This is a sub-page of Half-Life (Windows).
Half-Life contains a multitude of unused sounds, character voice lines and vocabulary words used for "speaking" entities such as the HEV suit and announcement system. The file "sound/sentences.txt" contains a list of sentences allowing the game to easily call a sound, or string of sounds, for these purposes. This page includes both unused sentences and unused sound files without an associated sentence.
HEV#
Many voice files for the HEV suit go unused. Apparently it was planned for the suit to have been much more narrative and Navi-like.
HEV Bootup Sequence#
A series of sentences exist for what became the final HEV logon sequence. These store each part of the sequence in an individual sentence, where the final game stores them in a single sentence HEV_AAx. Of note is the different order of events compared to the final, the additional sound effects with each step, and the player starting the game with full HEV battery.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
HEV_A1 |
fvox/blip blip(p130) powermove_on |
[Two blips] Power assist movement activated. |
|
HEV_A2 |
fvox/blip blip powerarmor_on |
[Two blips] High-impact reactive armor activated. |
|
HEV_A3 |
fvox/blip blip(p130) atmospherics_on |
[Two blips] Atmospheric contaminant sensors activated. |
|
HEV_A4 |
fvox/blip blip vitalsigns_on boop, boop, boop |
[Two blips] Vital sign monitoring activated. [Three pulses] |
|
HEV_A5 |
fvox/blip blip(p130) munitionview_on |
[Two blips] Munition level monitoring activated. |
|
HEV_A6 |
fvox/blip blip communications_on |
[Two blips] Communications interface online. |
|
HEV_A7 |
fvox/blip blip(p70) weaponselect_on |
[Two blips] Defensive weapon selection system activated. |
|
HEV_A8 |
fvox/blip blip(p70) automedic_on |
[Two blips] Automatic medical systems engaged. |
|
HEV_A9 |
fvox/fuzz power_level_is onehundred percent |
[Fuzz] Power level is one hundred percent. |
|
HEV_A10 |
fvox/safe_day, bell |
Have a very safe day. [Bell] |
The first part of this sequence, HEV_A0, is used in the Hazard Course version of the suit item for brevity. Additionally, HEV_A1 is used for obtaining the long jump module, which could imply it was originally a part of the suit itself.
Medical Systems#
A variety of diagnosis and healing lines, including lines for the unused antidote item and details on player blood loss and medical recovery.
Sound |
Name |
Sentence / Filename |
Transcript |
|---|---|---|---|
HEV_MED0 |
fvox/(p140) boop, boop, boop, (p100) innsufficient_medical [sic] |
[Three pulses] Insufficient medical supplies to repair damage.* |
|
HEV_MED2 |
fvox/(p140) boop, boop, boop, (p100) administering_medical |
[Three pulses] Administering medical attention. |
|
HEV_HEAL0 |
fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot |
[Three pulses] Wound sterilized. [Two blips, hiss] Morphine administered. |
|
HEV_HEAL1 |
fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped |
[Three pulses] Local tourniquet applied. Bleeding has stopped. |
|
HEV_HEAL2 |
fvox/(p140) boop, boop, boop, (p100) bleeding_stopped |
[Three pulses] Bleeding has stopped. |
|
HEV_HEAL3 |
fvox/(p140) boop, boop, boop, (p100) blood_plasma |
[Three pulses] Blood plasma administered. |
|
HEV_HEAL4 |
fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot |
[Three pulses, hiss] Antitoxin administered. |
|
HEV_HEAL5 |
fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot |
[Three pulses, hiss] Antidote administered. |
|
HEV_HEAL6 |
fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized |
[Three pulses, hiss] Wound sterilized. |
|
HEV_HEAL8 |
fvox/(p140) boop, boop, boop, (p100) medical_repaired |
[Three pulses] Medical damage repaired. |
|
N/A |
fvox/adrenaline_shot |
Adrenaline administered. |
|
fvox/pain_block |
Pain suppressant administered. |
Due to a typo in HEV_MED0 (calling for "innsufficient_medical" instead of "innsuficient_medical"), the sentence does not properly play if added to a custom map.
Vital Sign Monitoring#
Unused "getting hurt" lines, including specific electrical and heat damage lines.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
HEV_HLTH0 |
fvox/(p120) beep, beep, (p100) health_dropping |
[Two beeps] Warning: Vital signs dropping. |
|
HEV_HLTH4 |
fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area |
[Two beeps] Warning: Vital signs are dropping. Evacuate area. |
|
HEV_HLTH5 |
fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area |
[Three beeps] Warning: Vital signs critical. Evacuate area. |
|
HEV_HLTH6 |
fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately |
[Three beeps] Emergency: User death imminent. Evacuate area immediately. |
|
HEV_SHOCK |
fvox/(p120) beep, beep, (p100) warning, shock_damage |
[Two beeps] Warning: Electrical damage detected. |
|
HEV_FIRE |
fvox/(p120) beep, beep, (p100) warning, heat_damage |
[Two beeps] Warning: Extreme heat damage detected. |
Munitions and Weapons Monitoring#
A series of unused HEV lines to be used for every new weapon acquired, along with (rather irkingly) all ammunition pickups. Of note is that the Magnum is referred to as a .44 caliber in contrast to the final game's .357. Also, the ammo used by the Gluon Gun is referred to as an "energy recharge unit," while in the final game it's replenished with boxes of depleted uranium also used by the Tau Cannon, which it shares the ammo pool with. There is no ammo pickup name associated with the Tau Cannon here, meaning it likely also used the EGONPOWER ammo.
Sound |
Name |
Sentence / Filename |
Transcript |
|---|---|---|---|
HEV_AIM_ON |
fvox/blip targetting_system activated |
[Blip] Automatic target acquisition system activated. |
|
HEV_AIM_OFF |
fvox/blip targetting_system deactivated |
[Blip] Automatic target acquisition system deactivated. |
|
HEV_BATTERY |
fvox/blip get_battery acquired |
[Blip] HEV power unit acquired. |
|
HEV_MEDKIT |
fvox/blip get_medkit(v80) |
[Blip] Automatic medical kit |
|
HEV_PISTOL |
fvox/blip get_pistol acquired |
[Blip] 9-millimeter semi-automatic handgun acquired. |
|
HEV_SHOTGUN |
fvox/blip get_shotgun |
[Blip] Combat shotgun acquired. |
|
HEV_GRENADE |
fvox/blip get_grenade acquired |
[Blip] Fragmentation grenade acquired. |
|
HEV_ASSAULT |
fvox/blip get_assault acquired |
[Blip] 9-millimeter fully-automatic weapon with grenade launcher acquired. |
|
HEV_44PISTOL |
fvox/blip get_44pistol acquired |
[Blip] .44 caliber handgun acquired. |
|
HEV_RPG |
fvox/blip get_rpg acquired |
[Blip] Laser-guided rocket launcher acquired. |
|
HEV_SATCHEL |
fvox/blip get_satchel acquired |
[Blip] Remote-activated demolition unit acquired. |
|
HEV_TRIPMINE |
fvox/blip get_tripmine acquired |
[Blip] Laser-activated anti-personnel mine acquired. |
|
HEV_HORNET |
fvox/blip get_alien_wpn |
[Blip] Unidentified bioweapon |
|
HEV_SQUEEK |
fvox/blip get_alien_wpn |
[Blip] Unidentified bioweapon |
|
HEV_EGON |
fvox/blip get_egon acquired |
[Blip] Experimental energy weapon acquired. |
|
HEV_GAUSS |
fvox/blip get_gauss acquired |
[Blip] Experimental hypervelocity projectile weapon acquired. |
|
HEV_XBOW |
fvox/blip get_crossbow acquired |
[Blip] High-velocity stealth crossbow acquired. |
|
HEV_9MM |
fvox/blip get_9mmclip acquired |
[Blip] 9mm ammunition acquired. |
|
HEV_44AMMO |
fvox/blip get_44ammo acquired |
[Blip] .44 caliber ammunition acquired. |
|
HEV_BUCKSHOT |
fvox/blip get_buckshot acquired |
[Blip] Combat shotgun ammunition acquired. |
|
HEV_BOLTS |
fvox/blip get_bolts acquired |
[Blip] Neurotoxin-treated crossbow ammunition acquired. |
|
HEV_RPGAMMO |
fvox/blip get_rpgammo acquired |
[Blip] Laser-guided rocket acquired. |
|
HEV_AGRENADE |
fvox/blip get_assaultgren acquired |
[Blip] Self-propelled grenade acquired. |
|
HEV_EGONPOWER |
fvox/blip get_egonpower acquired |
[Blip] Energy recharge unit acquired. |
|
N/A |
fvox/ammo_pickup |
Ammunition acquired. |
|
fvox/weapon_pickup |
Weapon acquired. |
||
Armor and Power Monitoring#
General failure lines for the HEV suit taking damage, including lines for losing and gaining power and for overusing the long jump module, a behavior left unimplemented in the game.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
HEV_D00 |
fvox/fuzz fuzz(p130), power_restored |
[Two fuzzes] Power restored. |
|
HEV_D01 |
fvox/fuzz fuzz(p80), hev_shutdown |
[Two fuzzes] Insufficient power. HEV shutting down. |
|
HEV_0P |
fvox/fuzz fuzz, power_below five percent |
[Two fuzzes] Warning: HEV power level below five percent. |
|
HEV_E0 |
fvox/buzz buzz, armor_gone |
[Two buzzes] Armor compromised. |
|
HEV_E1 |
fvox/buzz, armor_gone |
[Buzz] Armor compromised. |
|
HEV_E2 |
fvox/buzz, hev_critical_fail |
[Buzz] HEV critical failure. Failure. |
|
HEV_E3 |
fvox/buzz, hev_general_fail |
[Buzz] HEV general failure. |
|
HEV_E4 |
fvox/buzz, hev_damage |
[Buzz] HEV damage sustained. |
|
HEV_E5 |
fvox/buzz, powermove_overload |
[Buzz] Warning: Power movement system overload. |
Communications#
Two sentences address a "voice system" of unknown purpose.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
HEV_V0 |
fvox/blip, voice_on |
[Blip] Voice system activated. |
|
HEV_V1 |
fvox/blip, voice_off |
[Blip] Voice system deactivated. |
Contaminant Sensors#
Unused lines connected to unimplemented biohazard types, as well as some commented-out lines connected to a "range" suit function.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
HEV_DET0 |
fvox/blip blip blip, biohazard_detected |
[Three blips] Warning: Biohazard detected. |
|
HEV_DET3 |
fvox/blip blip blip, bio_reading |
[Three blips] Possible bio-reading |
|
HEV_DET4 |
fvox/blip blip blip, antitoxin_shot(e50), onehundred percent |
[Three blips] Antitoxin one hundred percent. |
|
HEV_DET5 |
fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent |
[Three blips] Antitox- Warning. Hazardous radi- One hundred percent. |
|
//HEV_GR0r |
fvox/range twenty meters(t60) |
Range: Twenty [quickly] meters. |
|
//HEV_GR1r |
fvox/range nineteen meters |
Range: Nineteen meters. |
|
//HEV_GR2r |
fvox/range eighteen meters |
Range: Eighteen meters. |
"HEV_DET5" was likely meant to be something along the lines of "Antiradiation one hundred percent", but broke as lines were rerecorded.
