the cutting room mirror

Sounds

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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.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Upload the rest of the sound files.

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.
Discuss ideas and findings on the talk page.
Specifically: Check other language versions for similar files.

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