the cutting room mirror

Unused Sounds and Dialogue

This is a sub-page of Half-Life 2 (Windows).

To do:
Check for more unused sounds.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Some sound effects may actually be used.

Unused Sounds#

Soundscapes#

Sound File

Filename

Notes

ambient/atmosphere/

city_beacon_loop1.wav

ambient/machines/

city_ventpump_loop1.wav

Used in Dr. Kleiner's lab, eminating from the glowing goo tubes.

hl1/ambience/

computalk2.wav

Half-Life leftovers. computalk2.wav is used in Dr. Kleiner's lab, eminating from the computers.

port_suckout1.wav

test/temp/soundscape_test/

cabin_ambience.wav

Rather odd sound files for testing soundscapes.

cabin_wall.wav

outdoor.wav

tv_music.wav

Missing Sound Files#

Within the text files for each and every sound category, there are entries for files that no longer exist.

Missing File

Notes

game_sounds_ambient_generic.txt

weapons/extinguisher/fire1.wav

weapons/extinguisher/release1.wav

physics/nearmiss/whoosh_huge3.wav

physics/nearmiss/whoosh_huge4.wav

physics/nearmiss/whoosh_huge5.wav

physics/nearmiss/whoosh_large2.wav

physics/nearmiss/whoosh_large3.wav

physics/nearmiss/whoosh_medium1.wav

physics/nearmiss/whoosh_medium2.wav

physics/nearmiss/whoosh_medium3.wav

physics/nearmiss/whoosh_medium4.wav

physics/nearmiss/whoosh_medium5.wav

physics/nearmiss/whoosh_medium6.wav

game_sounds_items.txt

weapons/flaregun/impact.wav

game_sounds_ui.txt

common/talk.wav

common/wpn_hudon.wav

game_sounds_vehicles.txt

vehicles/atv_idle_loop1.wav

vehicles/atv_start_loop1.wav

vehicles/v8/v8_rev_short_loop6.wav

vehicles/atv_secondgear_to_fullthrottle_loop1.wav

vehicles/v8/v8_secondgear_loop1.wav

vehicles/atv_thirdgear_to_fullthrottle_loop1.wav

vehicles/atv_downshift_to_2nd_loop1.wav

vehicles/v8/downshift.wav

vehicles/atv_downshift_to_1st_loop1.wav

vehicles/atv_throttleoff_loop1.wav

vehicles/atv_skid_lowfriction.wav

vehicles/atv_skid_normalfriction.wav

vehicles/atv_skid_highfriction.wav

vehicles/vehicle_turbo_loop3.wav

vehicles/vehicle_turbo_off1.wav

vehicles/airboat/pontoon_impact_soft1.wav

weapons/airboat/chargeloop.wav

weapons/airboat/shoot.wav

game_sounds_world.txt

doors/door_elevator1.wav

doors/door_elevator_loop1.wav

level_sounds_e3_lab.txt

weapons/ar1/ar1_1.wav

weapons/ar1/ar1_2.wav

weapons/binoculars/binoculars_zoomin.wav

weapons/binoculars/binoculars_zoomout.wav

weapons/binoculars/binoculars_zoommax.wav

weapons/flaregun/reload.wav

weapons/physgun_on.wav

weapons/physgun_loop1.wav

weapons/physgun_loop2.wav

weapons/physgun_loop3.wav

weapons/physgun_loop4.wav

weapons/shotgun/shotgun_fire2.wav

weapons/sniper/sniper_reload.wav

weapons/sniper/sniper_fire.wav

weapons/357/reload1.wav

weapons/slam/bounce1.wav

weapons/fx/rics/laser_ric1.wav

weapons/fx/rics/laser_ric2.wav

weapons/fx/rics/laser_ric3.wav

weapons/stunstick/alyx_stunner_charge2.wav

level_sounds_eli_lab.txt

plats/hall_elev_door_move.wav

plats/hall_elev_door_stop.wav

level_sounds_e3_lab.txt

*vo/e3_lab/alyx_snapout.wav

E3 Leftovers.

*vo/e3_lab/alyx_staringagain.wav

*vo/e3_lab/kleiner_warming.wav

*vo/e3_lab/alyx_areyousure.wav

*vo/e3_lab/kleiner_moduli.wav

*vo/e3_lab/alyx_hopeso1.wav

*vo/e3_lab/alyx_hopeso2.wav

*vo/e3_lab/alyx_imsorrygordon1.wav

*vo/e3_lab/alyx_imsorrygordon2.wav

*vo/e3_lab/alyx_imsorrygordon3.wav

*vo/e3_lab/alyx_imsorrygordon4.wav

*vo/e3_lab/alyx_imsorrygordon5.wav

*vo/e3_lab/alyx_imsorrygordon6.wav

*vo/e3_lab/alyx_cmondoc.wav

*vo/e3_lab/kleiner_massless.wav

*vo/e3_lab/kleiner_careful.wav

*vo/e3_lab/alyx_scanners1.wav

*vo/e3_lab/alyx_scanners2.wav

*vo/e3_lab/alyx_scanners3.wav

*vo/e3_lab/kleiner_fie.wav

*vo/e3_lab/alyx_thatsit.wav

*vo/e3_lab/alyx_takethis.wav

*vo/e3_lab/alyx_getout.wav

*vo/e3_lab/kleiner_onlymoment.wav

*vo/e3_lab/alyx_toolate.wav

level_sounds_music.txt

*#music/HL2_song22_CombineTheme3.mp3

This file exists in the 2003 leak, and is the track Combine Harvester.

npc_sounds_citizen.txt

closecaption/testcommands_$gender.wav

*vo/npc/$gender01/cantbeseen02.wav

npc_sounds_gunship.txt

npc/combine_gunship/wind_blast_loop1.wav

npc/combine_gunship/wind_blow_loop1.wav

npc_sounds_scanner.txt

npc/scanner/combat_scan_loop5.wav

npc/scanner/scanner_engine_loop4.wav

npc_sounds_vortigaunt.txt

*vo/npc/vortigaunt/vmono_01.wav

*vo/npc/vortigaunt/vmono_02.wav

*vo/npc/vortigaunt/vmono_03.wav

*vo/npc/vortigaunt/vortigese01.wav

*vo/npc/vortigaunt/vortigese06.wav

*vo/npc/vortigaunt/vortigese10.wav

*vo/npc/vortigaunt/vortigese13.wav

soundscapes.txt

test/temp/soundscape_test/music_snippet4.wav

test/temp/soundscape_test/music_snippet5.wav

test/temp/soundscape_test/music_snippet6.wav

test/temp/soundscape_test/music_snippet7.wav

test/temp/soundscape_test/music_snippet8.wav

test/temp/soundscape_test/wall1.wav

test/temp/soundscape_test/wall2.wav

test/temp/soundscape_test/wall3.wav

test/temp/soundscape_test/wall4.wav

soundscapes_canals.txt

ambient/levels/canals/windchime3.wav

ambient/levels/canals/windchime6.wav

ambient/levels/canals/windchime7.wav

ambient/levels/canals/windchime8.wav

soundscapes_streetwar.txt

ambient/atmosphere/air_suck4.wav

soundscapes_trainyard.txt

buttons/combine_terminal_loop1.wav

buttons/combine_terminal_loop2.wav

Friends Menu#

Before the introduction of the Steam overlay in ~2007, Half-Life 2 and many other Source Engine games had an in-game 'Friends' menu. These sounds go unused after it was added.