Time Functions#
A series of commented-out lines in sentences include lines for the HEV suit telling the time and voicing a "time remaining".
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
//HEV_C1t |
fvox/bell time_is_now one AM |
[Bell] The time is now 1AM. |
|
//HEV_C13t |
fvox/bell time_is_now one PM |
[Bell] The time is now 1PM. |
|
//HEV_F10t |
fvox/bell time_remaining ten seconds |
[Bell] Time remaining: ten seconds. |
|
//HEV_F15t |
fvox/bell time_remaining fifteen seconds |
[Bell] Time remaining: fifteen seconds. |
|
//HEV_F20t |
fvox/bell time_remaining twenty seconds |
[Bell] Time remaining: twenty seconds. |
|
//HEV_F30t |
fvox/bell time_remaining thirty seconds |
[Bell] Time remaining: thirty seconds. |
Sentenceless Files#
On top of unused sentences, there are also lines and sentence fragments left solely as sound files.
Numbers#
General-purpose numbers. five, ten and fifteen are used in-game for battery readings.
Sound |
Filename |
Transcript |
|---|---|---|
fvox/one |
1 |
|
fvox/two |
2 |
|
fvox/three |
3 |
|
fvox/four |
4 |
|
fvox/six |
6 |
|
fvox/seven |
7 |
|
fvox/eight |
8 |
|
fvox/nine |
9 |
|
fvox/eleven |
11 |
|
fvox/twelve |
12 |
|
fvox/thirteen |
13 |
|
fvox/fourteen |
14 |
|
fvox/sixteen |
16 |
|
fvox/seventeen |
17 |
|
fvox/eighteen |
18 |
|
fvox/nineteen |
19 |
Position#
Sounds for an unused ability for the HEV suit to tell the player their current direction also exist.
Sound |
Filename |
Transcript |
|---|---|---|
fvox/your |
Your |
|
fvox/position |
Position |
|
fvox/north |
North |
|
fvox/south |
South |
|
fvox/east |
East |
|
fvox/west |
West |
Other#
Sound |
Filename |
Transcript |
|---|---|---|
fvox/danger |
Danger |
|
fvox/online |
Online |
Announcement System#
The Black Mesa Announcement System has a variety of written lines for every chapter, but a majority of locations do not use the "speaker" entity anywhere on their maps, leaving over half the notifications unused.
Area-Specific Lines#
Anomalous Materials#
The announcement system has an unused "login" sound clip welcoming the player.
Sound |
Name |
Sentence |
Transcription |
|---|---|---|---|
C1A0_START |
vox/dadeda vox_login |
[Jingle] Hello. The Automatic Diagnostic and Announcement System welcomes you to the Black Mesa Research Facility. Remember: Have a secure day. |
Office Complex#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C1A2_0 |
vox/deeoo (e95) emergency cleanup team to(e70) biological waste processing plant(e100) |
[Alert] Emergency clean-up team to Biological Waste Processing Plant. |
|
C1A2_1 |
vox/buzwarn buzwarn attention, administration personnel evacuate sector d immediately |
[Warning] Attention: Administration personnel, evacuate Sector D immediately. |
|
C1A2_2 |
vox/deeoo deeoo attention, security personnel to sector d |
[Alert] Attention: Security personnel to Sector D. |
|
C1A2_3 |
vox/deeoo (e95) service team, check elevator one(s0 e100 t0), (p100) sector c(e100) |
[Alert] Service team, check Elevator 1, Sector C. |
|
C1A2_4 |
vox/buzwarn buzwarn warning, unauthorized biological forms detected in ventillation system |
[Warning] Warning: Unauthorized biological forms detected in ventilation system. |
|
C1A2_5 |
vox/deeoo (e95 p103) lieutenant backman and cleanup team, to(e70) sub level three(e100) |
[Alert] Lieutenant Backman and cleanup team to Sub-Level 3. |
|
C1A2_6 |
vox/bizwarn bizwarn bizwarn danger, turret defense systems activated, sector d |
[Danger] Danger: Turret defense systems activated, Sector D. |
|
C1A2_7 |
vox/deeoo deeoo security officer reports men down in sector d, medical help required |
[Alert] Security officer reports men down in Sector D, medical help required. |
|
C1A2_8 |
vox/bizwarn bizwarn bizwarn extreme danger, all turret defense systems activated, sector d |
[Danger] Extreme danger, all turret defense systems activated, Sector D. |
|
C1A2_9 |
vox/deeoo (e95) turret repair personnel, to(e70) high security materials storage area(e100) |
[Alert] Turret repair personnel to High Security Materials Storage Area. |
|
C1A2_10 |
vox/deeoo deeoo attention. electric shock hazard detected in administration center |
[Alert] Attention: Electric shock hazard detected in Administration Center. |
|
C1A2_11 |
vox/buzwarn buzwarn. security officer reports medical emergency, administration center |
[Warning] Security officer reports medical emergency, Administration Center. |
C1A2_4 would later be used in the Half-Life: Decay level Domestic Violence.
"We've Got Hostiles"#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C1A3_warn |
vox/(p120) buzwarn buzwarn (p100 t15) attention. security lockout alert. security door will engage. |
[Warning] Attention: Security lockout alert. Security door will engage. |
|
C1A3_lock |
vox/(p120) bizwarn bizwarn (p98 t15) security door engaged, five, buzwarn(p130), four, buzwarn(p130), three, buzwarn(p130), two, buzwarn(p130), one, buzwarn(p130), lockout activated |
[Danger] Security door engaged. 5. [Buzz] 4. [Buzz] 3. [Buzz] 2. [Buzz] 1. [Buzz] Lockout activated. |
Blast Pit#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C1A4_0 |
vox/buzwarn buzwarn. attention. experimental rocket test fire disengaged. |
[Warning] Attention: Experimental rocket test fire disengaged. |
|
C1A4_1 |
vox/deeoo (e95) repair crew report to(e70) track control, sector e(e100) |
[Alert] Repair crew, report to Track Control, Sector E. |
|
C1A4_2 |
vox/deeoo (e95) maintenance team blue(p100 t0 s0 e100), check heat exchange coolant level(e100) |
[Alert] Maintenance Team Blue, check heat exchange coolant level. |
|
C1A4_3 |
vox/deeoo (e95) maintenance team green, check voltage(e100) on cable seven two nine(e100) |
[Alert] Maintenance Team Green, check voltage on Cable 729. |
|
C1A4_4 |
vox/(p130) buzwarn buzwarn (p98 e95) medical team to materials storage facility, team bravo reports men down |
[Warning] Medical Team to Materials Storage Facility, Team Bravo reports men down. |
|
C1A4_5 |
vox/(p130) buzwarn buzwarn (p98 e95) alpha force move out, science personnel resistance extreme |
[Warning] Alpha Force move out, science personnel resistance extreme. |
|
C1A4_6 |
vox/(p130) buzwarn buzwarn (p98 e95) attention. all black mesa security personnel wanted for immediate questioning |
[Warning] Attention: All Black Mesa security personnel wanted for immediate questioning. |
|
C1A4_7 |
vox/(p130) buzwarn buzwarn (p98 e95) attention. gordon freeman report to military personnel for immediate security check |
[Warning] Attention: Gordon Freeman, report to military personnel for immediate security check. |
|
C1A4_8 |
vox/buzwarn buzwarn (p102) warning, hostile biological forms detected in track control sector e |
[Warning] Warning: Hostile biological forms detected in Track Control, Sector E. |
|
FUEL_OFF |
vox/fuel and power must be engaged to activate rocket test fire |
Fuel and power must be engaged to activate rocket test fire. |
FUEL_OFF was likely meant to be played when trying to activate the rocket without having turned anything on, probably as an attempt to hint to players what to do.
Power Up#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C2A1_0 |
vox/buzwarn buzwarn. warning. track power failure. check lower level power plant. |
[Warning] Warning: Track power failure. Check lower level power plant. |
|
C2A1_1 |
vox/deeoo (e95) maintenance team yellow, please(s0 e100) service relay three hundred ninety four(e100) |
[Alert] Maintenance Team Yellow, please service Relay 394. |
|
C2A1_2 |
vox/(p130) dadeda (p98 e95) attention. gordon freeman report to military personnel for immediate security check |
[Jingle] Attention: Gordon Freeman, report to military personnel for immediate security check. |
|
C2A1_3 |
vox/(p130) buzwarn buzwarn (p98 e95) delta team reports launch control secured |
[Warning] Delta Team reports Launch Control secured. |
|
C2A1_4 |
vox/bizwarn bizwarn bizwarn danger, turret defense systems activated, silo e |
[Danger] Danger: Turret defense systems activated, Silo E. |
|
C2A1_5 |
vox/deeoo sector e track control please report status |
[Alert] Sector E Track Control, please report status. |
|
C2A1_6 |
vox/(p130) buzwarn buzwarn (p98 e95) echo force reports perimeter breach, sector e |
[Warning] Echo Force reports perimeter breach, Sector E. |
|
C2A1_7 |
vox/(p130) buzwarn buzwarn (p98 e95) attention, search and destroy force go to code three. eliminate all biological forms. |
[Warning] Attention: Search and Destroy Force go to Code 3. Eliminate all biological forms. |
|
C2A1_8 |
vox/bizwarn bizwarn danger, unauthorized detonation detected in experimental propulsion lab |
[Danger] Danger: Unauthorized detonation detected in Experimental Propulsion Laboratory. |
|
POWER_ON |
vox/deeoo main power is on |
[Alert] Main power is on. |
POWER_ON was very likely meant to be used for turning on the main track power at the end of the chapter.
