Shrek 2 (Windows)/Unused Cutscene Data
This is a sub-page of Shrek 2 (Windows).
Contents
- 1 Unused Cutscenes
- 1.1 CarriageInterior
- 1.2 CastleS_FountainPickUp
- 1.3 CastleS_HintPullFountain
- 1.4 Credits
- 1.5 DefeatedPIBTest
- 1.6 DonkeyStrengthPotion
- 1.7 DSP
- 1.8 FGM_Battle_Winner
- 1.9 FGM_Donkey_DonkeyDoorKick
- 1.10 FGM_Donkey_DoorUp02
- 1.11 FGM_PIB_QuickCut4
- 1.12 FGM_PIB_QuickCut5
- 1.13 HamletVillageA
- 1.14 HamletVillageB
- 1.15 Hunt_JumpAttackButton
- 1.16 Hunt_Peasant_Intro2
- 1.17 Hunt_ShrekGone
- 1.18 Hunt_SwitchIntro
- 1.19 Hunt_TreeIntro
- 1.20 Shrek2Test1
- 1.21 SwampBriar
- 1.22 SwampCoins
- 1.23 SwampIntro
- 1.24 SwampJShimmy
- 1.25 SwampJShimmy2
- 1.26 SwampJump
- 1.27 SwampPunch
- 1.28 SwampTransToCarTEST
- 1.29 SwampWitchCaul
- 1.30 Temp
- 1.31 TestCutScene
- 2 Empty Cutscene Files
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
The Shrek series
| |
---|---|
PlayStation | Treasure Hunt |
PlayStation 2 | SuperSlam (Demo) • Shrek the Third • Shrek's Carnival Craze |
PlayStation 3 | Forever After |
PlayStation Portable | Shrek the Third |
Xbox | Shrek • SuperSlam |
Xbox 360 | Shrek the Third • Forever After |
GameCube | SuperSlam |
Wii | Shrek the Third • Shrek's Carnival Craze • Forever After |
Game Boy Color | Fairy Tale Freakdown |
Game Boy Advance | Swamp Kart Speedway • Hassle at the Castle • Reekin' Havoc • Shrek 2 • Beg for Mercy • SuperSlam • Smash n' Crash Racing |
Windows | Twisted Fairy Tale Fun • Shrek 2 • SuperSlam • Shrek the Third • Shrek's Carnival Craze • Forever After |
Nintendo DS | SuperSlam • Smash n' Crash Racing • Ogres and Dronkeys (Prototype) • Shrek's Carnival Craze |
iOS, Android | Shrek Kart HD • Fruit Ninja: Puss In Boots |
Adobe Flash | Charming Dragon • Fairytale Lanes • Tickle Fight |
V.Smile | Dragon's Tale |