Sound File

Filename

Notes

message.wav

Sound for when a friend messages you.

friend_join.wav

Sound for when a friend joined your game.

friend_online.wav

Sound for when a friend was online.

Combine Gunship#

A loop for the engine of the Combine Gunship that goes unused.

Sound File

Filename

Notes

npc/combine_gunship/

gunship_engine_loop3.wav

Unused Dialogue#

Opening (level_sounds_trainyard.txt)#

Sound

Filename
(sound/vo/gman_misc and sound/vo/trainyard)

Dialogue

Notes

N/A

gman_hourhascome.wav

N/A

N/A

gman_seeyou.wav

N/A

N/A

cit_train_hookup.wav

Maybe we can hook up later.

N/A

wife_wheretakinghim.wav

N/A

N/A

wife_wherehavetaken.wav

N/A

N/A

ba_cantstay01.wav

N/A

N/A

ba_cantstay02.wav

N/A

N/A

ba_cantstay03.wav

N/A

N/A

ba_handoff01.wav

N/A

N/A

ba_handoff02.wav

N/A

N/A

ba_hurryitup.wav

N/A

N/A

ba_inhere.wav

N/A

The used line is ba_inhere01.wav.

N/A

ba_itsme.wav

N/A

The used line is ba_rememberme.wav.

N/A

ba_letsgo.wav

N/A

N/A

ba_lovetotalk.wav

N/A

N/A

ba_myguy01.wav

N/A

N/A

ba_myguy02.wav

N/A

N/A

ba_notthere.wav

N/A

N/A

ba_notyouhim.wav

N/A

N/A

ba_quick.wav

N/A

N/A

ba_scanbooth01.wav

N/A

N/A

ba_scanbooth02.wav

N/A

N/A

ba_scanbooth03.wav

N/A

N/A

ba_scanbooth04.wav

N/A

N/A

ba_talkingyou.wav

N/A

N/A

ba_theywait.wav

N/A

N/A

ba_whattookyou.wav

N/A

N/A

ba_keepmoving.wav

N/A

N/A

ba_getupthere.wav

N/A

N/A

ba_thatsit.wav

N/A

N/A

ba_awayfrom.wav

N/A

N/A

ba_overhere.wav

N/A

N/A

ba_goonup.wav

N/A

N/A

ba_uphere.wav

N/A

N/A

ba_upthere.wav

N/A

N/A

ba_againstwall.wav

N/A

N/A

ba_move.wav

N/A

The used voiceline is ba_move01.wav.

N/A

ba_outofway.wav

N/A

N/A

ba_backoff.wav

N/A

The used line is ba_backup.wav.

N/A

ba_thatbeer.wav

N/A

Was split up into two parts, ba_thatbeer01.wav and ba_thatbeer02.wav.

N/A

ba_scanbooth01.wav

N/A

N/A

ba_verify01.wav

N/A

N/A

ba_verify02.wav

N/A

N/A

ba_verify03.wav

N/A

N/A

kl_whatsbest.wav

N/A

N/A

ba_getalook.wav

N/A

N/A

ba_offstreet.wav

N/A

N/A

ba_rooftops.wav

There's supposed to be a high route over the rooftops, but... I've never been that way myself.

N/A

ba_getinthere.wav

N/A

N/A

ba_meetyoulater02.wav

N/A

N/A

ba_comeonletsgo.wav

N/A

N/A

ba_farasigo.wav

N/A

N/A

ba_goodluck.wav

N/A

N/A

ba_awayfromwindow.wav

N/A

N/A

ba_twoway.wav

N/A

N/A

cit_tvbust##.wav (01 through 04)

What are you doing?
You're gonna be in trouble.
Hey, you're gonna bring trouble down on all of us!
Put that down!

Interacting with the TV broadcasting Breen's speech would have prompted these responses from the tenants looking out the window.

cit_raid_use01.wav
cit_raid_use02.wav

Just be glad you don't live there.
If you're looking for a place to stay, you better keep going.

female01/cit_tvbust05.wav

Thank God someone had the courage to do that.

Only the male variant ("Oh no. Now we're really gonna get it.") is subtitled and used, unlike this take for the female tenant.

male01/cit_window_use02.wav
cit_window_use_03.wav

They're definitely coming in here!
It was just a matter of time!

The female tenant says these lines, though the man also has his own takes.

N/A

cit_tv_newone.wav

N/A

N/A

cit_tv_quiet.wav

N/A

N/A

cit_tv_best.wav

N/A

N/A

cit_tv_again.wav

N/A

N/A

cit_couch_use01.wav

N/A

N/A

cit_couch_use02.wav

N/A

N/A

cit_couch_use03.wav

N/A

N/A

cit_couch_use04.wav

N/A

N/A

cit_couch_use05.wav

N/A

N/A

al_ugh.wav

N/A

N/A

al_gottawatch.wav

N/A

N/A

al_scanfriends.wav

N/A

N/A

al_watchhead.wav

N/A

N/A

al_comethru.wav

N/A

N/A

al_gothru.wav

N/A

N/A

al_hereweare.wav

N/A

N/A

al_carefulthere.wav

N/A

N/A

al_watchstep.wav

N/A

N/A

al_quiethere.wav

N/A

N/A

al_youquiet.wav

N/A

N/A

al_okherewego.wav

N/A

N/A

al_lotofpeople.wav

N/A

N/A

al_funnylook03.wav

N/A

Half-Life 2 demonstrates the Response System to allow for NPC interactions based on what the player and/or NPC is doing, including conditions of either. Alyx would have made use of the TLK_STARE in this case, though no such response is defined in the released game.

N/A

al_knowthink01.wav

N/A

N/A

al_thatlookmean02.wav

N/A

N/A

ba_citadel01.wav

N/A

Only ba_citadel02.wav remains, where Barney mentions the Citadel releasing Scanners.

Kleiner's Lab (level_sounds_klab.txt)#

Sound

Filename
(sound/vo/k_lab)

Dialogue

Notes

N/A

al_checkguyout##.wav (01 through 06)

N/A

Leftovers from the 2003 leak, before the iteration where Alyx meets Gordon after the latter is ambushed.

N/A

al_soundslikeyou.wav

N/A

Ditto.

N/A

al_sameguy.wav

N/A

Ditto.

N/A

al_youmadeit.wav

N/A

Ditto.

N/A

al_gogetyou.wav

N/A

Ditto.

N/A

al_muchtrouble.wav

N/A

Ditto.

N/A

al_uhoh.wav

N/A

Ditto.

N/A

al_reputation.wav

N/A

Ditto.

N/A

al_dadsays##.wav (01 through 02)

N/A

Ditto.

N/A

al_docswaiting##.wav (01 through 03)

N/A

The first two voicelines were merged together to make al_kleinerswaiting.wav in the final.

