the cutting room mirror

Singleplayer Maps

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This is a sub-page of Proto:Call of Duty 4: Modern Warfare (Windows)/Build 253/Maps.

Status of Missions in the Final Game#

Most of the missions present in the final game are present in this build. Though as there was still a fair amount of time before the game released, it can be expected that most of these levels are substantially incomplete, and this is the case.

Crew Expendable (cargoship)#

  • The mission text at the beginning identifies this level as "Wet Work". The rest is assumedly placeholder text - as the playable character is identified as PFC Michael Carver and the squad as the 7th Rangers. This is probably because of the fact that the developers struggled to place this mission in the game.
  • The introduction sequence has complete motion capture and has no discernible differences from the final game.
  • There is no intel by the sleeping guards.
  • Once the player kills the sleeping guards, and goes outside, the AI is scripted to move across the deck. The scripted portion of the mission then ends right before the second breach.
  • If the player noclips, they will find that the interior is complete with no discernible differences from the final product.
  • Game objectives which are different from the release : (1) Capture Zaekhev alive. (2) Secure the bridge (3) Secure the forward deck for alpha squad. (4) Make your way across the deck.

Charlie Don't Surf (armada)#

The Bog (bog_a)#

Hunted (hunted)#

This mission is identified as being in the American campaign in this build.

War Pig (bog_b)#

Safehouse (village_assault)#

All Ghillied Up (scoutsniper)#

This mission is identified as being in the American campaign in this build.

One Shot, One Kill (sniperescape)#

This mission is identified as being in the American campaign in this build.

A Google Maps screenshot from 2006 was used during development for positioning of the Chernobyl Nuclear Power Plant in this Mission as well as the previous mission. CoD4_Build_253_sniperescape_google_maps_screenshot-2.jpg

Heat (village_defend)#

This mission is identified as being in the American campaign in this build.

The Sins of the Father (ambush)#

Ultimatum (icbm)#

  • This mission is identified as being in the American campaign in this build.

All In (launchfacility_a)#

This mission is identified as being in the American campaign in this build.

No Fighting in the War Room (launchfacility_b)#

Game Over (jeepride)#

This mission is identified as being in the American campaign in this build.

Mile High Club (airplane)#

Cut Missions#

These levels were removed from the game prior to release, but have at least remnants in this build.

Chechnya Escape#

This level follows Wetwork in the story. Despite being present in the MenuTest, there is almost no scripting to the level, and there are many missing textures. There is some, assumedly placeholder, AI logic straight from CoD 3 in the FastFile. Otherwise, the script chechnyaescape.gsc just gives the player their loadout - a Beretta pistol, MP5 and grenades. It is likely that this the single-player counterpart of Argun, based on the buildings used on both maps being the same or similar.

Cobra Down A#

This level is probably an early version of Airlift and the counterpart to mp_invasion , The FastFile can be found in build 253. While it is playable with complete geometry, there is no scripting.

Cobra Down B#

Cobra Pilot#

This mission was worked on very early in development, evidenced by the build date of November 16, 2006. (around the time of build 114) The mission is even mentioned in some pre-release material for the game, meaning it probably only narrowly missed the final mission list. The level is in a reasonably complete state. A controller layout was designed specifically for this level, displayed albeit crudely before the player assumes control of the helicopter. The Cobra helicopter is complete with models and sound effects. The only objective seems to be to destroy targets, and cobrapilot.str doesn't reveal that there was intended to be much more.

Cobra Pilot Night#

This mission features in this build and is fully playable. However, it is identical to the day variant of the mission, re-using all of the same assets. This suggests that perhaps there was intended to be two missions where the player commanded a helicopter, but the second level was never worked on. The build date is the same as that of the day variant.

Descent#

While the FastFile for Descent is missing within its build, voice files remain as does the music. The intro music for the level is a 50 second extract from the track Antrozous from the Batman Begins soundtrack. The completeness of the audio files suggest that it was at least playable in an earlier build. (some virtually complete missions do not have complete audio tracks) The mission is particularly notable for the cut "weapon" associated with it, a camera that would have been used to take pictures of Al-Asad. This remains in the final game, but lacks model files.

The voice files for this level can be found here.

The following list of animations can be found starting at line 82435 in autoreplay1.svg:

       descent
       {
           backdraft
           blow_through_wall
       }

descent.gsc#

Fallujah Market#

While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.

Fallujah Square#

While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.

Designated Marksman (marksman)#

The FastFile for this mission does not feature in this build. In the voiceovers/US directory, there are 3 voice clips attributed to this mission, but they are so short and generic it's hard to tell whether they are particular to this mission. In 'common.ff' file left subtitles which references to this mission.

REFERENCE

LANG_ENGLISH

Notes

SUBTITLE_MARKSMAN_GE1_ROOMCLEAR

Room clear!

SUBTITLE_MARKSMAN_GE1_CLEAR

Clear!

SUBTITLE_MARKSMAN_GE1_THISONESCLEAR

This one's clear!

SUBTITLE_MARKSMAN_OO1_DROPPOINT

Five-Victor, be advised ... the designated drop point is a wide street south of your current location. Clear the area of hostiles and hold for reinforcements before proceeding to the overpass.

SUBTITLE_MARKSMAN_OO1_HELICOPTERSINBOUND

Roger Five-Victor, standby - helicopters inbound. E.T.A. 2 minutes.

SUBTITLE_MARKSMAN_OO1_AREATOOHOT

Five-Victor, this area is too hot for helo drops at this time. You are to locate and destroy all enemy SAM units, as well as any supporting equipment you find. Out.

SUBTITLE_MARKSMAN_SMITH_MOVEOUT

Roger Bravo Six. Squad, move out!

SUBTITLE_MARKSMAN_SMITH_MAKESURE

Hold up! Make sure the area is secure for the drop!

SUBTITLE_MARKSMAN_SMITH_DROPZONESECURE

Bravo Six, drop zone is secure, bring 'em in!

SUBTITLE_MARKSMAN_SMITH_CLEARCAFE

Carver! Bradshaw! Clear that cafe, move!

SUBTITLE_MARKSMAN_SMITH_WEREONIT

Roger Bravo-Six, we're on it!

SUBTITLE_MARKSMAN_SMITH_KNOWTHEDRILL

Crash! You know the drill.

SUBTITLE_MARKSMAN_GM1_STEPBACK

Carver! Bradshaw! Clear that cafe, move!

SUBTITLE_MARKSMAN_GM1_HEADBUTT

We got two friendly 'copters coming in from the North!

SUBTITLE_MARKSMAN_GM3_HELICOPTERSCOMING

Carver! Bradshaw! Clear that cafe, move!

SUBTITLE_MARKSMAN_GM3_MOVETAKECOVER

Moove!!!! Take coverrr!!!

SUBTITLE_MARKSMAN_GM3_DOORWONTBUDGE

Dammit! The door won't budge!

SUBTITLE_MARKSMAN_GP1_USESOMEBACKUP

Five-Victor, this is Jester Two-Six. We heard you boys could use some backup!

SUBTITLE_MARKSMAN_GP1_FLARESAWAY

Countermeasures countermeasures!!!

SUBTITLE_MARKSMAN_GP2_SAMINBOUND

SAM inbound!! Flares! Flare-- *radio static*

Immediate Action (embassy)#

The FastFile for this mission does feature in this build, but it is seemingly incomplete or partially removed and fails to load. Regardless, we can extract the script files from the FastFile, and we also have the voice files. As is the case with Descent, the completeness of the audio files suggests that the level was at least playable at the time it was cut. From the string file found in the mod tools, we can see that the name of the mission was "Immediate Action". As the mission has about 15 minutes of associated audio and considering the number of strings found - it can be assumed that the level was substantially complete at the time it was cut. The internal description of the mission in its FastFile is "SAS Hostage Rescue".

The voice files for this level can be found here.

