This is a sub-page of Counter-Strike: Condition Zero Deleted Scenes.
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'...But what does it mean?' |
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To do:
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Unused Dialog#
The amount of unused dialog varies greatly among all maps. In many instances, it gives some additional details to each mission.
Alamo#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_airlft |
Get the package to higher ground so we can airlift them out of there. |
Supposed to trigger when you find the hostages. It goes unused due to a spelling error. |
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cnc_messy |
This is going to be a messy extraction gentlemen. You volunteered for this, I hope you know what you're doing. Forget diplomacy or hurting the feelings of any scum-sucking politicians back home. If anyone even spits in your direction, shoot 'em dead. |
A somewhat vulgar message from CNC. Most likely cut for being too harsh. |
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cnc_poecomeinprt |
Operations, come in! Repeat, come in! Alpha 6, we've lost contact with our ground team! |
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cnc_schedm |
Gentlemen, we are on a schedule here...get a move on! |
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cnc_sweetass |
Taking your sweet ass time is not going to resolve this situation. Move your feet! |
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cnc_whatyea |
What? Yea, we know… |
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hosm_helpus3 |
Help us! |
Male hostages are not present in the map. |
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hosm_thankgod3 |
Thank god you are here! |
Male hostages are not present in the map. |
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nego_bomb |
This group is taking credit for the bombing at the King Kabob yesterday. |
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pilot_dustover |
We're ready for dustoff, get over here! |
Goes unused since the mission ends once the helicopter lands. |
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t_snore |
zzZZzz… |
Most likely meant for the office terrorist who is set to sleep when the map starts. He wakes up when you enter the ventilation duct. This sound is unique for the map. |
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team1_drmett |
I got through the doors, we'll meet you ahead. |
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team1_iopen |
Go around and unblock this gate. I'll try to get these doors open. |
Alternate take. The one used says "We'll" instead of "I'll". |
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team1_wdrmeet |
We got through the doors, we'll meet you ahead. |
At some point, your squadmates would have not been killed off-screen. |
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team2_imhityougo |
Ahh, I've been hit too! You'll have to go it alone. |
The bold text is never heard in-game. |
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Building Recon#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_opsrespond |
Ops to ground team, respond. Repeat, respond! |
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sas1_clrthroat |
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sas1_using |
Bloody hell, don't knick that, I was using it! |
Commented out. Connected to a cut NPC from Brecon06. |
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sas1_welcome2 |
Step inside the office sir. |
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sas2_lookout |
Lookout, incoming! |
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sas3_death |
They're all over the place out there. It's a deathtrap! |
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sas5_snipers |
Be careful. Snipers have this courtyard covered. They'll do you if you stick your head out. |
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sas6_defure |
The nuke has been armed. Defuse that device! |
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sas10_toomany |
Bullocks, there's too many of them! |
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sasinj2_dug |
There's a sniper in the bell tower. He's dug in deep. I couldn't get a clean shot of him. |
Commented out. Connected to a cut NPC in Brecon06. |
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ssag_any |
Any questions? |
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tr_behind |
Смирнов, за нами! |
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tr_showinf |
Мы покажем неверным! |
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ow1_getin |
You should get in there sir. |
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t1_yes |
Crowd noise. |
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t2_yell |
Crowd noise. |
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t3_excited |
Crowd noise. |
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Welcome1 |
Ah yes, uh, I believe the commander is waiting for you in his office in the back. |
Early version of the office worker greeting. |
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Welcome2 |
Step inside the office sir. |
Early version of the SAS Officer who guards the briefing room door. |
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Downed Pilot#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_alpha1down |
Alpha 1, this is Bravo Leader. We have a man down! Repeat, man down! |
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e1_foundmd |
I found a mine, sir. Defusing. |
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e1_mdefuses |
Mine is defused. Sector clear. |
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e1_minelive |
Stay back! This mine is still armed. |
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gsg9gl_extrap |
Eagle 1! Move forward and examine the area for traps. |
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gsg9gl_nogoing |
There's no going back, soldier. |
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tg1_stopnoi |
Hey, hör mit dem Krach auf! |
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german_radio |
At 0300 hours last night, residents of the town of Freiburg(?) reported aerial crash and what sounded like gunfire in Freiburg(?) forest. The government has denied any knowledge of a crash, and has attributed to the sounds of the forest to atmospheric conditions. Reports of a military helicopter crash have also been denied by NATO forces. Stay tuned for further updates. |
The town name does not resemble the actual in-game location, which is said to be Puerto Iguazú, Argentina. |
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ritualsite |
Weird reversed sounds that seem out of place. The first computer used in Downed Pilot 3 is named ritualsite_sound1, but activating it it does not trigger the sound. |
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Druglab#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
sla_coverm |
Cover Me! |
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sl2c_firehole |
Fire in the hole! |
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sl2c_getdwn |
Get down everybody! |
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slc2_getpplout |
Let's go! Get those people out. |
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sl2c_moveout |
Let's move out. |
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slm_hitbad |
I'm hit pretty bad. Sniper in the tower. I'll stay here and wait for evac. |
Commented out. |
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slm_spokesn |
Oops, spoke to soon Alex. |
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t_goodstuff |
Ah yea, that's good stuff. |
Connected to the snort sound, which is only used in Turn of the Crank just before the bossfight. |
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Fastline#
This one has a massive amount of dialog connected to the intro, which seems to have been shortened a lot.