N/A

al_nocombine.wav

N/A

N/A

al_screechinghalt.wav

N/A

N/A

al_buymeadrink.wav

N/A

N/A

al_givemeahand.wav

N/A

N/A

al_unplugged.wav

N/A

N/A

al_plugitin.wav

N/A

N/A

al_pickplug.wav

N/A

N/A

al_socket.wav

N/A

N/A

al_thanks.wav

N/A

N/A

al_herewego.wav

N/A

N/A

al_standback.wav

N/A

N/A

al_dietregular.wav

N/A

N/A

al_gotcompany01.wav

N/A

N/A

al_gotcompany02.wav

N/A

N/A

kl_keepschedule.wav

N/A

N/A

al_myfather.wav

N/A

N/A

kl_contacthim.wav

N/A

N/A

ba_troublealone01.wav

N/A

N/A

ba_troublealone02.wav

N/A

N/A

al_notonfoot.wav

N/A

N/A

kl_redletterday03.wav

N/A

N/A

ba_didtopartners01.wav

N/A

N/A

ba_didtopartners02.wav

N/A

N/A

kl_notafly.wav

N/A

N/A

kl_dearme.wav

N/A

N/A

kl_pleasegordon01.wav

N/A

N/A

kl_pleasegordon02.wav

N/A

N/A

al_figureclothes.wav

N/A

N/A

ba_needmyhelp.wav

N/A

N/A

kl_assistance.wav

N/A

N/A

kl_assistance.wav

N/A

N/A

ba_consideringlasttime.wav

N/A

N/A

eli_glad.wav

N/A

N/A

eli_lastthing.wav

N/A

N/A

eli_fewmoments01.wav

N/A

N/A

eli_fewmoments02.wav

N/A

N/A

eli_fewmoments03.wav

N/A

N/A

al_problemdoc.wav

N/A

N/A

kl_moduli01.wav

N/A

N/A

kl_warming.wav

N/A

N/A

kl_illeffects.wav

N/A

N/A

al_handle.wav

N/A

N/A

kl_alreadydone.wav

N/A

N/A

kl_splendid.wav

N/A

N/A

ba_woodsyet.wav

N/A

N/A

eli_phenom01.wav

N/A

N/A

eli_fewmoments01.wav

N/A

N/A

ba_sarcastic04.wav

N/A

N/A

ba_sarcastic05.wav

N/A

N/A

ba_nottoosoon02.wav

N/A

N/A

kl_scanners01.wav

N/A

N/A

kl_scanners02.wav

N/A

N/A

kl_excellent02.wav

N/A

N/A

ba_doctorate.wav

N/A

N/A

kl_gooduseofyou.wav

N/A

N/A

eli_notquite01.wav

N/A

N/A

eli_notquite02.wav

N/A

N/A

eli_dontunder01.wav

N/A

N/A

eli_dontunder02.wav

N/A

N/A

eli_dontunder03.wav

N/A

N/A

ba_dontworry02.wav

N/A

N/A

eli_holdsignal.wav

Hold the signal, Judith!

N/A

mo_icant.wav

N/A

N/A

br_tele_01.wav

N/A

N/A

br_tele_04.wav

N/A

N/A

br_tele_06.wav

N/A

N/A

br_tele_07.wav

N/A

N/A

br_tele_08.wav

N/A

N/A

br_tele_09.wav

N/A

N/A

br_tele_10.wav

N/A

Canals (level_sounds_canals.txt)#

Sound

Filename
(sound/vo/canals)

Dialogue

Notes

N/A

arrest_helpgod.wav

N/A

N/A

arrest_help.wav

N/A

N/A

boxcar_lookout_c.wav

N/A

boxcar_vortstop.wav

Hey, stop that. The vorts are on our side now.

boxcar_lethimhelp.wav

He'll help you if you let him!

female01/stn6_shellingus.wav

They're shelling us!

The male variant is used and spoken after the "Incoming!" line.

N/A

$gender01/stn6_canisters.wav

They're hitting us with canisters!

N/A

shanty_getitoffhim.wav

Get it off him! Get it off!

N/A

shanty_toolate.wav

It's too late! Stand back!

N/A

stn6_launch.wav

We've got a launch. We've got a launch!

male01/stn6_incoming.wav

Incoming!

The female variant is used.

N/A

$gender01/stn6_go_nag01.wav

N/A

N/A

$gender01/stn6_go_nag03.wav

N/A

N/A

matt_whoyou.wav

N/A

matt_thanksbut.wav

Blank in the subtitles, but Matt says "Hey look, thanks for the help, but you'd better get outta here."

N/A

matt_thereyougo.wav

N/A

N/A

matt_helpyourself.wav

N/A

N/A

matt_radiobust01.wav

N/A

N/A

matt_radiobust02.wav

N/A

N/A

matt_radiobust03.wav

N/A

Coast (level_sounds_coast.txt)#

Sound

Filename
(sound/vo/coast)

Dialogue

Notes

N/A

le_seeyoulater.wav

N/A

N/A

man_daniels.wav

N/A

Daniels refers to one of the Rebels in the garage fighting Combine Soldiers, who can end up killed and is mentioned as a "redshirt" in d1_town_05's map entities and outputs

N/A

al_captured.wav

My Dad and Dr. Mossman...they were captured in the fighting. Vortigaunts tracked them to Nova Prospekt, the converted prison up the coast. If you could meet me there, Gordon, then together we might have a chance of getting them out.

N/A

al_goodnews.wav

He's there?

N/A

al_goodnews_b.wav

N/A

N/A

al_goodnews_c.wav

N/A

N/A

al_goodtoseeyou.wav

N/A

N/A

al_out.wav

Out.

N/A

al_stowaway.wav

Good.

N/A

al_stowaway_b.wav

N/A

N/A

al_stowaway_c.wav

N/A

N/A

al_stowaway_d.wav

N/A

N/A

al_stowaway_e.wav

N/A

N/A

al_stowaway_f.wav

N/A

N/A

al_taucar.wav

Hey, Leon. Do you still have the car my Dad and I put together?

N/A

al_taucar_b.wav

N/A

N/A

lady_goahead.wav

N/A

N/A

lady_gotodocks.wav

Go right on down to the docks there, and we'll bring it out for you. Listen for directions from the crane operator.

N/A

lady_keepgoing.wav

Keep on going and you'll see the car.

N/A

lady_putcarout.wav

N/A

N/A

cr_okholdon.wav

N/A

N/A

cr_goodluckdock.wav

N/A

N/A

cr_taugood.wav

N/A

N/A

cr_onlycarwevegot.wav

N/A

cr_gravgun.wav

Use your gravity gun to flip the car over again.

Noriko would have been said this if the Buggy was still upside down, but its sound entity (sound_vo_gravgun) is never triggered.

cr_driveforfeel.wav

Why don't you take a spin around the beach until you've got a feel for the car. When you're done, head for the slope down by the water.

Ditto.

N/A

cr_excellent.wav

N/A

N/A

cr_okholdon.wav

N/A

cr_rockslide.wav

You're never gonna get traction in that gravel. Try the slope down by the water.

This would have been used while getting up the first mound. (sound_vo_rockslide)

cr_antlions.wav

Watch out for antlions.

Ditto, but for being wary of the antlions. (sound_vo_antlions)

N/A

nlo_citizen_greet05.wav

You shouldn't be walking around out here. Get into the basement.

N/A

nlo_cub_getoutthere.wav

N/A

N/A

vmech_remove.wav

N/A

Part of a cut sequence where a Vortigaunt would remove the Tau Cannon from the Scout Car, the remaining relevant voiceline (vmech_accept.wav) was re-used for putting the Airboat's gun onto it in the canals section.

N/A

vmech_wisely.wav

This tau cannon once killed many of our kind. Use it wisely.

Ditto.

N/A

vmech_proceed.wav

The Freeman must not proceed without the tau particle cannon!

Ditto.

N/A

barn_bunyip.wav

N/A

N/A

$gender01/anotherdropship.wav

Another dropship!

