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Painkiller: Resurrection

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Painkiller: Resurrection is a standalone expansion pack for the Painkiller series. It features a brand-new story with a brand-new character named William "Bill" Sherman, who has been sent to purgatory as a consequence of his greatest sin.

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH

This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Article needs a grammar and formatting clean-up, also some of the information here seems to be prerelease stuff slapped on here awkwardly/lacking information on whenevre it can be found in the final.

Leftovers#

5f68c546a692.jpg#

PainkillerResurrection_5f68c546a692.jpg

An image file found in Models.pak once it is decompiled. It is a screenshot from The Elder Scrolls IV: Oblivion which shows the player holding a Torch and Steel War Axe in a cave above an Imp from the game; the cursor can still be seen on the screen. The purpose of this image is unknown, but it may have been inspiration for an unused enemy, possibly the Gargoyle.

Misplaced Enemies#

The game contains some misplaced enemies which make 100% completion impossible.

cityambush229#

cityambush229 seen from the editor perspective.

This enemy can be found out of bounds near the Sewers at coordinates (68.1775, -17.8711, 207.9938). This might have happened because of the missing "1" at the beginning of the X coordinate.

It spawns Corn_greenparticles.CActor with a delay of 3 seconds. This monster will be triggered by 'cityspawn055' when cityambush225, cityambush226 and cityambush227 are already killed. When this enemy spawns, he falls into the void, and eventually dies.

cityambush350#

cityambush350 seen from the editor perspective.

These enemies can be found out of bounds near the Docks at coordinates (601.1315, -28.3125, 525.9784). This might have happened because of the bonus "2" at the beginning of the Y coordinate.

It will spawn 3 of Pirate_V2.CActor with a delay of 2 seconds between each enemy. These monsters will be triggered by 'cityspawn080'. When these enemies spawn, they fall into the void, and eventually die.

cityambush360#

cityambush360 seen from the editor perspective.

This enemy can be found out of bounds near the Docks at coordinates (679.1149, -15.0938, 548.3451). This might have happened because of the bonus "1" at the beginning of the Y coordinate.

It will spawn a Panzer_Spider.CActor with a delay of 1 second. This monster will be triggered by 'cityspawn083' after the Elyahim dialogue is finished. When this enemy spawns, he will fall into the water and die instantly, activating the 'End of the level' portal.

Unused Enemies and Variations#

Gargoyle#



A scrapped enemy which can still be spawned using the Resurrection Editor, it has a finished model and finished textures, yet only has a flying animation. The script for the Gargoyle is unfinished, currently using the Black Demon's template.

Concept art of the Gargoyle can still be found in the game's code, and "sketch_wing.dds" was later turned into a map icon for the Hangar level, due to the game being rushed for release.
There is still a leftover of "sketch_demon.dds" which shows a face, arm and some sort of tail, very similar to the Gargoyle, the name of the file proves that the Gargoyle was supposed to be a demon in the first place.

Earthworm#

Earthworm.png

Earthworm is a scrapped enemy, which was intended to appear in the cut level 'Wormhole'.

The only thing that proves its existence is a leftover concept art that later turned into something compatible as a map icon for said cut level, 'Wormhole'.

Crab#

Crab_on_PainEditor.jpg

The Crab is a scrapped enemy which can still be spawned using the Resurrection Editor, it has a finished model and texture, but it is lacking any animations and reuses the Black Demon AI.

It is an enormous giant blue crab which doesn't move, nor attack. Strangely, in Peter Siedl's concept art, the enemy looks completely different to the in-game design.

Many believe the crab would've appeared in High Seas. However, due to High Seas being a pirate themed level, there's a chance the crab was supposed to appear in the cut level 'Atlantis'.



Pirates#

Four enemies are only known because of concept art made by Peter Seid, since they were cut early. Two of them were pirate enemies, Undead Pirate Jack and Undead Pirate Chuck.

A notable thing about both of them is they feature flesh, different than most Pirates (Not including Bossman).
It is unknown what they would have done, but Jack and Chuck both would probably do similar things that the used pirate enemies do, such as using swords and guns.

Centaurs#

Centaur_Cairon.png Centauress_Nesessa.png Similar to the unused pirate enemies, only concept art of Centaur Cairon and Centauress Nesessa exist.
Based on concept art, Nesessa would have used a Bow Arrow, and Cairon would've used Axes.