There is a commented reference to Embassy at line 79984 in autoreplay1.svg. The section is entitled "helicopter logic". The list of animations for Embassy can be found starting at line 82508:

       level_embassy
       {
           //hostage anims
           hostage_human_shield_ter_pain
           hostage_human_shield_host_death
           hostage_chair_dive
           hostage_chair_ground_idle
           hostage_chair_idle
           hostage_chair_twitch
           hostage_chair_twitch2
           hostage_facedown_idle
           hostage_facedown_roll
           hostage_facedown_twitch
           hostage_fetal_idle
           hostage_fetal_roll
           hostage_fetal2_idle
           hostage_knees_fall
           hostage_knees_idle
           hostage_stand_fall
           hostage_stand_idle
           hostage_stand_idle_2
           hostage_stand_react_behind
           hostage_stand_react_front
           hostage_stand_twitch
           hostage_knees_twitch
           //custom blackhawk anims
           //signal over shoulder
           signal_over_shoulder
           // tarzan rappel through window
           rappel
           // rappel from roof to balcony
           rappel_straightdown
           // rappel down skylight
           rappel_skylight_mount
           rappel_skylight_idle
           rappel_skylight_drop
           //elevator opening sequence
           //Death poses
           //planting explosives
           explosive_plant_knee
           //sniper blown through door
           blow_back_dead
           // human shield hostage prototype anims
           terrorist_human_shield_ter_pain
           terrorist_human_shield_ter_death
           terrorist_human_shield_host_death
           unarmed_cowerstand_idle
           unarmed_cowerstand_idle2point
           unarmed_cowerstand_point2idle
           unarmed_cowerstand_react
           unarmed_cowerstand_react_2_crouch
           unarmed_cowerstand_pointidle
       }

Subtitles for the mission can be found within the game's memory.

REFERENCE

LANG_ENGLISH

Notes

SUBTITLE_EMBASSY_LEADER_STAYCLOSE01

Stick with me.

SUBTITLE_EMBASSY_LEADER_STAYCLOSE02

Stay Close.

SUBTITLE_EMBASSY_LEADER_STAYCLOSE03

Follow me.

SUBTITLE_EMBASSY_LEADER_NEXTROOM01

Let's move! Next room! Next Room!

SUBTITLE_EMBASSY_LEADER_NEXTROOM02

Red team! Next room! Let's go!

SUBTITLE_EMBASSY_LEADER_NEXTROOM03

Next room! Move! Move!

SUBTITLE_EMBASSY_LEADER_NEXTROOM04

Move on! Next room!

SUBTITLE_EMBASSY_LEADER_NEXTROOM05

Next room! Follow me!

SUBTITLE_EMBASSY_LEADER_NEXTROOM06

Follow me! Next room!

SUBTITLE_EMBASSY_LEADER_NEXTROOM07

Let's move on! Follow me!|

SUBTITLE_EMBASSY_LEADER_NEXTROOM08

Red Team! Let's move on!

SUBTITLE_EMBASSY_LEADER_ROOMNAG01

Over here! Let's go let's go!

SUBTITLE_EMBASSY_LEADER_ROOMNAG02

Let's move! Over here!

SUBTITLE_EMBASSY_LEADER_ROOMNAG03

Get into position, let's go! Let's go!

SUBTITLE_EMBASSY_LEADER_ROOMNAG04

Everyone get into position! Over here!

SUBTITLE_EMBASSY_CMD_ALLTEAMSPREPARE

All teams standby to execute IA...15 seconds

SUBTITLE_EMBASSY_CMD_TIMER_NAGA_01

Keep moving! Multiple X-rays still active in your sector!

SUBTITLE_EMBASSY_CMD_TIMER_NAGA_02

There are still hostages unaccounted for keep moving.

SUBTITLE_EMBASSY_CMD_TIMER_NAGA_03

Get moving! All X-Rays have *not* been neutralized in your area!

SUBTITLE_EMBASSY_CMD_TIMER_NAGA_04

Multiple threats still active in your area. Move!

SUBTITLE_EMBASSY_CMD_TIMER_NAGB_01

Area not secure - I repeat - area *not* secure. Keep moving.

SUBTITLE_EMBASSY_CMD_TIMER_NAGB_02

Multiple X-Rays still active. Move!

SUBTITLE_EMBASSY_CMD_TIMER_NAGB_03

Multiple hostages still unaccounted for.

SUBTITLE_EMBASSY_CMD_TIMER_NAGB_04

Continue to all rooms in the area. We are still not secure. Get moving!

SUBTITLE_EMBASSY_CMD_TIMER_NAGC_01

Area not secure, keep moving! We are running out of time!

SUBTITLE_EMBASSY_CMD_TIMER_NAGC_02

were running out of time. Go! go!

SUBTITLE_EMBASSY_CMD_TIMER_NAGC_03

Hostages are still in danger in your area!

SUBTITLE_EMBASSY_CMD_TIMER_NAGC_04

Get moving and clear all remaining offices!

SUBTITLE_EMBASSY_CMD_TIMER_NAGD_01

They are killing the hostages! We have multiple hostages down! Repeat! Multiple hostages down!

SUBTITLE_EMBASSY_CMD_TIMER_NAGD_02

Hostages down! Hostages have been executed!

SUBTITLE_EMBASSY_CMD_TIMER_NAGD_03

They are killing the hostages! We have hostages down!

SUBTITLE_EMBASSY_CMD_TIMER_NAGD_04

Hostages have been executed! Repeat, hostages have been executed.

SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED01

One Yankee is down, hostage down.

SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED02

One Yankee executed.

SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED03

Hostage has been executed..

SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED04

We have a hostage down. Repeat, one yankee is down.

SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED05

Hostage down!

SUBTITLE_EMBASSY_FRND_HOSTAGE_SECURED01

Hostage secured!

SUBTITLE_EMBASSY_FRND_HOSTAGE_SECURED02

Hostage secured!

SUBTITLE_EMBASSY_FRND_CLEAR_GENERIC01

Hostage secured!

SUBTITLE_EMBASSY_FRND_CLEAR_GENERIC02

Hostage secured!

SUBTITLE_EMBASSY_FRND_CLEAR_GENERIC03

Clear.

SUBTITLE_EMBASSY_FRND_CLEAR_ROOM01

This room is clear!

SUBTITLE_EMBASSY_FRND_CLEAR_ROOM02

Room CLEAR!

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN01

Hostile down.

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN02

Enemy down.

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN03

Enemy neutralized.

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN04

X-ray neutralized.

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN05

X-ray down.

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN06

Threat neutralized.

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN07

Target eliminated.

SUBTITLE_EMBASSY_FRND_HOSTILEDOWN08

Target neutralized.

SUBTITLE_EMBASSY_FRND_NEEDBREACH01

Over here! I need a breaching charge!

SUBTITLE_EMBASSY_FRND_NEEDBREACH02

I need a frame charge over here!

SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT01

Blow the door and wait for my flashbang!

SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT02

Plant a frame charge here! Standby for flashbang!

SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT03

Frame charge here! Standby for flashbang!

SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT04

Plant a charge here and wait for my flashbang!

SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT01

Blow the door and throw in a flashbang!

SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT02

Breach the door, then throw a flashbang!

SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT03

Breach and flash! Ready!

SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT04

Blow the door then get a flashbang in there!

SUBTITLE_EMBASSY_FRND_THROWINGFLASH01

Standby!

SUBTITLE_EMBASSY_FRND_SHOTGUNREADY01

Shotgun ready!

SUBTITLE_EMBASSY_FRND_SHOTGUNREADY02

Shotgun standing by!

SUBTITLE_EMBASSY_FRND_SHOTGUNBREACH01

Get back!

SUBTITLE_EMBASSY_FRND_SHOTGUNBREACH02

Stand Back!

SUBTITLE_EMBASSY_FRND_FLASHBANGNOW01

Flashbang! Now!

SUBTITLE_EMBASSY_FRND_FLASHBANGNOW02

Flashbangs! Now!

SUBTITLE_EMBASSY_FRND_FLASHBANGNOW03

Flashbang NOW!

SUBTITLE_EMBASSY_FRND_FLASHBANGNOW04

Flashbang do it!

SUBTITLE_EMBASSY_FRND_MOVEGOMOVE01

SUBTITLE_EMBASSY_FRND_MOVEGOMOVE02

Move move!

SUBTITLE_EMBASSY_FRND_MOVEGOMOVE03

SUBTITLE_EMBASSY_FRND_MOVEGOMOVE04

In the door! In the door!

SUBTITLE_EMBASSY_FRND_MOVEGOMOVE05

Lets go! Lets go!

SUBTITLE_EMBASSY_FRND_MOVEGOMOVE06

Move! Move!

SUBTITLE_EMBASSY_FRND_MOVEGOMOVE07

Move in!!!