On A Rail#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C2A2_0 |
vox/buzwarn buzwarn. attention, clear silo e launch area immediately |
[Warning] Attention: Clear Silo E launch area immediately. |
|
C2A2_1 |
vox/deeoo (e95) containment inspection team, to(e70) advanced biological research lab(e100) |
[Alert] Containment Inspection Team to Advanced Biological Research Laboratory. |
|
C2A2_2 |
vox/(p130) buzwarn buzwarn (p98 e95) medical team to sector e, echo team has men down |
[Warning] Medical team to Sector E, Echo Team has men down. |
|
C2A2_3 |
vox/(p130) buzwarn buzwarn (p98 e95) alert, military personnel authorized to prosecute gordon freeman with extreme force |
[Warning] Alert: Military personnel, authorized to prosecute Gordon Freeman with extreme force. |
|
C2A2_3 [sic] |
vox/(p130) buzwarn buzwarn (p98 e95) alert, military personnel, you are authorized to shoot the renegade on sight |
[Warning] Alert: Military personnel, you are authorized to shoot the renegade on sight. |
|
C2A2_4 |
vox/(p130) buzwarn buzwarn (p98 e95) alert, squad in silo e, freeman may be operating inside your perimeter |
[Warning] Alert: Squad in Silo E, Freeman may be operating inside your perimeter. |
|
C2A2_5 |
vox/deeoo deeoo launch control train activity detected |
[Alert] Launch Control train activity detected. |
|
C2A2_6 |
vox/(p130) buzwarn buzwarn (p98 e95) medical team to sector e, echo team squad failed to reach checkpoint |
[Warning] Medical team to Sector E, Echo Team squad failed to reach checkpoint. |
|
C2A2_7 |
vox/deeoo deeoo satellite rocket loading bay reports status green |
[Alert] Satellite Rocket Loading Bay reports status green. |
|
C2A2_launch |
vox/(p50) deeoo deeoo deeoo (p100) satellite launch system activated. five deeoo(p50) four deeoo(p51) three deeoo(p52) two deeoo(p53) one deeoo(p54) launch is go |
[Special alert] Satellite launch system activated. Five. [Beep] Four. [Beep] Three. [Beep] Two. [Beep] One. [Beep] Launch is go. |
Due to (assumedly) a typo in the sentences file, the second "C2A2_3" would not play in maps due to duplicate names.
Residue Processing / Questionable Ethics#
The internal name "C2A4" covers both Residue Processing and Questionable Ethics, making it impossible to know what chapter each announcement was for. Mentions of lasers and sterilization systems, however, lean heavily towards the description of the latter chapter.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C2A4_0 |
vox/buzwarn buzwarn warning. emergency containment system activated |
[Warning] Warning: Emergency containment system activated. |
|
C2A4_1 |
vox/bizwarn bizwarn. alert. biological containment breach detected |
[Danger] Alert: Biological containment breach detected. |
|
C2A4_2 |
vox/bizwarn bizwarn. warning, biological sterilization system activated |
[Danger] Warning: Biological sterilization system activated. |
|
C2A4_3 |
vox/(p130) buzwarn buzwarn (p98 e95) attention, hostile alien military force detected, advanced biological research lab |
[Warning] Attention: Hostile alien military force detected, Advanced Biological Research Laboratory. |
|
C2A4_4 |
vox/(p130) buzwarn buzwarn (p98 e95) search and destroy force reports back up required, engaged with extreme resistance |
[Warning] Search and Destroy Force reports backup required, engaged with extreme resistance. |
|
C2A4_5 |
vox/(p130) buzwarn buzwarn (p98 e95) topside containment force alert, hostile alien military force detected |
[Warning] Topside Containment Force alert, hostile alien military force detected. |
|
C2A4_6 |
vox/deeoo deeoo high power laser status is green |
[Alert] High Power Laser status is green. |
|
C2A4_7 |
vox/bizwarn bizwarn, alien containment system failure, use sterilization chamber |
[Danger] Alien containment system failure, use sterilization chamber. |
|
C2A4_8 |
vox/bizwarn bizwarn attention. all topside military personnel clear helicopter hangar four |
[Danger] Attention: All topside military personnel, clear Helicopter Hangar 4. |
|
C2A4_9 |
vox/bizwarn bizwarn, hostile alien breach, topside checkpoint alpha, checkpoint delta |
[Danger] Alien breach, Topside Checkpoint Alpha, Checkpoint Delta. |
|
C2A4_10 |
vox/(p130) buzwarn buzwarn (p98 e95) alert topside containment force, use any force to prosecute gordon freeman. you are authorized to shoot on sight. |
[Warning] Alert: Topside Containment Force, use any force to prosecute Gordon Freeman. You are authorized to shoot on sight. |
|
C2A4_11 |
vox/(p130) buzwarn buzwarn (p98 e95) alert topside containment force, freeman may approach your perimeter |
[Warning] Alert: Topside Containment Force, Freeman may approach your perimeter. |
|
C2A4_12 |
vox/(p105) gordon, all science personnel will be terminated until you surrender |
Gordon, all science personnel will be terminated until you surrender. |
|
C2A4_ster |
vox/bizwarn bizwarn sterilization system activated |
[Danger] Sterilization system activated. |
"Forget About Freeman!"#
Many of these announcements reference areas that are not in "Forget About Freeman!", but seem to fit more for the cut chapter that evolved into "Forget About Freeman!", The Communication Center.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C3A1_0 |
vox/buzwarn buzwarn warning primary antenna failure detected |
[Warning] Warning: Primary Antenna failure detected. |
|
C3A1_1 |
vox/(p130) buzwarn buzwarn (p98 e95) clear topside motorpool for emergency medical helicopter |
[Warning] Clear Topside Motorpool for emergency medical helicopter. |
|
C3A1_2 |
vox/(p130) buzwarn buzwarn (p98 e95) warning, topside armory security bypass detected |
[Warning] Warning: Topside Armory security bypass detected. |
|
C3A1_3 |
vox/bizwarn bizwarn warning, radiation leak detected in primary antenna area |
[Danger] Warning: Radiation leak detected in Primary Antenna area. |
|
C3A1_4 |
vox/(p130) buzwarn buzwarn (p98 e95) search and destroy force kilo, central command reports hostile alien force inside perimeter |
[Warning] Search and Destroy Force Kilo, Central Command reports hostile alien force inside perimeter. |
|
C3A1_5 |
vox/(p130) buzwarn buzwarn (p98 e95) message for gordon freeman, you will not escape this time |
[Warning] Message for Gordon Freeman: you will not escape this time. |
|
C3A1_6 |
vox/(p130) buzwarn buzwarn (p98 e95) attention all units, renegade freeman is now your primary target |
[Warning] Attention: All (units), renegade Freeman is now your primary target. |
|
C3A1_7 |
vox/(p130) buzwarn buzwarn (p98 e95) alert remaining containment force, freeman may have experimental weapon |
[Warning] Alert: Remaining Containment Force, Freeman may have experimental weapon. |
|
C3A1_8 |
vox/(p130) buzwarn buzwarn (p98 e95) all personnel evacuate lambda complex, extreme dimensional malfunction detected |
[Warning] All personnel evacuate Lambda Complex, extreme dimensional malfunction detected. |
|
C3A1_9 |
vox/bizwarn bizwarn fire control team to topside armory, checkpoint delta, topside hydro plant |
[Danger] Fire Control Team to Topside Armory, Checkpoint Delta, Topside Hydro Plant. |
"units" is missing from the announcement system's vocabulary, causing C3A1_6 to break if played in-game.
Note that C3A1_8 is identical to C3A2_2, a Vox line reused in the next chapter, Lambda Core.
Lambda Core#
Lambda Core does contain random Vox sentences. However, these more specific sentences go unused.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
C3A2_target |
vox/bloop(p150) bloop(p150) satellite target system, engaged |
[Info] Satellite target system engaged. |
|
C3A2_portal |
vox/bizwarn(p80) bizwarn(p80) bizwarn(p80) warning, cross(e80) dimensional portal device power level is one hundred twenty percent |
[Special danger] Warning: Cross-Dimensional Portal Device power level is 120%. |
|
C3A2_core |
vox/bizwarn bizwarn bizwarn, attention lambda complex personnel, primary core activated |
[Danger] Attention Lambda Complex personnel: Primary Core activated. |
Hazard Course#
Two unused Vox lines may imply the idea of live fire in the Hazard Course.
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
TR_A |
vox/three, two, one, deeoo(p110) |
3. 2. 1. [Alert] |
|
TR_B |
vox/deeoo(p110) (p102 t20) target system deactivated |
[Alert] Target system deactivated. |
Countdown#
Several of these are used in server-side deathmatch mods.