N/A

barn_heretheycome.wav

Here they come!

N/A

$gender01/comeonin.wav

Come on in.

N/A

$gender01/hurry.wav

N/A

N/A

$gender01/continueonfoot.wav

N/A

N/A

$gender01/drivecarinhere.wav

Drive the car in here.

N/A

$gender01/drop_barn.wav

Dropship! By the barn!

N/A

$gender01/drop_field.wav

Dropship! Over the field!

N/A

exit_killship.wav

I'll take you out on the cliffside path as soon as you kill that gunship. There's no way we can make it with that thing harassing us.

N/A

exit_killshipnag.wav

Kill the gunship, then we'll go.

N/A

$gender01/getcarinhere.wav

Get your car in here!

N/A

$gender01/getcarinthere.wav

Get your car in there!

N/A

$gender01/getoffroad01a.wav

Get off the road!

Variant getoffroad01.wav remains in the game files.

N/A

$gender01/getoffroad02.wav

Get your car off the road!

$gender01/gettauoff.wav

Blank, but the following is said: "We'll get that weapon off the car for you, but you're gonna have to continue on foot."

The Scout Car's code and the game's FGD mentions a tau removal sequence, including a completely unused "script_tauremoval" entity that is nowhere to be found in the source code. The vehicle's model also has a bodygroup for the Tau Cannon and two special animations (tau_levitate and exit_tauremoved) related to its removal.

N/A

$gender01/lite_rockets02.wav

We stowed our rockets in the lighthouse. Help yourself.

N/A

$gender01/nowwhat.wav

Oh man, now what?

N/A

$gender01/stashinbarn.wav

Stash your car in the barn!

N/A

$gender01/antman01.wav

N/A

N/A

$gender01/antman02.wav

N/A

N/A

$gender01/pheropod_nag04.wav

Looks like you've made yourself some friends.

Nova Prospekt (level_sounds_novaprospekt.txt)#

Sound

Filename
(sound/vo/novaprospekt)

Dialogue

Notes

N/A

*npc/combine_soldier/vo/prison_soldier_black2ambush.wav

N/A

Soundscript: prison.srradio_B2_controlroom_a

N/A

*npc/combine_soldier/vo/prison_soldier_freemancontact.wav

N/A

Soundscript: prison.srradio_B2_controlroom_b

N/A

*npc/combine_soldier/vo/prison_soldier_antlionguardC1.wav

N/A

Soundscript: prison.sradio_C1_controlroom_a

N/A

*npc/combine_soldier/vo/prison_soldier_perimeter_delta8.wav

N/A

Soundscript: prison.sradio_C1_controlroom_b

N/A

al_followme01.wav

This way, Gordon.

N/A

al_perfecttiming01.wav

N/A

N/A

al_perfecttiming02.wav

N/A

N/A

al_perfecttiming03.wav

N/A

N/A

al_perfecttiming04.wav

N/A

N/A

al_perfecttiming05.wav

N/A

N/A

al_perfecttiming06.wav

N/A

N/A

al_hacksecurity02.wav

N/A

N/A

al_hacksecurity03.wav

N/A

N/A

al_getback02.wav

N/A

N/A

al_elevator01.wav

You ready for this?

The only audio file not included with the final game, of note is that al_elevator02.wav (Man of few words, aren't you?) was seemingly repurposed for the post-knockout sequence in the prologue.

N/A

al_herewego01.wav

N/A

N/A

al_hatetothink.wav

N/A

N/A

al_podopen.wav

N/A

N/A

al_nowjudith.wav

N/A

N/A

al_notinthere.wav

N/A

N/A

al_differentblock.wav

N/A

N/A

eli_foundme03.wav

N/A

N/A

eli_nevermindme02.wav

N/A

N/A

eli_nevermindme03.wav

N/A

N/A

al_notleavingyou02.wav

N/A

N/A

al_notleavingyou03.wav

N/A

N/A

eli_wherewillyougo02.wav

N/A

N/A

eli_wherewillyougo03.wav

N/A

N/A

al_talkedtokleiner01.wav

N/A

N/A

al_talkedtokleiner02.wav

N/A

N/A

al_notleavinghere02.wav

N/A

N/A

eli_judithshelp02.wav

N/A

N/A

al_findhernext.wav

N/A

N/A

eli_notime02.wav

N/A

N/A

eli_notime03.wav

N/A

N/A

eli_notime04.wav

N/A

N/A

al_sendyouoff.wav

N/A

N/A

al_well.wav

N/A

N/A

eli_seeyouahead.wav

N/A

N/A

al_meetyouthere02.wav

N/A

N/A

al_leapfrog02.wav

N/A

N/A

al_leapfrog03.wav

N/A

N/A

al_leapfrog04.wav

N/A

N/A

al_leapfrog05.wav

N/A

N/A

al_leapfrog06.wav

N/A

N/A

al_intercom.wav

N/A

N/A

al_didalrightwithoutme.wav

N/A

N/A

al_backinonepiece.wav

N/A

N/A

al_talktoyasoon.wav

N/A

N/A

al_toomuchtrouble.wav

N/A

N/A

al_youvedonethisbefore.wav

N/A

N/A

al_gotaline.wav

N/A

N/A

al_yourdoor.wav

N/A

N/A

al_goodluck.wav

N/A

N/A

al_shecanhelp01.wav

N/A

N/A

al_shecanhelp02.wav

N/A

N/A

al_findmossman02.wav

N/A

N/A

al_combinespy02.wav

Closed caption exists, but is blank.