SUBTITLE_EMBASSY_FRND_MANDOWN01

Man down!!!

SUBTITLE_EMBASSY_FRND_MANDOWN02

Man down, man down!

SUBTITLE_EMBASSY_FRND_MANDOWN03

Man down!

SUBTITLE_EMBASSY_FRND_MANDOWN04

SUBTITLE_EMBASSY_FRND_MANDOWN05

Man down man down!

SUBTITLE_EMBASSY_FRND_MANDOWN06

we got a man down!

SUBTITLE_EMBASSY_FRND_GETDOWN01

Get down, get down!

SUBTITLE_EMBASSY_FRND_GETDOWN02

Stay down!!!

SUBTITLE_EMBASSY_FRND_GETDOWN03

Stay on the floor! Get down!

SUBTITLE_EMBASSY_FRND_GETDOWN04

Down on the floor NOW!!!

SUBTITLE_EMBASSY_FRND_GETDOWN05

Get down on the floor!!!

SUBTITLE_EMBASSY_FRND_GETDOWN06

Down on the floor down on the floor!!!!

SUBTITLE_EMBASSY_FRND_GETDOWN07

Get down and stay down!

SUBTITLE_EMBASSY_FRND_GETDOWN08

Everyone! Down on the floor!

SUBTITLE_EMBASSY_FRND_GETDOWN09

Everyone get down! Get down!

SUBTITLE_EMBASSY_FRND_GETDOWN10

On the floor now!

SUBTITLE_EMBASSY_CMD_HOSTAGESECURED01

Copy - hostage secured.

SUBTITLE_EMBASSY_CMD_MANDOWN01

Copy - man down.

SUBTITLE_EMBASSY_CMD_MANDOWN02

Roger, man down

SUBTITLE_EMBASSY_CMD_MANDOWN03

Got that, man down

SUBTITLE_EMBASSY_CMD_MANDOWN04

Roger that, man down

SUBTITLE_EMBASSY_CMD_MANDOWN05

Copy that man down

SUBTITLE_EMBASSY_HOSFEM_RESCUED01

Don't leave - please!

SUBTITLE_EMBASSY_HOSFEM_RESCUED02

Whats going on Get me out of here!

SUBTITLE_EMBASSY_HOSFEM_RESCUED03

Thank God your here!

SUBTITLE_EMBASSY_HOSFEM_RESCUED04

Get me out of here!

SUBTITLE_EMBASSY_HOSFEM_RESCUED05

SUBTITLE_EMBASSY_HOSFEM_RESCUED06

Oh God is it over?

SUBTITLE_EMBASSY_HOSFEM_RESCUED07

Please, I just want to get out of here

SUBTITLE_EMBASSY_HOSMALE_RESCUED01

SUBTITLE_EMBASSY_HOSMALE_RESCUED02

SUBTITLE_EMBASSY_HOSMALE_RESCUED03

SUBTITLE_EMBASSY_HOSMALE_RESCUED04

SUBTITLE_EMBASSY_HOSMALE_RESCUED05

SUBTITLE_EMBASSY_HOSMALE_RESCUED06

SUBTITLE_EMBASSY_HOSMALE_RESCUED07

SUBTITLE_EMBASSY_HOSFEM_BREACHED01

Noooo! Please nooo!!!

SUBTITLE_EMBASSY_HOSFEM_BREACHED02

Don't kill me no no please!!!

SUBTITLE_EMBASSY_HOSFEM_BREACHED03

Noooo!!! Nooo!!! Please dont!!!!

SUBTITLE_EMBASSY_HOSFEM_BREACHED04

-sobbing and wailing-

SUBTITLE_EMBASSY_HOSFEM_BREACHED05

SUBTITLE_EMBASSY_HOSFEM_BREACHED06

SUBTITLE_EMBASSY_HOSFEM_BREACHED07

SUBTITLE_EMBASSY_HOSFEM_BREACHED08

Get me out of this place! Nooooo!

SUBTITLE_EMBASSY_HOSFEM_BREACHED09

No! Help me! Im not one of them!

SUBTITLE_EMBASSY_HOSFEM_BREACHED10

Don't shoot! Don't shoot!

SUBTITLE_EMBASSY_HOSMALE_BREACHED01

SUBTITLE_EMBASSY_HOSMALE_BREACHED02

SUBTITLE_EMBASSY_HOSMALE_BREACHED03

SUBTITLE_EMBASSY_HOSMALE_BREACHED04

SUBTITLE_EMBASSY_HOSMALE_BREACHED05

SUBTITLE_EMBASSY_HOSMALE_BREACHED06

SUBTITLE_EMBASSY_HOSMALE_BREACHED07

SUBTITLE_EMBASSY_HOSMALE_BREACHED08

SUBTITLE_EMBASSY_HOSMALE_BREACHED09

SUBTITLE_EMBASSY_HOSMALE_BREACHED10

SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE01

-Shut up!!! Shut your mouth!!!

SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE02

-Be quiet!!!!

SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE03

-Silence!!!!

SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE04

-No talking!!!! Be silent!!!

SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE05

-Theyre moving in!!!

SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE06

-Move! Move!

SUBTITLE_EMBASSY_TER_EXECUTE01

-Kill the hostage!

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_01

Hostages secured in room two-alpha

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_01

Copy, hostages secured in room two-alpha

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_02

Hostages secured in room two-bravo

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_02

Copy, hostages secured in two-bravo

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_03

Hostages secured in two-charlie

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_03

Roger that, hostages secured in two-charlie

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_04

Hostages secured in room two-delta

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_04

Roger, hostages secured in two-delta

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_05

Hostages secured in two-echo

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_05

Copy, hostages secured in two-echo

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_06

Hostages secured in two-foxtrot

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_06

Copy that, hostages secured in two-foxtrot

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_07

Hostages secured in room two-golf

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_07

Roger that, hostages secured in room two-golf

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_08

Hostages secured in room two-hotel

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_08

Copy, hostages secured in two-hotel

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_09

Hostages secured in two-india

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_09

Roger, hostages secured in two-india

SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02SOUTH_ALL

All hostages, floor two south secure

SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02SOUTH_ALL

Copy, all hostages secure on floor two south

SUBTITLE_EMBASSY_CMD_ALLTEAMSCHECKIN

All teams check in.

SUBTITLE_EMBASSY_FRND_CHECKINALPHA

Alpha standing by.

SUBTITLE_EMBASSY_FRND_CHECKINBRAVO

Bravo standing by.

SUBTITLE_EMBASSY_FRND_CHECKINCHARLIE

Charlie good to go.

SUBTITLE_EMBASSY_FRND_CHECKINDELTA

Delta checking in.

SUBTITLE_EMBASSY_FRND_CHECKINECHO

Echo in position.

SUBTITLE_EMBASSY_FRND_CHECKINZULU

Zulu standing by.

SUBTITLE_EMBASSY_CMD_STANDBYANDGO

Roger that. All callsigns I have control. Standby to execute IA. Standby...Standby. Go.

SUBTITLE_EMBASSY_SIERRA_BODYBEINGDUMPED

Body is being..they are dumping the body out of the front window.

SUBTITLE_EMBASSY_JACK_THEYKILLEDAHOSTAGE

Bloody christ, they've killed a hostage

SUBTITLE_EMBASSY_SIERRA_VISUALOFXRAYONE

I may have visual on X Ray One.

SUBTITLE_EMBASSY_CROWD_SCREAMS

SUBTITLE_EMBASSY_CMD_CLEARENCETOEXECUTE

Roger, Sierra One. Hold your fire. We have clearance to execute IA. All call signs, I have control. Commence your run in.

SUBTITLE_EMBASSY_GAZ_HEREWEGOLADS

Right, that's it then. Stand to, lads. We'll be assaulting the middle floor.

SUBTITLE_EMBASSY_GAZ_GOINGDARK

Alpha One going dark. 2 seconds.

SUBTITLE_EMBASSY_JACK_PUTONRESPIRATORS

Lets get those respirators on.

SUBTITLE_EMBASSY_GAZ_HELIBREACHINSTRUCT

Andy, you're going to be first man into every room. Take the flashbangs. You'll be the one making noise.

SUBTITLE_EMBASSY_SIERRA_THATWASXRAY1

Confirmed. That was X Ray One at the window. Male...approximately 6 2...fifteen stone...