Sound |
Name |
Sentence / Filename |
Transcript |
|---|---|---|---|
CTR0 |
vox/zero |
0 |
|
CTR1 |
vox/one second |
1 second. |
|
CTR2 |
vox/two |
2 |
|
CTR3 |
vox/three seconds |
3 seconds. |
|
CTR4 |
vox/four |
4 |
|
CTR5 |
vox/five seconds remaining |
5 seconds remaining. |
|
CTR6 |
vox/six |
6 |
|
CTR7 |
vox/seven |
7 |
|
CTR8 |
vox/eight |
8 |
|
CTR9 |
vox/nine |
9 |
|
CTR10 |
vox/ten seconds remaining |
10 seconds remaining. |
|
CTR11 |
vox/eleven |
11 |
|
CTR12 |
vox/twelve |
12 |
|
CTR13 |
vox/thirteen |
13 |
|
CTR14 |
vox/fourteen |
14 |
|
CTR15 |
vox/fifteen seconds remaining |
15 seconds remaining. |
|
CTR16 |
vox/sixteen |
16 |
|
CTR17 |
vox/seventeen |
17 |
|
CTR18 |
vox/eighteen |
18 |
|
CTR19 |
vox/nineteen |
19 |
|
CTR20 |
vox/twenty seconds remaining |
20 seconds remaining. |
Door Interaction Announcements#
Granting Access#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
EA0 |
vox/access granted |
Access granted. |
|
EA1 |
vox/access permitted |
Access permitted. |
|
EA2 |
vox/entry granted |
Entry granted. |
|
EA3 |
vox/entry permitted |
Entry permitted. |
|
EA4 |
vox/access authorized |
Access authorized. |
|
EA5 |
vox/entry is permitted |
Entry is permitted. |
|
EA6 |
vox/access authorized |
Access authorized. |
|
EA7 |
vox/access to facility granted |
Access to facility granted. |
|
EA8 |
vox/access granted |
Access granted. |
Security Lock On#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
ND0 |
vox/security lock is engaged |
Security lock is engaged. |
|
ND1 |
vox/secure area, no entry |
Secure area; no entry. |
|
ND2 |
vox/security lockout, no entry |
Security lockout; no entry. |
|
ND3 |
vox/secure door, no entry |
Secure door; no entry. |
|
ND4 |
vox/security system in force |
Security system in force. |
|
ND5 |
vox/security system armed, no entry |
Security system armed; no entry. |
|
ND6 |
vox/door is secured |
Door is secured. |
|
ND7 |
vox/illegal access, move away |
Illegal access; move away. |
Security Lock Off#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
ED0 |
vox/security lock disengaged |
Security lock disengaged. |
|
ED1 |
vox/security clear, proceed |
Security clear; proceed. |
|
ED2 |
vox/security lockout released |
Security lockout released. |
|
ED3 |
vox/secure override accepted |
Secure override accepted. |
|
ED4 |
vox/security access acknowledged |
Security access acknowledged. |
|
ED5 |
vox/security system disengaged |
Security system disengaged. |
|
ED6 |
vox/door security disengaged |
Door security disengaged. |
Blast Door#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
EF0 |
vox/emergency blast door, open |
Emergency blast door: Open. |
|
EF1 |
vox/emergency blast shield, deactivated |
Emergency blast shield: Deactivated. |
|
EF3 |
vox/blast containment shield is, open |
Blast containment shield is: Open. |
Fire Door#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
EFIRE0 |
vox/fire containment door, open |
Fire containment door: Open. |
Chemical Door#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
NCHEM0 |
vox/chemical leak containment door activated |
Chemical leak containment door activated. |
|
ECHEM0 |
vox/chemical leak containment door, open |
Chemical leak containment door: Open. |
Radiation Door#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
NRAD0 |
vox/radiation containment door activated |
Radiation containment door activated. |
|
ERAD0 |
vox/radiation containment door, open |
Radiation containment door: Open. |
Generic Containment Door#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
ECON0 |
vox/emergency containment door disengaged |
Emergency containment door disengaged. |
Maintenance Door#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
NH0 |
vox/no access, maintenance area |
No access; maintenance area. |
|
NH1 |
vox/no personnel permitted in maintenance area |
No personnel permitted in maintenance area. |
|
EH0 |
vox/maintenance area access granted |
Maintenance area access granted. |
|
EH1 |
vox/maintenance area door open |
Maintenance area door open. |
Defense System Warnings#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
T0 |
vox/extreme hazard, defense system is armed in this zone |
Extreme hazard; defense system is armed in this zone. |
|
T1 |
vox/hazard area, defense system activated |
Hazard area; defense system activated. |
|
T2 |
vox/danger, turret perimeter defense system armed |
Danger: Turret perimeter defense system armed. |
|
T3 |
vox/extreme hazard, nearest defense system engaged |
Extreme hazard; nearest defense system engaged. |
|
T4 |
vox/danger, base defense turret system may power up |
Danger: Base defense turret system may power up. |
|
T5 |
vox/danger, automatic defense system activated |
Danger: Automatic defense system activated. |
Warning and Danger Notifications#
Electric#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
WE0 |
vox/warning, high voltage cable |
Warning: High voltage cable. |
|
WE1 |
vox/warning, high power cable |
Warning: High power cable. |
|
WE2 |
vox/warning, electric shock hazard |
Warning: Electric shock hazard. |
|
WE3 |
vox/warning, severe electric shock hazard |
Warning: Severe electric shock hazard. |
Radiation#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
DR0 |
vox/danger, radiation leak detected |
Danger: Radiation leak detected. |
|
DR1 |
vox/danger, radiation hazard detected |
Danger: Radiation hazard detected. |
|
DR2 |
vox/danger, high radiation level detected |
Danger: High radiation level detected. |
|
DR3 |
vox/danger, severe radiation hazard, evacuate area immediately |
Danger: Severe radiation hazard; evacuate area immediately. |
|
DR4 |
vox/danger, safety violation, extreme radiation level detected |
Danger: Safety violation; extreme radiation level detected. |
Chemical#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
DC0 |
vox/danger, chemical leak, area now a high health hazard |
Danger: Chemical leak; area now a high health hazard. |
|
DC1 |
vox/danger, chemical coolant leak, health hazard zone |
Danger: Chemical coolant leak; health hazard zone. |
|
DC2 |
vox/danger, chemical containment breach, all personnel evacuate this area |
Danger: Chemical containment breach; all personnel evacuate this area. |
|
DC3 |
vox/danger, supercooled chemical leak |
Danger: Supercooled chemical leak. |
|
DC4 |
vox/danger, supercooled helium leak |
Danger: Supercooled helium leak. |
Biohazard#
Sound |
Name |
Sentence |
Transcript |
|---|---|---|---|
DB0 |
vox/danger, liquid biohazard leak in immediate area |
Danger: Liquid biohazard leak in immediate area. |
|
DB1 |
vox/danger, coolant leak, severe biohazard now in this area |
Danger: Coolant leak; severe biohazard now in this area. |
|
DB2 |
vox/danger, liquid biohazard released, evacuate area |
Danger: Liquid biohazard released; evacuate area. |
|
DB3 |
vox/danger, biohazard detected in immediate area |
Danger: Biohazard detected in immediate area. |
Sentenceless Files#
The Announcement System does contain some sound files that aren't used in any used or unused sentence.
Adios, Amigo#
Two sound files that seem out-of-place for the tone Half-Life tries to go for.
Sound |
Filename |
Transcript |
|---|---|---|
vox/adios |
Adios |
|
vox/amigo |
Amigo |
Phonetic/Military Alphabet#
The Announcement System contains (almost) the entire phonetic alphabet in its sound files. While most of these files are used, there are some that aren't used at all.
Sound |
Filename |
Transcript |
|---|---|---|
vox/charlie |
Charlie |
|
vox/foxtrot |
Foxtrot |
|
vox/gulf |
Gulf |
|
vox/juliet |
Juliet |
|
vox/tango |
Tango |
|
vox/uniform |
Uniform |
|
vox/whiskey |
Whiskey |
|
vox/yankee |
Yankee |
|
vox/zulu |
Zulu |
Separated vox_login#
At one point, the vox_login sound file was originally multiple words instead of one word. While some of these files are used in other announcements, others are completely unused. Certain files are missing altogether (i.e. welcomes).
Sound |
Filename |
Transcript |
|---|---|---|
vox/hello |
Hello |
|
N/A |
vox/diagnostic |
[File does not exist] |
Misc.#
|
|
This page or section needs more audio. |
More words not used in any sentence whatsoever.
Sound |
Filename |
Transcript |
|---|---|---|
vox/across |
Across |
|
vox/accelerating |
Accelerating |
|
vox/ammunition |
Ammunition |
|
vox/ass |
Ass |
|
vox/goodbye |
Goodbye |
|
vox/government |
Government |
|
vox/idiot |
Idiot |
|
vox/usa |
USA |
|
vox/yes |
Yes |
HECU Marines#
The marines also work the same way as the HEV and the announcement system by using segmented voice files to form sentences. There are normal and exclaimed variants of words. A lot of files go unused in sentences.
Sentenceless Files#
There are words from the marines that didn't make it in any sentences.
Numbers#
There are examples of the marines using numbers that aren't used.
Sound |
Filename |
Transcript |
|---|---|---|
hgrunt/zero! |
Zero! |
|
hgrunt/one! |
One! |
|
hgrunt/one |
One |
|
hgrunt/two |
Two |
|
hgrunt/three! |
Three! |
|
hgrunt/three |
Three |
|
hgrunt/four! |
Four! |
|
hgrunt/five! |
Five! |
|
hgrunt/five |
Five |
|
hgrunt/six! |
Six! |
|
hgrunt/six |
Six |
|
hgrunt/niner! |
Niner! |
Measurement#
There are examples of the marines using measurement that aren't used.
Sound |
Filename |
Transcript |
|---|---|---|
hgrunt/fivemeters |
5 meters. |
|
hgrunt/tenmeters |
10 meters. |
|
hgrunt/twentymeters |
20 meters. |
|
hgrunt/thirtymeters |
30 meters. |
|
hgrunt/fortymeters |
40 meters. |
|
hgrunt/fiftymeters |
50 meters. |
|
hgrunt/sixtymeters |
60 meters. |
|
hgrunt/seventymeters |
70 meters. |
|
hgrunt/eightymeters |
80 meters. |
|
hgrunt/hundredmeters |
100 meters. |
|
hgrunt/onefiftymeters |
150 meters. |
|
hgrunt/twohundredmeters |
200 meters. |
Direction#
There are examples of the marines using direction (N. E. S. W.) that aren't used.
