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Cut and unused content

Verified against: SLUS_212.15 (NTSC-U, SHA1 e9cb2cc49aa046b9e494313dce2f5038ed17b2f4), the PS2 disc's WARRIORS.DIR / .WAD and the NTSC-U Xbox disc (Xbox assets). No runtime claims: everything here is read from the discs' data and the executable's strings.

Purpose

What the discs hold that the retail game never uses, and what one disc has that the other lacks. Coney ignores all of it (it is not part of the retail behaviour); the page exists so that modders and the curious know what is there. Names below are the discs' own file and record names; descriptions are ours.

Graveyard Shift: the cut level 7

What survives of a story mission set in a Prospect Park graveyard, with the Jones Street Boys and the Saracens.

Piece Where Evidence
Title. GSTRING.MISSIONNAME in config_strings_en.lua has an entry for level7 titled Graveyard Shift, placed between the Armies of the Night stages and the Rumble arenas; the German, French, Spanish and Italian string files translate it. So the name is the developers', not a fan name. both discs inferred (string tables)
No level record. No levelNames record (config_preload3.lua, Levels) is named level7, and neither disc has a level7.lua, level7.lev or level7s / level7d world, so the retail game cannot load it. SLUS_212.15 has no string naming it. both discs inferred
Three loading screens. Texture dictionaries level7_ls_0, _1 and _2 show a wooden gate, a statue by an iron fence under a moon, and a shack. Their caption reads Prospect Park and Graveyard Shift with the mission bullet 17, where the retail screens carry their story mission number (Set Up's reads 12). Unlike every retail story level they have no widescreen (_w) variant, and the word for loading is baked into the picture. PS2 WAD inferred (images)
Radar map. A standalone dictionary named level7 (resource hash ee9be190, PS2 WAD entry 2795) has the shape of every story level's radar sheet, which Radar_Setup (0x001c3de0) finds by the world's name (HUD). No level record or pack uses it. both discs inferred
Cutscenes, Xbox only. 40 scene records l7_* (headers l7_c1, l7_c2, l7_c3, l7_c6-l7_c10, l7_check_gate, l7_make_out, l7_scare_att, l7_t2_008 and their segments). Roles: Warriors (Fox, Cowboy, Snow, Vermin, Swan, Ajax, Rembrandt, Cleon), Jones Street Boys (their boss, a lieutenant, soldiers, knox) and Saracens (edge, a lieutenant, soldiers). Xbox WAD inferred (records parsed with coney_tools.scenes)
No speech. Neither disc has a l7 speech folder (the l11_l7_* lines belong to level11), so the cutscenes are silent. both discs inferred

What the cutscenes show

Positions are scene coordinates (x, y, z up), read from each header's role starts.

  • l7_c2: Cleon, Rembrandt, Cowboy, Fox and two soldiers at about (-175, 90, -194.4). That is the Warriors' clubhouse briefing spot that l5_c1 and l14_c6_a (Set Up's briefing) also use, so l7_c2 is the mission's briefing. l7_c1 (Fox and Cowboy, at z -158) is in no other scene's area. Evidence: inferred.
  • l7_c3: Cowboy, Fox and Vermin at a pair of big gates (door_big_gate); l7_check_gate and l7_t2_008 are Swan (with Ajax) scouting; l7_make_out is Swan with a girl (hook).
  • l7_scare_att (label l7_t2_004): Jones Street Boys with shovels and beer bottles, the boss among them, and Swan watching: a digging party in the graveyard.
  • l7_c6, l7_c8, l7_c9: a Jones Street lieutenant with a brown bag, then with soldiers.
  • l7_c7 and l7_c10: Fox, Cowboy, Snow and Vermin meet Edge and his Saracens over the brown bag; in l7_c10 the Jones Street Boys and Knox join.
  • Fox's presence puts the mission before Boys In Blue, where he dies.

The map is The Graveyard's world

level119 (The Graveyard) and level120 (The Bridge) are two Rumble arenas on one world: their level119s / level120s and level119d / level120d streams decode to byte-identical geometry (x -167.6 to 46.7, y -15.4 to 194.1). Every l7_* position at ground level (all but l7_c1 and l7_c2) falls inside that world, and the level7 radar sheet matches its layout: the twin mausoleums at the top, the sunken channel crossing from the left to the lower right, and the square plot on the right with a rotated block inside. So the cut level 7 was played on the world that retail keeps only as two small arenas (and Mausoleum Hill, level130, is a separate small hill world, not part of it). Evidence: inferred (top-down render of the extracted world against the radar sheet).

Set Up (mission 12)

Graveyard Shift became Set Up (level14) according to the fan wiki. Both have Cleon's clubhouse briefing, the Warriors working with Edge's Saracens against the Jones Street Boys, and a bag of goods; Set Up sends Cowboy and Cochise instead of Fox's party. A speech-to-text pass over all 67 l14 lines (scenes l14_c1-l14_c6 and the chapter scripts' l14_t* / l14_s1_*) and the Jones Street voice sets (16, 18, 19, 21, 23, 83; their spot, search, alert and engage commands) found no mention of a graveyard. l14_t4_004 is in the sound list but no script plays it; it is a Jones Street line from the bum scare in l14_c4. A second pass over every level's speech (all 25 speeches folders, 1,842 lines) found exactly one graveyard line: l51_t1_000, a crew line about leaving a graveyard during the level51 escape (Desperate Dudes, the first of the film missions). It belongs to that mission's own setting, not to Graveyard Shift or Set Up. Evidence: inferred (machine transcription, not checked by ear).

