the cutting room mirror

Cut Audio

This is a sub-page of Diablo (Windows, Mac OS Classic).

Dialogue and sound effects that are not in the final version for a variety of reasons (or even no reasons at all). This subpage includes only audio that is not covered by either the main page or other subpages.

Unused Player Dialogue#

Diablo is rare for having more unused dialogue for the player character than what's used. Specifically, out of the 326 lines of dialogue for the player character that are present, only 144 are used, leaving 182 unused.

The following table outlines all of the dialogue that is unused, and present for all characters. The line number corresponds to the file name. For example, line 02 corresponds to sfx/rogue/rogue02.wav, sfx/warrior/wario02.wav, and sfx/mage/mage02.wav, although the file names for the warrior may vary slightly as they don't follow a fixed convention.

Line #

Rogue

Sorceror

Warrior

Transcript

Notes

2

"Let this tome serve as your warning. This is a forbidden place. Return from whence you came, and your life will be spared. Horazon, master of the disciplines that summon and bind creatures to this plane, promises death to those who pass beyond the five pillars. You have been admonished."

Related to the Horazon's Sanctum quest.

3

"Then by binding the spirit to the crafted rock, it is given life." This sounds like a spell of some kind.

Probably related to the Horazon's Sanctum quest, given its proximity to other lines. Possibly would've given the player the Golem spell.

4

"The Creature of Flame, by Horazon." Hmm. Should be interesting reading.

Connected to the Horazon's Sanctum quest. What's unclear is whether this refers to the Elemental spell, or the cut fireman enemy.

5

Morta vespa gaella enumino evengin jatan lua gretan!

Most likely connected to Horazon's Sanctum, given its proximity to other related lines.

6

"The lieutenant of Belial is known as Grimspike. Beware this demon, for his strength appears immeasurable. Reading this scroll, and therefore speaking his name, near an arcane circle of binding will surely summon him there."

Hmm. Near a cirle of binding, eh?

Related to the Horazon's Sanctum quest.

7

This looks like some sort of journal.

"It seems that I may have brought something into this plane that even I cannot control. The creature that fell into my astral trap is a very deadly demon. I have been able to bind it at the bottom of a pit, but it kills everything that I have sent there in attempts to defeat it.

While it cannot escape, it does block the tunnels that lead to my protected haven. I am tempted to use the switch to open the tunnels to see if it will just leave. But I fear it is smarter than most of the lesser demons that I have trapped before. If I could just lure it somewhere else..."

Related to the Horazon's Sanctum quest, and gives some insight into how to defeat the lieutenant of Azmodan.

18

Not a chance.

The Warrior's line is used in the demo, when attempting to take the stairs to level 3.

19

I would never use this.

20

I would have to equip that.

21

I cannot move this.

22

I cannot move this, yet.

23

I cannot open this.

25

I cannot lift this.

26

I cannot lift this, yet.

28

I cannot cast that, yet.

30

I can already do that.

31

I do not need that.

32

I do not need to do that.

33

I do not want that.

36

That would kill me.

37

I cannot do that.

38

No.

39

Yes.

40

That will not work.

41

That will not work here.

42

That will not work, yet.

44

It is too heavy.

45

It is too big.

47

I have a bad feeling about this.

48

Got milk?

Most likely intended for when the player clicks on a cow, but this is not one of the lines picked.

51

I could blow up the whole village...

This is interspersed with dialogue about cows, for whatever reason.

53

Too...heavy...

Again, this is interspersed alongside dialogue regarding cows.

57

The enchantment is gone.

Probably intendend for the Horazon's Sanctum quest.

58

All too easy.

59

Back to the grave.

60

Time to die!

63

Vengeance is mine.

64

Die!

65

Yes!

66

Ah.

67

Whew.

70

(pain grunts)

This is used in Hellfire when the player uses the Rage skill. Since only the Barbarian class can use Rage, and the Barbarian uses Warrior sounds, the Sorceror and Rogue sound effects remain unused there too.

72

73

Oh.

74

Whoa.

75

Thank the light.

76

What was that?

77

Hm?

78

Hmmm...

79

Mmm..hmmm...

This is used in Hellfire when picking up the Map of Tristram.

81

The town is safe from these foul spawn.

Probably intended for the Lair of the Worms cut quest.

84

You'll lure no more men to their deaths!

Probably intended for the Andariel cut quest.

85

Return to heaven, warrior of light.

Probably intended for the Izual cut quest.

86

I can see why they fear this weapon.

Possibly related to Fleshdoom/Shadowfang.