Sound |
Filename |
Transcript |
|---|---|---|
hgrunt/north! |
North! |
|
hgrunt/north |
North |
|
hgrunt/east! |
East! |
|
hgrunt/east |
East |
|
hgrunt/south! |
South! |
|
hgrunt/south |
South |
|
hgrunt/west! |
West! |
|
hgrunt/west |
West |
Phonetic/Military Alphabet#
There are examples of the marines using the phonetic alphabet that aren't used.
Sound |
Filename |
Transcript |
|---|---|---|
hgrunt/bravo! |
Bravo! |
|
hgrunt/charlie! |
Charlie! |
|
hgrunt/charlie |
Charlie |
|
hgrunt/delta! |
Delta! |
|
hgrunt/echo! |
Echo! |
|
hgrunt/foxtrot! |
Foxtrot! |
|
hgrunt/tango! |
Tango! |
|
hgrunt/zulu! |
Zulu! |
|
hgrunt/zulu |
Zulu |
Punctuation#
A period sound was planned to be used, but was instead replaced by the "clik" sound instead.
Sound |
Filename |
|---|---|
hgrunt/_period |
Misc.#
All the other examples of files that are ambiguous to any other category. "heavy!" and "those!" were eventually used in Half-Life: Decay.
Sound |
Filename |
Transcript |
|---|---|---|
hgrunt/a! |
A! |
|
hgrunt/a |
A |
|
hgrunt/affirmative! |
Affirmative! |
|
hgrunt/alien |
Alien |
|
hgrunt/all! |
All! |
|
hgrunt/am! |
Am! |
|
hgrunt/am |
Am |
|
hgrunt/anything! |
Anything! |
|
hgrunt/are! |
Are! |
|
hgrunt/ass |
Ass |
|
hgrunt/at! |
At! |
|
hgrunt/away! |
Away! |
|
hgrunt/backup |
Backup |
|
hgrunt/bag! |
Bag! |
|
hgrunt/bastard! |
Bastard! |
|
hgrunt/bastard |
Bastard |
|
hgrunt/blow! |
Blow! |
|
hgrunt/bogies |
Bogies |
|
hgrunt/call! |
Call! |
|
hgrunt/casualties! |
Casualties! |
|
hgrunt/check! |
Check! |
|
hgrunt/checking! |
Checking! |
|
hgrunt/checking |
Checking |
|
hgrunt/command! |
Command! |
|
hgrunt/continue! |
Continue! |
|
hgrunt/continue |
Continue |
|
hgrunt/control! |
Control! |
|
hgrunt/creeps! |
Creeps! |
|
hgrunt/creeps |
Creeps |
|
hgrunt/damn |
Damn |
|
hgrunt/eliminate |
Eliminate! |
|
hgrunt/fight! |
Fight! |
|
hgrunt/fight |
Fight |
|
hgrunt/force! |
Force! |
|
hgrunt/force |
Force |
|
hgrunt/formation! |
Formation! |
|
hgrunt/god |
God |
|
hgrunt/going! |
Going! |
|
hgrunt/guard! |
Guard! |
|
hgrunt/guard |
Guard |
|
hgrunt/have! |
Have! |
|
hgrunt/have |
Have |
|
hgrunt/he! |
He! |
|
hgrunt/heavy! |
Heavy! |
|
hgrunt/hell! |
Hell! |
|
hgrunt/hell |
Hell |
|
hgrunt/hold! |
Hold! |
|
hgrunt/hot |
Hot |
|
hgrunt/i! |
I! |
|
hgrunt/is! |
Is! |
|
hgrunt/lay! |
Lay! |
|
hgrunt/left! |
Left! |
|
hgrunt/left |
Left |
|
hgrunt/lets |
Lets |
|
hgrunt/level! |
Level! |
|
hgrunt/lookout! |
Lookout! |
|
hgrunt/maintain! |
Maintain! |
|
hgrunt/mission! |
Mission! |
|
hgrunt/mister! |
Mister! |
|
hgrunt/mother! |
Mother! |
|
hgrunt/move |
Move |
|
hgrunt/moves! |
Moves! |
|
hgrunt/my |
My |
|
hgrunt/negative! |
Negative! |
|
hgrunt/neutralized! |
Neutralized! |
|
hgrunt/nothing! |
Nothing! |
|
hgrunt/objective! |
Objective! |
|
hgrunt/of |
Of |
|
hgrunt/orders! |
Orders! |
|
hgrunt/orders |
Orders |
|
hgrunt/our! |
Our! |
|
hgrunt/out |
Out |
|
hgrunt/over! |
Over! |
|
hgrunt/patrol! |
Patrol! |
|
hgrunt/patrol |
Patrol |
|
hgrunt/people! |
People! |
|
hgrunt/position! |
Position! |
|
hgrunt/post! |
Post! |
|
hgrunt/private! |
Private! |
|
hgrunt/private |
Private |
|
hgrunt/quiet! |
Quiet! |
|
hgrunt/radio! |
Radio! |
|
hgrunt/right! |
Right! |
|
hgrunt/right |
Right |
|
hgrunt/roger! |
Roger! |
|
hgrunt/secure! |
Secure! |
|
hgrunt/shit |
Shit |
|
hgrunt/shot! |
Shot! |
|
hgrunt/shot |
Shot! |
|
hgrunt/sign! |
Sign! |
|
hgrunt/signs! |
Signs! |
|
hgrunt/signs |
Signs |
|
hgrunt/silence! |
Silence! |
|
hgrunt/silence |
Silence |
|
hgrunt/sir! |
Sir! |
|
hgrunt/some! |
Some! |
|
hgrunt/some |
Some |
|
hgrunt/something! |
Something! |
|
hgrunt/stay! |
Stay! |
|
hgrunt/sweep! |
Sweep! |
|
hgrunt/target |
Target |
|
hgrunt/team! |
Team! |
|
hgrunt/that! |
That! |
|
hgrunt/there! |
There! |
|
hgrunt/these! |
These! |
|
hgrunt/these |
These |
|
hgrunt/those! |
Those! |
|
hgrunt/those |
Those |
|
hgrunt/tight! |
Tight! |
|
hgrunt/tight |
Tight |
|
hgrunt/under! |
Under! |
|
hgrunt/up! |
Up! |
|
hgrunt/up |
Up |
|
hgrunt/weapons! |
Weapons! |
|
hgrunt/weird! |
Weird! |
|
hgrunt/weird |
Weird |
|
hgrunt/we've! |
We've! |
|
hgrunt/we've |
We've |
|
hgrunt/yeah! |
Yeah! |
|
hgrunt/yeah |
Yeah |
|
hgrunt/yes! |
Yes! |
|
hgrunt/yes |
Yes |
|
hgrunt/yessir! |
Yessir! |
|
hgrunt/you! |
You! |
|
hgrunt/zone! |
Zone! |
Other#
These are sounds that do not belong in the segmented voice files. All of these originate from the September 1997 build of Half-Life.
Sound |
Filename |
Transcript |
|---|---|---|
hgrunt/gr_alert1 |
(?) |
|
hgrunt/gr_loadtalk |
I got somethin' for you. |
|
hgrunt/gr_mgun3 |
N/A |
|
hgrunt/gr_step1 |
N/A |
|
hgrunt/gr_step2 |
N/A |
|
hgrunt/gr_step3 |
N/A |
|
hgrunt/gr_step4 |
N/A |
Security Guard#
Unused Hearing Mechanic#
A feature involving hearing a concerning sound and reacting to it was left unused in both security guards and scientists.
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
BA_HEAR0 |
barney/hearsomething |
I hear something. |
|
N/A |
barney/hearsomething2 |
Hey, hey, I hear something. |
|
BA_HEAR1 |
barney/icanhear |
That doesn't sound right. |
|
BA_HEAR2 |
barney/soundsbad |
Man, that sounded bad. |
barney/icanhear was later reused in the intro to Half-Life: Blue Shift. barney/hearsomething2 was also used as one of the "lyrics" in the main theme of the Half-Life 2 promotional spinoff game, Codename Gordon.
Area-Specific Lines#
Hazard Course#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
BA_LIGHTSON |
holo/tr_ba_lightson |
Let me get the lights and you can try that again. |
Office Complex#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
BA_SLEW |
barney/c1a2_ba_slew |
Word is once we get to the surface, the military's made arrangements for us. |
|
BA_TOPSIDE |
barney/c1a2_ba_top |
Maybe help is on its way, but I'm not waiting around for it. We got to get topside! |
Blast Pit#
Unused alternate takes of Barney threatening the first bunch of Tentacles. c1a4_ba_octo4 is used in Half-Life: Uplink.
Sound |
Filename |
Transcript |
|---|---|---|
barney/c1a4_ba_octo2 |
Hey, hey you take me down! |
|
barney/c1a4_ba_octo4 |
Hey, eat this you bastard! |
Power Up#
Sound |
Filename |
Transcription |
|---|---|---|
barney/c2a1_ba_again |
What I said is... Ugh... you got to get to the generator... Agh... |
Questionable Ethics#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
BA_LONGNITE |
barney/c2a4_ba_longnite |
Jeez, and I thought I had a long night. You look like hell! I don't suppose the day's going to be any easier. Listen, I'm going to wait it out right here. You go on ahead if you have to. |
|
BA_STERIL |
barney/c2a4_ba_steril |
Get in here, quick! |
|
BA_TEACH |
barney/c2a4_ba_teach |
These sterilizers come in handy. You ever find yourself in a bind, just duck into one of these booths, hit the big button. They're supposed to kill microorganisms, but- heh- they work on the big stuff too. |
Surface Tension#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
BA_LETMEOUT |
barney/c2a5_ba_letout |
Hey! Hey! Hey, lemme outta here! |
|
BA_RPG |
barney/c2a5_ba_rpg |
This is your lucky day. There's a rocket propelled grenade launcher in there, laser sight and everything. Now, if you can figure a way in, you'll be an even match for these bastards. |
|
BA_SNIPED |
barney/c2a5_ba_sniped |
I've been hit! Stay back! Sniper got me! |
Lambda Core#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
BA_PORTSTAY |
barney/c3a2_ba_stay |
I'm gonna stay down here. If I see anything looks like it doesn't belong here, I'll start shooting. |
Other#
Sound |
Filename |
Transcript |
|---|---|---|
barney/badarea |
This area just doesn't feel right. |
|
barney/whatgood |
I don't know what good we could do here. |
Scientist#
Unused Mechanics#
Monster Alert#
Two lines connected to the scientist spotting an alien. The nomenclature of the sentences matches that of the Human Grunts calling out an alien, suggesting a similar purpose.