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
bman1_getawme |
Get away from me! |
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bman1_hearguns |
I heard gunshots! |
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bman1_notsayy |
I have nothing to say to you! |
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bman1_what2 |
What was that? |
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bman1_whatthat |
What was that? |
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bman2_arg |
Aargh! |
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bman2_godhelpus |
God help us! |
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bman2_plsno |
Please, no! |
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bman3_almost |
Ah, I almost died! |
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bman3_getdown |
Get down! |
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bman3_wasthat |
What was that? |
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bman4_ahh |
Ough! |
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bman4_hum |
Humming a melody. |
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bman4_hum2 |
Humming a melody. |
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Copy of girl1_letmego |
Let me go! |
A different take compared to the one named ’’girl1_letmego’’. |
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girl1_hellsir |
Hello, sir! |
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girl1_letgoame |
Let go of me! |
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girl1_stayhere |
I'm staying here! |
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girl1_whatlet |
What are you doing? Let go! |
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girl1_whatnoise |
What was that noise?! |
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girl2_blowups |
Sir, get up, get up! They took my sister, they are going to blow up the subway. Get up! |
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girl2_didyouhearthat |
Did you hear that? |
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girl2_nostop |
No, stop! |
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girl2_sir |
Sir. |
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girl2_stop |
Stop! |
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hosf_thankyou |
Thank you! |
Alternate take, sounds more american accent-wise. |
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cnc_besecondary |
Be advised! Secondary team is moving in from the side entrance. They should meet you in the middle! |
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cnc_gofindt |
The secondary team will tend to the wounded. You go find that transit officer! |
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cnc_goodwcleanup |
Good work! Cleanup crews are on the way. |
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cnc_offdown2 |
Officer down! Repeat, officer down! Secondary team, close on last known unit position! |
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ct2_arggh |
Aaeehh! |
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ct2_damnluck |
You're damn lucky to have survived that explosion. |
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ct2_ihit |
I’m hit! |
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ct2_letme |
Let me take care of those wounds. |
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ct2_roger |
Roger! |
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ct2_sir3 |
Sir! |
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ct2_standback |
Stand back! |
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ct2_timeshor |
Sir, time is short! |
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ct2_wheredo |
Where do you think you're going? You're in no condition to be move around! |
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ct2_yessir |
Yes sir! |
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ct3_arg |
Yeargh! |
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ct3_evdown |
Everybody down! |
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ct3_flashb |
Flashbang! |
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ct3_ishot |
I've been shot! |
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ct3_opengsurv |
Open the gate! I have survivors. |
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ct3_stayher |
I'm staying behind to take care of her. Go on without me! |
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ct3_womalive |
This woman is alive! |
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japco_also |
Also, there was transit officer on the car that derailed. Keep an eye out for him! He is probably the only person who knows what happened, if he is still alive. Now pick up your weapon and get going! |
Unused briefing. |
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japco_heretake |
Here, let me take care of those wounds. |
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japco_info |
At 06:35 AM an explosion occurred on the Shinkane subwayline as it arrived at the station. The resulting concussion derailed the train at the platform. Hostile terrorists are involved and have engaged subway patrons and security personel all over the station. Get in there and search for any survivors on the train! |
More briefing that goes unused. This suggest that the player was not supposed to be onboard the train when it derailed. |
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to_gopen |
I can get that gate open for you. |
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to_thnkcover |
Thanks for the cover! I was able to take a few of them out before the bomb went of on the train. After the train crashed, they escaped with a female hostage. I think this whole thing was an assassination and kidnapping setup, since they seemed to be going after certain individuals. I can get that gate open for you. Go save that hostage! |
Alternate take, providing more information than the voice clip used. |
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g0_dropgun |
Translation: Drop the gun! |
Translation needed. |
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g0_evout |
Everybody out! |
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g0_getback |
おまえら、もどれ!もどるんだ! |
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g0_getpig |
Translation: Get over here! You pig! |
Translation needed. |
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g0_movedie |
Move or die! |
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g0_moveitm |
Move it, move it! |
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g0_sitsit |
Sit down. Sit down! |
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g1_gethurry |
Translation: (To the guy planting C4) We don't want to get blown up. Hurry up. |
Translation needed. |
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g1_pos |
ちくしょう! |
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g1_shitpol |
ちくしょう!サツだ! |
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g2_anymovedie |
Anybody that moves dies! |
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g2_attmovedie |
Nobody move! Attention passagers: you move, you die! |
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g2_becare |
Translation: Use gunstock. I don't wanna accidentally trigger the bomb. |
Translation needed. |
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g2_evout |
Everybody out! |
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g2_getdevice |
Get that device in position! |
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g2_getdown |
Translation needed. |
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g2_letsgo |
Let’s go! |
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g2_moveppl |
Move it, people! |
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g2_nobodelse |
Nobody else will get hurt if everybody else do what I say! |
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g2_nomove |
Nobody move! |
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g2_sitfat |
Sit down, fat man! |
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g2_youask |
You asked for it! |
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g3_allright |
Allright! |
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g3_liteout |
Lights out, friend. |
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g3_moveblow |
If you move I'll blow your head of! |
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g3_moveend |
If you move I'll end you! |
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g3_nopboss |
No problem, boss! |
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g3_ohno |
Oh no! |
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g3_palslist |
Looks like your pals didn't listen. |
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g3_pinoff |
Translation needed. |
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g3_stopstrug |