SUBTITLE_EMBASSY_GAZ_ATINSERTIONPOINT

Command. This is Alpha One at the insertion point.

SUBTITLE_EMBASSY_CMD_INSERTIONGO

All call signs standby. Standby...Go! Go! Go!

SUBTITLE_EMBASSY_GAZ_GETROPESOUT

Go! Get those ropes out!

SUBTITLE_EMBASSY_SIERRA_HOSTILEONROOF

X Ray on the rooftop. Repeat, hostile active on the rooftop. I do not have a shot.

SUBTITLE_EMBASSY_JACK_HOSTILEONROOFTOP

Over there, the service stairwell!

SUBTITLE_EMBASSY_PILOT_HELIHASBEENHIT

Heli's been hit! Hang on!

SUBTITLE_EMBASSY_CMD_KEEPITQUIET

All call signs, keep it quiet until insertion is complete.

SUBTITLE_EMBASSY_NEG_NOBLOODBATH

We dont want a bloodbath here, Salim, so lets...lets just talk about

SUBTITLE_EMBASSY_MBG_WHATISTHATSOUND

What is that sound?

SUBTITLE_EMBASSY_CMD_LOCATIONOFENTRY

This is command. Alpha One, your LOE is balcony three-three.

SUBTITLE_EMBASSY_GAZ_GETTOROPES

Let's move. They're getting our ropes setup at the last balcony.

SUBTITLE_EMBASSY_FRND_GETTOINSERTIONPOINT

Get to your insertion point!

SUBTITLE_EMBASSY_NEG_TELLMEWHATYOUNEED

Now...Salim...tell me exactly what you need...we do not want any more hostages to be harmed

SUBTITLE_EMBASSY_MBG_SOUNDSONROOF

There is...we hear sound coming from the roof...

SUBTITLE_EMBASSY_NEG_NOSOUNDSONROOF

Salim...there is nothing on the rooftop. Salim...(off microphone) blast, weve lost radio contact

SUBTITLE_EMBASSY_FRND_GETTOROPES1

You're with Gaz's team, you're at the last set of ropes to the south.

SUBTITLE_EMBASSY_FRND_GETTOROPES2

Get back with your team. Last set of ropes to the south. Get into position, mate, the clock's ticking!

SUBTITLE_EMBASSY_JACK_GRABTHEROPE1

Grab the rope, Andy. We'll abseil down to the balcony below.

SUBTITLE_EMBASSY_JACK_GRABTHEROPE2

Get on the bloody rope Andy, we haven't much time.

SUBTITLE_EMBASSY_SIERRA_WINDOWSCLOSED

Balcony windows are blocked. Security grates and drapes. X Rays cannot see your approach.

SUBTITLE_EMBASSY_CMD_PREPARECHARGES

Roger, Sierra One. All call signs prepare frame charges for your LOE.

SUBTITLE_EMBASSY_JACK_JUSTLIKEKILLINGHOUSE

Just like the killing house back at Hereford, eh Andy?

SUBTITLE_EMBASSY_GAZ_WEAPONSHOLDTILLBREACH

Remember, weapons hold until my signal. No firing until we've breached the building.

SUBTITLE_EMBASSY_GAZ_FRAMECHARGEWINDOW

Get a frame charge on there, Andy. And wait for my signal

SUBTITLE_EMBASSY_CMD_EXECUTEIA

All call signs, stand by...standby. Go! Go! Go!

SUBTITLE_EMBASSY_GAZ_BLOWWINDOW

Blow it!

SUBTITLE_EMBASSY_GAZ_WEAPONSFREE

Weapons free. Weapons free.

SUBTITLE_EMBASSY_FRND_LETSMOVEOFFICES

Let's move it along gentlemen. Take this office back here.

SUBTITLE_EMBASSY_FRND_TEAMISDOWN

Gamma team is unresponsive...get in there and have a look.

SUBTITLE_EMBASSY_FRND_TAKEHIMOUT

Hostile! Take him out!

SUBTITLE_EMBASSY_HOS_DONTSHOOT

Don't shoot!

SUBTITLE_EMBASSY_GAZ_SOUTHOFFICESECURE

Command, this is Alpha One. South offices secure.

SUBTITLE_EMBASSY_CMD_PROCEEDTONORTH

Roger that, Alpha One. RV with teams in North offices. Additional reinforcements inserting at your position.

SUBTITLE_EMBASSY_CMD_ADDITIONALFORCES1

This is Command. Additional reinforcements inserting at your position.

SUBTITLE_EMBASSY_CMD_ADDITIONALFORCES2

Alpha One. We've got reinforcements moving into your position.

SUBTITLE_EMBASSY_CMD_ADDITIONALFORCES3

This is Command. Sending in additional reinforcements.

SUBTITLE_EMBASSY_FRND_THISWAYLETSMOVE

This way people. Let's move.

SUBTITLE_EMBASSY_SIERRA_TAKETHESHOT

I have a confirmed X Ray at window three-two.

SUBTITLE_EMBASSY_CMD_TAKETHESHOT

Take the shot, Sierra One.

SUBTITLE_EMBASSY_FRND_CONFIRMEDKILL

Thats a confirmed kill, Sierra One.

SUBTITLE_EMBASSY_FRND_HOSTAGEAMBIENT1

Easy. Take it easy. We have to do this until we can confirm youre not a terrorist as well.

SUBTITLE_EMBASSY_FRND_HOSTAGEAMBIENT2

We'll get you out of here as soon as possible.

SUBTITLE_EMBASSY_JACK_HOLDYOURFIRE

Hold your fire!

SUBTITLE_EMBASSY_FRND_YOUREJUSTINTIMECHAPS

Just in time, chaps.

SUBTITLE_EMBASSY_FRND_PINNEDDOWN

We've got a group across the hall pinning us down. I need a man to assist a flanking maneuver from the balcony

SUBTITLE_EMBASSY_GAZ_YOUREUP

You're up Andy

SUBTITLE_EMBASSY_FRND_COVERWHILECROSSHALL

Get moving! We'll cover you while you cross the hallway

SUBTITLE_EMBASSY_FRND_GETTOTHEBALCONY

Go! Go! Go! Get to the balcony

SUBTITLE_EMBASSY_FRND_BALCONYOVERHERE

(whispered) Over here, Andy!

SUBTITLE_EMBASSY_FRND_BALCONYLEADTHEWAY

Alright mate, lead the way and keep low.

SUBTITLE_EMBASSY_GAZ_NORTHOFFICESSECURED

Command, this is Alpha One. North offices have been secured.

SUBTITLE_EMBASSY_CMD_GETTOBANQUET

Roger Alpha One. Proceed to the Banquet Hall and secure remaining hostages.

SUBTITLE_EMBASSY_FRND_GETTOBANQUET

My team will exfil hostages in this area. Get down to the banquet hall and carry on.

SUBTITLE_EMBASSY_GAZ_LETSMOVE

Let's move.

SUBTITLE_EMBASSY_FRND_BANQUETRETREAT

They're retreating! Take them out!

SUBTITLE_EMBASSY_FRND_WATCHYOURFIRE

Watch your fire, watch your fire. We still have hostages unaccounted for.

SUBTITLE_EMBASSY_FRND_DONTLETDOORSHUT

Get down there! Don't let them get that door shut!

SUBTITLE_EMBASSY_FRND_BANQUETBARRICADED

They've barricaded themselves in, sir.

SUBTITLE_EMBASSY_GAZ_CHECKBANQUETDOOR

Jack, check the door. Get that fiberoptic under there and tell me what's what.

SUBTITLE_EMBASSY_GAZ_PLACECHARGES

They'll be expecting us up the middle. Get charges on either side of the main door.

SUBTITLE_EMBASSY_FRND_EXPLOSIVESPLANTED1

Charges in place!

SUBTITLE_EMBASSY_FRND_EXPLOSIVESPLANTED2

Explosives planted!

SUBTITLE_EMBASSY_JACK_STANDBACKBANQUET

Stand back everyone. Three, two one.

SUBTITLE_EMBASSY_GAZ_MOVEMOVEMOVE

Move! Move! Move!

SUBTITLE_EMBASSY_GAZ_HELIEVACCOMING

Good work lads. Weve got a heli coming in to evacuate the Yanks.

SUBTITLE_EMBASSY_GAZ_BANQUETREGROUP

Regroup on me, lads. Come on let's move.