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_MONST0 |
scientist/seeheadcrab |
Why look, another headcrab. |
|
SC_MONST1 |
scientist/importantspecies |
Another important species revealed in action. |
Hearing#
A feature involving hearing a concerning sound and reacting to it was left unused in both security guards and scientists. Notably, SC_HEAR0 was reused as an idle line for the scientist (SC_IDLE13).
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_HEAR0 |
scientist/ihearsomething |
I hear something. |
|
SC_HEAR1 |
scientist/didyouhear |
Did you hear that? |
|
SC_HEAR2 |
scientist/whatissound |
That sound... What is it? |
Area-Specific Lines#
Anomalous Materials#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
N/A |
scientist/c1a0_sci_itsyou |
Oh, it's you. I thought it might be another of the Administrator's men. They're everywhere this morning. |
|
SC_DIS4A |
scientist/c1a0_sci_dis4a |
Tell him to stand back from the focal stage. That suit won't do him any good if he wanders into the beam. |
|
SC_DIS8A |
scientist/c1a0_sci_dis8a |
[File is empty] |
|
SC_DIS17A |
scientist/c1a0_sci_dis17a |
He waited too long! We can't contain it! |
|
N/A |
SC_NOTTHAT |
scientist/c1a0_sci_desk |
[File does not exist] |
N/A |
SC_LOCK9A |
scientist/c1a0_sci_lock9a |
[File does not exist] |
Unforeseen Consequences#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_CONSOLE5A |
scientist/c1a1_sci_5scan |
Be careful, Gordon! |
|
SC_CONSOLERPT |
scientist/c1a1_sci_scanrpt |
You'll need me to activate the retinal scanners. |
Interestingly, SC_CONSOLE5A is not called due to what appears to be a typo in the map coding: After using the retinal scanner in map c1a0c, Eli is programmed to speak sentence "SC_CONSOLE5", a letter off from the actual sentence. In addition, SC_CONSOLERPT is a cropped version of the used c1a1_sci_4scan.
There are also 5 files where a scientist counts by using "one thousand" as a placeholder. These are present in the Net-Test 1 build of Half-Life when the scientist is reviving the guard.
Sound |
Filename |
Transcript |
|---|---|---|
scientist/sci_1thou |
One one thousand. |
|
scientist/sci_2thou |
Two one thousand. |
|
scientist/sci_3thou |
Three one thousand. |
|
scientist/sci_4thou |
Four one thousand. |
|
scientist/sci_5thou |
Five one thousand. |
Office Complex#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_ELEVATOR |
scientist/c1a2_sci_elevator |
If you can make it up the elevator shaft, you should able to get to the surface. Try to send help and let the world know what has happened. |
"We've Got Hostiles!"#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_ATLAST |
scientist/c1a3_sci_atlast |
Rescued at last! |
This line is a cropped version of the used file "c1a3_sci_rescued".
Blast Pit#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_TRAINEND |
scientist/1a4_sci_trainend |
Have you heard? They're killing scientists. Our own race turning against us. I think I'll stay here and take my chances with the creatures. |
|
SC_BLIND |
scientist/c1a4_sci_blind |
Is someone there? I-I can't see a thing. |
SC_BLIND would be reused in the Uplink demo.
Questionable Ethics#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_ALLDIE |
scientist/c2a4_sci_alldie |
If you let us all die, Freeman, you'll never get out of here! |
Surface Tension#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_LEBUZ |
scientist/c2a5_sci_lebuz |
Thank you, Mr. Freeman. You are Gordon Freeman, aren't you? The one they're expecting in the Lambda Complex? If you can figure a way past that Gargantua on the landing field and through the bunker door out there, you'll find yourself at the Lambda Lab's doorstep. |
Note that the "Gargantua on the landing field" can be seen in prerelease media, and oddly, the color test image used in pre-Steam versions of the game.
"Forget About Freeman!"#
All unused lines in this section seem to be made for The Communications Center, an earlier version of this chapter. Of note is that all lines in this section were repurposed for the Uplink demo.
Sound |
Filename |
Transcript |
|---|---|---|
scientist/c3a1_sci_dome |
Freeman. You want to work quickly. Tune the transmitter to US NRC. I repeat! Tune to the US NRC. |
|
scientist/c3a1_sci_done |
Excellent. I'm sending the "All-Clear" and the door should open now. We'll meet you down below. |
Lambda Core#
Sound |
Filename |
Transcript |
|---|---|---|
scientist/c3a2_sci_1glu |
Psst! Over here. |
|
scientist/c3a2_sci_3glu |
I see you found the Gluon Gun. I hope it serves you better than it has me. I built the thing, but I can't bring myself to use it on a living creature. |
|
scientist/c3a2_sci_shower |
Freeman! What a relief to see you. We've been tracking your progress. I've stayed behind to let you into the Reactor Complex. You'll need me to activate the retinal scanner. |
A differently-written version of c3a2_sci_3glu is used in-game as c3a2_sci_2glu.
Obsoleted Sentences#
Two Blast Pit sentences for the opening of the chapter are left unused, due to the sound files instead being called from the scientist model's animations.
Name |
Filename |
|---|---|
SC_ROCKET |
scientist/c1a4_sci_rocket |
SC_TENT |
scientist/c1a4_sci_tent |
General Sounds#
Pain Sounds#
There are 5 unused pain sounds from the scientists. Some were eventually used in scripted scenes in Half-Life: Opposing Force.
Sound |
Filename |
Transcript |
Note |
|---|---|---|---|
scientist/sci_pain6 |
No! |
||
scientist/sci_pain7 |
No! |
||
scientist/sci_pain8 |
No! |
Used in Opposing Force as a scripted sequence in the chapter Welcome to Black Mesa. |
|
scientist/sci_pain9 |
Stop! |
||
scientist/sci_pain10 |
No! |
Screams#
There are 24 unused scream sounds from the scientists. The Scientist screams are only used when scripted to. Some were eventually used in scenes in Half-Life: Opposing Force and Half-Life: Blue Shift.
Sound |
Filename |
Transcript |
Note |
|---|---|---|---|
scientist/scream1 |
[scream] |
Slightly sped up and echoed version of scientist/scream24. Used in Opposing Force in the chapter "We Are Pulling Out". |
|
scientist/scream03 |
[scream] |
||
scientist/scream04 |
[scream] |
Reused for the Uplink demo. |
|
scientist/scream4 |
[scream] |
Slightly sped up and echoed version of scientist/scream22. |
|
scientist/scream5 |
[scream] |
Slightly sped up, echoed and trimmed version of scientist/scream21. |
|
scientist/scream06 |
[scream] |
||
scientist/scream6 |
[scream] |
Slightly sped up and echoed version of scientist/scream25. Used in Opposing Force in the chapter We Are Not Alone. |
|
scientist/scream7 |
[scream] |
Same as scientist/scream6. |
|
scientist/scream08 |
[scream] |
||
scientist/scream09 |
[scream] |
||
scientist/scream11 |
Stop! |
||
scientist/scream12 |
Stop! |
||
scientist/scream13 |
No! |
||
scientist/scream16 |
[scream] |
||
scientist/scream17 |
[scream] |
Used in Opposing Force in the chapter Welcome to Black Mesa. |
|
scientist/scream18 |
[scream] |
||
scientist/scream19 |
[scream] |
||
scientist/scream20 |
[scream] |
||
scientist/scream21 |
[scream] |
||
scientist/scream22 |
[scream] |
Used in Opposing Force in the chapter Welcome to Black Mesa. It is also used in Blue Shift in the chapter Insecurity. |
|
scientist/scream23 |
[scream] |
||
scientist/scream24 |
[scream] |
||
scientist/scream25 |
[scream] |
Other#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
SC_NOGO |
scientist/dontgothere |
No, don't go that way! |
|
SC_OVERHERE |
scientist/overhere |
Psst, over here. |
|
N/A |
scientist/protectme |
I can get you some valuable supplies, if you'll protect me. |
|
scientist/ushouldsee |
There's something you should see. |
||
scientist/waithere |
Don't you think we should wait here for a while? |
||
scientist/whoareyou |
Who are you? I've been waiting here for ages hoping someone would come along. |
||
scientist/yesihope |
Yes, I sincerely hope you know what you are doing. |
||
scientist/yesok |
Yes, okay! |
SC_OVERHERE was later used in Half-Life: Decay.
Scientist-Security Conversations#
C1A2 "Zombie" Scene#
Multiple lines for an unused scene in Office Complex involving a security guard being overcome by a zombie, requiring the player to shoot it.
Sound |
Name |
Filename |
Character |
Transcript |
|---|---|---|---|---|
SC_ZOMBIE1A |
scientist/c1a2_sci_1zomb |
Scientist |
Get out of there! Run, man, run! |
|
BA_ZOMBIE2 |
barney/c1a2_ba_2zomb |
Guard |
It's okay, sir, I can take him! |
|
SC_ZOMBIE3A |
scientist/c1a2_sci_3zomb |
Scientist |
Don't be a fool! |
|
BA_ZOMBIE4 |
barney/c1a2_ba_4zomb |
Guard |
Argh, oh shit! |
|
SC_ZOMBIE5A |
scientist/c1a2_sci_5zomb |
Scientist |
Nooo! |
|
SC_ZOMBIE6A |
scientist/c1a2_sci_6zomb |
Scientist |
Don't just stand there! Pick up that gun and shoot it! |
c1a2_ba_2zomb was re-used in Half-Life: Opposing Force.