Stop struggling! |
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g3_trystu |
Don't try anything stupid! |
Alternate take. |
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gm_diepigs |
Translation needed |
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gm_itthecops |
けいさつだ! |
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fastline_push1 |
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fastline_push2 |
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speaker_yoko |
Attention please. Yokohama line is departing on track one. |
This one is not properly enabled in sentences.txt and is never heard. |
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vending_atm1 |
Super cash! Get your wealth here! |
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vending_atm2 |
Money comes out of me. Try it now! |
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vending_food1 |
Time for a delicious hamburger! Yum. |
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vending_food2 |
Need a snack? Feasting time! |
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vending_tobacco |
Enjoy ? taste. Delicious! |
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vending_tobacco2 |
Have a smoke, and a smile! |
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Hankagai#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_civdown |
Civilian down! |
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cnc_keepins |
Keep Mr. Yoshida in sight! |
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seal3_takecareh |
I'll take care of him. You keep after the sniper! |
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civ1_overhere |
Mr. Yoshida! Mr Yoshida, over here! |
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civ2_honor |
Sir, it's an honor to have you here! |
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npc1_backoff |
Shizuka, I'm trying to make a phone call here! |
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npc1_waitturn |
I'll be done in a minute, wait your turn! |
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npc1_yennote |
Hey, can you break a one million yen note? |
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npc2_notsup |
Look, you're not even supposed to be in here! Now leave me alone. |
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crowd_scream |
Aaagh! |
A man and a woman screaming hysterically. Intended for the intro when the terrorists attack. Ambience/crowd_panic1 is used instead. |
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vip_gladto |
I'm glad to be down here! |
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vip_orders |
Don't you think it would be wise to follow your superiors orders? |
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vip_superjob |
You're doing a super job! Keep it up! |
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Rise Hard#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_bodgeopen |
Ok, you're going to have to bodge open that warhead and disarm the nuke by hand. |
Commented out. |
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cnc_gettoroof |
You need to get to the roof now! |
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cnc_hehadtrigg |
He had the triggering device! You can't disarm the nuke safely without it. Stand by. |
Commented out. |
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cnc_nukedisarmed |
The nuke has been disarmed! All teams, stand down. |
Commented out. |
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cnc_spottersair |
Spotters have identified enemy air support inbound. Friendly air is scrambling to intercept. |
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cnc_stilleng |
Our ground team are still engaged. You're the only one who can get to the roof in time. |
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cnc_timerunning |
Time is running out! |
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hightl_alldieopp |
You'll all die, oppressors! |
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hightl_beepclose |
Listen to the beeping getting closer and closer! |
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hightl_cantstopfate |
You can't stop this fate my friend! |
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hightl_haventwon |
You haven't won my friend! |
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hightl_nochance |
You have no chance! |
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hight4_notinter |
You're not interfering with us! |
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hightl_ohno |
Oh no! |
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hightl_runoutoftime |
You're running out of time my friend! |
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hight1_shoot |
Shoot! |
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hightl_welcomfool |
Welcome, foolish lad. |
The bold part is never heard in-game. |
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sasc_youzip |
Since the ground entrances are completely compromised, you will be airlifted to an adjacent rooftop. From there, you will zipline into the hi-rise. |
The zipline is not used in the final version |
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sasp_death |
Aaaagh! |
Even though the helicopter can get shot down, this is never heard. |
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sass_bloodhit |
Bloody hell, I'm hit! |
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sass_brilljob |
Brilliant job, mate! |
Commented out. |
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sass_cncneedback |
CNC, need backup! |
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sass_deltadown |
Delta down! |
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sass_firing |
Firing! |
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sass_hosdown |
Hostages down! |
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sass_inpos |
In position. |
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sass_snipers |
Snipers! |
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sass_takingfire |
Taking fire. |
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sass_tangdown |
Tango down! |
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sass_thankgod |
Thank god! |
Commented out. |
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sass_woohoo |
Woohoo! |
Commented out. |
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sass3_gettozip |
*cough* Get to the zipline! |
Intended for hr02 when you storm the high-rise. Goes unused since the zipline didn't make it into the game. |
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Lost Cause#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_searchres |
Team, we have lost contact with our ground unit! Application Unit 1, commence search and rescue. |
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gsg9l_getinthere |
Los, soldier, get in there and find those hostages. |
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gsg9l_getmoving |
Get moving, we don't have much time. |
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gsg9l_goodworkout |
Good work. Let's get out of here. |
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gsg9l_moveinto |
We need you to move into the compound. |
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gsg9l_needyouin |
Get moving! We need you in here. Schnell, schnell! |
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gsg9l_packloc |
Package located. |
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gsg9s_engtar |
Engaging targets. |
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gsg9s_firing |
Firing. |
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gsg9s_host |
Hostiles! |
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gsg9s_inpos |
In position. |
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gsg9s_moving |
Moving. |
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gsg9s_oterprei |
Outer perimeters secure. |
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gsg9s_targspot |
Target spotted. |
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lostt1_intrud |
Intruders! |
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lostt2_fallback |
Everyone fall back! |
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Motorcade Assault#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_assteamrep |
Assault team, report in! All units, assault team is down! |
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cnc_boatleft |
The boat has left. |
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gia_helpme |
Hilfe! |
This is supposed to play together with an unused animation. |
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gsg9g_above |
Achtung, above us! |
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gsg9g_whereass |
Sir! Where's the ground assault team? |
Does not trigger due to a spelling error. |
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gsg9p_cover |
