the cutting room mirror

F-Stop Leftovers

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This is a sub-page of Proto:Portal 2/July 28th, 2009.

To do:
A lot more than this.

  • In portal2_tempcontent, the folders popup, props_farm, props_lab and props_relaxation_vault contain models which should be documented here.

Photos#

Various images found in portal2\materials\photos, which are photos of many objects found in F-STOP and a grayscale photo of Dr. Eli Vance from Half-Life 2 on a farm.

Also in the photos folder is a folder called training, which has many screenshots of the maps in F-STOP, likely used for a tutorial. Each photo also has a black and white version to go alongside it.

Models#

Opening Cutscene Objects#

To do:

  • A model called coconut01_half02 exists, but it appears glitched in HLMV. Try to find a way to make it not be glitched.
  • portal2_tempcontent\models\popup\popup_island contains models for the island itself with missing textures. Put those together and add them.

Models for objects that could be seen in the opening cutscene for F-STOP, which are found in portal2_tempcontent\models\props_island.

Items#

Models for various items that can be found in portal2_tempcontent\models\items. The film roll let you change the size of objects you place, as seen in the size_manual material.

Gameplay elements#

Models for gameplay elements that can be found in portal2_tempcontent\models\props_gameplay.

NPCs#

Mannequins#

To do:
Show the animations.

Models for android mannequin enemies, who have male and female variants, with both having a lab outfit and the male mannequin having a farmer outfit. The male mannequin ended up making a cameo in the final game in a deactivated state in the turret assembly line.

Chicken#

To do:
Show the animations, and maybe try to find a way to remove the axis on the head.

Models for the chickens seen in concept art, which have two variants: chicken and fastchicken.

Zombie#

To do:
Show the animations.

A model for a zombie, which can be seen in the chicken_vs_zombie photo and is mentioned by Cave Johnson in a voice line.

Portal2-July2009 F-Stop zombie new.png

Audio#

Camera#

Various sound effects for the camera. These sounds all have metadata in them indicating who made them and when they were made. Kelly Thornton is the name of a former sound designer at Valve.

Audio

File Directory

Metadata

portal2\sound\camera\snapshot.wav

Engineer: Kelly Thornton
Date: 2007-05-16
Encoder: Sony Sound Forge 8.0

portal2\sound\camera\release.wav

Engineer: Kelly Thornton
Date: 2007-04-17
Encoder: Sony Sound Forge 8.0

portal2\sound\camera\photo_erase1.wav

Date: 2006-08-16 13:48:26
Originator: Pro Tools

portal2\sound\camera\photo_erase2.wav

Date: 2006-08-16 13:48:48
Originator: Pro Tools

portal2\sound\camera\photo_erase3.wav

Date: 2006-08-16 13:50:12
Originator: Pro Tools

Cave Johnson#

This is a lot of Cave Johnson's voice-over dialogue left over from the F-Stop iteration of development.

Unlike the final game, here he has a Southern US accent and is not voiced by J.K. Simmons. The voice actor is currently unknown, but believed to be either Joe Michaels (voice of the announcer in the final game) or Nolan North (voice of the defective turrets and corrupt cores in the final game).

Audio

File Directory

Transcript

Notes

‎

portal2_tempcontent\sound\vo\cavejohnson\RelaxationVault.wav

Welcome, friend. Hope you enjoyed your brief detention in the relaxation vault. I'm Cave Johnson, founder and CEO of Aperture Science, the best damn applied sciences company on Earth. How good is the science here? Get a load of this: I am dead. And maybe you're asking yourself, "Cave, come on now. How is that possible? Are you some manner of Dracula, or a Frankenstein, or, depending on your cultural heritage, a Blackula or Latin Frankenstein?" No, sir. It's all science. As of this morning, your old buddy Cave has been resurrected inside of a computer. And I never felt better. You may also be asking, "Cave, where am I? When can I leave? Am I in danger?" Let me answer them questions with a question: who's ready for a science adventure? Yeah! I hope the answer is you, because the test starts in three, two, go!

Relaxation Vault and Introduction. Part of this dialogue was repurposed for the Perpetual Testing Initiative DLC in the final game.

portal2_tempcontent\sound\vo\cavejohnson\FirstStep.wav

Woo! Look at you go! But getting out of the relaxation vault part of the test is over.

Player exits the relaxation vault.

portal2_tempcontent\sound\vo\cavejohnson\CameraIntro01.wav

Okay. Directly ahead of you is an Aperture Science Equipment Delivery Podium. Inside said podium is the Aperture Science Spirit Camera. Go on, get it. She won't bite.

Player is introduced to camera.

portal2_tempcontent\sound\vo\cavejohnson\CameraIntro02.wav

This little marvel lets you collapse the corporeal essence of certain objects into a stream of magnetic impulses, which are then stored for later reconstitution. In layman's terms, this camera imprisons an object's soul till you're good and ready to free it. All right, enough chit-chat. Fellas, open the door.

Portal2-July2009 CaveJohnson CameraIntroSuccess.ogg

portal2_tempcontent\sound\vo\cavejohnson\CameraIntroSuccess.wav

Woo! Let's go get into some trouble.

After Player successfully completes the camera introduction chamber.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle01Intro.wav

Oh, no. Looks like one of them Aperture Science Weighted Storage Cube is blocking the exit. No more science today, I guess.

First puzzle.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle01Success.wav

Yeah, this is exciting.

First puzzle completed.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle02Intro.wav

Oh, come on now. A locked door, candy red button? I'm stumped. Unless you're some kind of Einstein, I think we're done.

Second puzzle.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle02Success.wav

Oh, man, this is fun. All right, drag your big old brain into the next chamber there.

Second puzzle completed.

portal2_tempcontent\sound\vo\cavejohnson\LegalBotIntro.wav

Phew, lawyers. Meet the Gyroscopic Liability Absolver and Disk Operating System. Or, as I call her, Betty. If, heaven forbid, you die, old Betty's going to make sure your family don't suffer the indignities of a prolonged and costly legal battle with Aperture Science. You got my word on that.

