donkey and start animating the trees outside (for fake movement). Something interesting to note is that this cutscene doesn't call for anyone other than Shrek and Donkey (so this means Fiona and the bandits weren't added in this state).

CastleS_FountainPickUp

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Trigger RJWatchingTurnWaterOn
line_2=SloMo 0.5
line_3=Sleep 1.0
line_4=Cue _MONGO_1
line_5=Cue _CAMERA_2
line_6=WaitForCue ThrowFountain
line_7=Cue _MONGO_3
line_8=WaitForCue ShowFlyingDisk
line_9=Cue _CAMERA_4
line_10=Cue _MONGO_5
line_11=WaitForCue CamBackToMongo
line_12=Cue _CAMERA_6
line_13=Cue _SHREK_7
line_14=Cue _CAMERA_8
line_15=Cue _MONGO_9
line_16=Cue _MONGOPANICSPEAKERONE_10
line_17=Cue _MONGOPANICSPEAKERTWO_11
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo FountainPickUp_Target1
line_2=FlyTo FountainPickUp_Cam1
line_3=Shake Magnitude=150 Time=1.8
line_4=WaitForCue _CAMERA_2
line_5=TargetFlyTo FountainPickUp_Target2 Time=2
line_6=FlyTo FountainPickUp_Cam2 Time=2
line_7=Cue ThrowFountain
line_8=WaitForCue _CAMERA_4
line_9=Trigger SetMoverFountainUp
line_10=Sleep 0.2
line_11=Trigger SendFoutainFlying
line_12=TargetFlyTo FountainPickUp_Target3
line_13=FlyTo FountainPickUp_Cam3
line_14=Sleep 1.0
line_15=Cue CamBackToMongo
line_16=WaitForCue _CAMERA_6
line_17=TargetFlyTo FountainPickUp_Target2
line_18=FlyTo FountainPickUp_Cam4
line_19=Sleep 1.5
line_20=Cue CutEnd
line_21=WaitForCue _CAMERA_8
line_22=WaitForCue CutEnd
[Sequence_2]
PawnTag=MONGO
line_0=WaitForCue _MONGO_1
line_1=TurnTo FountainPickUp_FaceMe
line_2=WaitForCue _MONGO_3
line_3=PlayAnim Throw2
line_4=Sleep 1.1
line_5=Cue ShowFlyingDisk
line_6=WaitForAnim
line_7=WaitForCue _MONGO_5
line_8=DropCarryingActor
line_9=FadeActor Actor=SiegeFountain A=0 Time=0 bDestroy=True
line_10=WaitForCue _MONGO_9
line_11=WaitForCue CutEnd
[Sequence_3]
PawnTag=SHREK
line_0=WaitForCue _SHREK_7
line_1=WaitForCue CutEnd
[Sequence_4]
PawnTag=MONGOPANICSPEAKERONE
line_0=WaitForCue _MONGOPANICSPEAKERONE_10
line_1=WaitForCue CutEnd
[Sequence_5]
PawnTag=MONGOPANICSPEAKERTWO
line_0=WaitForCue _MONGOPANICSPEAKERTWO_11
line_1=WaitForCue CutEnd

It was originally planned for Mongo to throw the fountain seen in Castle Siege as an additional pointless action to do. This cutscene would activate once Mongo picks up the fountain. Cutscene: Pan down to the fountain, see water getting thrown up very high (caused by the fountain being picked up), game slows down to half speed for dramatic effect for a second, then the game forces Mongo to throw the fountain to his right completely out of the level (assume Mongo's position is facing the castle and directly behind the fountain). Camera follows thrown fountain roughly. Once the cutscene ends, the camera immediately comes back to Mongo as if nothing occurred.

CastleS_HintPullFountain

[Sequence_0]
PawnTag=MAIN
line_0=Say pc_shk_MongoTutoral_20
line_1=WaitForSay
line_2=Cue CutEnd
line_3=Cue _MONGOPANICSPEAKERONE_0
line_4=Cue _MONGOPANICSPEAKERTWO_1
[Sequence_1]
PawnTag=MONGOPANICSPEAKERONE
line_0=WaitForCue _MONGOPANICSPEAKERONE_0
line_1=WaitForCue CutEnd
[Sequence_2]
PawnTag=MONGOPANICSPEAKERTWO
line_0=WaitForCue _MONGOPANICSPEAKERTWO_1
line_1=WaitForCue CutEnd

This was the game's way of letting the user know that he can pick up the fountain. Upon getting somewhat close to the fountain, Shrek would say, "Pick up the fountain!" and the cutscene would end. This cutscene is not cinematic.

Credits

[CutScene]
line_0=NoBypass
[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Sleep 0.5
line_2=Trigger StartCreditsTrigger
line_3=Cue _MONGO_1
line_4=Cue _FIONA_2
line_5=Cue _PIB_3
line_6=Cue _DONKEY_4
line_7=Cue _SHREK_5
line_8=Cue _CAMERA_6
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo Credits_Target1
line_2=FlyTo Credits_Cam1
line_3=WaitForCue _CAMERA_6
line_4=WaitForCue CutEnd
[Sequence_2]
PawnTag=MONGO
line_0=WaitForCue _MONGO_1
line_1=WaitForCue CutEnd
[Sequence_3]
PawnTag=FIONA
line_0=WaitForCue _FIONA_2
line_1=WaitForCue CutEnd
[Sequence_4]
PawnTag=PIB
line_0=WaitForCue _PIB_3
line_1=WaitForCue CutEnd
[Sequence_5]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_4
line_1=WaitForCue CutEnd
[Sequence_6]
PawnTag=SHREK
line_0=WaitForCue _SHREK_5
line_1=WaitForCue CutEnd

It was originally planned for the credits to be seen as physical text scrolling down in a black room, but this was scrapped since the developers couldn't figure out how to do this well.

DefeatedPIBTest

[Sequence_0]
PawnTag=MAIN
line_0=Cue _SHREK_0
line_1=Cue _PIB_1
line_2=Cue _DONKEY_2
line_3=Cue _CAMERA_3
line_4=WaitForCue ShrekSay
line_5=Sleep 0.5
line_6=Say pc_shk_DefeatPIB_85
line_7=WaitForSay
line_8=Cue _SHREK_4
line_9=Sleep 4
line_10=Cue CutEnd
line_11=Cue _CAMERA_5
line_12=Cue _SHREK_6
line_13=Cue _DONKEY_7
line_14=Cue _PIB_8
line_15=Cue _BOSSPIB_9
[Sequence_1]
PawnTag=SHREK
line_0=WaitForCue _SHREK_0
line_1=Teleport DefeatedPIB_ShrekLoc2
line_2=TurnTo DefeatedPIB_PIBLoc1
line_3=LookAt DefeatedPIB_PIBLoc1
line_4=Cue ShrekSay
line_5=WaitForCue _SHREK_4
line_6=PlayAnim ShrekHoldingPIB loop
line_7=Trigger AttPIB
line_8=WaitForCue _SHREK_6
line_9=WaitForCue CutEnd
[Sequence_2]
PawnTag=PIB
line_0=WaitForCue _PIB_1
line_1=Teleport DefeatedPIB_PIBLoc1
line_2=Face Shrek
line_3=PlayAnim TiredIdle Loop
line_4=WaitForCue _PIB_8
line_5=WaitForCue CutEnd
[Sequence_3]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=Teleport DefeatedPIB_DonkeyLoc2
line_2=WaitForCue _DONKEY_7
line_3=WaitForCue CutEnd
[Sequence_4]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_3
line_1=FOV Angle=95
line_2=TargetFlyTo DefeatedPIB_Target3
line_3=FlyTo DefeatedPIB_Cam2
line_4=WaitForCue _CAMERA_5
line_5=WaitForCue CutEnd
[Sequence_5]
PawnTag=BOSSPIB
line_0=WaitForCue _BOSSPIB_9
line_1=WaitForCue CutEnd

An older version of the cutscene that plays when Shrek defeats Puss in Boots. This plays out roughly the same as it does currently, but stops quite quickly. All that is said is from Shrek: "Hah! Gotcha! Who's in the catbox NOW?" What's interesting is that Puss in Boots having a hair ball was not planned.