We are coming to provide cover. |
Commented out. |
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gsg9p_roger |
Roger! |
Does not trigger due to a spelling error. |
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gsg9p_serg |
We have the sergeant and are moving to the extraction point. |
Commented out. |
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gsg9p_toomany |
Sir, there are too many of them! |
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gsg9tl_bridgeo |
Hey, the bridge is over here! |
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gsg9tl_comepos |
Come on, we need to get into position. |
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gsg9tl_dontfire |
Don't fire, wait! |
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gsg9tl_elimgia |
As application unit 1, our objective today is to eliminate Hans Diedrich. He is traveling downtown, protected by a heavily armed motorcade. |
A cut briefing part of the mission. |
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gsg9tl_getover |
Get over here, let's go! |
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gsg9tl_heymove |
Hey, we need to move. Schnell! |
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gsg9tl_hitabove |
We will hit the motorcade from above, while our ground teams take out the VIP target. |
A cut briefing part of the mission. |
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gsg9tl_oncevip |
Once the VIP is eliminated, move quickly to the extraction point. The city will side with Diedrich and we expect heavy local resistance once the motorcade is stopped. |
A cut briefing part of the mission. |
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gsg9tl_shitvip |
Scheisse! Our VIP is making a break for it! |
Does not trigger due to a spelling error. |
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gsg9tl_shootkill |
Take them down. Shoot to kill! |
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gsg9tl_spotmoto |
Ground team just spotted the motorcade. We need to move! |
A cut briefing part of the mission. |
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gsg9tl_wahtdo |
Dummkopf! What are you doing?! |
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humvee_explo |
A vehicle exploding. |
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truck_driveby |
A truck driving by. This sound may have been intended for the intro. |
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Miami Heat#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_youneedcard |
You need to get the vault access card! |
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seals_gogetsec |
Go get em', we'll secure the package. |
||
seals_hosdown |
Hostage down! |
||
seals_hostageres |
Hostage has been rescued. |
||
robb5_theyins |
They're inside! |
||
miami6h_dontforg |
Don't forget the access card! |
||
miamih6_womaninv |
There's a woman in the vault, locked in with there one of the robbers. Here’s the access card to the vault. Please, save her! |
Alternate take. |
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Pipe Dream#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_comradthere |
Comrade, are you there? Comrade! |
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cnc_getmovb |
Get moving! |
||
cnc_rebinterc |
We intercepted the radio transmission from the rebels. They have planted a large bomb on the other side of the facility. Get over there and defuse that bomb immediately! |
No bomb is present. |
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cnc_whatwaiting |
What are you waiting for?! |
||
spzp_copyair |
Copy. Air support inbound. |
Alternate take. |
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pipeh2_thankgod |
Spasibo, spasibo, thank god you are here! |
Alternate take. |
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pipet1_plantbomb |
Заложите бомбу, я удержу их. |
||
pipet2_almost |
Убейте ублюдка! Я почти закончил с часовым механизмом! |
||
pipet2_arg |
Aargh! |
||
pipet4_bomb30 |
Бомба запалена! 30 секунд! |
||
pipet4_keepoff |
Не подходи ко мне! Бомба вот вот будет активизирована! |
||
missile_pipedream |
A missile being fired. Possibly for when friendly air support destroys the building with two Terrorists firing from .50 caliber machine guns. |
||
pipe_bombbeep |
Standard bomb beep sounds. No bomb is present in the map. |
||
pipe_heli_attack |
Explosions and motor sounds. |
||
pipe_laddermove |
No wooden ladder is present in this mission. |
||
Recoil#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_evaclz |
Ok, you got him. Now get to the evac LZ! |
||
cnc_red5abort |
Redtail 5, abort the operation. We've got multiple hostiles moving in on that position. Move to point alpha! |
||
cnc_red5reslost |
Redtail 5, respond! Contact has been lost with Redtail. I repeat, Redtail 5 contact lost! |
||
cnc_towerhole |
Report back to the tower where our deltaman was holed up. |
||
dsnip_cantclimb |
I can't climb up there. Go around and get the door open! |
||
dsnip_dooropen |
Hurry up and get this door open! |
||
dsnip_getmov |
Come on Redtail, let's get moving! |
||
dsnip_heyphere |
Hey, up here! |
||
recoil_intro |
CNC, this is Redtail 5. We're approaching the drop point. Area looks quiet. |
Early rendition of the intro with a different voice actor. |
|
recoil_intro_dialog |
The same dialog from the intro squeezed into one file. In-game, separate files are used instead. |
||
recoil_intro_missile |
The standard LAW firing sound is used instead of this clip. |
||
Run#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_damntook |
Damn, they took down the heli! Check for survivors and move out! |
Alternate take. |
|
cnc_opwhererep |
Operations, where are you?! Report in, report! |
||
fri1_death |
Giyah! |
Even if you kill the corresponding CT, this sound will not play. |
|
Sandstorm#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_beadv |
Be advised, the mobility troop is on the way. |
||
sass_bloodyhe |
Bloody hell, man down! Repeat, man down! |
This one is listed as cnc_bloodyhe in the sequence file and therefore goes unused. |
|
cnc_scudlau |
That SCUD launcher is most likely armed with a chemical warhead. Destroy that delivery vehicle! |
||
sass_buggerspot |
Bugger all, we've been spotted! |
Commented out. |
|
sass_comeong |
Come on, get moving! |
||
sass_death2 |
Aargh! |
Both CT’s accompanying you have infinite health and can never die. |
|
sass_letsroll |
Let's roll! |
||
sass_mandown |
Man down! |
This one is technically used, but since it plays the same time as three other clips it's hard to hear it properly. |
|
sass_moveout |
Move out! |
||
sass_takinghf |
Taking heavy fire! Bloody Hell! |
This one is technically used, but since it plays the same time as three other clips it's hard to hear it properly. |
|
Secret War#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
spzc_everout |
Everybody out. |
||
spzc_fanout |
This will take some time to get open. Everybody fan out and look for any activity or anything suspicious. |
||
spzc_dooro |
We can't get this door open sir. |
||
spzc_cuttor |
We need you to cut through this door with your torch. |
No blowtorch is present in the map. |
|
spzc_go |
Go! |
This will only play if you stop the commander from reaching the door lock switch near the end of Silo04. |
|
spzc_doorblow |
When those doors close I'm blowing this place. Get out of here! |
This will only play if you stop the commander from reaching the door lock switch near the end of Silo04. |
|
spzc_outtime |
Your out of time, get out! |
This will only play if you stop the commander from reaching the door lock switch near the end of Silo04. |
|
spz3_dooro |
We can't get this door open, sir. |
Same sentence as spzc_dooro, spoken by a soldier. |
|
spzs6_comradrep |
Comrade, report in. I've lost your signal. Report! |
||
sws_10m |
ICMB launch in 10 minutes. |
The countdown system skips this clip and goes straight from 15 minutes in Silo03 to 5 minutes in Silo04. |
|
Thin Ice#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_comradcomein |
Comrade, come in. Comrade! |
||
cnc_fireship |
You're out of time. We have no choice but to destroy the ship. Do svidaniya, comrade. |
No time limit is present. |
|
cnc_sinkup |
If you can't get the ship under control in 15 minutes we'll have to torpedo it! So it's all up to you. Good luck, comrade. |
No time limit is present. |
|
cnc_terrnav |
A terrorist organisation has hijacked a nuclear powered ice breaker Arctica 2, and are navigating it directly into the Norwegian coastal city of Vardø. |
Commented out in the intro for unknown reasons. |
|
cnc_timegeteng |
You're running out of time! Get to those engines! |
No time limit is present. |
|
Sniper#
Voice lines meant for the cut "Sniper" mission. These voice lines can be found in the Spanish release of the game, and as such, are dubbed in Spanish.
For reference, provided translations try to match the filenames when deemed appropriate.