The player is introduced to Betty, a tiny lawyer robot that was intended to serve as a cameo appearance for the voice of GLaDOS.

portal2_tempcontent\sound\vo\cavejohnson\FizzlerIntro.wav

(Betty) You have just passed through an Aperture Science magnetic obliteration field, which erases the picture tubes inside the spirit camera, removing any stored objects and reconstituting them in their last recorded position. If you feel liquid running down your neck, lie on your back and apply immediate pressure to your temples. You are simply experiencing a rare reaction in which the field may have also erased the ear tubes inside your head.
(Cave) Let me rephrase that into English for you: everything is just fine.

The player is introduced to the fizzler. Betty's dialogue here uses text-to-speech as a placeholder, which would have been replaced with Ellen McLain later. The latter part of Betty's dialogue was repurposed for the introduction of fizzler's in the beginning of the final game.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle03Intro.wav

Hey, what you think's behind that door? Let's go find out.

Third puzzle.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle03Success.wav

You're like some monster truck, but for thinking! Just crushing them thoughts like Truckasaurus Rex or the dread Velocitractor!

Third puzzle completed.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle04Intro.wav

I want you to know you're doing so well, we're going to skip you all ahead. This next chamber is the master's-level testing. For geniuses!

Fourth puzzle.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle04Success.wav

(Cave) Master's-level testing completed. You are a genius.
(Betty) Per your signed release form, certain safety precautions are not required for geniuses. They are now being removed.
(Cave) Now what Betty just said would be a huge problem for someone who wasn't a genius...

Fourth camera completed. Once again, Betty's dialogue is provided by a text-to-speech engine, which would have been replaced with Ellen McLain later.

portal2_tempcontent\sound\vo\cavejohnson\FilmCapacityIntro01.wav

(Automated Voice) The Equipment Delivery Podium contains a new attachment for your Spirit Camera. Approach the podium and collect it.

This line uses TTS, likely a placeholder VO.

portal2_tempcontent\sound\vo\cavejohnson\FilmCapacityIntro02.wav

(Automated Voice) Essence Accommodation Amplifier acquired. The Spirit Camera can now store two objects at once.

This line uses TTS, likely a placeholder VO.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle05Intro.wav

(Automated Voice) Open the door to proceed to the next test.

Fifth puzzle.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle05Success.wav

Man, you were just like a monster truck of thinking! Just crushing them thoughts like Truckasaurus Rex or the dread Velocitractor!

Fifth puzzle completed. Appears almost identical to the third puzzle completed line.

portal2_tempcontent\sound\vo\cavejohnson\ScaleIntro00.wav

All right, time to mix things up a little. Head on over to the podium.

Naming of audio file suggests it was added after ScaleIntro01 and ScaleIntro02.

portal2_tempcontent\sound\vo\cavejohnson\ScaleIntro01.wav

You are going to love this, Whea— Oh, what now? Hey, Greg! Why ain't the damn thing open? Oh, come on, guys, this is second-rate! Greg, would you have been this careless when you put me in the computer?

portal2_tempcontent\sound\vo\cavejohnson\ScaleIntro02.wav

Aw, I can't stay mad at Greg. That big lower lip all stuck out. Everybody give Greg a round of applause. Greg, take a bow. You're doing some great science today. Somebody cue my clapping sounds. Faster, faster! Oh, that's it. That's key clapping.

portal2_tempcontent\sound\vo\cavejohnson\ScaleIntro03.wav

That's the Aperture Science Paleomagnetic Proportion Shutter. Now you can use the camera's thumbwheel to resize stuff prior to reconstituting it. Go on, give it a shot.

portal2_tempcontent\sound\vo\cavejohnson\Sissies.wav

Working here takes a certain breed of scientist. Opinionated go-getters, gutsy mavericks these are the troublemakers. Weed them out early, and keep all the sissies. They're the fellows who will realize your vision, no questions asked. When I say jump, I don't want to hear "how high". That means you're not jumping.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle06Intro.wav

(Automated Voice) Use the proportion shutter to help open the door on the far side of the chamber.

Sixth puzzle. This line uses TTS, likely a placeholder VO.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle06Success.wav

(Automated Voice) Excellent. Remember that the proportion shutter is fully operational on organic targets. For instance, farm crops, farm animals, and people such as orphans on a field trip to a farm.

Sixth puzzle completed. This line uses TTS, likely a placeholder VO.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle07Intro.wav

(Automated Voice) In this chamber, you will be testing the camera under conditions of acute zombie apocalypse. Simulated, of course. The role of zombie will be played by aggressive, conscienceless robots. The robots have been programmed to read and then given a list of the Laws of Robotics to share. If at any time the robots do not appear to be following these Laws of Robotics, call for help, and a testing associate will initiate the appropriate grievance filing paperwork.

Seventh puzzle. This line uses TTS, likely a placeholder VO. The part referring to the Laws of Robotics did appear in the final game, however.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle07Success.wav

(Automated Voice) Well done. Please proceed to the next chamber.

Seventh puzzle completed. This line uses TTS, likely a placeholder VO.

portal2_tempcontent\sound\vo\cavejohnson\Philosophy01.wav

I've been thinking. Heck, suspended in this inky purgatorium, I got nothing to do but think. What if them engineers didn't do me no favors pouring me into that computer? What if they denied me my eternal reward? Let me tell you about a fellow. Lived thousands of years ago. Didn't want nothing but for folks to be a little nicer to each other. And in the end, he sacrificed himself to save us all. You know who I'm talking about: Hercules. The man battled minotaurs, Medusas, hell, he put the gods themselves in an armbar! And for overcoming all them trials, he got to go to Olympus. Dammit, I've battled my monsters! Where's my Olympus? Unless... I haven't killed all my monsters. Anyway, this next test... ooh, yeah. Good, uh, good luck with that.

portal2_tempcontent\sound\vo\cavejohnson\Beekeeping.wav

I like your style. You make up your own rules, like me. Like when the bean counters told me I couldn't fire a man just for being in a wheelchair. Did it anyway. Ramps are expensive. Or when they said I couldn't practice beekeeping in the office. They should have told that to the honey that won first place in the state finals. Hell, they even said I couldn't cheat death. You know where I'd be if I followed the rules? Dead. Dead, and honey prizeless.