SUBTITLE_EMBASSY_GAZ_BANQUETCLEARED

Command, this is Alpha One. All hostages secured in banquet hall and kitchen. Zero X Rays taken prisoner.

SUBTITLE_EMBASSY_CMD_BRAVOWHATSYOURSTATUS1

Understood, Alpha One. Bravo One, what is your status?

SUBTITLE_EMBASSY_CMD_BRAVOWHATSYOURSTATUS2

Bravo One, what is your status? Come in Bravo One.

SUBTITLE_EMBASSY_BRV1_RECEPTIONBLOCKED

This is Bravo One. Hostage reception is blocked. Were pinned down with a dozen or so hostages in tow...we cannot effectively return fire. Receiving heavy rpg fire.

SUBTITLE_EMBASSY_CMD_GETTODRAWINGROOM

Roger that. Alpha One, you are to RV immediately with Bravo One. Proceed to the drawing room area opposite hostage reception. Eliminate all X Rays to allow Bravo to proceed with exfil.

SUBTITLE_EMBASSY_GAZ_LETSGETTODRAWINGROOM

Alright lads, you heard the man, let's get a move on.

SUBTITLE_EMBASSY_GAZ_CHECKCORNERS1

Remember lads, check those corners

SUBTITLE_EMBASSY_JACK_CHECKCORNERS1

Check your corners. Check your corners

SUBTITLE_EMBASSY_GAZ_PINNEDDOWNINSTAIRWELL

Command! We are pinned down in the service stairwell!

SUBTITLE_EMBASSY_BRV2_GLADTOSEEYOU

Glad to see you boys. Come with me, Bravo cant exfil until we take out that RPG. Let's move.

SUBTITLE_EMBASSY_BRV1_GETTORECEPTION

Get back with your team and take out those RPGs!

SUBTITLE_EMBASSY_BRV3_THISWAYDOOREXPLODE

This way, gents.

SUBTITLE_EMBASSY_BRV2_HOLDUPCHECKTHEDOOR

Hold up Fatboy, we need to check the door for explosives!

SUBTITLE_EMBASSY_GAZ_CHECKTHENEXTDOOR

Bloody Christ. Booby trap. Jack, get a camera under the next door.

SUBTITLE_EMBASSY_JACK_DOORISCLEAR

Door is clear.

SUBTITLE_EMBASSY_GAZ_SKYLIGHTGETREADY1

Right. Grab a rope and get into position. Andy, you're over here near me.

SUBTITLE_EMBASSY_GAZ_SKYLIGHTGETREADY2

Let's move it Andy! Grab the rope next to me and get into bloody position!

SUBTITLE_EMBASSY_GAZ_SKYLIGHTGETREADY3

For christ sake, Andy! Grab the bloody rope! Over here, let's go!

SUBTITLE_EMBASSY_BRV2_WEAPONSFREERECEPTION

Looks like there are no hostages down there. Weapons free, gents. Lets make this quick.

embassy.gsc#

  • It's of interest that the flags for "obj_window_breach" and "obj_banquet_hall_regroup" as found in embassy.str are both commented out.

The functions are introduced in a roughly sequential order, so it is possible to "retrace" how the level would have played out, as is done below:

  • The player starts on a rooftop overlooking the Embassy, with civilians lining the streets. A hostage is seen being pushed out of the window, followed by screams and cries from the crowd. Clearance is subsequently given to assault the building. A character called Andy is designated as the first man into every room, being equipped with flashbangs. This is possibly the player character, and is oddly commented. The squad gains a visual of "X-Ray One", who in embassy.str is designated as the "final boss". Assumedly, he is the leader of the terrorist side.
  • The player enters a chopper, their weapons are temporarily removed, and they are temporarily unable to stand. The chopper makes its way to the embassy, where an autosave will trigger after Gaz confirms the chopper is in position. At this point, weapons are restored to the player. The squad is instructed to stay quiet while negotiations take place.
  • The negotiator attempts to negotiate with one of the terrorists, Salim. Salim hears the squad on the rooftop, and seems to be quite alarmed. Even though the negotiator attempts to calm Salim, the radio transmission from the negotiator cuts assumedly after Salim kills them. The player then jumps down to the roof. The player then has to walk over to the ropes to begin abseiling down. The player is reminded periodically by their squad until they begin abseiling.

Parabolic#

Aside from the string file found in the mod tools, we can find an audio file, parabolic_knife_sequence.xma in this build. There is a corresponding folder in the voiceovers/US directory, but it was emptied and only contains a 0 second xma file.

parabolic_knife_sequence.xma

The following is found starting at line 61877 in autoreplay1.svg:

   if ( level.script == "parabolic" )
   {
       game[ "gaveweapons" ] = 1;
       level.player giveWeapon("parabolic");
       level.player giveWeapon("m4m203_silencer");
       level.player giveWeapon("usp_silencer");
       level.player giveWeapon("flash_grenade");
       level.player giveWeapon("fraggrenade");
       level.player takeweapon("m4m203_silencer");
       level.player takeweapon("usp_silencer");
       level.player takeweapon("flash_grenade");
       level.player takeweapon("fraggrenade");
       level.player switchToWeapon("parabolic");
       level.campaign = "american";
       return;
   }       

Which tells the game to give the player an M4 with a grenade launcher, oddly with a silencer, a silenced USP, a set of grenades, then take them away and replace them with the parabolic microphone. The following pertain to animations and are found starting at line 77889:

   level.scr_anim["smoker"]["idle"][0]                         = %parabolic_leaning_guy_idle; 
   level.scr_anim["smoker"]["idle"][1]                         = %parabolic_leaning_guy_twitch;  
   level.scr_anim["smoker"]["smoke"]                           = %parabolic_leaning_guy_smoking_idle; 
   level.scr_anim["smoker"]["smoke2"]                          = %parabolic_leaning_guy_smoking_twitch;                            
   level.scr_anim["smoker"]["idle_to_smoke"]                   = %parabolic_leaning_guy_trans2smoke;               
   level.scr_anim["smoker"]["smoke_to_idle"]                   = %parabolic_leaning_guy_trans2idle;

We see a list of animations later in the file starting at line 82457:

       parabolic
       {
           human_shield_death_1_H
           human_shield_death_1_T
           human_shield_idle_1_H
           human_shield_idle_1_T
           human_shield_flashbang_1_H
           human_shield_flashbang_1_T
           parabolic_knifekill_mark
           parabolic_knifekill_phoneguy
           parabolic_knifekill_altending_mark
           parabolic_phoneguy_idle
           parabolic_phoneguy_reaction

           parabolic_chessgame_surprise_a 
           parabolic_chessgame_surprise_b 
           parabolic_chessgame_idle_a 
           parabolic_chessgame_idle_b 
           parabolic_chessgame_death_a 
           parabolic_chessgame_death_b 

           parabolic_guard_sleeper_idle 
           parabolic_guard_sleeper_react 

           parabolic_leaning_guy_idle 
           parabolic_leaning_guy_twitch 
           parabolic_leaning_guy_trans2smoke 
           parabolic_leaning_guy_smoking_idle 
           parabolic_leaning_guy_smoking_twitch 
           parabolic_leaning_guy_trans2idle

Subtitles for the mission can be found within the game's memory.

REFERENCE

LANG_ENGLISH

Notes

SUBTITLE_PARABOLIC_HQ_CONFIRM_PRISONER

Bravo Six, the Russians are standing by to commence their diversionary attack. Confirm you have a fix on the prisoner, over.

SUBTITLE_PARABOLIC_PRICE_STANDBY_CONFIRMATION

Copy, standby for confirmation.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01NAG_01

Carver! Use your parabolic mike. Get me audio from those guys on the bridge.

Mike is the spelling in the files.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_01

Keep the mike on those guys on the bridge.

Mike is the spelling in the files.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_02

Hey! Stay with the guys on the bridge.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_03

Come on you're drifting too much, keep the mike on the guys on the bridge.

Mike is the spelling in the files.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02NAG_01

Check out the guy at the machine gun nest, 11 o'clock, he's on his cell phone.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_01

Hey! Keep the mike on the guy at the machine gun nest.

Mike is the spelling in the files.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_02

Stay on the guy with the cell phone. He's by the machine gun nest.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_03

You're off target. Keep the mike on the guy by the machine gun.