DonkeyStrengthPotion

[Sequence_0]
PawnTag=MAIN
line_0=Cue _DONKEY_0
line_1=Cue _CAMERA_1
line_2=Cue _DONKEY_2
line_3=Cue _CAMERA_3
[Sequence_1]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_0
line_1=Sleep 1
line_2=PlayAnim minijump
line_3=WaitForCue _DONKEY_2
line_4=WaitForCue CutEnd
[Sequence_2]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_1
line_1=TargetFlyTo Donkey z=35
line_2=FlyTo Donkey
line_3=FlyTo Donkey Time=0.8 z=60 x=75 y=-150 yawstep=65 linear
line_4=sleep 2
line_5=Cue CutEnd
line_6=WaitForCue _CAMERA_3
line_7=goHome Donkey Time=2
line_8=WaitForCue CutEnd

This was a cutscene that'd likely play in Hunt 1 (In the cutscene that plays when you first meet this peasant, Donkey comments on how he should use a potion and does some punches) when you engage in combat with the first peasant. The cutscene would occur if the player drank a strength potion. This was scrapped either because of time or because the developers had too much trouble implementing an event to fire only if Donkey drinks a strength potion. The main issue with this cutscene (disregarding event functionality) is that it tries to guess where the camera should go, and if you were to position yourself incorrectly, the camera could clip directly through solid objects. To add to the problems, the developers added something into the code for how cutscenes work: all player potion effects end immediately upon a cutscene ending. This causes the cutscene to essentially be pointless, since the point is to, in a way, congratulate Donkey for drinking the potion like he said in a previous cutscene. The cutscene below is identical to this one, but has a shorter file name. Cutscene: Camera moves in front of Donkey (with a little offset), looks nearly directly at donkey (a little above his position origin; roughly his head) and then Donkey plays a little animation while the camera comes back to Donkey's point of view (where the player sees everything from). This cutscene is only 4.8 seconds long.

DSP

[Sequence_0]
PawnTag=MAIN
line_0=Cue _DONKEY_0
line_1=Cue _CAMERA_1
line_2=Cue _DONKEY_2
line_3=Cue _CAMERA_3
[Sequence_1]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_0
line_1=Sleep 1
line_2=PlayAnim minijump
line_3=WaitForCue _DONKEY_2
line_4=WaitForCue CutEnd
[Sequence_2]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_1
line_1=TargetFlyTo Donkey z=35
line_2=FlyTo Donkey
line_3=FlyTo Donkey Time=0.8 z=60 x=75 y=-150 yawstep=65 linear
line_4=sleep 2
line_5=Cue CutEnd
line_6=WaitForCue _CAMERA_3
line_7=goHome Donkey Time=2
line_8=WaitForCue CutEnd

See description above.

FGM_Battle_Winner

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _SHREKHUMAN_1
line_2=Cue _CAMERA_2
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo cameraTarget_Winner
line_2=FlyTo cameraPosition_Winner
line_3=Sleep 10.0
line_4=Cue CutEnd
line_5=WaitForCue _CAMERA_2
line_6=WaitForCue CutEnd
[Sequence_2]
PawnTag=SHREKHUMAN
line_0=WaitForCue _SHREKHUMAN_1
line_1=WaitForCue CutEnd

An older version of the cutscene that plays upon Shrek defeating the Fairy Godmother. This cutscene simply moves the camera to a "you win" point, does nothing for 10 seconds, then ends.

FGM_Donkey_DonkeyDoorKick

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _CAMERA_1
line_2=Cue _DONKEY_2
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo KickDoor Time=1
line_2=sleep 0.5
line_3=Trigger Donkey_Door
line_4=sleep 1
line_5=Cue CutEnd
line_6=WaitForCue _CAMERA_1
line_7=WaitForCue CutEnd
[Sequence_2]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WaitForCue CutEnd

Although it's currently unknown how exactly the player goes upon triggering this, it is known what it does. You may have realized that in Factory (Donkey) that there is a poster in the lunchroom with the wall coming out a bit from that place. As it turns out, the poster and the wall are actually a sliding door that would lead you to the bar seen in the movie. This bar is completely textured, modeled and even includes an energy bar. This bar also appears in Shrek's Swamp, but is missing almost all textures (but the one in Shrek's Swamp has a lot more loot, including coins). While these 2 models still have the ability to move like a door, even if you trigger them to move in the current map, you wouldn't see the bar. This is because the bar was actually moved back away from the map just a little bit (this improves performance as well, but they should've deleted it). Speaking of the bar, it is theorized that Donkey would escape through the bar instead of escaping through the gas/exit room, but there's little evidence to prove this notion.

FGM_Donkey_DoorUp02

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _CAMERA_1
line_2=Cue _DONKEY_2
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo DNKDoorUpTarget02 Time=1
line_2=sleep 1
line_3=Trigger Door_up_2
line_4=sleep 1.5
line_5=Cue CutEnd
line_6=WaitForCue _CAMERA_1
line_7=WaitForCue CutEnd
[Sequence_2]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WaitForCue CutEnd

There are 3 cutscenes in Factory (Donkey) that are related to a door going up. Only two actually get played. It's completely unknown what door this would've opened, except that it could've been the pink door seen at the very end of the level.

FGM_PIB_QuickCut4

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _ELFHAZMATTRIGGER_1
line_2=Cue _PIB_2
line_3=Cue _ELFHAZMATTRIGGER_3
line_4=Cue _PIB_4
line_5=Cue _CAMERA_5
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo QuickCut4_Target1
line_2=FlyTo QuickCut4_Cam1
line_3=Sleep 0.5
line_4=TargetFlyTo QuickCut4_Target2 Time=3
line_5=Sleep 2.0
line_6=Trigger GoDownToFloor
line_7=Sleep 1.0
line_8=Cue HazElfMoveOffLift
line_9=Sleep 1.0
line_10=TargetFlyTo QuickCut4_Target3 Time=1
line_11=FlyTo QuickCut4_Cam2 Time=1
line_12=Sleep 1.5
line_13=WaitForCue HazDone
line_14=Cue CutEnd
line_15=WaitForCue _CAMERA_5
line_16=WaitForCue CutEnd
[Sequence_2]
PawnTag=ELFHAZMATTRIGGER
line_0=WaitForCue _ELFHAZMATTRIGGER_1
line_1=WaitForCue HazElfMoveOffLift
line_2=WalkTo QuickCut4_HazLoc1
line_3=Trigger GoToSwitch
line_4=TurnTo PIB
line_5=Cue HazDone
line_6=WaitForCue _ELFHAZMATTRIGGER_3
line_7=WaitForCue CutEnd
[Sequence_3]
PawnTag=PIB
line_0=WaitForCue _PIB_2
line_1=RunTo QuickCut4_PIBLoc1
line_2=TurnTo ElfHazMatTrigger
line_3=WaitForCue _PIB_4
line_4=WaitForCue CutEnd