The first part of this line did appear in the final game with very slightly different wording.

portal2_tempcontent\sound\vo\cavejohnson\PureIntellect01.wav

Look at you down there. Running, jumping, having a body... I had a body once. Ah, hell though, I should be focusing on the positives. When life gives you lemons, make lemonade.

The start of Cave Johnson dealing with being pure intellect. That last part did appear in the final game.

portal2_tempcontent\sound\vo\cavejohnson\PureIntellect02.wav

So I've been thinking about my predicament. It ain't so bad. No body, sure, but hell, I'm a being of pure intellect now. I got time to read the entire literary canon of the human race. Here I go. And I'm done. [Sigh]

Interestingly enough, these lines were later repurposed for Perpetual Testing Initiative.

portal2_tempcontent\sound\vo\cavejohnson\PureIntellect03.wav

All right, I thought of something better than rereading the collected works of everything ever: rewriting them! Hell, if I got to read this garbage for eternity, I might as well improve it. The next time you're sitting down with a time-honored classic and you think to yourself, "Man, I do not remember The Brothers Karamazov busting so many ghosts," you can thank yours truly.

portal2_tempcontent\sound\vo\cavejohnson\PureIntellect04.wav

Hey, I got a question for you. Who ain't afraid of no ghosts? As of just now, every character in every book by Virginia Woolf. Man, them things were dull.

portal2_tempcontent\sound\vo\cavejohnson\PureIntellect05.wav

What's the one thing that can never, ever, ever, ever in a million years get boring? If you said busting ghosts, tragically, you'd be wrong. I was almost all the way through the W's when the bloom came off that rose. Heathcliff was defending Moonbase Wuthering Heights from the crafty poltergeist when I realized: exploring the vast realm of pure intellect is boring. You know what I'd really like to do? Scratch my nose.

portal2_tempcontent\sound\vo\cavejohnson\PureIntellect06.wav

Yeah, so I've been thinking about that whole lemon thing. When life gives you lemons, don't make lemonade! Make life take them lemons back! Demand to see life's manager! Make him rue the day he thought he could give Cave Johnson lemons! Do you know who I am? I'm the man who's going to burn your house down! With the lemons! That's right! I'm going to get my engineers to invent a combustible lemon that burns your house down! Think I need to have a lie-down.

The origin of the iconic lemon rant. Notably, despite the change in voice actor, the text is almost identical to the version heard in the final game.

portal2_tempcontent\sound\vo\cavejohnson\PureIntellect07.wav

I've been thinking. Heck, suspended as I am in this inky purgatorium, I got nothing to do but think. What if them engineers didn't do me no favors pouring me into a computer? What if they denied me my eternal reward? Let me tell you about a fellow. Lived thousands of years ago. Didn't want nothing but for folks to be a little nicer to each other. And in the end, he sacrificed himself to save us all. You know who I'm talking about: Hercules. The man battled minotaurs, Medusas, hell, he put the gods themselves in an armbar! And for overcoming all them trials, he got to go to Olympus. Dammit, I've battled my monsters! Where's my Olympus? Unless... unless I haven't killed all my monsters. Anyway, this next test... good luck with that.

Ended up appearing in a slightly different form in Perpetual Testing Initiative.

portal2_tempcontent\sound\vo\cavejohnson\TwoFistedLawsuits.wav

Now, I should warn you. The bean counters tell me this next test is too risky. But that's only cuz they hate exciting adventures and two-fisted wrongful death lawsuits.

portal2_tempcontent\sound\vo\cavejohnson\BigBritches.wav

All right, don't get too big for your britches now. Head on down to the hallway.

portal2_tempcontent\sound\vo\cavejohnson\CanIPressIt.wav

In this next test you might notice a big old button. Now, I'm not allowed to tell you what to do with it, but if you're thinking to yourself, "Cave, can I press it?" Yes.

portal2_tempcontent\sound\vo\cavejohnson\CherishedMemories.wav

Come on, what you worried about? Dying? Think of the memories you'll have to cherish later. Or, if you do die, the memories that I am legally entitled to cherish and profit from in perpetuity.

portal2_tempcontent\sound\vo\cavejohnson\FolksAnimals.wav

I want you to know a lot of folks and animals gave their lives so you could run this test today, and you're making them proud.

portal2_tempcontent\sound\vo\cavejohnson\SafeScience.wav

Science isn't about why, it's about why not. People ask me, "Why is so much of our science dangerous?" I say, "Why not marry safe science if you love it so much?" In fact, why not invent a special safety door that won't hit you on the ass on the way out, 'cause you're fired!

Appeared in the final game almost word-for-word.

portal2_tempcontent\sound\vo\cavejohnson\SomeGreatScience.wav

I want you to know you were doing some great science down there with that camera. We are really impressed.

portal2_tempcontent\sound\vo\cavejohnson\SomeGreatTime.wav

You're making some great time down there. Head on down the hallway. Let's get to the next test.

Betty#

A line for Betty found in GlaDOS's audio folder, which is referenced in the sound cache for lab_intro.

Audio

File Directory

Transcript

‎

portal2_tempcontent\sound\vo\glados\Intro01.wav

By walking through the Aperture Science Tort Exoneration Door, you have absolved Aperture Science of all liability with regards to your rights and welfare.