Sound Clip |
File Name |
Transcription |
Translation |
Notes |
|---|---|---|---|---|
call_armon |
¡Ahí esta Armon! |
There's Armon! |
||
call_grndlvl |
¡Enemigo en la planta baja! |
Enemy on ground level! |
||
call_nmesdnflr |
¡Enemigo en la segunda planta! |
Enemy on the second floor! |
||
call_onstairs |
¡Hay uno en la escalera! |
There's one on the stairs! |
||
call_snpcatwk |
¡Francotirador en la pasarela! |
Sniper on the catwalk! |
||
call_snpsndflr |
¡Francotirador en la segunda planta! |
Sniper on the second floor! |
||
call_snpstairs |
¡Francotirador en la escalera! |
Sniper on the stairs! |
||
call_staircase |
¡Enemigo en la escalera! |
Enemy on the staircase! |
||
call_tgtsndflr |
¡Objetivo en la segunda planta! |
Target on the second floor! |
||
cnc_beadvenemyh |
Atención, equipo terrestre: Un helicóptero enemigo ha abierto fuego. Se os va a escapar el objetivo. |
Be advised, ground team: An enemy helicopter has opened fire. The target is going to escape. |
||
cnc_enemygood |
El helicóptero enemigo ha sido derribado. Equipos de limpieza se dirigen hasta allí para analizar los restos. Buen trabajo, equipo terrestre. |
The enemy helicopter is down. Cleanup teams are headed your way to analyze the remains. Good job, ground team. |
||
cnc_enemyheloesc |
El helicóptero enemigo ha escapado, repito, el objetivo ha escapado. |
The enemy helicopter has escaped, repeat, the target has escaped. |
||
cnc_heloarmor |
Ese helicóptero esta fuertemente armado. Intenta abatir al piloto. |
That helicopter is heavily armored. Try shooting down the pilot. |
||
gignl_awayagain |
¡Se nos escapa de nuevo! ¿Dónde demonios te metes? |
He's getting away again! Where the hell are you going?! |
||
gignl_betterangle |
Es posible que precises mudar de sitio para conseguir un mejor ángulo sobre los objetivos. |
It's possible that you'll need to move sites to get a better angle over the targets. |
||
gignl_bettermove |
Será mejor que cambies de sito antes de que puedan poner en peligro tu posición. |
You'd better move sites before they can endanger your position. |
||
gignl_contpurs |
Seguimos buscando. |
Continuing our pursuit. |
||
gignl_delta2down |
¡Delta 2 ha muerto! |
Delta 2 is down! |
||
gignl_delta4down |
¡Zut alors! ¡Se han cagado a Delta 4! ¡El objetivo ha volado la sala! |
Darn! They've fucked over Delta 4! The target has blown up the room! |
||
gignl_disair |
¡Merde! ¡Es preciso neutralizar esa nave! |
Shit! You need to neutralize that aircraft! |
||
gignl_dontletget |
¡No dejes que se escape! |
Don't let him get away! |
||
gignl_enemyonroof |
¡Atención! ¡Enemigo en la azotea fuertemente armado! |
Attention! Heavily armed enemy on the rooftops! |
||
gignl_everyair |
¡Zut, están por todos lados! ¿Dónde esta nuestro apoyo? |
Damn, they're everywhere! Where is our support? |
||
gignl_followtr |
¡Nos están acribillando! ¡Persigue el objetivo, rapidement! |
They're pinning us down! Follow the target, quickly! |
||
gignl_getgotarg |
¡De prisa! ¡El objetivo se escapa! |
Get going! The target is escaping! |
||
gignl_getinpos |
¡A tu puesto, tout de suite! |
Get to your position, immediately! |
||
gignl_gettingaway |
¡Armon se escapa, rapidement! |
Armon is getting away, hurry! |
||
gignl_grounddown |
El equipo terrestre ha sido eliminado, repito, el equipo terrestre ha sido eliminado. ¡Merde! |
Ground team is down, I repeat, ground team is down. Shit! |
||
gignl_headtarg |
Atención, Armon se dirige a la sala objetivo. |
Attention, Armon is heading towards the target room. |
||
gignl_headtruck |
¡Se dirige a los camiones! |
He's heading for the trucks! |
||
gignl_heavierfire |
¡Merde, estos tíos tienen más potencia de fuego que nosotros! |
Shit, these guys have got heavier firepower than us! |
||
gignl_hitwm60 |
¡No podemos dejar que se escape! Delta 2, abátelo con el M60! |
We can't let him get away! Delta 2, shoot him with the M60! |
||
gignl_intargroom |
Armon está en la sala objetivo. |
Armon is in the target room. |
||
gignl_intelsaid |
Inteligencia dice que hay una ventana que da a la entrada y al vestíbulo principal. |
Intelligence said there's a window that leads to the entrance and main lobby. |
||
gignl_letsgo |
¡Vamos! |
Let's go! |
||
gignl_move3 |
¡Vamos, vamos, vamos, rapide! |
Move, move, move, quick! |
||
gignl_onceloc |
Cuando localicemos a Armon, nos conducirá a la sala objetivo. Allí le arrancaremos una confesión y le sacaremos toda la información posible. |
Once we've localized Armon, he'll take us to the target room. There we'll get a confession and get as much information out of him as possible. |
||
gignl_outtherear |
¡Armon se escapa por la parte de atrás! Ve tras él y persiguélo. |
Armon is escaping out the rear! Get behind him and chase him down. |
||
gignl_pinneddown |
¡El enemigo nos tiene bloqueado! Necesitamos apoyo de un francotirador. |
The enemy has us pinned down! We need support from a sniper. |
||
gignl_pinsupp |
¡Estamos bloqueados, necesitamos apoyo! |
We're pinned down, we need support! |
||
gignl_platcover |
¡Está colocando una bomba en la sala, a cubierto! |
He's planting a bomb in the room, take cover! |
||
gignl_proceedtolobb |
Entramos en el vestíbulo. Baja y cubrenos. |
We're proceeding to the lobby. Get down and cover us. |
||
gignl_runroof |
Está subiendo la azotea. Síguelo, nosotros tenemos que asegurar la sala. |
He's running up the rooftops. Follow him, we need to secure the room. |
||
gignl_sigusrad |
Avísanos por radio cuando estés en posición y empezaremos el asalto. |
Signal us through radio when you're in position and we'll begin the assault. |
||
gignl_staywithhim |
¡Síguelo! |
Stay with him! |
||
gignl_takeoutt |
¡Elimina esos enemigos! |
Take out those enemies! |
||
gignl_targonm |
¡El objetivo se mueve, repito, el objetivo intenta escapar! |
Target is on the move, repeat, target is attempting to escape! |
||
gignl_targonmovev |
¡Objetivo a la fuga, vite, vite! |
Target is on the move, quick, quick! |
||
gignl_targroofvite |
¡El objetivo se dirige a la azotea, estamos bloqueados, haz algo! ¡Vite, vite! |
Target is heading for the rooftop, we're blocked off, do something! Quick, quick! |
||
gignl_timeline |
¡Mueve el culo! No nos sobra el tiempo. |
Move your ass! Time is on the line. |
||
gignl_watchour |
¡Affirmatif! ¡A vuestros puestos! ¡Guardaos las espaldas! |
Affirmative! Get to your positions! Watch your backs! |
||
gignl_wehereloc |
Nuestra misión consiste en localizar a Armon Bonnel, un conocido conspirador y terrorista. En estas instalaciones hemos encontrado pruebas concluyentes de que está preparando una infraestructura para organizaciones terroristas. |
Our mission is to locate Armon Bonnel, a known conspirator and terrorist. We've found conclusive evidence in these facilities that he's preparing an infrastructure for terrorist organizations. |
||
gignl_wewaithere |
Esperaremos aquí hasta que te hayas apostado en el edificio. |
We'll wait here until you've positioned yourself in the building. |
||
gignl_whereyou |
¿Dónde te has metido? ¡Tienes que cubrirnos para que podamos entrar! |
Where have you gone? You have to cover us so we can get in! |
||
gignl_youhavetrouble |
¿Es que no sabéis cumplir una orden? |
Do you not know how to follow an order? |
||
gigns_breachdoor |
Forzamos la puerta. |
We've breached the doors. |
||
gigns_engagetarg |
Atacando objetivos. |
Engaging targets. |
||
gigns_firing |
Disparando. |
Firing. |
||
gigns_hostiles |
Enemigos. |
Hostiles. |
||
gigns_inpos |
En nuestros puestos. |
In position. |
||
gigns_needsupp |
Necesito ayuda. |
I need support. |
||
gigns_targonthemove |
El objetivo se mueve. |
The target is on the move. |
||
gigns_targspot |
¡Objetivo avistado! |
Target spotted! |
Training#
At one point the Training Facility was supposed to be the hub for the game, as seen by the references on how to access the world map and getting help with the game settings from or the receptionist or from Doc, a cut NPC.