C2A4 "Argument" Scene#
An unused scene in Questionable Ethics in which a security guard, fittingly, questions the ethics of one of the scientists.
Sound |
Name |
Filename |
Character |
Transcript |
|---|---|---|---|---|
BA_ARG1A |
barney/c2a4_ba_arg1a |
Guard |
This is all happening because of you scientists! |
|
SC_ARG1A |
scientist/c2a4_sci_arg2a |
Scientist |
It's not our fault, I tell you. |
|
BA_ARG2A |
barney/c2a4_ba_arg3a |
Guard |
It is, you made these mutants! |
|
SC_ARG2A |
scientist/c2a4_sci_arg4a |
Scientist |
Nature made them. We were only studying them. |
|
BA_ARG3A |
barney/c2a4_ba_arg5a |
Guard |
Shut up, someone's coming. |
c2a4_ba_arg1a was re-used in the trailer for Half-Life: Opposing Force.
C3A1 "Satellite" Scene#
Unused dialogue for a scene in the scrapped Communications Center chapter, reused for the Uplink demo.
Sound |
Filename |
Character |
Transcript |
|---|---|---|---|
barney/c3a1_ba_1sat |
Guard |
Open up the Reactor Complex so we can get down to safety. |
|
scientist/c3a1_sci_2sat |
Scientist |
I'm sorry, but those doors will not open until we send the "All-Clear". |
|
barney/c3a1_ba_3sat |
Guard |
So send it already! |
|
scientist/c3a1_sci_4sat |
Scientist |
I would love to do that, but the aerial bombardment has made a wreck of my transmitter. The cables are severed, we'd have to aim it by hand, and I'm getting high radiation levels in the transmitter dome. Nobody but a fool would go in there. |
|
barney/c3a1_ba_5sat |
Guard |
What about this guy? |
|
scientist/c3a1_sci_6sat |
Scientist |
Yes. You could survive in that suit of yours. Very well. I will lower security on the satellite access elevator, and you can go up into the dome. I'll try to help you over the intercom. |
G-Man#
Mumbling#
Half of the glass-muffled conversation from Anomalous Materials goes unused. NOTE: The transcription is only an approximation.
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
GM_2MUMBLE |
gman/gman_mumble2 |
You must not get in our way. |
|
GM_3MUMBLE |
gman/gman_mumble3 |
I want to give you an offer you won't regret. |
|
GM_6MUMBLE |
gman/gman_mumble6 |
You're a scientist, I'm a frog. Ta-ta. |
Unused Ending Line#
An expanded version of the voice lines used if one refuses to work for G-Man at the end of the game.
Sound |
Filename |
Transcript |
|---|---|---|
gman/gman_noregret |
Well, it looks like we won't be working together. No regrets, Mr. Freeman, but there are a few survivors of your personal holocaust who would like the chance to meet the man responsible for the total annihilation of their race. |
Unsplit Ending Speech#
The G-Man's ending speech is split across multiple sentences for ease of access. However, a commented-out sentence and unused wave file contain the speech unfragmented and with a less consistent volume.
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
//GM_OFFER |
gman/gman_offer |
Gordon Freeman, in the flesh—or, rather, in the hazard suit. I took the liberty of relieving you of your weapons. Most of them were government property. As for the suit, I think you've earned it. The borderworld, Xen, is in our control, for the time being, thanks to you. Quite a nasty piece of work you managed over there; I am impressed. That's why I'm here, Mr. Freeman. I have recommended your services to my... employers, and they have authorized me to offer you a job. They agree with me that you have limitless potential. You've proved yourself a decisive man so I don't expect you'll have any trouble deciding what to do. If you're interested, just step into the portal and I will take that as a yes. Otherwise, well, I can offer you a battle you have no chance of winning. Rather an anticlimax after what you've just survived. |
Nihilanth#
The Nihilanth has some unused quotes as well.
Sound |
Filename |
Transcript |
|---|---|---|
nihilanth/nil_win |
Win... you cannot win... |
|
nihilanth/nil_last |
The last... you are the last... you are... |
|
nihilanth/nil_man_notman |
You are man... he is not man... for you he waits... for you... |
|
nihilanth/nil_slaves |
Their slaves... we are their slaves... we are... |
Unused Shoot Sound#
The Nihilanth, under the "x" folder, also contains a sound named "x_shoot1" that isn't used.
Sound |
Filename |
|---|---|
x/x_shoot1 |
Hologram#
Unused Lines#
Sound |
Name |
Filename |
Transcript |
|---|---|---|---|
HOLO_RETRY |
holo/tr_holo_retry |
Give it another try. Remember to move forward, jump, and while in midair, crouch. |
|
HOLO_RUNSTART |
holo/tr_holo_runstart |
It helps to have a running start. |
|
HOLO_TRYAGAIN |
holo/tr_holo_tryagain |
No harm done. Try again. |
Obsoleted Sentences#
A variety of voice lines for the Hazard Course remain in the sentence directory, but their contents were moved instead to inside the map files, making them unused.
Name |
Filename |
|---|---|
HOLO_BREATH |
holo/tr_holo_breath |
HOLO_DONE |
holo/tr_holo_done |
HOLO_FALLSHORT |
holo/tr_holo_fallshort |
HOLO_FANTASTIC |
holo/tr_holo_fantastic |
HOLO_FLASHLIGHT |
holo/tr_holo_flashlight |
HOLO_GREATWORK |
holo/tr_holo_greatwork |
HOLO_JUMPDOWN |
holo/tr_holo_jumpdown |
HOLO_KEEPTRYING |
holo/tr_holo_keeptrying |
HOLO_LIGHTOFF |
holo/tr_holo_lightoff |
HOLO_NICEJOB |
holo/tr_holo_nicejob |
HOLO_RADIATION |
holo/tr_holo_radiation |
Unused German Hologram Sounds#
|
|
This needs some investigation. |
The holographic assistant from the Hazard Course has unused voice lines in the German version that have no equivalent in the original, and seem to be referring to cut areas seen in an unused texture from Half-Life: Day One, depicting the layout of an early Training Room. The filenames correlate to unused animations in the hologram model (holo.mdl) as well.
Sound |
Filename |
Translation |
Note |
|---|---|---|---|
holointro |
Hello, and welcome to the Black Mesa Training Facility. I am your holographic assistant. If you want to see a demonstration of a specific obstacle, just press one of these buttons, and I'll be right there to accompany you through the course. |
A shorter intro, which calls it the "Training Facility" instead of Hazard Course, and goes straight into explaining what the buttons do. |
|
holostn1 |
This is the charging unit for your hazard suit. If your energy level gets too low, just step in front of the next charging station and press the "use" key. Your suit will quickly charge up fully. |
Mostly just an alternate take of the used charging station line with minor differences, and without any mention of batteries at the end. |
|
holostn2 |
The first two jumps are easy. Just press the "jump" key while running. The next two jumps may take some practice. Jump, and while you are in the air, hold the "duck" key. Watch me, and then try it yourself. |
A very different version of the part where the player has to do 3 jumps in a row. In the final course, you are also not told to do a duck jump at the end, and the hologram does not demonstrate the jumps. |
|
holostn3 |
This is another spot where you should practice your duck jump. The key here is to jump and press the "duck" key while you are still in the air. |
Another line that has no equivalent in the final version. |
|
holostn4 |
This is a special jump module, with which you can do very far jumps. Hold both the "duck" key and the "forward" key, and then press the "jump" key to jump forwards. Try the first jump yourself. If you need help, I will demonstrate it on the next platform. |
Another very different line, this one implying that there was another jump before the long jump, or even two long jumps (but the hologram would only demonstrate the second one?). |
|
holostn5 |
I will now show you the long jump. Hold the keys for "ducking" and "forward", and then press "jump". With some practice you will quickly master it. |
In the final, the hologram has no lines for demonstrating the long jump. |
|
holostn6 |
You will find such medkits everywhere on the Black Mesa site. If you want to restore your health, go to a medkit and press the "use" key. But don't forget that a kit can only be used a single time. |
Likely an intro to the single-use wall-mounted medical cabinets from earlier iterations of the game, replaced with health chargers in the final version. |
|
holostn7 |
Now you know how to do your basic movements. You can keep training here, or go through the door to the next training level. |
An unused outro for basic movement practice. |
|
holostn8 |
In the climbing tower you will learn how to climb ladders, break open grates, and use elevators. I will leave you on your own. We'll meet at the exit. |
A line intended for the cut "climbing tower", a sign for which can still be found in the game files. |
|
holostn9 |
Wouldn't you like to try the strength enhancer of your suit now? Break yourself a way through this wall using a crowbar, then you can either continue training in the climbing tower, or go on to the next section. |
Mentions breaking through a wall and a "strength enhancer", which might just be a canon way of explaining why Gordon is so strong. The line also shows that the Hazard Course was a lot more open in an earlier version. |
|
holostn10 |
Almost everything in this room can be pulled, pushed, or broken. You will see... |
Sounds like it was intended for a "physics playground" type of area, which is not in the final course. |
|
holostn10a |
If you want to pull a box, you have to hole the "use" key while moving backwards. You can push a box by simply moving forward towards the box. |
The final course has an area each for learning how to push and pull boxes. |
|
holostn11 |
If you have caused enough damage, or there is nothing left to break, just go through this door. |
Another line intended for the physics playground area. |
|
holostn13 |
Welcome to the aquatic training center. Jump in, I will wait for you further ahead, around there area where you will need air again. |
A vastly different intro to swimming, which still mentions the cut "aquatic training center". |
|
holostn14 |
You can cure a possible lack of oxygen by swimming to an air bubble and waiting until your health shows the previous level again. As soon as you have caught air you can keep on swimming. |
A similar area exists in the final course, but the hologram's line is very different. |
|
holostn15 |
From here we go back through the main training room and on to the shooting range. |
Another line showing that the original course had a more open layout and allowed for backtracking. |
|
holostn16 |
The shooting range is just around the corner there. First door on the right. |
There is an area in the final course where this could be used, but the first door on the right leads to the armory, not the actual range. |
Player#
The Player contains a bunch of unused sounds.