90

I've never been here before...

Possibly related to the Isle of the Sunless Sea.

93

This blade must be destroyed.

Possibly related to Fleshdoom/Shadowfang.

100

Maybe it's locked from the inside.

Probably intendend for the Horazon's Sanctum quest.

101

Looks like it's rusted shut.

Probably intendend for the Horazon's Sanctum quest.

102

Maybe there's another way.

Probably intendend for the Horazon's Sanctum quest.

The Rogue has a few lines that don't appear in the dialogue table within the code, and therefore cannot be played:

File Name

Audio

Transcript

sfx/rogue/rogue69c.wav

(pain grunt)

sfx/rogue/rogue71b.wav

(death sound)

Additionally, the Warrior has some more lines, most of them being outtakes:

File Name

Audio

Transcript

Notes

sfx/warrior/wario95b.wav

That's not such a big mushroom!

Outtakes for the line where the Warrior picks up the Black Mushroom.

sfx/warrior/wario95c.wav

I've never seen a mushroom that size.

sfx/warrior/wario95d.wav

That mushroom's the size of a Cadillac!

sfx/warrior/wario95e.wav

Damn! What a mushroom!

sfx/warrior/wario95f.wav

What a...*laughs uncontrollably*...mushroom!

sfx/warrior/warior96.wav

That stench...is it me, or are there zombies down here?

Not listed in the code table. sfx/warrior/wario96b.wav is used instead of this line.

sfx/warrior/wario96c.wav

What's that smell...me or zombies?

Not listed in the code table.

sfx/warrior/warior97.wav

The sanctity of this place has been fouled.

Not listed in the code table. sfx/warrior/wario97.wav is used instead of this line.

A different voice actor speaks this line.

sfx/warrior/warior98.wav

Ugh, it's hot down here.

Not listed in the code table. sfx/warrior/wario98.wav is used instead of this line.

A different voice actor speaks this line.

Misc Unused Dialogue#

This is dialogue that is present, not used, and does not fall into one of the categories listed above.

File Name

Speaker

Audio

Transcript

Notes

storyt00.wav

Deckard Cain

The evil that you move against is the dark lord of terror, known to mortal men as Diablo. It was he who was imprisoned within the labyrinth, many centuries ago. Find Diablo, or we may never have the chance to rid the world of his evil again.

storyt03.wav

Deckard Cain

Yes, you speak of Lazarus...one who was once well-respected in our land. Even before King Leoric descended into madness and lost his son, the Archbishop Lazarus was acting...strangely. Lazarus seemed to be motivated by unseen forces, clinging to shadows, and acting out some dark plan that was not his own.

deadguy2.wav

Wounded Townsfolk

Please help...I barely escaped from...The Butcher...he killed...my wife...my children...I beg of you, in the name of God, avenge them!

In the Battle.net beta, this line is used by the Wounded Townsfolk that initiates the Butcher quest. However, in the retail version of the game, it is replaced by wound01.wav, which goes into much more detail (including mention of Lazarus) and has a different voice actor.

laz02.wav

Archbishop Lazarus

You are too late to save the child...now you will join him, in hell.

laz01.wav is used instead. laz02.wav is only a small snippet of laz01.wav.

Unused Sounds#

Mostly general nature, magic, or foley sound effects.

Not referenced in the code#

The entirety of sfx/animals is not used, but oddly, it contains duplicates of sound effects which are in use.

File Name

Audio

Notes

sfx/items/barfire.wav

Duplicate of sfx/items/barlfire.wav.

sfx/items/flip.wav

An earlier rendition of flip1.wav.

sfx/items/flip1.wav

This is the first part of the flipping sound effect when items are dropped. In Diablo, the sound of the flipping and the item's impact on the ground are merged into one audio file, so this audio file is unneeded and unused. This was probably done as a last minute fix, because in Diablo II, the game has a separate flipping sound and item impact sound that works as intended.

sfx/items/flipsarc.wav

A slightly altered version of sfx/items/sarc.wav.

sfx/items/gold1.wav

A slightly quieter version of sfx/items/gold.wav

sfx/items/sarca.wav

These two sound effects are the two components of sarc.wav: the sound of the sarcophagus' lid sliding across its top, and the impact of the lid on the ground. sarc.wav is used, these two sounds are not.

sfx/items/sarcb.wav

sfx/items/sttest.wav

A stereo sound test. Confusingly, "Test Left" plays in the right ear, and "Test Right" plays in the left ear.