> Cave Johnson voice lines that feature Betty

portal2_tempcontent\sound\vo\cavejohnson\FizzlerIntro.wav

(Betty) You have just passed through an Aperture Science magnetic obliteration field, which erases the picture tubes inside the spirit camera, removing any stored objects and reconstituting them in their last recorded position. If you feel liquid running down your neck, lie on your back and apply immediate pressure to your temples. You are simply experiencing a rare reaction in which the field may have also erased the ear tubes inside your head.
(Cave) Let me rephrase that into English for you: everything is just fine.

portal2_tempcontent\sound\vo\cavejohnson\Puzzle04Success.wav

(Cave) Master's-level testing completed. You are a genius.
(Betty) Per your signed release form, certain safety precautions are not required for geniuses. They are now being removed.
(Cave) Now what Betty just said would be a huge problem for someone who wasn't a genius...

Chicken#

Sounds for a chicken likely used in the puzzle_chickens map found in the maps soundcache folder. Some of these have leftover metadata indicating where they came from.

Audio

File Directory

Metadata

portal2\sound\npc\chicken\idle2.wav

Title: BIRD, SILKY CHICKEN - RAPID CALLS, ANIMAL
Copyright: (c) 2003 Sounddogs.com, All Rights Reserved
Comment:

The FX  must be synchronized within your productions. For more info license@sounddogs.com   Sound Ideas' Sound Effects are sold on a royalty-free buyout basis with a lifetime synchronization license. Mechanical rights and rights to copy are not included.


Artist: Series 6000 - The General
Genre: Birds; Chicken
Source: Sounddogs.com
Date: 2002

portal2\sound\npc\chicken\squawk1.wav

Title: FARM,AMB,CHICKEN LAYING AN EGG
Copyright: (c) 2003 Sounddogs.com, All Rights Reserved
Comment:

The FX  must be synchronized within your productions. For more info license@sounddogs.com   Sound Ideas' Sound Effects are sold on a royalty-free buyout basis with a lifetime synchronization license. Mechanical rights and rights to copy are not included.


Artist: Dimension Sound Effects
Genre: Birds; Chicken
Source: Sounddogs.com
Date: 2004

portal2\sound\npc\chicken\startle1.wav

Title: BIRD CHICKEN CHICKEN- SCREAM WITH WING FLAP
Copyright: (c) 2003 Sounddogs.com, All Rights Reserved
Comment:

The FX  must be synchronized within your productions. For more info license@sounddogs.com   Sound Ideas' Sound Effects are sold on a royalty-free buyout basis with a lifetime synchronization license. Mechanical rights and rights to copy are not included.


Artist: Just Birds & Animals
Genre: Birds; Chicken
Source: Sounddogs.com
Date: 2001

portal2\sound\npc\chicken\clucks1.wav

Originator: Sonic Foundry Sound Forge 6.0
Date: 2007-12-04

portal2\sound\npc\chicken\clucks2.wav

Originator: Sonic Foundry Sound Forge 6.0
Date: 2007-12-04

portal2\sound\npc\chicken\clucks3.wav

Originator: Sonic Foundry Sound Forge 6.0
Date: 2007-12-04

portal2\sound\npc\chicken\clucks4.wav

Originator: Sonic Foundry Sound Forge 6.0
Date: 2007-12-04

portal2\sound\npc\chicken\clucks5.wav

Originator: Sonic Foundry Sound Forge 6.0
Date: 2007-12-04

Zombie#

Three squish sounds associated with a zombie, likely being the zombies mentioned in one of Cave Johnson's lines.

Audio

File Directory

portal2\sound\npc\zombie\squish1.wav

portal2\sound\npc\zombie\squish2.wav

portal2\sound\npc\zombie\squish3.wav

Music#

A file called tiki.mp3 can be found in portal_tempcontent/sound/music. It was likely used in the development of F-STOP. The song's actual name is Games by Dorothy Ashby, as proven by the metadata found in the file.

Text#

Text for controls that can be found in resource/portal2_english.txt.

"fstop_hint_pickupphoto"    "%+use% PICK UP PHOTO"
"fstop_hint_placephoto" "%+attack% PLACE OBJECT"
"fstop_hint_takephoto"  "%+attack% USE CAMERA%+attack2% SWAP BETWEEN CAMERA AND PHOTOS"
"fstop_hint_resize"     "%+attack% PLACE OBJECT%mwheel_up% SCALE OBJECT UP %mwheel_down% SCALE OBJECT DOWN"

F-STOP Map Data#

The soundcache folder in the maps folder contains files for 7 maps that don't exist in this prototype, those being aperture_training_doors, lab_01, lab_02, lab_03, lab_04, lab_intro, and puzzle_chickens. These files contain information about what sounds would've been loaded by each map. Based on some of these sounds being Cave Johnson's unused voice lines intended for F-STOP, it's likely that these maps are from the F-STOP era. All of these files contain the same Half-Life 2 sounds at the start of them, so those have been cut out and put into their own section.

Similar files to these exist in the reslists folder in both this build and the final game, which list out every asset used by these maps instead of just sounds.