Mike is the spelling in the files.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03NAG_01

Focus on that officer. He's standing by the shack closest to the bridge.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_01

Keep the mike on that officer. He's talking to the sentry by the shack next to the bridge.

Mike is the spelling in the files.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_02

I want to hear what that officer and sentry by the shack are talking about. Keep the mike focused on them.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_03

You're off target. Keep the mike on that officer by the shack.

Mike is the spelling in the files.

SUBTITLE_PARABOLIC_CONVERSATION01_01

Her last album was ok, but the new one is just crap. I mean...she's just trying to cater to the masses.

SUBTITLE_PARABOLIC_CONVERSATION01_02

Uh-huh...yeah, I know what you mean.

SUBTITLE_PARABOLIC_CONVERSATION01_03

I really preferred her stuff when it was less mainstream. And then she went and married that idiot...what's his name...

SUBTITLE_PARABOLIC_CONVERSATION01_04

Yeah the guy who always wears the hat backwards? I dunno...I can't remember his name, but he's a real idiot.

SUBTITLE_PARABOLIC_CONVERSATION02_01

No sir, nothing to report. We've been moved to sentry detail at the riverbanks. The commander wants coverage on all access points and that includes all bridges and river entry points…

SUBTITLE_PARABOLIC_CONVERSATION02_02

He is in town, from what I understand. I think they are questioning him to see if they can squeeze out any information....I don't know that. They don't really tell me much.

SUBTITLE_PARABOLIC_CONVERSATION02_03

I'm not sure...some kind of intelligence officer. Fairly important. Not sure where they picked him up. Guy is scared shitless, that's all I can tell you.

SUBTITLE_PARABOLIC_CONVERSATION02_04

Yes, yes. We are going to continue rotating shifts until they can move him to the compound. Probably within 24 hours at the maximum. I understand they are bringing in someone important to question him further.

SUBTITLE_PARABOLIC_CONVERSATION03_01

We need you to stay alert, soldier. The enemy will try to get into town by the bridge or the river. The safehouse must not be captured.

SUBTITLE_PARABOLIC_CONVERSATION03_02

Yes sir, I understand. My men will cover the river and Gregor's will take the bridge. All access points have been covered.

SUBTITLE_PARABOLIC_CONVERSATION03_03

Do not disturb Verchenko's men at the house on the hilltop unless you radio ahead of time. They need time to interrogate the prisoner undisturbed.

SUBTITLE_PARABOLIC_CONVERSATION03_04

I understand. You can count on me, sir.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_01

I'm getting a good signal. Hold it right there.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_02

Perfect, keep it steady just like that.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_03

Good. I can hear them loud and clear.

SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_04

That's good. I'm getting a clean signal.

SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV01

(grunt) Nothing special, they're just talking about some pop singer.

SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV02

He's talking about our man. They're definitely holding him somewhere in this village. Let's keep scanning.

SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV03

Sounds like the prisoner's in that house on the hill to our left. Good work Carver.

SUBTITLE_PARABOLIC_HICKS_RIVERDONTCROSS_01

Carver get back here, you're gonna compromise the mission.

SUBTITLE_PARABOLIC_HICKS_RIVERDONTCROSS_02

Carver, where the hell are you going...wait until the Russians start their diversionary attack.

SUBTITLE_PARABOLIC_CHAVEZ_OFFICERAPPROACH

Someone’s approaching the shack on the far bank. Looks like an officer.

SUBTITLE_PARABOLIC_CHAVEZ_INTELCONFIRMED

Delta Two Charlie, we have a confirmed fix on the prisoner. Tell our Russian friends we're good to go, over.

SUBTITLE_PARABOLIC_RADIO_DIVERSIONSTART

Copy Bravo Six, they're starting their diversionary attack now. Standby.

SUBTITLE_PARABOLIC_PRICE_WAITTOCROSSRIVER_01

Squad get ready. We'll move when the fireworks start.

SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_01

The HQ is under attack! They're pounding it with artillery!

SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_02

Yes, yes. But they've left. They went to reinforce the HQ!

SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_03

Well you'd better find some more troops. I cannot secure the bridge by myself.

SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_04

Yes. We have mobile artillery in town but it will take time!

SUBTITLE_PARABOLIC_PRICE_MOVEACROSSRIVER

Ok, let's do this.

SUBTITLE_PARABOLIC_PRICE_RIVERCROSSQUIET

Nice and easy people.

SUBTITLE_PARABOLIC_CHAVEZ_HOSTILEDOWN

Tango Down

SUBTITLE_PARABOLIC_HICKS_HOSTILEDOWN

Tango Down

SUBTITLE_PARABOLIC_CHAVEZ_GETTINGTOBREACH_01

Ready to breach.

SUBTITLE_PARABOLIC_HICKS_INPOSITION_01

In position.

SUBTITLE_PARABOLIC_HICKS_ALLRIVERENEMIESDEAD

Clear. All enemies down.

SUBTITLE_PARABOLIC_PRICE_PROCEEDTOSAFEHOUSE

Good. Let's hit the safehouse.

SUBTITLE_PARABOLIC_PRICE_COVERBLOWN_GETTOCOVER_01

Shit - we've been compromised!

SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEGUNS_01

Mounted guns - top floor windows! Take 'em out!

SUBTITLE_PARABOLIC_PRICE_GETTOSAFEHOUSE_01

Get to the safehouse! Move! Move!

SUBTITLE_PARABOLIC_PRICE_GETTOSAFEHOUSE_02

Move up and assault the safehouse, go go go!

SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACHNAG_01

Stack up. Carver, you're with me.

SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACHNAG_02

Carver - over here. Get in position.

SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACH_GETBACK

Breaching breaching!

SUBTITLE_PARABOLIC_CHAVEZ_SAFEHOUSEBREACH_GETBACK

Breaching breaching!

SUBTITLE_PARABOLIC_HICKS_SAFEHOUSEBREACH_GOGOGO

Go go go!!!

SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACH_GOGOGO

Go go go!!!

SUBTITLE_PARABOLIC_CHAVEZ_LIVINGROOM_CLEAR

Room Alpha one clear!

SUBTITLE_PARABOLIC_PRICE_KITCHEN_CLEAR

Room Bravo one clear!

SUBTITLE_PARABOLIC_CHAVEZ_CLEAR_ALPHA_ONE

SUBTITLE_PARABOLIC_PRICE_CLEAR_BRAVO_ONE

Bravo one room clear!

SUBTITLE_PARABOLIC_PRICE_CLEAR_CHARLIE_ONE

Charlie one clear!

SUBTITLE_PARABOLIC_PRICE_TEAM_RED_UPSTAIRS

Team Red moving upstairs

SUBTITLE_PARABOLIC_PRICE_CLEAR_DELTA_ONE

Delta one is clear!

SUBTITLE_PARABOLIC_PRICE_CLEAR_ECHO_ONE

Room Echo one clear!

SUBTITLE_PARABOLIC_CHAVEZ_CLEAR

SUBTITLE_PARABOLIC_PRICE_CLEAR

SUBTITLE_PARABOLIC_PRICE_UPSTAIRS_01

Hostage must be upstairs. Move! Move! Move!

SUBTITLE_PARABOLIC_PRICE_MOUNTED_MG

Machine gun! Take cover!

SUBTITLE_PARABOLIC_CHAVEZ_HOSTAGEPRESENT

Hostage! Hold your fire! Hold your fire!

SUBTITLE_PARABOLIC_CHAVEZ_HOSTAGESTANDSTILL

Everyone stay where you are!!!

SUBTITLE_PARABOLIC_PRICE_HOSTAGE_NOFIRE

Everyone stand down, stand down! Hold your fire!!

SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_01

Drop your weapons!!! I said drop your weapons or I kill him right here, right now!

SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_02

One step closer and I'll blow his fucking head off!!!

SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_03

DROP YOUR WEAPONS!!!!

SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_04

What part of ""drop your weapons"" do you not understand, you American piece of shit?!

SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_05

Fuck you!!!! You drop your weapons first!!! You want me to kill him right now!? I'll give you three seconds and then I'm going to blow his brains out!!!!

SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_01

Okay, calm down, we just want him back. (English: Carver, line him up.) Leave him with us and you can get out of here alive.

SUBTITLE_PARABOLIC_ENEMY_SHUTUP_01

You just shut up!!!

SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_02

(English: You got the shot Carver?) Just let him go, and you walk out of here alive. (English: Carver…SHOOT HIM before he figures out what I'm saying!) Do you understand me? Just let him go!

SUBTITLE_PARABOLIC_ENEMY_SHUTUP_02

(to hostage) Shut up!!! Shut your fucking mouth!!!

SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_03

Look at me, look at me!!! (English: Carver, any day now…) You DON'T want to do this.

SUBTITLE_PARABOLIC_ENEMY_EXECUTES

AAAAAA!!!!!

SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_01

Fuck this guy! Shoot him! What are you waiting for?

SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_02

What is it with you Americans? Stop negotiating and just shoot!

SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_03

You think I'm scared of this motherfucker? He's the one who's scared! He's already pissing in his pants!! Take him down!!

SUBTITLE_PARABOLIC_PRICE_CUFF_HIM

Good shot Carver. Lopez, cuff him and get him to the LZ.

SUBTITLE_PARABOLIC_HOSTAGE_THANKYOU

Wait, you know who I am, no?

SUBTITLE_PARABOLIC_CHAVEZ_RELAX

Relax sir, we're getting you outta here.

SUBTITLE_PARABOLIC_PRICE_HOSTAGE_SECURED

Delta Two Charlie, this is Bravo Six. Package secured, moving to LZ Alpha.

SUBTITLE_PARABOLIC_MARINE2_YOUSEETHAT

Sir! Enemy rocket artillery in the village down there! You see that?

SUBTITLE_PARABOLIC_COMMAND_HELI_COMING

Copy Bravo Six. Bird is en route.

SUBTITLE_PARABOLIC_RUSSIAN3_REQUESTHELP1

Bravo Six, this is Star Two-Six. We are taking heavy fire from rocket artillery in your vicinity. Counterbattery radar cannot calculate a firing solution. Can you assist, over?

SUBTITLE_PARABOLIC_HQRADIO_DISREGARD1

Bravo Six, disregard that last, secure the VIP and stick to the mission profile over.

SUBTITLE_PARABOLIC_RUSSIAN3_REQUESTHELP2

Bravo Six, this is Star Two-Six. Requesting assistance!! We are taking heavy losses, over!

SUBTITLE_PARABOLIC_HQRADIO_DISREGARD2

Bravo Six, your orders are to secure the VIP and exfiltrate. The Russians'll have to take care of their own problems. Get out of there. Now.

SUBTITLE_PARABOLIC_PRICE_RADIOMALFUNCTION

Delta Two Charlie, did not receive your last transmissions, uh, possible radio malfunction, we'll get back to you on that, out!

SUBTITLE_PARABOLIC_CREWCHIEF_LOWONFUEL

Sir!! We're getting low on fuel, we gotta go, NOW!!!!

SUBTITLE_PARABOLIC_PRICE_TAKE_THE_PRISONER

Crew chief!! Get the VIP out of here!!! We’ll get back in touch for evac once we’ve taken out that artillery.

SUBTITLE_PARABOLIC_CREW_GOOD_LUCK

Christ, you’re lucky you have a team as crazy as you are, Price!!! Good luck!!!

SUBTITLE_PARABOLIC_MARINE_WITH_YOU

We're with ya sir!

SUBTITLE_PARABOLIC_PRICE_GOOD

Good, we could use your help! Fall in, let's go!

SUBTITLE_PARABOLIC_PILOT_SPOTTED_ARTY

Bravo Six this is Viper Two-Four. Uh, be advised, we spotted at least three, possibly uhhh, four…yeah, looks like mobile artillery.

SUBTITLE_PARABOLIC_PRICE_THANKS_HEADSUP

Copy that Viper Two-Four, thanks for the heads up.

SUBTITLE_PARABOLIC_PRICE_SUPRESS_AND_FLANK

Keep 'em suppressed while we outflank their position!

SUBTITLE_PARABOLIC_MARINE_YES_SIR

You got it sir!

SUBTITLE_PARABOLIC_CHAVEZ_FARMHOUSE_MOVEMENT

Movement by the farmhouse.

SUBTITLE_PARABOLIC_PRICE_C4_NAG_01

Carver, C4 on that mobile artillery, move!

SUBTITLE_PARABOLIC_PRICE_C4_NAG_02

Carver, scuttle that truck!

SUBTITLE_PARABOLIC_PRICE_C4_NAG_03

Get some C4 on that truck and take it out!

SUBTITLE_PARABOLIC_PRICE_C4_COMPLIMENT

Good, let's hit the next one, come on.

SUBTITLE_PARABOLIC_MARINE_C4_COMPLIMENT

It's history - let's go.

SUBTITLE_PARABOLIC_CHAVEZ_BMP_REACTION

Shit...B-M-P to the north. Take cover take cover!!!

SUBTITLE_PARABOLIC_HICKS_BMP_REACTION

Multiple hostiles closing in.

SUBTITLE_PARABOLIC_HICKS_DEFINITELY_KNOW

They definitely know we're here now. We got a bunch of 'em comin' back to the village.

SUBTITLE_PARABOLIC_PRICE_FOCUS_ARTY

Stay focused on the mobile artillery, I want 'em taken out.

SUBTITLE_PARABOLIC_PRICE_BMPIFYOUCAN

Take out the BMP if you can but stay focused on the mobile artillery. That's our main objective.

SUBTITLE_PARABOLIC_PRICE_LASTARTY

Good, that's the last one!

SUBTITLE_PARABOLIC_PRICE_MISSIONCOMPLETE

Viper Two-Four, this is Bravo Six. Mission accomplished. Requesting evac at LZ Charlie.

SUBTITLE_PARABOLIC_PILOT_EVAC_ENROUTE

Copy Bravo Six, we are en route to LZ Charlie. E.T.A. 3 minutes. Out.

SUBTITLE_PARABOLIC_MARINE_TONOFEM

There's a ton of 'em sir! They're movin' in fast!

SUBTITLE_PARABOLIC_PRICE_GRAVEYARD_01

Fall back to the graveyard! Move!

SUBTITLE_PARABOLIC_PRICE_GRAVEYARD_02

Up to the graveyard, go go go!

SUBTITLE_PARABOLIC_PILOT_MINIGUN

Bravo Six, Viper Two-Four. We gotcha covered. Comin' down.

SUBTITLE_PARABOLIC_MARINE_PLAYERHIT

Man down!! Carver's been hit!

SUBTITLE_PARABOLIC_PRICE_GETPLAYER

Get him on the chopper! Move it!.

SUBTITLE_PARABOLIC_CREW_NOMAJORWOUNDS

No major wounds! He'll be all right! Looks like you guys are due for some serious Overtime.

Original subtitle appeared to be broken , "overtime" moved to end of line instead of being part of the codename.

SUBTITLE_PARABOLIC_PRICE_FNA

Heh, fuckin' A.

Pursuit#

That's No Sandstorm#

The only remnant of this mission in the build files is an empty folder in the voiceovers/US directory containing a 0 second xma file.

Subtitles for the mission can be found within the game's memory.

REFERENCE

LANG_ENGLISH

Notes

SUBTITLE_SANDSTORM_RAMIREZ_ANOTHERPATROL

Another day, Another mindless patrol.

SUBTITLE_SANDSTORM_SHEPARD_SANDANDSUN

All this sand and sun wouldn’t be so bad if there was a little bit of surf to break it up

SUBTITLE_SANDSTORM_GORDON_REASSIGNED

That’s it, Shepard. Just get assigned to the SoCal/Mexico border next time. I’m sure they have plenty of openings.

SUBTITLE_SANDSTORM_RAMIREZ_SANDSTORM

Looks like we have a sandstorm moving in from the south.

SUBTITLE_SANDSTORM_GORDON_HOLDCONVOY

Bachelor One, this is Bachelor Five, stop the convoy. Let’s hold up it up, Shepard.

SUBTITLE_SANDSTORM_FRND_ROGERTHAT

Roger that, Bachelor Five.

SUBTITLE_SANDSTORM_GORDON_NOSANDSTORM

That’s no sandstorm. My God...

SUBTITLE_SANDSTORM_RAMIREZ_MOVECONVOY

Uh, Sarge, I think we better move the convoy...

SUBTITLE_SANDSTORM_GORDON_RADIOHQ

Move! Let’s move! Ramirez, get on the line to HQ...