In Factory (PIB), in the last boiler room (seen on your right after exiting the lunchroom), there are 2 platforms attached to the ceiling that allow the player to obtain a money bag. This wasn't originally how the player would obtain this money bag. There's a bright green light seen in the corner of that room where a lever was going to be (you can see this lever when escaping as Donkey). Upon pulling this lever, a cutscene would play out. The first platform that leads to the money bag would originally be up high in the ceiling and would be lowered down to the very bottom (floor level) with an elf on it, who would attack you once the cutscene ends (the cutscene ends once the elf gets fully lowered down). The developers removed most of this since they realized they were about to run out of developing time and it likely wasn't working perfectly.

FGM_PIB_QuickCut5

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _PIB_1
line_2=Cue _PIB_2
line_3=Cue _CAMERA_3
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo QuickCut5_Target1
line_2=FlyTo QuickCut5_Cam1
line_3=Sleep 0.5
line_4=TargetFlyTo QuickCut5_Target2 Time=2
line_5=Sleep 2.0
line_6=Trigger SuperAttackBridge
line_7=Sleep 1.5
line_8=Cue CutEnd
line_9=WaitForCue _CAMERA_3
line_10=WaitForCue CutEnd
[Sequence_2]
PawnTag=PIB
line_0=WaitForCue _PIB_1
line_1=TurnTo SpecialAttack_SecretCS
line_2=WaitForCue _PIB_2
line_3=WaitForCue CutEnd

Continuing off of the previous cutscene, this plays once you kill the elf. The platform with the money bag was originally going to be as high as where the ceiling is, and when this cutscene plays, it was going to raise it up to where it is seen today. Also, the money bag is not supposed to be a money bag, rather an unused strength potion (that has no functionality).

HamletVillageA

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _SHREK_1
line_2=Cue _DONKEY_2
line_3=Cue _PIB_3
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo VillageA_Target1
line_2=FlyTo VillageA_Cam1
line_3=FlyTo VillageA_Cam2 Time=8
line_4=Cue CutEnd
line_5=WaitForCue CutEnd
[Sequence_2]
PawnTag=SHREK
line_0=WaitForCue _SHREK_1
line_1=WaitForCue CutEnd
[Sequence_3]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WaitForCue CutEnd
[Sequence_4]
PawnTag=PIB
line_0=WaitForCue _PIB_3
line_1=WaitForCue CutEnd

This cutscene is more than likely referring to the first village you encounter in Hamlet. The cutscene would've likely played either when the Hamlet intro cutscene ends, or when you are about to get to the village. What's interesting about this cutscene is how it calls for Donkey and Puss in Boots. Now this could be part of how Know Wonder formats their cutscenes, but this could also mean that Donkey and Puss in Boots were originally going to follow along with Shrek, rather than ditching him immediately.

HamletVillageB

[Sequence_0]
PawnTag=MAIN

This cutscene died the moment it was created unfortunately. This cutscene does nothing, but isn't completely empty either. This would've fired most likely when you locate the second village in Hamlet.

Hunt_JumpAttackButton

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _DONKEY_1
line_2=Cue _CAMERA_2
line_3=Cue _DONKEY_3
line_4=Cue _SHREK_4
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo JumpAttackButton_Target1
line_2=FlyTo JumpAttackButton_Cam1
line_3=Sleep 0.8
line_4=FlyTo JumpAttackButton_Cam2 Time=3
line_5=Sleep 2.0
line_6=Cue CutEnd
line_7=WaitForCue _CAMERA_2
line_8=WaitForCue CutEnd
[Sequence_2]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_1
line_1=WalkTo JumpAttackButton_DonkeyLoc1
line_2=TurnTo DonkeyButton1
line_3=WaitForCue _DONKEY_3
line_4=WaitForCue CutEnd
[Sequence_3]
PawnTag=SHREK
line_0=WaitForCue _SHREK_4
line_1=WaitForCue CutEnd

You might know that there's already a cutscene in Hunt 2 that lets you know about the jump attack. This was the original cutscene that would've played instead. What's interesting about this cutscene in particular is how much better it is than the current cutscene that's in its place currently. Of course, this cutscene doesn't have Donkey say anything, but it still has more functionality. The most interesting part about this cutscene is how the cutscene tells Donkey to look at "DonkeyButton1." If you've ever dug into the code of this game, you may know that there is actually an actor called "DonkeyButton," which is a button that only Donkey can press and that's only if he does a jump attack on it (not to be confused with "DonkeySwitch," which is what the buttons on the walls are).

Hunt_Peasant_Intro2

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _DONKEY_1
line_2=Cue _PEASANTMELEEWIMPINTRO_2
line_3=Say pc_pst_HuntBridge_9
line_4=WaitForSay
line_5=Say pc_dnk_HuntBridge_8
line_6=WaitForSay
line_7=Cue _CAMERA_3
line_8=Cue _DONKEY_4
line_9=Say pc_dnk_HuntBridge_11
line_10=WaitForSay
line_11=Say pc_dnk_HuntBridge_13
line_12=WaitForSay
line_13=Say pc_dnk_HuntBridge_15
line_14=WaitForSay
line_15=Cue CutEnd
line_16=Cue _CAMERA_5
line_17=Cue _DONKEY_6
line_18=Cue _SHREK_7
line_19=Cue _PEASANTMELEEWIMPINTRO_8
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo PeasantIntro2_Target1
line_2=FlyTo PeasantIntro2_Cam1
line_3=FOV Angle=65 Time=2
line_4=FlyTo PeasantIntro2_Cam2 Time=2
line_5=WaitForCue _CAMERA_3
line_6=TargetFlyTo PeasantIntro2_Target2
line_7=Flyto PeasantIntro2_Cam3
line_8=WaitForCue _CAMERA_5
line_9=WaitForCue CutEnd
[Sequence_2]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_1
line_1=Sleep 1.0
line_2=WalkTo PeasantIntro2_DonkeyLoc1
line_3=Sleep 0.5
line_4=TurnTo PeasantMeleeWimpIntro
line_5=WaitForCue _DONKEY_4
line_6=PlayAnim LookAround3
line_7=WaitForAnim
line_8=WaitForCue _DONKEY_6
line_9=WaitForCue CutEnd
[Sequence_3]
PawnTag=PEASANTMELEEWIMPINTRO
line_0=WaitForCue _PEASANTMELEEWIMPINTRO_2
line_1=WalkTo PeasantIntro2_PeasantLoc1
line_2=Sleep 0.5
line_3=TurnTo Donkey Follow
line_4=WaitForCue _PEASANTMELEEWIMPINTRO_8
line_5=WaitForCue CutEnd
[Sequence_4]
PawnTag=SHREK
line_0=WaitForCue _SHREK_7
line_1=WaitForCue CutEnd

This cutscene is basically the same cutscene as the one that plays when you first meet the first peasant in Hunt 1, but starts off halfway through the cutscene, where the peasant says, "Hmmm. I fancy some nice fried Donkey ears tonight."