Sound |
Filename |
Note |
|---|---|---|
player/breathe2 |
A shortened version of player/breathe1. |
|
player/fallpain1 |
||
player/fallpain2 |
||
player/geiger4 |
||
player/geiger5 |
||
player/geiger6 |
||
player/jump1 |
Originally used in the Half-Life Alpha. |
|
player/jump2 |
Originally used in the Half-Life Alpha. |
|
player/jumpland2 |
Originally used in the Half-Life Alpha. |
|
player/pain2 |
||
player/pain4 |
||
player/pain5 |
||
player/pain6 |
||
player/pain7 |
Enemy Sounds#
Alien Grunt#
The Alien Grunt contains one idle sound that was not used in the final game.
Sound |
Filename |
|---|---|
agrunt/ag_idle5 |
Barnacle#
The Barnacle contains a sound that was supposedly going to be used after it died.
Sound |
Filename |
|---|---|
barnacle/bcl_tongue1 |
Boid#
The Boids has a total of 3 unused sounds. This contains 2 sounds that we're presented for the unused alert function, and an unused idle sound.
Sound |
Filename |
|---|---|
boid/boid_alert1 |
|
boid/boid_alert2 |
|
boid/boid_idle3 |
Bullsquid#
There are a total of 4 Bullsquid sounds unused in the final game.
Sound |
Filename |
|---|---|
bullchicken/bc_acid2 |
|
bullchicken/bc_attack1 |
|
bullchicken/bc_bite1 |
|
bullchicken/bc_spithit3 |
Gargantua#
The Gargantua contains several unused sounds. Although, some of these sound do play in the game, they only play in scripted scenes, not from the Gargantua itself, as it doesnt make a sound when alerted.
Sound |
Filename |
Note |
|---|---|---|
garg/gar_alert1 |
Only used in scripted scenes. This sound doesn't play from the entity itself. |
|
garg/gar_alert2 |
Only used in scripted scenes. This sound doesn't play from the entity itself. |
|
garg/gar_alert3 |
Only used in scripted scenes. This sound doesn't play from the entity itself. |
|
garg/gar_die1 |
||
garg/gar_die2 |
||
garg/gar_idle1 |
Only used in scripted scenes. This sound doesn't play from the entity itself. |
|
garg/gar_idle2 |
Only used in scripted scenes. This sound doesn't play from the entity itself. |
|
garg/gar_idle3 |
||
garg/gar_idle4 |
||
garg/gar_idle5 |
Headcrab#
The Headcrab has a total of 2 unused sounds. 1 alert sound, and 2 idle sounds.
Sound |
Filename |
|---|---|
headcrab/hc_alert2 |
|
headcrab/hc_idle4 |
|
headcrab/hc_idle5 |
Houndeye#
There are a total of 4 Houndeye sounds unused in the final game.
Sound |
Filename |
|---|---|
houndeye/he_attack2 |
|
houndeye/he_hunt4 |
|
houndeye/he_idle4 |
|
houndeye/he_pain2 |
Tentacle#
One sound is played only in a scripted scene.
Sound |
Filename |
Note |
|---|---|---|
tentacle/te_alert1 |
||
tentacle/te_alert2 |
||
tentacle/te_flies1 |
Same as ambience/flies. |
|
tentacle/te_search1 |
||
tentacle/te_search2 |
||
tentacle/te_squirm2 |
Same as ambience/squirm2. |
|
tentacle/te_swing1 |
||
tentacle/te_swing2 |
Only used in a scripted scene in Office Complex. This sound doesn't play from the entity itself. |
Other Sound Effects#
Ambience#
There are several ambience sounds that are unused in the final game. A lot of them are mainly sounds that go under the prefix "alien". Some of these sounds were eventually used in Half-Life: Opposing Force.
Sound |
Filename |
Note |
|---|---|---|
ambience/_comma |
||
ambience/alien_chatter |
||
ambience/alien_hollow |
||
ambience/alien_purrmachine |
||
ambience/alien_twow |
||
ambience/alien_zonerator |
Used in Opposing Force. |
|
ambience/alienclicker1 |
Used in Opposing Force. |
|
ambience/alienfazzle1 |
Used in Opposing Force. |
|
ambience/alienvalve1 |
Same as ambience/alienvalve2. |
|
ambience/biotone |
||
ambience/burning2 |
||
ambience/industrial3 |
||
ambience/labgear |
||
ambience/labmoan |
Heard in an older build of Half-Life in the chapter Unforeseen Consequences in a video file named "sewer.mpg". |
|
ambience/littlemachine |
||
ambience/sandfall2 |
||
ambience/squeeks1 |
||
ambience/squirm2 |
Same as tentacle/te_squirm2. |
|
ambience/squitch2 |
Same as ambience/squitch. |
|
ambience/tankdrivein1 |
||
ambience/tankidle1 |
||
ambience/the_horror4 |
||
ambience/truck1 |
||
ambience/truck2 |
Used in Opposing Force. |
|
ambience/turretrot2 |
||
ambience/warn2 |
Used in Opposing Force. |
Ambience Variations#
Due to the workings of the sentence system, a sentence with the same ID as another will become unable to be played in-game. Either due to error or intentional dummying-out, this leaves three random "wild" outdoor ambience sequences unplayable.
Sound |
Name |
Sentence |
|---|---|---|
WILD9 |
ambience/des_wind1(v40 p105) |
|
WILD10 |
ambience/des_wind2(v40 p98) |
|
WILD11 |
ambience/des_wind3(v40 p103) |
Attack Helicopter#
The Attack Helicopter/AH-64 contains three unused sounds, which are 2 rotors and a whine. However, one sound is used in a scripted sequence.
Sound |
Filename |
Note |
|---|---|---|
apache/ap_rotor1 |
||
apache/ap_rotor3 |
Used only once in a scripted sequence in the chapter Black Mesa Inbound. |
|
apache/ap_whine1 |
Common Sounds#
There are 3 menu sounds that are only present in the September 1997 build of Half-Life.
Sound |
Filename |
Note |
|---|---|---|
common/bodydrop1 |
||
common/bodydrop2 |
||
common/menu1 |
Originally used in the Half-Life Alpha. |
|
common/menu2 |
Originally used in the Half-Life Alpha. |
|
common/menu3 |
Originally used in the Half-Life Alpha. |
Debris#
There are a total of 10 debris sounds unused in the final game. One is used in a scripted scene.
Sound |
Filename |
Note |
|---|---|---|
debris/beamstart4 |
||
debris/beamstart5 |
||
debris/beamstart6 |
||
debris/beamstart11 |
||
debris/bustcrate3 |
||
debris/glass4 |
||
debris/metal4 |
||
debris/metal5 |
Only used in a scripted scene in Surface Tension. |
|
debris/metal6 |
||
debris/wood4 |
Doors#
There is 1 standard door sound, and 3 unused alien door sounds in the files. This may have been becuase they didnt have enough time to develop Xen in the game.
Sound |
Filename |
Note |
|---|---|---|
doors/aliendoor1 |
||
doors/aliendoor2 |
||
doors/aliendoor4 |
Same as doors/aliendoor5, but with a different dynamic. |
|
doors/doorstop1 |
Used in Opposing Force. |
Fans#
There are on and off sounds that go unused.
Sound |
Filename |
|---|---|
fans/fan1off |
|
fans/fan1on |
|
fans/fan2off |
|
fans/fan2on |
|
fans/fan3off |
|
fans/fan3on |
|
fans/fan4off |
|
fans/fan4on |
|
fans/fan5off |
|
fans/fan5on |
Hassault Weapon#
The cut Hassault enemy has a full set of sounds related to his gun that go unused.
Sound |
Filename |
|---|---|
hassault/hw_gun4 |
|
hassault/hw_shoot1 |
|
hassault/hw_shoot2 |
|
hassault/hw_shoot3 |
|
hassault/hw_spin |
|
hassault/hw_spindown |
|
hassault/hw_spinup |
Strangely enough, hw_shoot1 is used for when an Alien Slave uses its range attack.
Items#
Several unused item sounds exist.
Sound |
Filename |
Note |
|---|---|---|
items/airtank1 |
Likely meant for the cut Oxygen Tank item. It is used once in the chapter On A Rail. |
|
items/ammopickup1 |
Reused for sound played when picking up a backpack in Team Fortress Classic. |
|
items/ammopickup2 |
Reused for sound played when picking up a backpack in Team Fortress Classic. |
|
items/gunpickup1 |
||
items/gunpickup3 |
||
items/gunpickup4 |
||
items/medshot5 |
Reused as a sound used for the Medkit weapon in Team Fortress Classic. |
|
items/smallmedkit2 |
Lower-quality version of the used Medkit sound. |
Platforms#
There are a total of 13 platform sounds unused in the final game.
Sound |
Filename |
Note |
|---|---|---|
plats/bigstop2 |
Used in Opposing Force. |
|
plats/elevmove3 |
||
plats/platmove1 |
||
plats/platstop1 |
||
plats/rackmove1 |
||
plats/rackstop1 |
||
plats/squeekmove1 |
||
plats/squeekstop1 |
Used in the PS2 version of Half-Life. |
|
plats/train1 |
Silence. |
|
plats/train2 |
Silence. |
|
plats/ttrain3 |
||
plats/ttrain4 |
||
plats/ttrain6 |
Turret#
There are a total of 6 turret sounds unused in the final game.
Sound |
Filename |
|---|---|
turret/tu_active |
|
turret/tu_active2 |
|
turret/tu_retract |
|
turret/tu_search |
|
turret/tu_spindown |
|
turret/tu_spinup |
Weapons#
There are a total of 5 weapons sounds unused in the final game.
Sound |
Filename |
Note |
|---|---|---|
weapons/g_bounce4 |
||
weapons/g_bounce5 |
||
weapons/gren_cock1 |
A slightly slower and lower quality version of the "reloading" type sound heard after firing an SMG grenade. |
|
weapons/xbow_fly1 |
Just white noise. |
|
weapons/xbow_hit2 |