Half-Life 2 sounds found at the start of every file

"sound\player\footsteps\concrete1.wav"
"sound\player\footsteps\concrete3.wav"
"sound\player\footsteps\concrete2.wav"
"sound\player\footsteps\concrete4.wav"
"sound\physics\plastic\plastic_box_impact_soft2.wav"
"sound\physics\plastic\plastic_box_impact_soft3.wav"
"sound\physics\plastic\plastic_box_impact_soft4.wav"
"sound\physics\plastic\plastic_box_impact_hard1.wav"
"sound\physics\plastic\plastic_box_impact_hard2.wav"
"sound\physics\plastic\plastic_box_impact_hard3.wav"
"sound\physics\plastic\plastic_box_scrape_smooth_loop2.wav"
"sound\physics\plastic\plastic_box_scrape_smooth_loop1.wav"
"sound\player\footsteps\metal1.wav"
"sound\player\footsteps\metal3.wav"
"sound\player\footsteps\metal2.wav"
"sound\player\footsteps\metal4.wav"
"sound\physics\metal\metal_solid_impact_soft1.wav"
"sound\physics\metal\metal_solid_impact_soft2.wav"
"sound\physics\metal\metal_solid_impact_soft3.wav"
"sound\physics\metal\metal_solid_impact_hard1.wav"
"sound\physics\metal\metal_solid_impact_hard4.wav"
"sound\physics\metal\metal_solid_impact_hard5.wav"
"sound\physics\metal\metal_box_scrape_smooth_loop1.wav"
"sound\physics\metal\metal_box_scrape_rough_loop1.wav"
"sound\physics\metal\metal_solid_impact_bullet1.wav"
"sound\physics\metal\metal_solid_impact_bullet2.wav"
"sound\physics\metal\metal_solid_impact_bullet3.wav"
"sound\physics\metal\metal_solid_impact_bullet4.wav"
"sound\physics\metal\metal_box_footstep1.wav"
"sound\physics\metal\metal_box_footstep3.wav"
"sound\physics\metal\metal_box_footstep2.wav"
"sound\physics\metal\metal_box_footstep4.wav"
"sound\physics\metal\metal_box_impact_soft1.wav"
"sound\physics\metal\metal_box_impact_soft2.wav"
"sound\physics\metal\metal_box_impact_soft3.wav"
"sound\physics\metal\metal_box_impact_hard1.wav"
"sound\physics\metal\metal_box_impact_hard2.wav"
"sound\physics\metal\metal_box_impact_hard3.wav"
"sound\physics\metal\metal_box_impact_bullet1.wav"
"sound\physics\metal\metal_box_impact_bullet2.wav"
"sound\physics\metal\metal_box_impact_bullet3.wav"
"sound\physics\metal\metal_box_break1.wav"
"sound\physics\metal\metal_box_break2.wav"
"sound\player\footsteps\metalgrate1.wav"
"sound\player\footsteps\metalgrate3.wav"
"sound\player\footsteps\metalgrate2.wav"
"sound\player\footsteps\metalgrate4.wav"
"sound\physics\metal\metal_grate_impact_soft1.wav"
"sound\physics\metal\metal_grate_impact_soft2.wav"
"sound\physics\metal\metal_grate_impact_soft3.wav"
"sound\physics\metal\metal_grate_impact_hard1.wav"
"sound\physics\metal\metal_grate_impact_hard2.wav"
"sound\physics\metal\metal_grate_impact_hard3.wav"
"sound\physics\metal\metal_sheet_impact_bullet1.wav"
"sound\physics\metal\metal_sheet_impact_bullet2.wav"
"sound\player\footsteps\duct2.wav"
"sound\player\footsteps\duct4.wav"
"sound\player\footsteps\duct1.wav"
"sound\player\footsteps\duct3.wav"
"sound\physics\metal\metal_sheet_impact_hard6.wav"
"sound\physics\metal\metal_sheet_impact_hard7.wav"
"sound\physics\metal\metal_sheet_impact_hard8.wav"
"sound\player\footsteps\dirt1.wav"
"sound\player\footsteps\dirt3.wav"
"sound\player\footsteps\dirt2.wav"
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"sound\vo\npc\male01\outofyourway02.wav"
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"sound\vo\npc\male01\whoops01.wav"
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"sound\vo\npc\alyx\al_car_startle04.wav"
"sound\vo\npc\alyx\al_car_crash02.wav"
"sound\vo\npc\alyx\al_car_callback02.wav"
"sound\vo\npc\alyx\al_car_callback03.wav"
"sound\vo\npc\alyx\uggh02.wav"
"sound\vo\npc\alyx\al_car_crash05.wav"
"sound\vo\npc\alyx\al_car_crash07.wav"
"sound\vo\npc\alyx\al_car_crazy02.wav"
"sound\vo\npc\alyx\al_car_laughing06.wav"
"sound\vo\npc\alyx\al_car_laughing08.wav"
"sound\vo\npc\alyx\al_car_laughing10.wav"
"sound\vo\npc\alyx\al_car_crazy04.wav"
"sound\vo\npc\alyx\al_car_crazy06.wav"
"sound\vo\npc\alyx\al_car_crazy07.wav"
"sound\vo\npc\alyx\al_car_crazy08.wav"
"sound\vo\npc\alyx\al_car_beenawhile.wav"
"sound\vo\npc\alyx\al_car_comments03.wav"
"sound\vo\npc\alyx\al_car_rolled01a.wav"
"sound\vo\npc\alyx\al_car_rolled01b.wav"
"sound\vo\npc\alyx\al_car_rolled02.wav"
"sound\vo\npc\alyx\al_car_rolled03.wav"
"sound\vo\npc\alyx\al_car_rolled04.wav"
"sound\vo\npc\alyx\al_car_rolled05.wav"
"sound\vo\npc\alyx\al_car_rolled06.wav"
"sound\vo\npc\alyx\al_car_rolled07.wav"
"sound\vo\npc\alyx\brutal02.wav"
"sound\vo\npc\alyx\al_car_runafter01.wav"
"sound\vo\npc\alyx\al_car_runafter02.wav"
"sound\vo\npc\alyx\al_car_runafter03.wav"
"sound\vo\npc\alyx\al_car_runafter04.wav"
"sound\vo\npc\alyx\al_car_runafter05.wav"
"sound\vo\npc\alyx\al_car_catchup01.wav"
"sound\vo\npc\alyx\al_car_catchup02.wav"
"sound\vo\npc\alyx\al_car_catchup03.wav"
"sound\vo\npc\alyx\al_car_catchup04.wav"
"sound\physics\metal\sawblade_stick1.wav"
"sound\physics\metal\sawblade_stick2.wav"
"sound\physics\metal\sawblade_stick3.wav"
"sound\ambient\fire\gascan_ignite1.wav"