Hunt_ShrekGone

[Sequence_0]
PawnTag=MAIN
line_0=Cue _SHREK_0
line_1=Cue _CAMERA_1
line_2=Cue _DONKEY_2
line_3=WaitForCue BackCam1
line_4=Cue _CAMERA_3
line_5=Cue _DONKEY_4
line_6=Say pc_nar_cutscenehack_18
line_7=WaitForCue ForwardCam1
line_8=Cue _CAMERA_5
line_9=Cue _DONKEY_6
line_10=Cue _CAMERA_7
line_11=Cue _DONKEY_8
line_12=Cue _SHREK_9
[Sequence_1]
PawnTag=SHREK
line_0=WaitForCue _SHREK_0
line_1=Teleport ShrekGone_ShrekLoc1
line_2=WaitForCue _SHREK_9
line_3=WaitForCue CutEnd
[Sequence_2]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_1
line_1=TargetFlyTo ShrekGone_Target1
line_2=FlyTo ShrekGone_Cam1
line_3=WaitForCue _CAMERA_3
line_4=TargetFlyTo ShrekGone_Target3 Time=3
line_5=FlyTo ShrekGone_Cam1 Time=3
line_6=WaitForCue _CAMERA_5
line_7=TargetFlyTo ShrekGone_Target2 Time=3
line_8=FlyTo ShrekGone_Cam2 Time=3
line_9=WaitForCue _CAMERA_7
line_10=WaitForCue CutEnd
[Sequence_3]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WalkTo ShrekGone_DonkeyLoc1
line_2=PlayAnim LookAround2 Rate=1.6
line_3=WaitForAnim
line_4=Sleep 1.0
line_5=Cue BackCam1
line_6=WaitForCue _DONKEY_4
line_7=WalkTo ShrekGone_DonkeyLoc3
line_8=PlayAnim Bored3a
line_9=WaitForAnim
line_10=PlayAnim Bored3b Loop
line_11=Sleep 0.5
line_12=Cue ForwardCam1
line_13=WaitForCue _DONKEY_6
line_14=WalkTo ShrekGone_DonkeyLoc2
line_15=Sleep 0.8
line_16=Cue CutEnd
line_17=WaitForCue _DONKEY_8
line_18=WaitForCue CutEnd
[Sequence_4]
PawnTag=ONEXIT
line_0=Shrek StopFollowing

This cutscene more than likely would've played right after or shortly after the intro cutscene to Hunt. This cutscene makes Donkey walk around a bit, looking around for Shrek (just being impatient in general). Additionally, the Narrator would've said something during this, but this voice line is gone.

Hunt_SwitchIntro

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Say pc_nar_cutscenehack_34
line_2=WaitForSay
line_3=Sleep 1.0
line_4=Cue CutEnd
line_5=Cue _CAMERA_1
line_6=Cue _DONKEY_2
line_7=Cue _SHREK_3
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo ShowTreeGate_Target1
line_2=FlyTo ShowTreeGate_Cam1
line_3=WaitForCue _CAMERA_1
line_4=WaitForCue CutEnd
[Sequence_2]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WaitForCue CutEnd
[Sequence_3]
PawnTag=SHREK
line_0=WaitForCue _SHREK_3
line_1=WaitForCue CutEnd

This cutscene plays in Hunt 1 where the platforms above where the final button in the level are. It can be legitimately hit through the use of the common triple jump exploit with a very precise angle. It can be assumed that Donkey would switch to playing as Shrek at this point. The narrator says something when this cutscene plays, but this voice line is gone.

Hunt_TreeIntro

[Sequence_0]
PawnTag=MAIN
line_0=LockCamTo NCTreeIntro_Target1
line_1=Say pc_dnk_StartHunt_2
line_2=Sleep 1.0
line_3=WaitForSay
line_4=Say pc_dnk_StartHunt_6
line_5=Sleep 1.0
line_6=WaitForSay
line_7=UnLockCamTo NCTreeIntro_Target1
line_8=Cue CutEnd

Hunt 1 was initially going to be a little bit of a bigger level, but was scrapped for unknown reason (the level geometry still exists). This cutscene would've likely been played upon the level loading. This cutscene is not cinematic. It is unknown what Donkey would've said, as the voice lines for it are gone.

Shrek2Test1

[CutScene]
line_0=CutBorder=true
line_1=CutBoarder=true
[Sequence_0]
PawnTag=CAMERA
line_0=TargetFlyTo MainPlayer
line_1=FlyTo Test_Cam1
line_2=WaitForCue ShrekRunPastGate
line_3=FlyTo Test_Cam2 Time=5.5
line_4=WaitForCue ShrekArrive
line_5=TargetFlyTo Test_Target2
line_6=FlyTo Test_Cam3
line_7=Sleep 1.0
line_8=TargetFlyTo Test_Target3 Time=8
line_9=FlyTo Test_Cam4 Time=6
line_10=TargetFlyTo Test_Target4
line_11=FlyTo Test_Cam5
line_12=FlyTo Test_Cam6 Time=6
line_13=Cue CutEnd
[Sequence_1]
PawnTag=MAINPLAYER
line_0=Trigger StartingMusic
line_1=RunTo Test_ShrekLoc1
line_2=RunTo Test_ShrekLoc2
line_3=Trigger OpenGate
line_4=Face Test_Target2
line_5=Cue ShrekOpenGate
line_6=Sleep 1.0
line_7=Cue ShrekRunPastGate
line_8=WalkTo Test_PassGateLoc
line_9=WalkTo Test_ShrekLoc3
line_10=Trigger OpenGate
line_11=TurnTo Test_Cam5
line_12=Cue ShrekArrive
line_13=WaitForCue CutEnd

This cutscene is more than likely the very first cutscene ever made for Shrek 2. It is unknown what map or music was used in this cutscene. This cutscene makes Shrek run to a gate, open the gate, go through the gate, then close the gate behind him.

SwampBriar

[Sequence_0]
PawnTag=MAIN
line_0=Say pc_dnk_SwampBriar_2
line_1=WaitForSay
line_2=Cue CutEnd

This is a cutscene that would've played in Shrek's Swamp near Shrek's house (the original Shrek's Swamp map layout) when Shrek got close to any of the 4 major briar patches. Donkey says, "Uh-oh! Watch out! Those briar patches are nasty. Those thorns will hurt you if you get too close," when this cutscene is played. This cutscene is not cinematic.