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
crowd2 |
General office ambience. |
||
workov_walla1 |
General office ambience |
||
workov_walla2 |
General office ambience |
||
doc_howab |
How about these settings? |
This seems to be from a cut sequence where you could get help with the settings before starting the training course. |
|
doc_lookup |
Look up and down please. |
||
doc_move |
Move along now! |
||
doc_nohmm |
No, hmm. Let's try something else. |
||
doc_okclr |
Ok, you're clear to proceed. Thank you. |
||
doc_onesec |
Once second! I need to clear you before proceeding. |
||
doc_ready |
You're ready for training now. Get moving! |
||
dock_tellme |
Tell me, do you like these settings? |
||
doc_tryag |
Try again. Look up and down. |
||
rec_beingm |
Or, if you don't want to train today, walk to the world map monitor to begin your missions. |
||
rec_clickhot |
Click on a hotspot to start your mission. |
||
rec_howabout |
How about these settings? |
||
rec_ifyouwa |
If you want to begin your missions, step to the world map monitor. |
||
rec_ifyouwant |
If you want to receive training, proceed to the elevator just past those cubicles. |
||
rec_lookup |
Look up and down for me please. |
||
rec_notry |
No, hmm. Well, let's try something else! |
||
rec_okcleared |
Ok, you are clear to proceed. Thank you. |
||
rec_takemom |
While you're waiting, please take a moment to look around. |
||
rec_tellme |
Tell me, do you like these settings? |
||
rec_tobegin |
To begin training, step into the elevator just past those cubicles. |
||
rec_tryag |
Try again. Look up and down. |
||
rec_welcs |
Hello and welcome to Counter-Strike: the counter terrorist training facility. |
||
tr_escorthos |
To proceed you'll need to escort hostages into the hostage rescue zone. |
||
tr_faceciveprsuse |
Just like hostages, face the civilian and press use. He will follow you until you face him and press the use key again. |
||
tr_fantast |
Fantastic. |
||
tr_goodwork1 |
Good Work! |
||
tr_jumpfor |
You will now need to jump up on these boxes using your forward and jump keys. |
||
tr_justlikeface |
Just like hostages, face your teammate and press use. He will follow you until you face him and press the use key again. |
||
tr_leadteamner |
Lead your teammate to the security panel near the door. He will bypass the security and allow you to proceed. |
||
tr_ok1 |
Ok. |
||
tr_thenpress |
Then press and hold your button to perform a duck jump. |
||
trammo_hereyougo |
Here you go. |
||
trammo_moreeh |
More ammo, eh? |
||
trgun_checkwp |
Check your weapon with me when you are ready to leave the live fire range. |
||
trgun_pickupnxt |
Pick up your next weapon and proceed to the firing station. |
Alternate take. |
|
trgun_pickupw |
Pick up your weapon and proceed to the firing station. |
Alternate take. |
|
trgun_rdyto |
Ready to check out some new weapons, eh? Have at it! |
||
work3_getmov |
You should get moving, they're waiting. |
Commented out. |
|
work3_hello |
Hello. |
Commented out. |
|
work3_trainth |
This training facility is quite thorough. |
Commented out. |
|
work4_alsolive |
Also, the live fire range has gotten their hands on some new weaponry you might wanna se. |
Commented out. |
|
work4_doyou |
Do you need something? |
Commented out. |
|
work4_good2 |
Good to see you again, sir. |
||
work4_newweap |
The live fire range has some new weaponry you might wanna check out. |
||
work4_orstep |
Proceed to the training area to receive further training, or step to the world map to begin your mission. |
||
work4_quitespot |
The world map has been updated. There are quite a few hotspots out there today. |
||
work4_sorry |
Sorry, can't talk right now. |
||
work4_speceq |
Good to see you again, sir. The special equipment training area of the training course has some new field equipment for you to check out. |
||
work4_welback |
Welcome back, sir. |
||
work4_woldupdated |
The world map has been updated. |
||
work4_yes |
Yes? |
Commented out. |
|
work5f_goods2 |
Good to see you again, sir! |
||
work5f_livefire |
The live fire range has some new weaponry you might wanna check out. |
||
work5f_newcheck |
Also, the live fire range has gotten their hands on some new weaponry you might wanna see. |
||
work5f_newfield |
The special equipment training area of the training course has some new field equipment for you to check out. |
||
work5f_proctrain |
Proceed to the training area to receive further training, or step to the world map to begin your next mission. |
||
work5f_welback |
Welcome back, sir! |
||
work5f_woldup |
The world map has been updated. There are quite a few hotspots out there today. |
||
work5f_woldup2 |
The world map has been updated. |
||
Truth in Chaos#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_unitdown |
All units, report in! Unit is down, repeat: unit is down! |
Goes unused due to a spelling error. |
|
cnc_vxnoted |
VX location noted. |
Alternate take. |
|
leader_bringback |
Bring any hostages you find back to this position. Okano will escort them to safety. |
||
leader_takeside |
We'll hit the front! You take the side entrance. |
Alternate take. |
|
okano_hosdown |
Hostage down! |
||
clan6_relgas |
Release the gas! Our plan will be complete! |
||
clan7_killnow |
Translation needed. |
||
hos1_letsgo |
Let's go! |
||
hos1_outta |
Get me out of here! |
||
Turn of the Crank#
Sound Clip |
File Name |
Transcription |
Notes |
|---|---|---|---|
cnc_bothseure |
The warehouse and residence are both secure. This place was definitely the motherload. Good work everyone. |
This is intended to play after you kill Moses. Due to a spelling error, it goes unused. |