sfx/misc/bspirit.wav

Probably meant as an impact sound effect for Bone Spirit. The used sound effect, bsimpact.wav, doesn't have a fire sound to it, but you can still hear the rattling of bones.

sfx/misc/lmag.wav

Used in Hellfire.

sfx/towners/cow3.wav

These sound effects were removed from the code with a preprocessor macro. They depict various sound effects for animals that do not appear in the game, such as goats, chickens, and dogs. Why they're referred to as "cow" is a mystery, since cow1.wav and cow2.wav are actually cows.

sfx/towners/cow4.wav

sfx/towners/cow5.wav

sfx/towners/cow6.wav

sfx/towners/cow7.wav

Used in Hellfire for the Jester staff effect.

sfx/towners/cow8.wav

Referenced in the code by Hellfire, but it goes unused.

Referenced in the code#

The code names as they are specified here were retrieved from the leaked Hellfire source code.

Code Name

File Name

Audio

Notes

PS_WALK2

sfx/misc/walk2.wav

For whatever reason, the code for randomizing walk sounds is commented out. Additionally, in Hellfire, no sound effects play when the player walks, probably to simplify the addition of the Run feature.

PS_WALK3

sfx/misc/walk3.wav

PS_WALK4

sfx/misc/walk4.wav

PS_FMAG

sfx/misc/fmag.wav

PS_TMAG

sfx/misc/tmag.wav

PS_LGHIT

sfx/misc/lghit.wav

PS_LGHIT1

sfx/misc/lghit1.wav

IS_ARMRFKD

sfx/items/armrfkd.wav

Probably intended for when body armor breaks. No sound effect plays when something is broken.

IS_FMAG

sfx/items/flipmag.wav

The game has code for randomly picking one of these sound effects, but this sound effect never gets triggered.

IS_FMAG1

sfx/items/flipmag1.wav

IS_FSIGN

sfx/items/flipsign.wav

Due to a typo in the code, this sound effect goes unused. sfx/items/invsign.wav is used instead.

IS_HLMTFKD

sfx/items/hlmtfkd.wav

Probably intended to be used when a helmet is broken. No sound effect plays when something breaks.

IS_SHLDFKD

sfx/items/shielfkd.wav

Probably intended to be used when a shield is broken. No sound effect plays when something breaks.

IS_SWRDFKD

sfx/items/swrdfkd.wav

Probably intended to be used when a weapon is broken. No sound effect plays when something breaks.

IS_CAST1

sfx/misc/cast1.wav

IS_CAST10

sfx/misc/cast10.wav

IS_CAST12

sfx/misc/cast12.wav

IS_CAST3

sfx/misc/cast3.wav

IS_CAST5

sfx/misc/cast5.wav

LS_HEALING

sfx/misc/healing.wav

Healing uses sfx/misc/cast8.wav.

LS_ARROWALL

sfx/misc/arrowall.wav

LS_CHLTNING

sfx/misc/chltning.wav

Chain Lightning uses the same sound effects as Lightning.

LS_FBALL

sfx/misc/fball.wav

Fire Ball uses the same sound effects as Fire Bolt.

LS_FBOLT2

sfx/misc/fbolt2.wav

The code doesn't contain a randomization entry for LS_FBOLT1, so this goes unused (probably by mistake)

LS_FIRIMP1

sfx/misc/firimp1.wav

LS_FLASH

sfx/misc/flash.wav

Flash uses sfx/misc/nova.wav and sfx/misc/elecimp1.wav.

LS_GOLUMDED

sfx/misc/golumded.wav

Golems play skeleton sound effects when they die.

LS_HYPER

sfx/misc/hyper.wav

The code contains a single comment about a "hyperspace spell" that would've been attached to unique items.

LS_INVPOT

sfx/misc/invpot.wav

Seems like it might have been used at one point for when potions were drank.

LS_LTNING

sfx/misc/ltning.wav

sfx/misc/lning1.wav is used for Lightning, not this sound effect.

LS_SCURSE

sfx/misc/scurse.wav

Stone Curse uses LS_FIRIMP2.

LS_SHATTER

sfx/misc/shatter.wav

Stone Curse doesn't play any sound effects when enemies are shattered by it.

LS_SOULFIRE

sfx/misc/soulfire.wav

LS_SPOUTLOP

sfx/misc/spoutlop.wav

Most likely intended for Inferno.

LS_STORM

sfx/misc/storm.wav

LS_VTHEFT

sfx/misc/vtheft.wav

LS_WALLSTRT

sfx/misc/wallstrt.wav

sfx/misc/wallloop.wav is used by Fire Wall.