SwampCoins

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Cue _SHREK_1
line_2=Cue _DONKEY_2
line_3=Say pc_dnk_SwampPoster_18
line_4=WaitForSay
line_5=Sleep 1.0
line_6=Say pc_dnk_SwampPoster_14
line_7=WaitForSay
line_8=Sleep 1.0
line_9=Cue CutEnd
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo SPPoster_Target1 Time=10
line_2=FlyTo SPPoster_TutorialCam3 Time=10
line_3=FlyTo SPPoster_TutorialCam4 Time=10 *
line_4=WaitForCue CutEnd
[Sequence_2]
PawnTag=SHREK
line_0=WaitForCue _SHREK_1
line_1=WaitForCue CutEnd
[Sequence_3]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WaitForCue CutEnd

This cutscene in particular is quite confusing for a multitude of reasons, mainly the fact that the name of the cutscene would imply it has something to do with coins, but the voice line names it calls for are related to the first wanted poster. We can assume it's likely to do with coins, due to the fact that the camera points to a bunch of lily pads. Going off of what we know, we can assume this cutscene would likely play when the player approaches a lily pad and Donkey talks about either the coins Shrek should collect or how Shrek could possibly find a wanted poster.

SwampIntro

[Sequence_0]
PawnTag=MAIN
line_0=PlayMusic swamp_intro_cutscene Fade=0.0 Loop=False
line_1=Cue _DONKEY_0
line_2=Cue _CAMERA_1
line_3=Cue _SHREK_2
line_4=Cue _FIONA_3
line_5=Sleep 2.0
line_6=Say pc_shk_SwampIntro_14
line_7=WaitForSay
line_8=WaitForCue CameraFlyClose
line_9=Cue _CAMERA_4
line_10=WaitForCue CameraUpClose
line_11=Cue _CAMERA_5
line_12=WaitForCue DonkeyGetUp
line_13=Cue _DONKEY_6
line_14=WaitForCue WideShot1
line_15=Cue _CAMERA_7
line_16=Cue _DONKEY_8
line_17=Cue _SHREK_9
line_18=Cue _FIONA_10
line_19=WaitForSay
line_20=Sleep 1.5
line_21=Say pc_fin_SwampIntro_43
line_22=WaitForSay
line_23=Sleep 0.5
line_24=Say pc_dnk_SwampIntro_44
line_25=WaitForSay
line_26=Sleep 0.5
line_27=Say pc_fin_SwampIntro_48
line_28=WaitForSay
line_29=Say pc_dnk_SwampIntro_50
line_30=WaitForSay
line_31=Say pc_shk_SwampIntro_4
line_32=WaitForSay
line_33=Say pc_dnk_SwampIntro_6
line_34=WaitForSay
line_35=Cue _CAMERA_11
line_36=Say pc_shk_SwampIntro_38
line_37=WaitForSay
line_38=Cue _FIONA_12
line_39=Say pc_fin_SwampIntro_36
line_40=WaitForSay
line_41=Cue _FIONA_13
line_42=Cue _DONKEY_14
line_43=Say pc_dnk_SwampIntro_40
line_44=WaitForSay
line_45=Sleep 1.3
line_46=Say pc_dnk_SwampIntro_28
line_47=Sleep 0.5
line_48=Cue _DONKEY_15
line_49=Cue _CAMERA_16
line_50=Cue _SHREK_17
line_51=Sleep 2.0
line_52=WaitForSay
line_53=Cue _CAMERA_18
line_54=Cue _SHREK_19
line_55=Say pc_dnk_SwampIntro_30
line_56=WaitForSay
line_57=Say pc_dnk_SwampIntro_32
line_58=WaitForSay
line_59=Sleep 1.0
line_60=Say pc_dnk_SwampIntro_52
line_61=WaitForSay
line_62=Sleep 0.5
line_63=Say pc_dnk_SwampIntro_54
line_64=WaitForSay
line_65=Cue CutEnd
line_66=Cue _DONKEYCHAIR_20
line_67=Cue _DONKEY_21
line_68=Cue _FIONA_22
line_69=Cue _SHREK_23
line_70=Cue _CAMERA_24
[Sequence_1]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_0
line_1=PlayAnim Lay_Idle Loop
line_2=WaitForCue _DONKEY_6
line_3=PlayAnim Reaction
line_4=WaitForAnim
line_5=Say pc_dnk_SwampIntro_2
line_6=Sleep 1.0
line_7=Cue WideShot1
line_8=WaitForCue _DONKEY_8
line_9=WalkTo SPIntro_DonkeyLoc1
line_10=TurnTo Shrek
line_11=WaitForCue _DONKEY_14
line_12=TurnTo Shrek
line_13=WaitForCue _DONKEY_15
line_14=WalkTo SPIntro_FionaLoc3
line_15=TurnTo SPIntro_TutorialTarget1
line_16=WaitForCue _DONKEY_21
line_17=WaitForCue CutEnd
[Sequence_2]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_1
line_1=TargetFlyTo SPIntro_Target2
line_2=FlyTo SPIntro_Cam4
line_3=Sleep 3.0
line_4=Cue CameraFlyClose
line_5=WaitForCue _CAMERA_4
line_6=TargetFlyTo Donkey Time=3
line_7=FlyTo SPIntro_DonkeyReactionCam Time=3
line_8=Sleep 1.0
line_9=Cue CameraUpClose
line_10=WaitForCue _CAMERA_5
line_11=TargetFlyTo SPIntro_TrashTarget1
line_12=FlyTo SPIntro_TrashCam1
line_13=Sleep 1.5
line_14=TargetFlyTo SPIntro_TrashTarget2
line_15=FlyTo SPIntro_TrashCam2
line_16=Sleep 1.5
line_17=TargetFlyTo Donkey
line_18=FlyTo SPIntro_DonkeyReactionCam
line_19=Cue DonkeyGetUp
line_20=WaitForCue _CAMERA_7
line_21=TargetFlyTo SPIntro_Target3
line_22=FlyTo SPIntro_DonkeyCam2
line_23=FlyTo SPIntro_DonkeyCam3 Time=20 *
line_24=WaitForCue _CAMERA_11
line_25=TargetFlyTo SPIntro_Target4
line_26=FlyTo SPIntro_DonkeyCam
line_27=WaitForCue _CAMERA_16
line_28=TargetFlyTo SPIntro_TutorialTarget1 Time=3 *
line_29=FlyTo SPIntro_StumpCam Time=3 *
line_30=WaitForCue _CAMERA_18
line_31=TargetFlyTo SPIntro_TutorialTarget1
line_32=FlyTo SPIntro_TutorialCam1
line_33=WaitForCue _CAMERA_24
line_34=WaitForCue CutEnd
[Sequence_3]
PawnTag=SHREK
line_0=WaitForCue _SHREK_2
line_1=Teleport SPIntro_ShrekLoc5
line_2=WalkTo SPIntro_ShrekFarEnoughLoc
line_3=WaitForCue _SHREK_9
line_4=Teleport SPIntro_ShrekJustOutOfSiteLoc
line_5=WalkTo SPIntro_ShrekLoc6
line_6=TurnTo Donkey
line_7=WaitForCue _SHREK_17
line_8=TurnTo SPIntro_TutorialTarget1
line_9=WaitForCue _SHREK_19
line_10=Teleport ShrekTelStart
line_11=WalkTo ShrekStartTutorial
line_12=WaitForCue _SHREK_23
line_13=WaitForCue CutEnd
[Sequence_4]
PawnTag=FIONA
line_0=WaitForCue _FIONA_3
line_1=Teleport SPIntro_FionaLoc2
line_2=WalkTo SPIntro_FionaFarEnoughLoc
line_3=WaitForCue _FIONA_10
line_4=Teleport SPIntro_FionaJustOutOfSiteLoc
line_5=WalkTo SPIntro_FionaLoc3
line_6=TurnTo Donkey
line_7=WaitForCue _FIONA_12
line_8=TurnTo Shrek
line_9=WaitForCue _FIONA_13
line_10=WalkTo SPIntro_FionaInHouse
line_11=Teleport FionaOutOfWay
line_12=WaitForCue _FIONA_22
line_13=WaitForCue CutEnd
[Sequence_5]
PawnTag=DONKEYCHAIR
line_0=WaitForCue _DONKEYCHAIR_20
line_1=WaitForCue CutEnd

This cutscene was the original Shrek's Swamp intro cutscene, but was scrapped likely because the developers couldn't quite get the performance to be good when playing near Shrek's house. It's unknown what exactly is being said in the cutscene, since all of the voice lines have since been removed. We can reasonably assume this cutscene is somewhat similar to the current Shrek's Swamp intro cutscene, but that instead of Donkey teleporting away to another map, Donkey guides you right then and there (which makes sense with the current earliest swamp map version).