|
cnc_getintothat |
Get in to that house. Move it! |
||
cnc_medevac |
Officer down, repeat, officer down! Get a medevac in there, pronto! |
||
cnc_multtarg |
Be advised, multiple targets moving to warehouse behind the residence. |
||
cnc_stopscrew |
Stop screwing around, you'll blow the whole sting! |
No time limit is present. |
|
cnc_thatsit |
Thats it, abort mission, repeat: abort mission. |
No time limit is present. |
|
stairg_outtaface |
¿Qué miras? |
||
stairg_lookinout |
¿Qué miras? |
||
mosg1_betteropen |
Será mejor que abras el maletín, colega. |
Outtake from the briefcase handover. |
|
mosg2_moveit |
¡Venga! |
||
moses_death |
Aargh! |
||
moses_run |
¡Huid! |
||
moses_takebas |
Acabad con esos hijos de puta. |
||
moses_ilovewait |
Me encanta esperar, sabes. ¡A ver el dinero, pendejo! |
Outtake from the briefcase handover. |
|
moses_comeme |
Come with me, friend! |
||
seals_bedclear |
Bedroom clear. |
Radio responses from SWAT Team. "Sector Clear" and "Taking Fire" are present in the sequence file for Crank 2, but goes unused due to the entities in the map not being named properly. If you allow the in-game text to be seen, both of them show up but no sound is heard. |
|
seals_targdown2 |
Target down. |
||
seals_frontresclr |
Front of residence clear. |
||
seals_sectclr |
Sector clear. |
||
seals_takfire |
Taking fire. |
||
seals_moving2 |
Moving. |
||
seals_clear2 |
Clear. |
||
Unused Sounds#
Several subfolders have remade sounds from Counter-Strike 1.6 that are never heard in-game.
Ambience#
Sound Name |
Sound File |
Notes |
|---|---|---|
3dmbridge.wav |
"3dm" stands for "3D-Mike", the level designer behind the CS map de_survivor. |
|
3dmeagle.wav |
||
3dmstart.wav |
||
3dmthrill.wav |
||
alarm1.wav |
||
ambient_guns2.wav |
||
ambient_guns3.wav |
||
ambient_guns4.wav |
||
ambient_guns5.wav |
||
arab_call1.wav |
||
arab_call2.wav |
||
arab_call3.wav |
||
arab_carby1.wav |
||
arab_carby2.wav |
||
arabmusic.wav |
Leftover from the cut Counter-Strike map cs_arabstreets. This song is "Leilet Hob" by Egyptian singer Umm Kulthum. |
|
arcticwind4.wav |
This sound is called by multiple "ambient_generic" entities in the Condition Zero map de_vostok. |
|
arcticwind_gust1.wav |
||
arcticwind_gust2.wav |
||
arcticwind_gust3.wav |
||
arcticwind_gust4.wav |
||
babycry1.wav |
||
babycry2.wav |
||
barrel_crash.wav |
||
biggun1.wav |
||
biggun3.wav |
||
bigwarning.wav |
||
biolab_radio_loop.wav |
Ambient sounds intended for the cut "Arctic Biolab" map. |
|
biolab_snowcat_loop.wav |
||
biolab_windinside_loop.wav |
||
biolab_windoutside_loop.wav |
||
biotone.wav |
||
Birds3.wav |
Birds chirping. |
|
Birds5.wav |
||
Birds7.wav |
||
Birds9.wav |
||
blackhawk_idleonground_loop.wav |
||
building_pipedream.wav |
||
burning2.wav |
||
camp_floorcrk.wav |
Ambient sounds for the cut "Junglecamp" map. |
|
camp_ins_sewer.wav |
||
car1.wav |
Cars moving around. |
|
car2.wav |
||
car3.wav |
||
car_ambulance.wav |
||
chair_getup.wav |
||
chair_leanback.wav |
||
churchbell.wav |
A shorter version of churchbells.wav. |
|
copier_run.wav |
||
copter.wav |
||
cow.wav |
||
crow.wav |
||
damage_guns_loop.wav |
Distant gunshots, intended for the cut map Damage. |
|
dog6.wav |
Dogs barking. dog7 goes unused as the map it's intended to be played in calls for the wrong folder. |
|
dog7.wav |
||
electric_hum1.wav |
||
explosion_distant.wav |
||
fastline_station2.wav |
||
fastline_station4.wav |
||
fire_alarm1.wav |
||
flameburst1.wav |
||
forest_amb3.wav |
||
Genoserv_elevator_button.wav |
||
Genoserv_elevator_move.wav |
||
HR_Roofwind1.wav |
||
HR_thunder2.wav |
||
HR_thunder5.wav |
||
guit1.wav |
The guitar song that can be heard in cs_italy. |
|
hawk1.wav |
||
industrial1.wav |
||
jungle_call4.wav |
||
jungle_wet2.wav |
||
kajika.wav |
||
labdrone2.wav |
||
labgear.wav |
||
lost_walla.wav |
This sound goes unused as the map it's intended to be played in calls for the wrong folder. |
|
mine_waterstream_loop.wav |
||
misc_distant_explo.wav |
||
misc_generator_loop.wav |
||
misc_nicebirdys_loop.wav |
||
misc_pipes2_loop.wav |
||
misc_ventilation_loop.wav |
||
motor_loop.wav |
||
owl.wav |
||
pipeline_bigpipes_loop2.wav |
Ambient sounds intended for the cut Pipeline map. |
|
pipeline_fastdoor.wav |
||
pipeline_garagedoor.wav |
||
quail1.wav |
||
radio_fuzzytv.wav |
||
radio_lightbuzz_loop.wav |
||
radio_mutter1.wav |
Radio chatter. These sounds go unused as the map they're intended to be played in calls for the wrong file names. |
|
radio_mutter2.wav |
||
ratchant.wav |
This sound is completely different from the one in Counter-Strike. |
|
rd_waves.wav |
Leftover from the cut Counter-Strike map de_rotterdam. |
|
sandfall1.wav |
||
sandfall2.wav |
||
screammachine.wav |
||
ship_down.wav |
||
signalgear1.wav |
||
signalgear2.wav |
||
silo_klaxon_loop.wav |
||
sparrow.wav |
||
subway_lp2.wav |
||
subway_lp3.wav |
||
switch_lever.wav |
||
tankidle2.wav |
||
techamb2.wav |
||
thunder_clap3.wav |
||
toruko_veryniceBirdys_loop.wav |
||
trailer_tv_loop.wav |
||
trailer_wndinsidepark_loop.wav |
||
train_loop2.wav |
||
training_conv1.wav |
Two muffled conversations intended for the training center. training_conv2 goes unused due to a spelling error. |
|
training_conv2.wav |
||
turretrot2.wav |
||
typing2.wav |
||
typing4.wav |
||
warn1.wav |
||
warn3.wav |
||
water_crash02.wav |
||
waterfall1.wav |
||
waterfall3.wav |
||
wind2.wav |
||
wind_desert.wav |
||
wood_litecreak1.wav |
||
wood_litecreak2.wav |
||
wren1.wav |
||
zapmachine.wav |
||
zipmachine.wav |
Arabic#
arabic_shout5
arabic_shout6
Common#
Both sounds are connected to an unused animation.