SUBTITLE_SANDSTORM_RAMIREZ_DOYOUCOPY1

Base this is Bachelor Five, do you copy?

SUBTITLE_SANDSTORM_RAMIREZ_RADIODEAD

Base this is Bachelor Five. Damn it! Radio’s dead.

SUBTITLE_SANDSTORM_SHEPARD_TAKINGFIRE

We’re taking fire!

SUBTITLE_SANDSTORM_GORDON_GETONFIFTYCAL

Carver! Get on the 50cal. We’ve got to get the rest of these vehicles back to HQ.

SUBTITLE_SANDSTORM_SHEPARD_LOSTHUMVEE

We’ve lost Bachelor One!

SUBTITLE_SANDSTORM_GORDON_RETURNFIRE

Carver! Carver! You with me? Grab your rifle and take position on those sand barriers and return fire.

SUBTITLE_SANDSTORM_GORDON_FURTHERORDERS

I am going to rally up with our commander to get further orders.

SUBTITLE_SANDSTORM_FRND_HOSTILESWEST1

Multiple hostiles moving in west of the checkpoint!

SUBTITLE_SANDSTORM_FRND_APCWEST1

Carver! We need to put some fire on that BMP! Get a LAW from the ammo dump, now!

SUBTITLE_SANDSTORM_FRND_APCEAST1

More BMP’s east of the checkpoint! Get some more LAW rockets and get your ass over there, Carver!

SUBTITLE_SANDSTORM_GORDON_BASEISALOSS

We’re completely outnumbered. We need to scuttle the base.

SUBTITLE_SANDSTORM_GORDON_C4BASE1

Carver, get to weapon storage. Find some C4 explosives and place them inside HQ. We’re getting the hell out of here.

SUBTITLE_SANDSTORM_FRND_HOSTILESINBASE1

There’s too many of them! Hold them back!

SUBTITLE_SANDSTORM_FRND_HOSTILESINBASE2

Hostiles are in the base! Repeat, enemy troops have overrun the...

SUBTITLE_SANDSTORM_FRND_C4BASENOW

Get that C4 wired! I’ll try to hold them off!

SUBTITLE_SANDSTORM_GORDON_FINDTRANSPORT

We need to get the hell out of here. Ramirez, Carver, find us some transportation.

SUBTITLE_SANDSTORM_RAMIREZ_TOVEHICLEDEPOT

Let’s get over to the vehicle depot!

SUBTITLE_SANDSTORM_GORDON_HUMVEESWASTED

These aren’t going anywhere.

SUBTITLE_SANDSTORM_GORDON_INTOHANGER

Come on. Into the repair hanger.

SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE1

Into the Humvee, let’s move! Let’s move!

SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE2

Carver! Get in!

SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE3

Carver! Over here! Get in the vehicle now or we’re leaving without you!

SUBTITLE_SANDSTORM_RAMIREZ_DOORBLOCKED

Sir! The door is blocked on the other side!

SUBTITLE_SANDSTORM_GORDON_BUSTDOOR

We’ll we’re just going to have to bust through.

SUBTITLE_SANDSTORM_GORDON_HITTHEGAS

Hit it!

SUBTITLE_SANDSTORM_GORDON_LOOKOUT

Look out!

SUBTITLE_SANDSTORM_RAMIREZ_THATSATANK

Holy! That’s a T-72...

SUBTITLE_SANDSTORM_GORDON_IKNOW

I know what it is, private. Get this vehicle started now!

SUBTITLE_SANDSTORM_RAMIREZ_IMTRYING

I’m trying!

SUBTITLE_SANDSTORM_GORDON_HURRYUPPRIVATE

Private! We’ve got company!

SUBTITLE_SANDSTORM_RAMIREZ_GOTCARSTARTED

There! Got it!

SUBTITLE_SANDSTORM_GORDON_DRIVENOW

Drive! Drive! Drive!

SUBTITLE_SANDSTORM_GORDON_BLOWC4

Bring up that detonator, Carver. Blow it! Blow it!

SUBTITLE_SANDSTORM_RAMIREZ_THATWASCLOSE

Heh. You can’t get much closer to a T-72 then that!

SUBTITLE_SANDSTORM_GORDON_THATWASCLOSE

That’s closer than I ever care to get, private.

School#

This mission is identified as being part of the American campaign, despite featuring soldiers that are in the SAS in the final game, including Captain Price. The mission occurs in a similar setting to the multiplayer map Overgrown, and it is probable this is the campaign mission it was based off of.

Seaknight Defend#

The state of the mission is virtually the same to Descent. It is expected that the level was virtually complete at the time of being cut, and should be found should any earlier builds be uncovered. The FastFile for the mission was removed prior to this build, but the voice files are intact in the voiceovers directory. We also have the string file, and some assets, for the mission from the mod tools.

The following list of animations can be found starting at line 82406 in autoreplay1.svg:

       seaknight_defend
       {
           neckbreak_enemy
           neckbreak_enemy_deathidle
           neckbreak_sarge
           saw_side_drop
           saw_side_idleA
           saw_side_idleB
           saw_side_pickup
           saw_side_trans_A_2_B
           saw_side_pull_off
           saw_side_twitchB
           saw_side_pull_idle
           saw_side_trans_B_2_pull

           stretcher_F_rescue_sequence
           stretcher_R_rescue_sequence
           stretcher_F_rescue_sequence_idle
           stretcher_R_rescue_sequence_idle
       }

The voice files for this level can be found here.

Statue#

Virtually nothing is known about this mission, if it is indeed a mission. The only remnant of this mission is found starting at line 61719 in autoreplay1.svg:

   if ( level.script == "statue" )
   {
       game[ "gaveweapons" ] = 1;
       level.player giveWeapon("Beretta");
       level.player giveWeapon("m16_grenadier");
       level.player switchToWeapon("m16_grenadier");
       level.player giveWeapon("fraggrenade");
       level.player giveWeapon("flash_grenade");
       level.player setOffhandSecondaryClass( "flash" );
       level.player giveWeapon("claymore");
       level.player SetActionSlot( 3, "weapon" , "claymore" );
       level.player giveWeapon("c4");
       level.player SetActionSlot( 4, "weapon" , "c4" );
       level.player setViewmodel( "viewmodel_base_viewhands" );
       level.campaign = "american";
       return;
   }

Streetbox#

While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.

Training#

This mission is present in this build and is fully playable in a virtually complete state, though less polished than what one would expect in the final product. The level ends abruptly after the objective associated with the string "OBJ_HIT_LAUNCHER_TARGETS_DONE" triggers. Judging from the subsequent strings within this file, it was originally intended that players would pick up C4 explosives and destroy a car. This is absent in this build, and the mission immediately ends after grenade launcher training, though a car can be seen. It is expected that after this, there would be a segway into the next mission. Judging from the date, this would be probably be "That's No Sandstorm". The level has a complete set of voice files for what was scripted. Bizarrely, the internal name for this mission is "Kleenex Training".

The level has a build date of March 2, 2007, only a few weeks before this build, so the level was still being worked on at this point.

The voices for this level can be found here.

Wetwork#

The FastFile for this mission does feature in this build and the level is fully playable, though very incomplete. There are some friendly NPCs spawned using the default model, but they are not scripted to do anything, and have no collision detection. In fact, there is no scripting in this level at all, the files present are merely placeholders. The level is set in a jungle, and the player would have pushed through a village and a graveyard. The level abruptly cuts off at the end, and it's difficult to see where exactly this would place in the story.

Zipline#

Though playable at this point in development, the FastFile for this mission is oddly not present in build 253. (though does feature in build 270) Remnants can still be found, the following is found starting at line 61796 in autoreplay1.svg:

   if ( level.script == "zipline" )
   {
       game[ "gaveweapons" ] = 1;
       level.player giveWeapon("m14_scoped");
       level.player giveWeapon("m4m203_silencer");
       level.player giveWeapon("fraggrenade");
       level.player giveWeapon("flash_grenade");
       level.player setOffhandSecondaryClass( "flash" );
       level.player giveWeapon("c4");
       level.player SetActionSlot( 4, "weapon" , "c4" );
       level.player giveWeapon("claymore");
       level.player SetActionSlot( 3, "weapon" , "claymore" );
       level.player switchToWeapon( "m4m203_silencer" );
       level.player setViewmodel( "viewmodel_base_viewhands" );
       level.campaign = "american";
       return;