aperture_training_doors

"sound\ambient\machines\beam_platform_loop1.wav"
"sound\vehicles\apc\apc_start_loop3.wav"
"sound\vehicles\apc\apc_shutdown.wav"
"sound\doors\default_locked.wav"
"sound\doors\default_move.wav"
"sound\ambient\machines\wall_move5.wav"
"sound\doors\door_metal_thin_close2.wav"
"sound\buttons\button3.wav"
"sound\buttons\button10.wav"
"sound\ambient\materials\metal_big_impact_scrape1.wav"
"sound\ambient\materials\metal_groan.wav"
"sound\ambient\materials\metal_stress1.wav"
"sound\physics\metal\metal_solid_strain1.wav"
"sound\physics\metal\metal_solid_strain4.wav"
"sound\physics\metal\metal_solid_strain5.wav"
"sound\physics\nearmiss\whoosh_large1.wav"
"sound\vehicles\v8\skid_lowfriction.wav"
"sound\ambient\gas\steam_loop1.wav"
"sound\ambient\machines\thumper_amb.wav"
"sound\physics\metal\metal_large_debris2.wav"
"sound\ambient\machines\ticktock1.wav"
"sound\vo\cavejohnson\pureintellect07.wav"
"sound\doors\doormove2.wav"
"sound\doors\doorstop1.wav"
"sound\doors\garage_stop1.wav"
"sound\plats\elevator_loop1.wav"
"sound\ambient\alarms\portal_elevator_chime.wav"

lab_01

"sound\doors\default_move.wav"
"sound\doors\door_metal_thin_close2.wav"
"sound\doors\default_locked.wav"
"sound\vo\cavejohnson\puzzle03intro.wav"
"sound\vo\cavejohnson\puzzle03success.wav"
"sound\vo\cavejohnson\fizzlerintro.wav"
"sound\ambient\materials\metal_big_impact_scrape1.wav"
"sound\ambient\materials\metal_groan.wav"
"sound\ambient\materials\metal_stress1.wav"
"sound\physics\metal\metal_solid_strain1.wav"
"sound\physics\metal\metal_solid_strain4.wav"
"sound\physics\metal\metal_solid_strain5.wav"
"sound\physics\nearmiss\whoosh_large1.wav"
"sound\vehicles\v8\skid_lowfriction.wav"
"sound\ambient\gas\steam_loop1.wav"
"sound\ambient\machines\thumper_amb.wav"
"sound\physics\metal\metal_large_debris2.wav"
"sound\doors\doormove2.wav"
"sound\doors\garage_stop1.wav"
"sound\plats\elevator_loop1.wav"
"sound\ambient\alarms\portal_elevator_chime.wav"
"sound\ambient\machines\wall_move5.wav"

lab_02

"sound\doors\default_move.wav"
"sound\doors\door_metal_thin_close2.wav"
"sound\doors\default_locked.wav"
"sound\vo\cavejohnson\puzzle04intro.wav"
"sound\vo\cavejohnson\puzzle04success.wav"
"sound\ambient\materials\metal_big_impact_scrape1.wav"
"sound\ambient\materials\metal_groan.wav"
"sound\ambient\materials\metal_stress1.wav"
"sound\physics\metal\metal_solid_strain1.wav"
"sound\physics\metal\metal_solid_strain4.wav"
"sound\physics\metal\metal_solid_strain5.wav"
"sound\physics\nearmiss\whoosh_large1.wav"
"sound\vehicles\v8\skid_lowfriction.wav"
"sound\ambient\gas\steam_loop1.wav"
"sound\ambient\machines\thumper_amb.wav"
"sound\physics\metal\metal_large_debris2.wav"
"sound\doors\doormove2.wav"
"sound\doors\garage_stop1.wav"
"sound\plats\elevator_loop1.wav"
"sound\ambient\alarms\portal_elevator_chime.wav"
"sound\ambient\machines\wall_move5.wav"

lab_03

"sound\doors\default_move.wav"
"sound\doors\default_locked.wav"
"sound\doors\door_metal_thin_close2.wav"
"sound\ambient\materials\metal_big_impact_scrape1.wav"
"sound\ambient\materials\metal_groan.wav"
"sound\ambient\materials\metal_stress1.wav"
"sound\physics\metal\metal_solid_strain1.wav"
"sound\physics\metal\metal_solid_strain4.wav"
"sound\physics\metal\metal_solid_strain5.wav"
"sound\physics\nearmiss\whoosh_large1.wav"
"sound\vehicles\v8\skid_lowfriction.wav"
"sound\ambient\gas\steam_loop1.wav"
"sound\ambient\machines\thumper_amb.wav"
"sound\physics\metal\metal_large_debris2.wav"
"sound\doors\door_metal_rusty_move1.wav"
"sound\doors\metal_move1.wav"
"sound\ambient\energy\newspark01.wav"
"sound\ambient\energy\newspark02.wav"
"sound\ambient\energy\newspark03.wav"
"sound\ambient\energy\newspark04.wav"
"sound\ambient\energy\newspark05.wav"
"sound\ambient\energy\newspark06.wav"
"sound\ambient\energy\newspark07.wav"
"sound\ambient\energy\newspark08.wav"
"sound\ambient\energy\newspark09.wav"
"sound\ambient\energy\newspark10.wav"
"sound\ambient\energy\newspark11.wav"
"sound\vo\cavejohnson\beekeeping.wav"
"sound\doors\doormove2.wav"
"sound\doors\garage_stop1.wav"
"sound\plats\elevator_loop1.wav"
"sound\ambient\alarms\portal_elevator_chime.wav"
"sound\ambient\machines\wall_move5.wav"
"sound\vo\cavejohnson\scaleintro00.wav"
"sound\npc\strider\strider_step1.wav"
"sound\npc\strider\strider_step2.wav"
"sound\npc\strider\strider_step3.wav"
"sound\npc\strider\strider_step4.wav"
"sound\npc\strider\strider_step5.wav"
"sound\npc\strider\strider_step6.wav"
"sound\npc\zombie\zombie_hit.wav"
"sound\npc\zombie\foot1.wav"
"sound\npc\zombie\foot2.wav"
"sound\npc\zombie\foot3.wav"
"sound\npc\zombie\zo_attack1.wav"
"sound\npc\zombie\zo_attack2.wav"
"sound\npc\zombie\claw_miss1.wav"
"sound\npc\zombie\claw_miss2.wav"
"sound\npc\zombie\claw_strike1.wav"
"sound\npc\zombie\claw_strike2.wav"
"sound\npc\zombie\claw_strike3.wav"
"sound\npc\zombie\squish1.wav"
"sound\npc\zombie\squish2.wav"
"sound\npc\zombie\squish3.wav"
"sound\npc\android\servo15.wav"
"sound\npc\android\servo16.wav"
"sound\npc\obot\generalpainsounds07.wav"
"sound\npc\obot\generalpainsounds08.wav"
"sound\npc\obot\generalpainsounds09.wav"
"sound\npc\obot\generalpainsounds10.wav"
"sound\npc\obot\generalpainsounds11.wav"
"sound\npc\obot\generalpainsounds18.wav"
"sound\npc\obot\generalpainsounds27.wav"
"sound\vo\cavejohnson\scaleintro01.wav"
"sound\vo\cavejohnson\scaleintro02.wav"
"sound\vo\cavejohnson\scaleintro03.wav"
"sound\npc\footsteps\hardboot_generic1.wav"
"sound\npc\footsteps\hardboot_generic3.wav"
"sound\npc\footsteps\hardboot_generic5.wav"
"sound\npc\footsteps\hardboot_generic2.wav"
"sound\npc\footsteps\hardboot_generic4.wav"
"sound\npc\footsteps\hardboot_generic6.wav"
"sound\vo\npc\male01\help01.wav"
"sound\vo\npc\female01\help01.wav"
"sound\ambient\machines\keyboard_fast1_1second.wav"
"sound\ambient\machines\keyboard_fast2_1second.wav"
"sound\ambient\machines\keyboard_fast3_1second.wav"
"sound\physics\flesh\flesh_impact_hard3.wav"
"sound\physics\flesh\flesh_impact_hard4.wav"
"sound\physics\flesh\flesh_impact_hard5.wav"
"sound\physics\flesh\flesh_impact_hard6.wav"
"sound\vo\cavejohnson\sissies.wav"