Both were probably intended to appear in either Infected Woods or Magic Mushrooms.

Kidnapper#

Kidnapper.png

In the TexturesCommon.PAK file, there is an unused texture called "Kidnapper".

Nothing is known about this enemy, but maybe it was either a replacement for Astaroth or Gargoyle in an unreleased patch, or a completely scrapped enemy.

No model exists for this enemy.

Unused Levels#

Angels Dust#

Angels Dust was supposed to be the seventh level which would have been added in the next update but was scrapped in the later versions and ultimately deleted. It is the Sammael's Lair map from Painkiller Overdose with Sammael (or Ramiel) and Astaroth as bosses.
The entire map consists on defeating them while small golems keep spawning to assist them. When you defeat both of them, the end portal would appear in the void which requires a jump to reach it.

The next section features all the cut levels that where never present in the retail game, but due to most of, if not all having little to no information on the internet, this will be a mix in one.

  • Atlantis
  • Heart of Atlantis
  • Infected Woods (Forest)
  • Wormhole
  • Magic Mushrooms
  • Shores of Hell
  • Pandemonium

Unused Music#

The game contains a lot of unused music, either because some tracks were duplicated and renamed without deleting the original tracks, or because they were unused or scrapped in the first place.

battlesong.mp3
A variation of battlesong_4.mp3 with lower volume which starts 3 seconds forward and stops halfway, maybe it would have been used for some parts of the level?



battlesong2.mp3
A variation of battlesong_4.mp3 which starts halfway and fades away at the end, its purpose is unknown, maybe it would have been used for the other parts of the level.



battlesong3.mp3
Literally ear breaking static with extremely high volume. This was probably accidentally created when messing with the bitrate.

WARNING HIGH VOLUME

C9L1_Cathedral light side music.mp3
An ambient soundtrack file which would have been used when Bill was at the Bell Tower or near the Entrance. Because of how it was named, it was probably a placeholder. The music itself gives a sensation of holiness and peace.



C9L1_Cathedral dark side music.mp3
An ambient soundtrack file which would have been used when Bill was in the Hellish version of the Cathedral or in the Underground. Because of how it was named, this was probably a placeholder. The music itself gives a sensation of corruption, ominous environment and fear.



c9l02ambient.mp3
A piece of music belonging to a band which has not yet been identified. The music would have been another placeholder because of what it was named, but strangely enough, the fast tempo and the black metal genre doesn't make a very good ambient soundtrack. At some point during the song, a black metal style grunt can be heard suggesting that the music itself has been edited to be a soundtrack.



c9l02fight.mp3
Another piece of music possibly belonging to another band which has not yet been identified. Oddly enough, this counterpart has a slower tempo than the ambient counterpart, and is less black metal and more like an electronic/metal combination.



C9L2_Forbidden Valley (underground).mp3
An ambient soundtrack file which would have been used when Bill was in the Undergrounds where the Rituals was held, in the bunker/storage and in the Sewers. (Original poster didn't include audio.)

C9L2_Forbidden Valley.mp3
An ambient soundtrack file which would have been used when Bill was at the surface. (Original poster didn't include audio.)

C9L03_fight_music.mp3
A variation of battlesong_1.mp3 which starts 1 minute forward and fades away, it would have been a placeholder until Gloomy Mountains would get a unique fight soundtrack. (Original poster didn't include audio.)

C9L4_Haunted_City_Music.mp3
A leftover file before it was renamed to C9L04_Haunted_City_Music.mp3, there are no differences within the files. (Original poster didn't include audio.)

C9L04_Haunted_City_Fight_Music.mp3
The full version of battlesong_2.mp3 and battlesong_3.mp3 with lower volume. This file was supposed to be the full song used for the Haunted City, but in the end, it got cut and put in the Gloomy Mountains with the name battlesong_3.mp3 but with higher volume, the rest has been put in Haunted City under the name battlesong_2.mp3. (Original poster didn't include audio.)

Others#

Developer Videos#

In MainMenu.lua inside Lscripts (PAK) the following text can be found at 114th line "-- no credits video yet in PKR"
This suggests that interview videos around the Resurrection devs where intended. However, nothing about these videos exist in the final game.

Original Character#

In the final game, our protagonist is Bill or Wild Bill, interpreted by Thomas Seitlinger.
In early drafts, however, a different looking character was planned, his name was supposedly Vincent, only drawings of him exist.