N/A

al_combinespy06.wav

N/A

N/A

al_sealdoor03.wav

N/A

N/A

al_findmossman.wav

N/A

N/A

al_findmossman02.wav

N/A

N/A

al_findmossman04.wav

N/A

N/A

br_believe.wav

N/A

N/A

mo_puppet.wav

N/A

N/A

br_leeway02.wav

N/A

N/A

br_leeway03.wav

N/A

N/A

br_leeway04.wav

N/A

N/A

br_leeway05.wav

N/A

N/A

al_aroundhere01.wav

N/A

N/A

al_aroundhere02.wav

N/A

N/A

al_wringherneck.wav

N/A

N/A

al_lockedyouin.wav

N/A

N/A

mo_youdidthis.wav

N/A

N/A

al_usingmyfather.wav

N/A

N/A

mo_alyxno.wav

N/A

N/A

mo_protectfather02.wav

N/A

N/A

mo_meexplain.wav

N/A

N/A

al_shutup01.wav

N/A

N/A

al_shutup02.wav

N/A

N/A

al_shutup03.wav

N/A

N/A

al_shutup04.wav

N/A

N/A

al_wastehim.wav

N/A

N/A

mo_buyingtime01.wav

N/A

N/A

mo_buyingtime02.wav

N/A

N/A

al_where.wav

N/A

N/A

al_horrible02.wav

N/A

N/A

mo_incredible.wav

N/A

N/A

mo_terriblepurpose.wav

N/A

N/A

mo_elihowdid.wav

N/A

N/A

al_putincoords.wav

N/A

N/A

al_dadhowareyou.wav

N/A

N/A

al_whereyouhear.wav

N/A

N/A

al_drkleiner02.wav

N/A

N/A

al_thatsit.wav

N/A

N/A

mo_howgetin.wav

N/A

N/A

al_alwaysknew01.wav

N/A

N/A

al_alwaysknew02.wav

N/A

N/A

al_alwaysknew03.wav

N/A

N/A

mo_protecthim.wav

N/A

N/A

al_protecthim01.wav

N/A

N/A

al_protecthim02.wav

N/A

N/A

al_protecthim03.wav

N/A

N/A

mo_surrounded.wav

N/A

N/A

eli_judithallright.wav

N/A

N/A

mo_explain.wav

N/A

N/A

al_awayfromher01.wav

N/A

N/A

al_awayfromher02.wav

N/A

N/A

al_traitor01.wav

N/A

N/A

al_traitor02.wav

N/A

N/A

eli_whatisthis.wav

N/A

N/A

al_traitorspy01.wav

N/A

N/A

al_traitorspy02.wav

N/A

N/A

al_traitorspy03.wav

N/A

N/A

al_traitorspy04.wav

N/A

N/A

eli_judith.wav

N/A

N/A

mo_sorryeli01.wav

N/A

N/A

mo_sorryeli02.wav

N/A

N/A

eli_youserious.wav

N/A

N/A

mo_prejudices.wav

N/A

N/A

al_hellout.wav

N/A

N/A

eli_right.wav

N/A

N/A

mo_cantusethat.wav

N/A

N/A

al_youforget01.wav

N/A

N/A

al_youforget02.wav

N/A

N/A

mo_andwhy.wav

N/A

N/A

al_maiden01.wav

N/A

N/A

al_maiden02.wav

N/A

N/A

mo_elireason.wav

N/A

N/A

eli_iwillnot.wav

N/A

N/A

mo_hugegulf.wav

N/A

N/A

eli_iagree.wav

N/A

N/A

mo_thelag.wav

N/A

N/A

eli_firsthand.wav

N/A

N/A

mo_reasonthem.wav

N/A

N/A

al_enoughdamage01.wav

N/A

N/A

al_enoughdamage02.wav

N/A

N/A

al_enoughdamage03.wav

N/A

N/A

mo_eliplease.wav

N/A

N/A

eli_makeuseful.wav

N/A

N/A

al_areyouthere.wav

N/A

N/A

kl_whatshappening01.wav

N/A

N/A

kl_whatshappening02.wav

N/A

N/A

kl_whatshappening03.wav

N/A

N/A

al_hybridworking01.wav

N/A

N/A

al_hybridworking02.wav

N/A

N/A

kl_onstandby01.wav

N/A

N/A

kl_onstandby02.wav

N/A

N/A

kl_onstandby03.wav

N/A

N/A

al_cozy.wav

N/A

N/A

al_comeonin01.wav

N/A

N/A

al_comeonin04.wav

N/A

N/A

al_controlroom_1.wav

N/A

N/A

al_controlroom_2.wav

N/A

N/A

al_controlroom_1_2.wav

N/A

N/A

al_croom2_turrets.wav

N/A

N/A

al_room1_gate_open.wav

N/A

N/A

al_room1_move_shelves_2.wav

Good job. You should be able to sneak through these vents.

N/A

al_room2_ambush.wav

Blank captions.

N/A

al_room2_ambush_2.wav

I'm picking up incoming soldiers. Here, I'll show you on this monitor.

N/A

al_room2_turrets_4.wav

N/A

N/A

al_room3_field.wav

This is a Combine filter-field. If you've never dealt with one of these before, you can sometimes break the switch by lobbing stuff through.

N/A

al_room3_field_2.wav

The filter-field will screen you out. Combine soldiers can get through there, but you can't.

N/A

al_room3_field_3.wav

This one isn't connected to the net. I can't turn it off. There must be controls for it nearby.

N/A

al_room3_field_nag.wav

N/A

N/A

al_room3_field_success.wav

Good work.

N/A

al_room3_turret.wav

Stop!

N/A

al_room3_turret_2.wav

There's a turret in the stairs right below you. Try knocking it over with a grenade, if you have any left.

N/A

al_room3_turret_3.wav

Good enough.

N/A

al_charger.wav

N/A

N/A

al_croom2_wave2.wav

More soldiers are coming. Make sure to keep those turrets up to help defend.

N/A

al_room5_alyx_exitdoor1.wav

I'll have this door open in a second.

N/A

al_room5_alyx_exitdoor2.wav

Okay let's go. Follow me.

N/A

al_trustedher.wav

N/A

N/A

al_allsecrets.wav

N/A

N/A

al_nowhurry.wav

N/A

N/A

al_thereheis.wav

N/A

The only remaining relevant "There he is." line is al_thereheis01.wav.

N/A

al_betyoudid02.wav

Look at it, Gordon.

N/A

al_keepturrets.wav

Gordon, keep the turrets set up.

N/A

al_rechargecycle.wav

N/A

N/A

al_almostthere01.wav

N/A

al_almostthere.wav is used.

N/A

al_moresoldiers03.wav

Get ready for another wave.

N/A

al_myhelp.wav

N/A

N/A

al_doingallright.wav

N/A

Streetwar (level_sounds_klab2.txt & level_sounds_streetwar.txt)#

Sound

Filename
(sound/vo/k_lab2 & sound/vo/streetwar)

Dialogue

Notes

N/A

kl_atthecitadel02.wav

N/A

Was presumably repurposed into kl_atthecitadel01_b.wav ("According to the vortigaunts, he is a prisoner at the Citadel.")

N/A

al_getmyfather_b.wav

N/A

N/A

kl_dontgiveuphope01.wav

N/A

N/A

kl_dontgiveuphope01_b.wav

N/A

N/A

al_whee.wav

N/A

N/A

al_sentdog.wav

N/A

N/A

ba_illbefine.wav

N/A

N/A

kl_capable.wav

N/A

N/A

ba_headtowardcitadel.wav

N/A

N/A

kl_whaat.wav

N/A

N/A

kl_lamarrwary03.wav

N/A

N/A

al_takecareofyourself01.wav

N/A

N/A

al_takecareofyourself02.wav

N/A

N/A

al_takecareofyourself03.wav

N/A

N/A

al_thedeal.wav

Ok, here's the deal.

N/A

al_bridge01.wav

The bridge we've gotta cross is beyond that gate.

N/A

al_bridge02.wav

I can hack the gate controls and hold it open till we're through, but you're gonna have to watch my back while I'm working.

N/A

al_comeon02.wav

N/A

N/A

al_comeon03.wav

N/A

The radio variant (al_comeon03_r.wav) exists.

N/A

al_coupleminutes.wav

It could take me a couple minutes to take control of the gate.

N/A

al_damn.wav

Damn!

N/A

al_firstbit.wav

First bit's done.

N/A

al_gateisopen.wav

N/A

The radio variant (al_gateisopen_r.wav) is used.

N/A

al_getoverhere.wav

Get over here!

N/A

al_goodletsgo.wav

Good. let's go.

N/A

al_imwaiting.wav

N/A

Its radio variant (al_imwaiting_r.wav) is used.

N/A

al_nowtricky.wav

Now for the tricky part.

N/A

al_onemorebit.wav

One more bit and we're ready.

N/A

al_thankgod.wav

Thank God.

N/A

al_vantage.wav

N/A

N/A

al_iwasafraid.wav

I was afraid you weren't going to make it.

N/A

al_no.wav

No!

N/A

al_thebridge.wav

The bridge!

N/A

al_theresbridge01.wav

There's the bridge.

N/A

al_theresbridge02.wav

Let's get across.

N/A

al_whatnow01.wav

What now?