SwampJShimmy

[Sequence_0]
PawnTag=CAMERA
line_0=TargetFlyTo Shimmy_Target1
line_1=FlyTo Shimmy_Cam1
line_2=FlyTo Shimmy_Cam2 Time=3.5
line_3=Cue CameraDoneMoving
line_4=WaitForCue CutEnd
[Sequence_1]
PawnTag=SHREK
line_0=WaitForCue CutEnd
[Sequence_2]
PawnTag=DONKEY
line_0=WaitForCue CutEnd
[Sequence_3]
PawnTag=MAIN
line_0=Say pc_dnk_SwampJShimmy_2
line_1=WaitForSay
line_2=Sleep 1.0
line_3=WaitForCue CameraDoneMoving
line_4=Cue CutEnd

Just like how there is a shimmy section in the final Shrek's Swamp, there was one for the earliest Shrek's Swamp. This cutscene would've played out about the same way it does in the final Shrek's Swamp, but in a completely different location. The voice lines for this are gone.

SwampJShimmy2

[Sequence_0]
PawnTag=DONKEY
line_0=WaitForCue CutEnd
[Sequence_1]
PawnTag=MAIN
line_0=Say pc_dnk_SwampJShimmy_4
line_1=WaitForSay
line_2=Say pc_dnk_SwampJShimmy_6
line_3=WaitForSay
line_4=Cue CutEnd

This is the second part to the shimmy cutscene seen above, and would play upon the player nearing a drop off point.

SwampJump

[Sequence_0]
PawnTag=CAMERA
line_0=TargetFlyTo SPIntro_TutorialTarget1
line_1=FlyTo SPCoinJump_Cam1
line_2=Sleep 2.0
line_3=FlyTo SPCoinJump_Cam2 Time=8 *
line_4=WaitForCue CutEnd
[Sequence_1]
PawnTag=SHREK
line_0=WaitForCue CutEnd
[Sequence_2]
PawnTag=DONKEY
line_0=WaitForCue CutEnd
[Sequence_3]
PawnTag=MAIN
line_0=Say pc_dnk_SwampDoubleJ_2
line_1=WaitForSay
line_2=Sleep 1.0
line_3=Say pc_dnk_SwampDoubleJ_4
line_4=WaitForSay
line_5=Sleep 1.0
line_6=Say pc_dnk_SwampDoubleJ_6
line_7=WaitForSay
line_8=Sleep 0.8
line_9=Say pc_dnk_SwampDoubleJ_8
line_10=WaitForSay
line_11=Cue CutEnd

A cutscene where Donkey explains how to double jump but near Shrek's house. The voice lines are gone.

SwampPunch

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Say pc_dnk_SwampPunch_2
line_2=Sleep 1.0
line_3=Cue _SHREK_1
line_4=Cue _DONKEY_2
line_5=WaitForSay
line_6=Sleep 0.5
line_7=Cue _CAMERA_3
line_8=Say pc_dnk_SwampPunch_4
line_9=WaitForSay
line_10=Say pc_dnk_SwampPunch_6
line_11=WaitForSay
line_12=Cue CutEnd
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo Punch_Target1 Time=2
line_2=FlyTo Punch_Cam1 Time=2
line_3=WaitForCue _CAMERA_3
line_4=TargetFlyTo Punch_Target2 Time=3
line_5=FlyTo Punch_Cam2 Time=3
line_6=WaitForCue CutEnd
[Sequence_2]
PawnTag=SHREK
line_0=WaitForCue _SHREK_1
line_1=WaitForCue CutEnd
[Sequence_3]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_2
line_1=WaitForCue CutEnd

A cutscene where Donkey explains how to punch but near Shrek's house. Donkey says, "See all those crates? You can smash them to toothpicks by clicking your left mouse button. Give it the old one two wam-bam-hu-ha-chu and rake in your reward! Punch his face by clicking your left mouse button!" We can assume from the voice lines that the camera would pan to a bunch of crates and a punching bag.