body_zipper
body_pee
Mike#
green
openlock
toilet
toilet1
Gui#
This folder contains three unused sounds. Two of them, gapsound and goaldone, are leftovers from Tony Hawk's Pro Skater 3, a game that Gearbox Software ported from PlayStation 2 to Windows during Condition Zero 's development.
Button
gapsound
goaldone
(Source: Original TCRF research)
Missing Sounds in Maps#
A great number of error messages related to missing sounds are printed to the console. Unless noted, all sound files listed here do not exist in the sounds folder, including subfolders.
Map |
Error Message |
Notes |
|---|---|---|
Every Map |
Warning: Unable to open sound/weapons/syringe_use.wav for transfer |
|
Worldmap |
Warning: Unable to open sound/items/mapdown.wav for transfer Warning: Unable to open sound/items/mapup.wav for transfer |
|
Recoil Intro |
S_LoadSound: Couldn't load /recoil/_period.wav |
|
Recoil 1 |
Warning: Unable to open sound/ambience/mutter1.wav for transfer |
Wrong filename. File exists as ’’radio_mutter1’’. |
Warning: Unable to open sound/ambience/mutter2.wav for transfer |
Wrong filename. File exists as ’’radio_mutter2’’. |
|
S_LoadSound: Couldn't load /ambience/ag_fire1.wav |
Points to a remnant from Half-Life. |
|
S_LoadSound: Couldn't load /t/t_arn_ar.wav |
||
Recoil 2 |
Warning: Unable to open sound/recoil/bsold_gl.wav for transfer |
|
Lost Cause 1 |
Warning: Unable to open sound/sound/ambience/lost_walla.wav for transfer |
Wrong folder, should be ’’sound/ambience/’’. |
Secret War 1 |
Warning: Unable to open sound/ambience/silo_truckdrive.wav for transfer |
|
Secret War 2 |
Warning: Unable to open sound/ambience/explosion_ceiling.wav for transfer |
|
Building Recon 3 |
Warning: Unable to open sound/ambience/explode.wav for transfer |
|
Warning: Unable to open sound/doors/brecon2.wav for transfer |
Wrong filename. File exists as ’’door_brecon2.’’ |
|
Building Recon 4 |
Warning: Unable to open sound/ambience/explode.wav for transfer |
|
Warning: Unable to open sound/ambience/rain_undershelterlookingintorain_loop.wav for transfer |
||
Druglab 3 |
S_LoadSound: Couldn't load /h/h_m_pain4_am.wav |
|
Motorcade Assault 1 |
S_LoadSound: Couldn't load /mcade/shitvip.wav |
Wrong filename. File exists as ’’gsg9tl_shitvip’’. |
S_LoadSound: Couldn't load /mcade/gsg9p_roger .wav |
Spelling error. |
|
Motorcade Assault 2 |
S_LoadSound: Couldn't load /fastline/dog7.wav |
Wrong folder, should be ’’sound/ambience’’. |
Motorcade Assault 3 |
S_LoadSound: Couldn't load /ct/cr_rog2_ge.wav |
|
Thin Ice 3 |
Warning: Unable to open sound/ambience/Vessel_sonar_loop.wav for transfer |
|
Downed Pilot 1 |
S_LoadSound: Couldn't load /ct/cr_rog2_ge.wav |
|
Downed Pilot 2 |
Warning: Unable to open sound/ambience/damage_sp_debris.wav for transfer |
Curiously, ’’damage_sp_debris2’’ exists in the same folder. |
Downed Pilot 4 |
S_LoadSound: Couldn't load /h/h_m_pain4_ge.wav |
|
Turn of the Crank 1 |
S_LoadSound: Couldn't load /weapons/briefcase_draw.wav |
|
Turn of the Crank 2 |
Warning: Unable to open sound/turncrank/eldinero.wav for transfer |
|
Rise Hard 2 |
S_LoadSound: Couldn't load /ambience/bw_far5.wav |
|
Training 1 |
Warning: Unable to open sound/sound/turret/tu_active2 for transfer |
Wrong folder, should be ’’sound/turret’’. |
S_LoadSound: Couldn't load /h/h_m_death4_am.wav |
||
Training 2 |
S_LoadSound: Couldn't load /ambience/training_conv2 .wav |
Spelling error. |
Fastline 1 |
S_LoadSound: Couldn't load /fastline/fastline_girllaugh1.wav |
|
Fastline 2 |
S_LoadSound: Couldn't load /ct/cr_rog2_ja.wav |
|
Miami Heat 2 |
S_LoadSound: Couldn't load /miami/miamih9_injured.wav |
|
Run 3 |
S_LoadSound: Couldn't load /ct/cr_rog2_ja.wav |
|
Sandstorm 2 |
S_LoadSound: Couldn't load /ambience/hawk.wav |
Wrong filename. File exists as ’’hawk1’’. |
S_LoadSound: Couldn't load /sandstorm/cnc_bloodyhe.wav |
Wrong filename. File exists as ’’sass_bloodyhell’’. |
|
Truth in Chaos 3 |
S_LoadSound: Couldn't load /truth/cnc_makehostages.wav |
Wrong filename. File exists as’’cnc_makeshostages’’. |