N/A

al_whatnow02.wav

We have to get across this canal!

N/A

al_goingthru01.wav

Looks like instead of going over it

N/A

al_goingthru02.wav

we'll be going through.

N/A

al_onewill01.wav

Blank caption.

N/A

al_onewill02.wav

Blank caption.

N/A

ba_onedown.wav

One down!

N/A

ba_onemorenow.wav

All right! One more now! Come on, Gordon!

N/A

ba_whistle.wav

N/A

N/A

ba_allclearthxgordon.wav

It's all clear, thanks to Gordon.

N/A

ba_dayswork.wav

All in a day's work, right?

N/A

ba_drawpowerfrominside.wav

It draws power from inside the building so that's where we've got to go.

N/A

ba_supp_spotted.wav

It spotted us!

N/A

ba_dontstandstill.wav

Don't let it catch you standing still!

N/A

ba_dontbeseen.wav

Don't let it see you!

N/A

ba_letthemout.wav

Let them out!

N/A

ba_getthisopen.wav

Get this thing open, Gordon.

N/A

ba_shieldgen.wav

Check out those shield generators. I've got nothing to deal with those. What we need here is some kind of action at a distance.

N/A

ba_iwisheli.wav

I wish Eli were here. Maybe he'd have some advice for us.

N/A

ba_goodjob.wav

Good job, Gordon.

N/A

ba_uhohcompany.wav

Uh oh. Company.

N/A

ba_ontheroof.wav

They're on the roof!

N/A

ba_comingdown.wav

They're coming down.

N/A

ba_greatwork.wav

Great work, Doc, you've still got the touch.

N/A

ba_armory.wav

Hey, it's an armory.

N/A

ba_stockup.wav

Stock up!

N/A

ba_exitsigns.wav

Look for the exit signs.

N/A

ba_bypass.wav

Now we can cut through the square, bypass the Nexus and push straight on toward the Citadel.

N/A

ba_gottagetskybopen.wav

We've gotta get the skybridge open.

N/A

ba_nag_connectskyb01.wav

Good. Now, get the skybridge connected.

N/A

ba_nag_connectskyb02.wav

Gordon, extend the skybridge.

N/A

ba_seeyouonground.wav

Good job, Gordon. I'll see you on the ground.

N/A

ba_suppdownroofnow.wav

The suppressor's down, so you can get to the roof now.

N/A

ba_goonnow.wav

Go on now.

N/A

ba_damnitdog.wav

N/A

N/A

ba_nag_wall06.wav

N/A

N/A

ba_youhurryon.wav

Uh oh. I'll stay here. You hurry on. Good luck up there, Gordon!

N/A

$gender01/c17_06_keepcoming.wav

The manhacks just keep coming. They're never gonna stop!

N/A

$gender01/d3_c17_06_post_det03.wav

Hey! Let us through! I can hear you in there! Come on! Open the door!

N/A

$gender01/d3_c17_13_horse03.wav

Let's meet up at the horse!

Citadel (level_sounds_citadel.txt)#

Sound

Filename
(sound/vo/citadel)

Dialogue

Notes

N/A

*npc/overwatch/cityvoice/fcitadel_payloadunconfirmed.wav

N/A

Soundscript: citadel.overwatch_teleport_fails

N/A

al_access.wav

N/A

N/A

al_bothtypes.wav

Blank caption.

N/A

al_critical.wav

It's gonna go critical. Just a few more.

N/A

al_dad01.wav

N/A

N/A

al_dadokay.wav

N/A

N/A

al_doingright.wav

N/A

N/A

al_exhaust.wav

N/A

N/A

al_funnel.wav

Blank caption.

N/A

al_goodkeepgoing.wav

Blank caption.

N/A

al_gordonfirst.wav

N/A

N/A

al_great.wav

N/A

N/A

al_hesgettingaway01.wav

N/A

N/A

al_hesgettingaway02.wav

N/A

N/A

al_hurrymossman.wav

N/A

N/A

al_ifonly.wav

Blank caption.

N/A

al_keepgoing01.wav

Good. Keep going.

N/A

al_launchtrip.wav

Blank caption.

N/A

al_launchup.wav

Blank caption.

N/A

al_lookout.wav

Look out!

N/A

al_mixenergy.wav

Blank caption.

N/A

al_notagain01.wav

N/A

N/A

al_ohno.wav

N/A

N/A

al_ohnogordon.wav

N/A

N/A

al_now.wav

N/A

N/A

al_pulses.wav

Blank caption.

N/A

al_reactor01.wav

Blank caption.

N/A

al_reactor02.wav

Blank caption.

N/A

al_reactor03.wav

I can't go in there while it's activated, but your suit should protect you. Look for some vulnerability in the core.

N/A

al_reroute.wav

Blank caption.

N/A

al_right.wav

Right then.

N/A

al_shootbeam.wav

Blank caption.

N/A

al_shoottube.wav

N/A

N/A

al_soldiers01_c.wav

I'm sorry, Gordon, I can't stop them from here.

al_stayawaycore.wav

Stay away from the core.

al_staybackbeam.wav

Watch out for the beams!

N/A

al_stophim01.wav

N/A

N/A

al_stophim02.wav

N/A

N/A

al_success_yes02.wav

N/A

The _nr variant is used.

N/A

al_tearapart.wav

Once he teleports, the whole thing will tear apart. The beam is unshielded. We'll be cooked in the singularity.

N/A

al_tellyou01.wav

N/A

N/A

al_tellyou02.wav

N/A

N/A

al_tellyou03.wav

N/A

N/A

al_tellyou04.wav

N/A

N/A

al_tellyou05.wav

N/A

N/A

al_thegravgun02.wav

N/A

N/A

al_triplet.wav

Blank caption.

N/A

al_usetubes.wav

N/A

N/A

al_watchout02.wav

N/A

N/A

al_watchout03.wav

N/A

N/A

al_weak.wav

See if you can find a weakness in those plates. We'll have to expose the core if we plan to destabilize it.

N/A

al_weakness.wav

N/A

N/A

al_whathappen.wav

Gordon. What happened to the gravity gun? It must be drawing power from the Citadel.

N/A

br_betrayed_b.wav

Judith - Dr. Mossman - please...

Only br_betrayed.wav exists, unlike lines _b through _d. The full used caption differs mildly ("They know you betrayed them. They'll turn on you! Judith -- Dr. Mossman. Please!")

N/A

br_betrayed_c.wav

N/A

N/A

br_betrayed_d.wav

N/A

N/A

br_bounty.wav

N/A

Blank caption.

N/A

br_dictate_b.wav

N/A

N/A

br_failing01.wav

Good God!

N/A

br_failing02.wav

Get away from there!

N/A

br_failing03.wav

How are you doing that?!

N/A

br_failing04.wav

How did you do that?!

N/A

br_failing05.wav

Stop toying with that!

N/A

br_failing06.wav

Whatever you're doing, stop at once!

N/A

br_failing07.wav

Not that!

N/A

br_failing08.wav

Stop it!

N/A

br_failing09.wav

Stop that!

N/A

br_failing10.wav

Stop!

N/A

br_failing12.wav

I don't know what you're doing, Freeman, but I'm warning you against it!

N/A

br_gift_d.wav

N/A

N/A

br_guest_e.wav

N/A

N/A

br_iwasright.wav

N/A

N/A

br_laugh02.wav

N/A

N/A

br_look.wav

Look. Look.