SwampTransToCarTEST

[CutScene]
line_0=Debug
[Sequence_0]
PawnTag=MAIN
line_0=Cue _OPENCARRAIGE_0
line_1=Cue _CAMERA_1
line_2=Cue _SHREK_2
line_3=Cue _DONKEY_3
line_4=Cue _FIONA_4
line_5=Say pc_dnk_TransToCar_3
line_6=Cue _DONKEY_5
line_7=WaitForSay
line_8=Sleep 1
line_9=Say pc_dnk_TransToCar_18
line_10=Cue _CAMERA_6
line_11=WaitForSay
line_12=WaitForCue CarrZoom
line_13=Say pc_fin_TransToCar_32
line_14=Cue _CAMERA_7
line_15=Cue _FIONA_8
line_16=Cue _CAMERA_9
line_17=Cue _SHREK_10
line_18=Cue _DONKEY_11
line_19=Cue _CAMERA_12
line_20=Cue _DONKEY_13
line_21=WaitForSay
line_22=Sleep 1
line_23=Cue _CAMERA_14
line_24=Sleep 0.5
line_25=Say pc_fin_TransToCar_34
line_26=Cue _FIONA_15
line_27=Cue _SHREK_16
line_28=WaitForSay
line_29=sleep 1.5
line_30=Cue _CAMERA_17
line_31=Sleep 0.5
line_32=Say pc_shk_TransToCar_22
line_33=Cue _FIONA_18
line_34=WaitForSay
line_35=Say pc_fin_TransToCar_24
line_36=Cue _CAMERA_19
line_37=WaitForSay
line_38=Cue _FIONA_20
line_39=Cue _DONKEY_21
line_40=Say pc_dnk_TransToCar_26
line_41=Cue _SHREK_22
line_42=WaitForSay
line_43=Say pc_shk_TransToCar_28
line_44=WaitForSay
line_45=Say pc_dnk_TransToCar_44
line_46=Cue _DONKEY_23
line_47=WaitForSay
line_48=Say pc_dnk_TransToCar_46
line_49=Cue _DONKEY_24
line_50=Cue _CAMERA_25
line_51=WaitForSay
line_52=Say pc_shk_TransToCar_48
line_53=Cue _CAMERA_26
line_54=Cue _SHREK_27
line_55=WaitForSay
line_56=Cue _OPENCARRAIGE_28
line_57=Cue _OPENCARRAIGE_29
line_58=Cue _DONKEY_30
line_59=Cue _FIONA_31
line_60=Cue _SHREK_32
line_61=Cue _CAMERA_33
[Sequence_1]
PawnTag=OPENCARRAIGE
line_0=WaitForCue _OPENCARRAIGE_0
line_1=Teleport TPT_Carriage01
line_2=Face TPT_CarriageFace
line_3=WaitForCue _OPENCARRAIGE_28
line_4=Teleport TPT_CarriageOff
line_5=WaitForCue _OPENCARRAIGE_29
line_6=WaitForCue CutEnd
[Sequence_2]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_1
line_1=FOV Angle=73 Time=6
line_2=TargetFlyTo TransToCar_Target1 x=-50 z=-5
line_3=FlyTo TransToCar_Cam1 z=-25
line_4=FlyTo TransToCar_Cam2 z=-25 Time=20 *
line_5=WaitForCue _CAMERA_6
line_6=Sleep 0.6
line_7=FOV Angle=40 Time=1
line_8=TargetFlyTo OpenCarraige z=80 x=100 Time=1
line_9=Cue CarrZoom
line_10=WaitForCue _CAMERA_7
line_11=TargetFlyTo Fiona z=25 Time=2
line_12=FOV Angle=20 Time=3.5
line_13=WaitForCue _CAMERA_9
line_14=WaitForCue WalkToGroup
line_15=Sleep 0.6
line_16=FOV Angle=60 Time=4
line_17=TargetFlyTo TransToCarRGP_FionaTarget01 Time=4 *
line_18=FlyTo TransToCarRGP_FionaCAM01 z=-10 Time=4 *
line_19=Sleep 0.5
line_20=Cue PackedAndReady
line_21=WaitForCue _CAMERA_12
line_22=WaitForCue PackedAndReady
line_23=FOV Angle=65
line_24=TargetFlyTo TransToCar_Target1 z=-15
line_25=FlyTo TransToCar_Cam2 z=-20
line_26=FlyTo TransToCar_Cam1 z=-20 Time=20 *
line_27=WaitForCue _CAMERA_14
line_28=FOV Angle=60
line_29=FOV Angle=54 Time=3
line_30=TargetFlyTo Fiona z=44
line_31=FlyTo ShrekCAM
line_32=WaitForCue _CAMERA_17
line_33=FOV Angle=64
line_34=FOV Angle=54 Time=4
line_35=TargetFlyTo Shrek z=50
line_36=FlyTo FionaCAM
line_37=WaitForCue _CAMERA_19
line_38=Sleep 0.5
line_39=FOV Angle=65
line_40=TargetFlyTo TransToCar_Target1 z=-15
line_41=FlyTo TransToCar_Cam2 z=-20
line_42=TargetFlyTo TransToCar_Target1 x=-50 z=-5 Time=10
line_43=FlyTo TransToCar_Cam1 z=-20 Time=20 *
line_44=WaitForCue _CAMERA_25
line_45=Sleep 1
line_46=FOV Angle=85 Time=3
line_47=TargetFlyTo Donkey z=15
line_48=FlyTo ShrekCAM
line_49=FOV Angle=54
line_50=TargetFlyTo TransToCar_ShrekLoc1 z=50
line_51=FlyTo TransToCar_DonkeyLoc2 x=-50 y=50 z=10
line_52=WaitForCue _CAMERA_26
line_53=Sleep 2.5
line_54=TargetFlyTo TransToCar_ShrekLoc1 z=800 Time=12 *
line_55=FlyTo TransToCar_DonkeyLoc2 z=800 Time=12 *
line_56=FadeTo Time=6
line_57=sleep 1
line_58=Cue CutEnd
line_59=WaitForCue _CAMERA_33
line_60=WaitForCue CutEnd
[Sequence_3]
PawnTag=SHREK
line_0=WaitForCue _SHREK_2
line_1=Teleport TransToCar_ShrekTelLoc
line_2=WalkTo TransToCar_ShrekLoc1
line_3=TurnTo Donkey
line_4=PlayAnim lookaround1
line_5=WaitForCue _SHREK_10
line_6=TurnTo Fiona
line_7=PlayAnim CS_SighAsFionaPacks rate=0.8
line_8=WaitForCue _SHREK_16
line_9=Sleep 0.5
line_10=TurnTo Fiona
line_11=LookAt none
line_12=WaitForCue _SHREK_22
line_13=Sleep 0.5
line_14=TurnTo Donkey
line_15=PlayAnim disgusted rate=0.4
line_16=WaitForCue _SHREK_27
line_17=Sleep 2
line_18=WalkTo TransToCar_ShrekLoc2
line_19=WaitForCue _SHREK_32
line_20=WaitForCue CutEnd
[Sequence_4]
PawnTag=DONKEY
line_0=WaitForCue _DONKEY_3
line_1=Teleport TransToCar_DonkeyLoc1
line_2=Face TransToCar_Cam1
line_3=TurnTo Shrek
line_4=WaitForCue _DONKEY_5
line_5=Sleep 1
line_6=TurnTo TransToCar_Cam1
line_7=sleep 0.5
line_8=LookAt OpenCarraige
line_9=WaitForCue _DONKEY_11
line_10=Sleep 0.5
line_11=TurnTo Fiona
line_12=WaitForCue _DONKEY_13
line_13=LookAt Fiona
line_14=WaitForCue _DONKEY_21
line_15=TurnTo Shrek
line_16=WaitForCue _DONKEY_23
line_17=PlayAnim Bounce
line_18=WaitForAnim
line_19=PlayAnim Bounce
line_20=WaitForAnim
line_21=PlayAnim Bounce
line_22=WaitForAnim
line_23=PlayAnim Bounce
line_24=WaitForAnim
line_25=WaitForCue _DONKEY_24
line_26=Sleep 2
line_27=WalkTo TransToCar_DonkeyLoc2
line_28=WaitForCue _DONKEY_30
line_29=WaitForCue CutEnd
[Sequence_5]
PawnTag=FIONA
line_0=WaitForCue _FIONA_4
line_1=Teleport TPT_CarriageFace
line_2=WaitForCue _FIONA_8
line_3=WalkTo TransToCar_FionaTelLoc Direct
line_4=TurnTo Camera
line_5=Sleep 1
line_6=Cue WalkToGroup
line_7=WalkTo TransToCar_FionaLoc1
line_8=WaitForCue _FIONA_15
line_9=Face SPPoster_TutorialCam4
line_10=Sleep 1.2
line_11=PlayAnim bow_reaction
line_12=WaitForCue _FIONA_18
line_13=Face Shrek
line_14=WaitForCue _FIONA_20
line_15=WalkTo SPIntro_FionaLoc2
line_16=WaitForCue _FIONA_31
line_17=WaitForCue CutEnd

This cutscene appears to be a test version of the final version of this cutscene. The most notable difference is how Fiona was supposed to do a bow animation before walking to Shrek.