Other cut levels and scenes

  • level88: no title, script or world, but 11 PS2 scene records l88_*: Swan, Cowboy, Vermin, Cochise and Ajax with the Riffs, a car (vood_* parts) and a subway train (train_a, door_subway31...). Evidence: inferred.
  • World-only levels are movie-capture sets. level70-level74 and level90-level98 have worlds but no .lev or script on the PS2. Their scripts survive on the Xbox only, and each just builds a cast with dummy players and plays a table of scenes with a capture flag (bCapture, KillCapture) and no gameplay: level73 plays the l51_c6_* scenes, level74 plays l9_c4, level71 and level72 stage scenes for level52 and level54, and level70 plays its 31 l70* records: a subway ride (map, tunnel, station, doors), the Wonder Wheel, gang line-ups (Boppers, Elimination, Huns, Moonrunners, Punks, Saracens) and Warriors pairs. Their levels line up with the intro movies L1_IN, L51_IN, L52_IN, L54_IN and L9_* (Movies), so these levels were most likely where those cutscenes were recorded to Bink, and the PS2 kept the worlds and scenes but not the scripts. level90, 91, 94, 96, 97 and 98 play scenes labelled e2_*-e6_* (the Rogues, Luther and Cropsie with a cash roll, a phone and a gun; Cyrus and Masai with the Riffs; Cleon and Swan at the clubhouse), for a movie not yet identified. Evidence: inferred (Xbox scripts' strings), speculative for the movie mapping.
  • l4_*: 18 records of ghost-train props (wall panels, a skull, a spider, a mannequin, a mine car) on a level number with no level; Spookarama (level125, Xbox-only .lev) is the likely user. Evidence: speculative.
  • Orphan radar sheets like level7's: level4, level23 (worlds of the test levels combatslow and test_jump) and level106 (The Shanties, which has no .lev on the PS2). Evidence: inferred.
  • Scenes no script names. 924 of the PS2's 1,236 scene headers are not named by any Lua string, but most are reached by built names (talk lines lN_p1_000..., bark sets) or by the executable, so this is no measure of cut content. Besides those above, l64_intro, rumble_102 / 105 / 106 / 107, the 18 l95_intro_* and the six load_screen* records are named by neither the scripts, the level data nor SLUS_212.15. Evidence: inferred.

Xbox-only content

Compared entry by entry (SHA1) with the PS2 WAD. Evidence: inferred.

  • 31 extra .lev records: level106, level117, level125, level135 (Rumble arenas the PS2 lists but cannot load), level70-74, level90, 91, 94, 96-98, and the test levels combatselect, objarena, test4special, testclimb, test_car, test_combat2-5, test_combat_ben, test_combat_cop, test_combat_pit, test_jump, test_rumble, test_sound and test_variable (95 against the PS2's 64).
  • 36 extra Lua scripts: the four extra Rumble arenas' scripts (the full Rumble rules script every arena has, plus flag and camera files; level106 also a strings file), the capture levels' scripts above, and test scripts: combatselect (pick a Warrior and a fight: a bar with the Orphans, a rooftop with the Hurricanes, a court with the Furies), test4special and test_car (car damage with a bat), testclimb, test_jump (jumps at each speed), test_rumble, a combat test against Hi-Hats, a cops test with 28 cuff pick-ups, a test of hookers, pimps and thugs, a sound-command browser over every hat model, a weapon-throw test, two AI strategy tests, a fidget animation list and a list of every throwable object and weapon.
  • 49 extra scene records: the 40 l7_*, five more segments of l55_c5 (l55_c5an-ar) and four test_ls_bar_* tests.

What others found

Source Claim Here
The Warriors fan wiki, Graveyard Shift (Unused Level) A lost level reworked into Set Up; Warriors sent by Cleon to a Prospect Park graveyard against the Jones Street Boys, with the Saracens; Mausoleum Hill, The Graveyard and The Bridge are what is left Confirmed: title, place, gangs, briefing; The Graveyard and The Bridge share the level's world. Mausoleum Hill is a separate world.
Same page In Set Up, Jones Street war parties mention their graveyard plans being foiled Not found in any level speech line or Jones Street voice set; the one graveyard line is in level51 (see Set Up)
TCRF, The Warriors/Unused Textures Three Graveyard Shift loading screens without widescreen variants; its radar map; radar maps of level4 and level23 Confirmed
TCRF, The Warriors level119 The Graveyard is an unused map; level106 The Shanties a stripped Heavy Muscle area Confirmed for the names and world; arena use not checked
atlas (YouTube), Graveyard Shift cutscenes The cutscenes exist only on Xbox and PSP Confirmed for Xbox vs PS2; PSP not checked
atlas (YouTube), Warriors Exploring the Graveyard The full map is larger than the two Rumble areas Agrees with the shared world above

Open questions

  • Where l7_c1 (z -158) takes place.
  • Which movie, if any, the e2-e6 capture scenes of levels 90-98 became.
  • Whether the PSP disc holds level7 script or speech.