N/A

br_lookthere.wav

Look there.

N/A

br_mock02.wav

I'm relying on you to fail again, Dr. Freeman. Just as I relied on you at Black Mesa.

N/A

br_mock03.wav

It looks like you're falling behind. I could never have predicted that.

N/A

br_mock08.wav

It won't be much longer now, Dr. Freeman.

N/A

br_mock10.wav

Oh, Dr. Freeman...

N/A

br_mock11.wav

What a waste.

N/A

br_mock12.wav

Pointless of you.

N/A

br_oheli01.wav

N/A

N/A

br_oheli02.wav

N/A

N/A

br_oheli03.wav

N/A

N/A

br_oheli04.wav

N/A

N/A

br_oheli05.wav

N/A

N/A

br_oheli06.wav

N/A

N/A

br_nopoint_b.wav

N/A

N/A

br_nopoint_c.wav

N/A

N/A

br_nothingtosay_c.wav

N/A

N/A

br_onmyway.wav

N/A

N/A

br_receiveme.wav

N/A

N/A

br_stubborn01.wav

You have your mother's eyes, my dear.

N/A

br_stubborn02.wav

But your father's stubborn nature.

N/A

br_takeme.wav

Take me.

N/A

br_think.wav

N/A

N/A

br_warmup.wav

I'm warming up the portal to deliver you even now.

N/A

eli_dontstruggle_b.wav

N/A

N/A

eli_dontworry.wav

N/A

N/A

eli_goodluckalyx.wav

N/A

N/A

eli_okbaby.wav

N/A

N/A

eli_ohsweetheart.wav

N/A

N/A

elihoney.wav

N/A

N/A

eli_ohalyx.wav

Oh, Alyx, sweetheart.

N/A

eli_ohjudith.wav

Oh, Judith...

N/A

gman_rightman.wav

The right man in the wrong place can make all the difference in the world.

N/A

gman_meetagain.wav

Until we meet again

N/A

gman_thatsall.wav

N/A

N/A

mo_dontlook.wav

Oh don't give me that look.

N/A

mo_foresee.wav

N/A

N/A

mo_goahead.wav

N/A

N/A

mo_goon.wav

N/A

N/A

mo_gotyoutwo.wav

N/A

N/A

mo_hurry.wav

N/A

N/A

mo_hurryhurry.wav

N/A

N/A

mo_notfollowed.wav

We'll make sure you're not followed.

N/A

mo_program.wav

N/A

N/A

mo_slightmod.wav

N/A

N/A

mo_stop.wav

N/A

N/A

mo_stophim.wav

I wasn't careful enough. Breen knows everything we learned. You have to stop him.

N/A

mo_takegravgun.wav

N/A

Citizens#

To do:
gettauoff.wav. Also, there are unused opposite-gender variants of lines that are normally only said by one gender.

Citizens were meant to have unique comments and replies for Vortigaunts in their squad (see the "Vortigaunts" section).

Commenting About Squad's Vortigaunt#

Sound

Filename

Dialogue

Notes

vquestion01.wav

Stop looking at me like that.

vquestion02.wav

Some things I just never get used to.

vquestion03.wav

I don't know how you things have survived as long as you have.

vquestion04.wav

Sometimes I wonder how I ended up with you.

vquestion05.wav

You're all right vorty.

vquestion06.wav

You vorts aren't half bad.

vquestion07.wav

If anyone ever told me I'd be pals with a vortigaunt...

Present in the captions as "If anyone would have told me I'd be pals with a vortigaunt..."

Replying to Vortigaunt Squadmate's Comment#

Sound

Filename

Dialogue

vanswer01.wav

Enough of your mumbo jumbo.

vanswer02.wav

Damn vorts.

vanswer03.wav

I'm not sure how to take that.

vanswer04.wav

Should I take that personally?

vanswer05.wav

Speak English.

vanswer06.wav

You got that from me.

vanswer07.wav

That's why we put up with you.

vanswer08.wav

Couldn't have put it better myself.

vanswer09.wav

That almost made sense.

vanswer10.wav

Something must be wrong with me, I almost understood that.

vanswer11.wav

I guess I'm getting used to you vorts.

vanswer12.wav

None of your vort philosophy.

vanswer13.wav

Stop, you're killing me!

vanswer14.wav

What did I do to deserve this?

Friendly Fire#

Sound

Filename

Dialogue

notthemanithought01.wav

YOU'RE NOT THE MAN I THOUGHT YOU WERE!

notthemanithought02.wav

You're not the man I thought you were.

wetrustedyou01.wav

WE TRUSTED YOU!

wetrustedyou02.wav

We trusted you!

Father Grigori#

Father Grigori has lines for giving the player ammo and health.

Sound

Filename

Dialogue

monk_giveammo01.wav

Here, brother! Ammunition!

monk_givehealth01.wav

Heal thyself, brother!

Vortigaunts#

Vortigaunts have a ton of unused dialogue for fighting alongside the player in a squad. They cannot join player squads in the final game, even when spawned by the player or placed in custom maps. Some of these lines were reused in Episode Two, albeit re-recorded with the new Vortigaunt voice actor, Tony Todd.

First Meeting the Player#

Sound

Filename

Dialogue

Notes

wellmet.wav

Well met, Freeman.

Reused in Episode Two.

isitthefm.wav

Is it the Freeman?

itisthefm.wav

It is the Freeman!

thefreeman.wav

The Freeman.

beofservice.wav

Can we be of service?

neuroprints.wav

So the neuroprints are true.

salute.wav

If you are trulry the Freeman, we salute you.

trulyitis.wav

Truly it is the Freeman.

takeus.wav

Freeman, take us with you.

webeofuse.wav

Freeman, we could be of use to you.

corporeal.wav

We never dreamed to meet you in corporeal form.

seebeforeoureye.wav

Is this the Freeman we see before our eyes?

morethanmeets.wav

There is more to the Freeman than meets the eye.

weknowyou.wav

We know you.

putaside.wav

We will put aside Black Mesa for now.

Squad Comment#

Sound

Filename

Dialogue

Notes

vques01.wav

We have lost all dear to us.

This is a different recording of a used line.

vques02.wav

The Combine will pay in kind for their depravity.

vques03.wav

Hope is in sight.

vques04.wav

This marks a turning point.

vques05.wav

Such pessimism will doom us all.

vques06.wav

We have survived darker times.

vques07.wav

We are mindful of the words of our greatest philosopher: companum gannennen vorgenot!

vques08.wav

You humans, always in the qualidity.

vques09.wav

We deem this company inviolable.

vques10.wav

Your companionship is greatly belabored.

Replying to a Squadmate's Comment#

Sound

Filename

Dialogue

Notes

vanswer01.wav

We remain unconvinced

The full stop is missing from the captions.

vanswer02.wav

You're not the first to harbor such illusions

Ditto.

vanswer03.wav

We believe the opposite

Ditto.

vanswer04.wav

It is just as well

Ditto.

vanswer05.wav

We expected as much

Ditto.

vanswer06.wav

Idle speculation

Ditto.

vanswer07.wav

Your concern is touching

Ditto.

vanswer08.wav

Don't rely on it.

vanswer09.wav

Assume nothing

The full stop is missing from the captions.

vanswer10.wav

Nothing of the sort

Ditto.

vanswer11.wav

You are deluded

Ditto.

vanswer12.wav

We wish you were right

Ditto.

vanswer13.wav

Excuse our gauche vicissitudes

Ditto.

vanswer14.wav

We beg your awareness

Ditto.

vanswer15.wav

Likewise, we are sure.

vanswer16.wav

The feeling is mutual

The full stop is missing from the captions.

vanswer17.wav

This is unaccustomed

Ditto.

vanswer18.wav

It is all one in the plenitude

Ditto.