SwampWitchCaul

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=Say pc_nar_cutscenehack_2
line_2=WaitForSay
line_3=Say pc_nar_cutscenehack_4
line_4=WaitForSay
line_5=Say pc_nar_cutscenehack_6
line_6=WaitForSay
line_7=Cue CutEnd
line_8=Cue _SHREK_1
line_9=Cue _CAMERA_2
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=TargetFlyTo WitchCaul_Target1
line_2=FlyTo WitchCaul_Cam1
line_3=FlyTo WitchCaul_Cam2 Time=6
line_4=WaitForCue _CAMERA_2
line_5=WaitForCue CutEnd
[Sequence_2]
PawnTag=SHREK
line_0=WaitForCue _SHREK_1
line_1=WaitForCue CutEnd

If you know anything about Shrek 2: Team Action, this might ring a bell for you. It's thought that Shrek 2 (Windows) was supposed to be a complete Shrek 2: Team Action port, but that they couldn't do it in time. This cutscene supports this theory, but there's nothing that currently proves anything, other than this cutscene file.

Temp

[Sequence_0]
PawnTag=SHREK
line_0=Teleport Ambush_ShrekCheat
[Sequence_1]
PawnTag=DONKEY
line_0=Teleport Ambush_DonkeyCheat
line_1=Cue CutEnd

This would have likely played in Hunt 4 to immediately test the peasant ambush, or to start playing from after the peasant ambush is completed (control is not switched, so you'd may still play as Donkey after this plays).

TestCutScene

[Sequence_0]
PawnTag=MAIN
line_0=Cue _CAMERA_0
line_1=WaitForCue DialogStart
line_2=Sleep 2.0
line_3=Cue _SHSTORYBOOK_1
line_4=WaitForCue DoneTurning1
line_5=Sleep 2.0
line_6=Cue _CAMERA_2
line_7=Sleep 2.0
line_8=Cue _SHSTORYBOOK3_3
line_9=Cue _SHSTORYBOOK2_4
line_10=WaitForCue DoneTurning2
line_11=Sleep 2.0
line_12=Cue _CAMERA_5
line_13=Sleep 2.0
line_14=Cue _SHSTORYBOOK3_6
line_15=WaitForCue DoneTurning3
line_16=Sleep 2.0
line_17=Cue _CAMERA_7
line_18=Sleep 2.0
line_19=Cue _SHSTORYBOOK4_8
line_20=WaitForCue DoneTurning4
line_21=Sleep 2.0
line_22=Cue _CAMERA_9
line_23=Sleep 2.0
line_24=Cue _SHSTORYBOOK5_10
line_25=WaitForCue DoneTurning5
line_26=Sleep 2.0
line_27=Cue _SHSTORYBOOK_11
line_28=Cue _SHSTORYBOOK2_12
line_29=Cue _SHSTORYBOOK3_13
line_30=Cue _SHSTORYBOOK4_14
line_31=Cue _SHSTORYBOOK5_15
line_32=Cue _SHREK_16
line_33=Cue _CAMERA_17
[Sequence_1]
PawnTag=CAMERA
line_0=WaitForCue _CAMERA_0
line_1=FOV Angle=85 Time=0
line_2=TargetFlyTo Menu_Target2 X=-15
line_3=FlyTo Menu_Cam2
line_4=FadeIn Time=3
line_5=Sleep 3.0
line_6=Cue DialogStart
line_7=WaitForCue _CAMERA_2
line_8=FOV Angle=85 Time=0
line_9=TargetFlyTo Book2_Target2 X=-15
line_10=FlyTo Book2_Cam2
line_11=WaitForCue _CAMERA_5
line_12=FOV Angle=85 Time=0
line_13=TargetFlyTo Book3_Target2 X=-15
line_14=FlyTo Book3_Cam2
line_15=WaitForCue _CAMERA_7
line_16=FOV Angle=85 Time=0
line_17=TargetFlyTo Book4_Target2 X=-15
line_18=FlyTo Book4_Cam2
line_19=WaitForCue _CAMERA_9
line_20=FOV Angle=85 Time=0
line_21=TargetFlyTo Book5_Target2 X=-15
line_22=FlyTo Book5_Cam2
line_23=WaitForCue _CAMERA_17
line_24=WaitForCue CutEnd
[Sequence_2]
PawnTag=SHSTORYBOOK
line_0=WaitForCue _SHSTORYBOOK_1
line_1=PlaySound Page_Turn
line_2=PlayAnim PageTurn Rate=0.5 Tween=1
line_3=WaitForAnim
line_4=Cue DoneTurning1
line_5=PlayAnim Pageturnedstatic Loop Tween=0
line_6=WaitForCue _SHSTORYBOOK_11
line_7=WaitForCue CutEnd
[Sequence_3]
PawnTag=SHSTORYBOOK3
line_0=WaitForCue _SHSTORYBOOK3_3
line_1=PlayAnim PageTurnedStatic Loop
line_2=WaitForCue _SHSTORYBOOK3_6
line_3=PlaySound Page_Turn2
line_4=PlayAnim PageTurnBack Rate=0.7 Tween=1
line_5=WaitForAnim
line_6=Cue DoneTurning3
line_7=SetIdle Open
line_8=PlayAnim Open Loop Tween=0
line_9=WaitForCue _SHSTORYBOOK3_13
line_10=WaitForCue CutEnd
[Sequence_4]
PawnTag=SHSTORYBOOK2
line_0=WaitForCue _SHSTORYBOOK2_4
line_1=PlaySound Page_Turn
line_2=PlayAnim PageTurn Rate=0.5 Tween=1
line_3=WaitForAnim
line_4=Cue DoneTurning2
line_5=SetIdle Pageturnedstatic
line_6=PlayAnim Pageturnedstatic Loop Tween=0
line_7=WaitForCue _SHSTORYBOOK2_12
line_8=WaitForCue CutEnd
[Sequence_5]
PawnTag=SHSTORYBOOK4
line_0=WaitForCue _SHSTORYBOOK4_8
line_1=PlaySound Page_Turn
line_2=PlayAnim PageTurn Rate=0.5 Tween=1
line_3=WaitForAnim
line_4=Cue DoneTurning4
line_5=SetIdle Pageturnedstatic
line_6=PlayAnim Pageturnedstatic Loop Tween=0
line_7=WaitForCue _SHSTORYBOOK4_14
line_8=WaitForCue CutEnd
[Sequence_6]
PawnTag=SHSTORYBOOK5
line_0=WaitForCue _SHSTORYBOOK5_10
line_1=PlaySound Page_Turn
line_2=PlayAnim PageTurn Rate=0.5 Tween=1
line_3=WaitForAnim
line_4=Cue DoneTurning5
line_5=SetIdle Pageturnedstatic
line_6=PlayAnim Pageturnedstatic Loop Tween=0
line_7=WaitForCue _SHSTORYBOOK5_15
line_8=WaitForCue CutEnd
[Sequence_7]
PawnTag=SHREK
line_0=WaitForCue _SHREK_16
line_1=WaitForCue CutEnd

The first cutscene to try to get storybook cutscene maps to work. They mostly succeeded with this cutscene, and they called it good enough, patched it up a bit and made the first story book cutscene map. The most notable thing about this cutscene is that Donkey was not originally going to be seen physically in the first storybook cutscene map.

Empty Cutscene Files

CaslteS_KnightDoors
Cut_CastleS_WatchOutMilk
PreBattleKnightPatrol
SwapPlayers
TestCutScene2
TestCutScene3
TransDonkey01