lab_04

"sound\ambient\materials\metal_big_impact_scrape1.wav"
"sound\ambient\materials\metal_groan.wav"
"sound\ambient\materials\metal_stress1.wav"
"sound\physics\metal\metal_solid_strain1.wav"
"sound\physics\metal\metal_solid_strain4.wav"
"sound\physics\metal\metal_solid_strain5.wav"
"sound\physics\nearmiss\whoosh_large1.wav"
"sound\vehicles\v8\skid_lowfriction.wav"
"sound\ambient\gas\steam_loop1.wav"
"sound\ambient\machines\thumper_amb.wav"
"sound\physics\metal\metal_large_debris2.wav"
"sound\doors\doormove2.wav"
"sound\doors\garage_stop1.wav"
"sound\doors\default_locked.wav"
"sound\doors\default_move.wav"
"sound\plats\elevator_loop1.wav"
"sound\ambient\alarms\portal_elevator_chime.wav"
"sound\ambient\machines\wall_move5.wav"
"sound\vo\cavejohnson\beekeeping.wav"

lab_intro

"sound\doors\default_move.wav"
"sound\doors\default_locked.wav"
"sound\vo\cavejohnson\cameraintro02.wav"
"sound\vo\cavejohnson\cameraintrosuccess.wav"
"sound\vo\cavejohnson\cameraintro01.wav"
"sound\vo\cavejohnson\puzzle01intro.wav"
"sound\vo\cavejohnson\puzzle01success.wav"
"sound\vo\cavejohnson\puzzle02intro.wav"
"sound\vo\cavejohnson\puzzle02success.wav"
"sound\doors\door1_move.wav"
"sound\doors\wood_move1.wav"
"sound\vo\cavejohnson\relaxationvault.wav"
"sound\ambient\machines\ticktock1.wav"
"sound\doors\doorstop1.wav"
"sound\doors\doormove1.wav"
"sound\doors\door_metal_medium_close1.wav"
"sound\doors\default_stop.wav"
"sound\vo\cavejohnson\legalbotintro.wav"
"sound\npc\zombie\claw_miss2.wav"
"sound\physics\flesh\flesh_impact_hard3.wav"
"sound\physics\flesh\flesh_impact_hard4.wav"
"sound\physics\flesh\flesh_impact_hard5.wav"
"sound\physics\flesh\flesh_impact_hard6.wav"
"sound\music\tiki.mp3"
"sound\doors\door_metal_thin_close2.wav"
"sound\buttons\lever6.wav"
"sound\vehicles\tank_turret_loop1.wav"
"sound\plats\skylift_stop.wav"
"sound\npc\footsteps\hardboot_generic1.wav"
"sound\npc\footsteps\hardboot_generic3.wav"
"sound\npc\footsteps\hardboot_generic5.wav"
"sound\npc\footsteps\hardboot_generic2.wav"
"sound\npc\footsteps\hardboot_generic4.wav"
"sound\npc\footsteps\hardboot_generic6.wav"
"sound\vo\npc\male01\help01.wav"
"sound\vo\npc\female01\help01.wav"
"sound\ambient\machines\keyboard_fast1_1second.wav"
"sound\ambient\machines\keyboard_fast2_1second.wav"
"sound\ambient\machines\keyboard_fast3_1second.wav"
"sound\vo\cavejohnson\firststep.wav"
"sound\npc\strider\strider_step1.wav"
"sound\npc\strider\strider_step2.wav"
"sound\npc\strider\strider_step3.wav"
"sound\npc\strider\strider_step4.wav"
"sound\npc\strider\strider_step5.wav"
"sound\npc\strider\strider_step6.wav"
"sound\npc\zombie\zombie_hit.wav"
"sound\npc\zombie\foot1.wav"
"sound\npc\zombie\foot2.wav"
"sound\npc\zombie\foot3.wav"
"sound\npc\zombie\zo_attack1.wav"
"sound\npc\zombie\zo_attack2.wav"
"sound\npc\zombie\claw_miss1.wav"
"sound\npc\zombie\claw_strike1.wav"
"sound\npc\zombie\claw_strike2.wav"
"sound\npc\zombie\claw_strike3.wav"
"sound\npc\zombie\squish1.wav"
"sound\npc\zombie\squish2.wav"
"sound\npc\zombie\squish3.wav"
"sound\npc\android\servo15.wav"
"sound\npc\android\servo16.wav"
"sound\npc\obot\generalpainsounds07.wav"
"sound\npc\obot\generalpainsounds08.wav"
"sound\npc\obot\generalpainsounds09.wav"
"sound\npc\obot\generalpainsounds10.wav"
"sound\npc\obot\generalpainsounds11.wav"
"sound\npc\obot\generalpainsounds18.wav"
"sound\npc\obot\generalpainsounds27.wav"
"sound\ambient\water\water_pump_drainin1.wav"
"sound\ambient\levels\canals\waterleak_loop1.wav"
"sound\ambient\water\drip_loop1.wav"
"sound\ambient\water\corridor_water.wav"
"sound\buttons\button10.wav"
"sound\buttons\button3.wav"
"sound\ambient\alarms\alarm_citizen_loop1.wav"
"sound\ambient\materials\metal_big_impact_scrape1.wav"
"sound\ambient\materials\metal_groan.wav"
"sound\ambient\materials\metal_stress1.wav"
"sound\physics\metal\metal_solid_strain1.wav"
"sound\physics\metal\metal_solid_strain4.wav"
"sound\physics\metal\metal_solid_strain5.wav"
"sound\physics\nearmiss\whoosh_large1.wav"
"sound\vehicles\v8\skid_lowfriction.wav"
"sound\ambient\gas\steam_loop1.wav"
"sound\ambient\machines\thumper_amb.wav"
"sound\physics\metal\metal_large_debris2.wav"
"sound\buttons\lightswitch2.wav"
"sound\vo\glados\intro01.wav"
"sound\doors\doormove2.wav"
"sound\doors\garage_stop1.wav"
"sound\plats\elevator_loop1.wav"
"sound\ambient\alarms\portal_elevator_chime.wav"
"sound\ambient\machines\wall_move5.wav"
"sound\doors\doormove7.wav"
"sound\doors\vent_open2.wav"
"sound\doors\vent_open3.wav"
"sound\buttons\button5.wav"
"sound\buttons\combine_button1.wav"