About to Charge the Player's HEV Suit#

Sound

Filename

Dialogue

Notes

acceptcharge.wav

Accept a charge.

Reused in Episode Two.

acceptenergy.wav

Accept energy.

Reused in Episode Two.

allowrecharge.wav

Allow us to recharge your cells.

Reused in Episode Two.

wewillcharge.wav

We will charge you.

Reused in Episode Two.

fmcanuse.wav

The Freeman can make use of this.

Reused in Episode Two.

here.wav

Here.

Reused in Episode Two.

holdstill.wav

Hold still.

Reused in Episode Two.

weshare.wav

We shall share the vortessence.

Reused in Episode Two.

prepare.wav

Prepare to receive energy.

Reused in Episode Two.

HEV Suit Charge Interrupted#

Sound

Filename

Dialogue

Notes

holdorcantcharge.wav

Hold still, we cannot charge you.

Present in the captions as "Hold still or we cannot charge you.", reused in Episode Two.

halt.wav

Halt.

Reused in Episode Two.

fmstandstill.wav

The Freeman must stand still.

Reused in Episode Two.

ifyoumove.wav

If you move we cannot help you.

Reused in Episode Two.

movingtarget.wav

We cannot heal a moving target.

Reused in Episode Two.

Noticing an Enemy#

Sound

Filename

Dialogue

Notes

tothevoid.wav

To the void with you.

Reused in Episode Two.

allinoneinall.wav

All in one and one in all.

Reused in Episode Two.

giveover.wav

Give over your essence.

Reused in Episode Two.

weclaimyou.wav

We claim you.

Reused in Episode Two.

undeserving.wav

Undeserving of consciousness.

Reused in Episode Two.

satisfaction.wav

Satisfaction.

Reused in Episode Two.

regrettable.wav

This is regrettable.

Reused in Episode Two.

allowme.wav

Allow me.

livetoserve.wav

We live to serve.

returnvoid.wav

Return to the void.

Reused in Episode Two.

Killing an Enemy#

Sound

Filename

Dialogue

Notes

forthefm.wav

For the Freeman!

Reused in Episode Two.

forfreedom.wav

For Freedom!

Reused in Episode Two.

tethercut.wav

The tether is cut.

Reused in Episode Two.

troubleus.wav

That one shall trouble us no more.

Reused in Episode Two.

dreamed.wav

We have dreamed of this moment.

Reused in Episode Two.

energyempower.wav

Its energy empowers us.

Reused in Episode Two.

empowerus.wav

Empower us!

Reused in Episode Two.

surge.wav

We surge.

Reused in Episode Two.

yes.wav

Yes!

Reused in Episode Two.

passon.wav

Pass on!

Reused in Episode Two.

nodenexus.wav

Node and nexus, feed upon this life!

Reused in Episode Two.

returntoall.wav

Return to the all in one.

Reused in Episode Two.

Player in Line of Fire#

Sound

Filename

Dialogue

Notes

cautionfm.wav

Caution, Freeman!

Reused in Episode Two.

caution.wav

Caution!

Reused in Episode Two.

fmbeware.wav

Freeman, beware!

Reused in Episode Two.

ware.wav

Ware!

Reused in Episode Two.

fmmustbeware.wav

The Freeman must beware!

Reused in Episode Two.

warefm.wav

Ware, Freeman!

Reused in Episode Two.

fminway.wav

The Freeman is in our way.

Reused in Episode Two.

standclear.wav

Stand clear.

Reused in Episode Two.

warningfm.wav

Warning to the Freeman.

Reused in Episode Two.

cannotfire.wav

We cannot fire without harm to the Freeman.

Reused in Episode Two.

Stared by the Player#

Sound

Filename

Dialogue

Notes

optical.wav

We cannot read the Freeman's optical buds.

opaque.wav

Your mind is opaque.

rememberus.wav

You must remember us from Black Mesa.

stillhere.wav

We are still here.

calm.wav

Calm yourself.

Asked to Follow#

Sound

Filename

Dialogue

Notes

itishonor.wav

It is an honor.

wehonored.wav

We are honored.

ourhonor.wav

By our honor.

honorfollow.wav

To our honor we follow you.

Reused in Episode Two.

accompany.wav

Gladly we accompany.

Reused in Episode Two.

gladly.wav

Gladly.

Reused in Episode Two.

pleasure.wav

With pleasure.

Reused in Episode Two.

wefollowfm.wav

We follow the Freeman.

Reused in Episode Two.

honorours.wav

The honor is ours.

Reused in Episode Two.

gloriousend.wav

To our glorious end.

Reused in Episode Two.

bodyyours.wav

This body is yours to command.

Reused in Episode Two.

allwehave.wav

All we have is yours.

Reused in Episode Two.

weareyours.wav

We are yours.

Reused in Episode Two.

dedicate.wav

We dedicate ourselves to your purpose.

Reused in Episode Two.

mutual.wav

Our purpose is mutual.

Reused in Episode Two.

leadus.wav

Lead us.

Reused in Episode Two.

onward.wav

Onward!

Reused in Episode Two.

forward.wav

Forward!

Reused in Episode Two.

propitious.wav

Propitious alliance.

Reused in Episode Two.

leadon.wav

Lead on.

Reused in Episode Two.

fmhonorsus.wav

The Freeman honors us.

Reused in Episode Two.

fmdoesushonor.wav

The Freeman does us honor.

Reused in Episode Two.

wewillhelp.wav

We will help you.

Reused in Episode Two.

assent.wav

Assent.

Reused in Episode Two.

Asked to Stay#

Sound

Filename

Dialogue

Notes

canconvince.wav

Can we not convince you otherwise?

fmknowsbest.wav

The Freeman knows best.

Reused in Episode Two.

willremain.wav

We will remain if you so instruct.

fearfailed.wav

We fear we have failed you.

servebetterhere.wav

Perhaps we will serve you better here.

certainly.wav

Certainly.

herewestay.wav

Here we stay.

Reused in Episode Two.

asyouwish.wav

As you wish.

ourplacehere.wav

Our place is here.

Reused in Episode Two.

affirmed.wav

Affirmed.

Combine Sniper#

Missing Audio#

Missing File

Notes

npc_sounds_sniper.txt

npc/sniper/sn_negativevisualonradial.wav

npc/sniper/sn_radialscannovisual.wav

npc/sniper/sn_motionnegativeonradial.wav

npc/sniper/sn_scalpel1goingsharp.wav

npc/sniper/sn_scalpel1engaging.wav

npc/sniper/sn_scalpel1activated.wav

npc/sniper/sn_targetpinned.wav

npc/sniper/sn_scalpel1notarget.wav

npc/sniper/sn_holdingforeclipse.wav

npc/sniper/sn_scalpel1haspin.wav

npc/sniper/sn_coverremoved.wav

npc/sniper/sn_targetdisplacing.wav

npc/sniper/sn_blockeliminated.wav

"Block Down"#

The only line for the Combine Sniper to be found.

Unused Music Track#

The track Miscount Detected is in the game files, unused.