puzzle_chickens

"sound\doors\default_move.wav"
"sound\doors\door_metal_thin_close2.wav"
"sound\doors\default_locked.wav"
"sound\npc\zombie\claw_miss2.wav"
"sound\physics\flesh\flesh_impact_hard3.wav"
"sound\physics\flesh\flesh_impact_hard4.wav"
"sound\physics\flesh\flesh_impact_hard5.wav"
"sound\physics\flesh\flesh_impact_hard6.wav"
"sound\buttons\button1.wav"
"sound\buttons\button3.wav"
"sound\buttons\button10.wav"
"sound\npc\zombie\zombie_hit.wav"
"sound\npc\chicken\clucks1.wav"
"sound\npc\chicken\clucks2.wav"
"sound\npc\chicken\clucks3.wav"
"sound\npc\chicken\clucks4.wav"
"sound\npc\chicken\clucks5.wav"
"sound\npc\chicken\squawk1.wav"
"sound\npc\chicken\startle1.wav"
"sound\npc\strider\strider_step1.wav"
"sound\npc\strider\strider_step2.wav"
"sound\npc\strider\strider_step3.wav"
"sound\npc\strider\strider_step4.wav"
"sound\npc\strider\strider_step5.wav"
"sound\npc\strider\strider_step6.wav"
"sound\ambient\machines\wall_move5.wav"
"sound\doors\door_metal_large_chamber_close1.wav"
"sound\doors\doormove7.wav"
"sound\plats\elevator_stop.wav"
"sound\npc\zombie\foot1.wav"
"sound\npc\zombie\foot2.wav"
"sound\npc\zombie\foot3.wav"
"sound\npc\zombie\zo_attack1.wav"
"sound\npc\zombie\zo_attack2.wav"
"sound\npc\zombie\claw_miss1.wav"
"sound\npc\zombie\claw_strike1.wav"
"sound\npc\zombie\claw_strike2.wav"
"sound\npc\zombie\claw_strike3.wav"
"sound\npc\zombie\squish1.wav"
"sound\npc\zombie\squish2.wav"
"sound\npc\zombie\squish3.wav"
"sound\npc\android\servo15.wav"
"sound\npc\android\servo16.wav"
"sound\npc\obot\generalpainsounds07.wav"
"sound\npc\obot\generalpainsounds08.wav"
"sound\npc\obot\generalpainsounds09.wav"
"sound\npc\obot\generalpainsounds10.wav"
"sound\npc\obot\generalpainsounds11.wav"
"sound\npc\obot\generalpainsounds18.wav"
"sound\npc\obot\generalpainsounds27.wav"
"sound\props\mousetrap_snap.wav"
"sound\ambient\alarms\portal_elevator_chime.wav"
"sound\doors\garage_stop1.wav"
"sound\plats\elevator_loop1.wav"
"sound\buttons\button2.wav"
"sound\physics\metal\metal_box_strain3.wav"
"sound\physics\glass\glass_cup_break1.wav"
"sound\physics\glass\glass_cup_break2.wav"
"sound\ambient\energy\spark5.wav"
"sound\ambient\energy\spark6.wav"
"sound\physics\glass\glass_largesheet_break1.wav"
"sound\physics\glass\glass_largesheet_break2.wav"
"sound\physics\glass\glass_largesheet_break3.wav"
"sound\physics\flesh\flesh_bloody_break.wav"
"sound\physics\concrete\concrete_break3.wav"
"sound\doors\doormove2.wav"