This is a sub-page of Half-Life 2 (Windows).
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To do: |
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This needs some investigation. |
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 |
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physics/nearmiss/whoosh_huge4.wav |
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physics/nearmiss/whoosh_huge5.wav |
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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 |
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vehicles/atv_downshift_to_2nd_loop1.wav |
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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 |
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weapons/ar1/ar1_2.wav |
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weapons/binoculars/binoculars_zoomin.wav |
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weapons/binoculars/binoculars_zoomout.wav |
|
weapons/binoculars/binoculars_zoommax.wav |
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weapons/flaregun/reload.wav |
|
weapons/physgun_on.wav |
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weapons/physgun_loop1.wav |
|
weapons/physgun_loop2.wav |
|
weapons/physgun_loop3.wav |
|
weapons/physgun_loop4.wav |
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weapons/shotgun/shotgun_fire2.wav |
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weapons/sniper/sniper_reload.wav |
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weapons/sniper/sniper_fire.wav |
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weapons/357/reload1.wav |
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weapons/slam/bounce1.wav |
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weapons/fx/rics/laser_ric1.wav |
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weapons/fx/rics/laser_ric2.wav |
|
weapons/fx/rics/laser_ric3.wav |
|
weapons/stunstick/alyx_stunner_charge2.wav |
|
level_sounds_eli_lab.txt |
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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 |
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*vo/e3_lab/alyx_imsorrygordon6.wav |
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*vo/e3_lab/alyx_cmondoc.wav |
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*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 |
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*vo/e3_lab/kleiner_fie.wav |
|
*vo/e3_lab/alyx_thatsit.wav |
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*vo/e3_lab/alyx_takethis.wav |
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*vo/e3_lab/alyx_getout.wav |
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*vo/e3_lab/kleiner_onlymoment.wav |
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*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 |
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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 |
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*vo/npc/vortigaunt/vmono_03.wav |
|
*vo/npc/vortigaunt/vortigese01.wav |
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*vo/npc/vortigaunt/vortigese06.wav |
|
*vo/npc/vortigaunt/vortigese10.wav |
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*vo/npc/vortigaunt/vortigese13.wav |
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soundscapes.txt |
|
test/temp/soundscape_test/music_snippet4.wav |
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test/temp/soundscape_test/music_snippet5.wav |
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test/temp/soundscape_test/music_snippet6.wav |
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test/temp/soundscape_test/music_snippet7.wav |
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test/temp/soundscape_test/music_snippet8.wav |
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test/temp/soundscape_test/wall1.wav |
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test/temp/soundscape_test/wall2.wav |
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test/temp/soundscape_test/wall3.wav |
|
test/temp/soundscape_test/wall4.wav |
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soundscapes_canals.txt |
|
ambient/levels/canals/windchime3.wav |
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ambient/levels/canals/windchime6.wav |
|
ambient/levels/canals/windchime7.wav |
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ambient/levels/canals/windchime8.wav |
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soundscapes_streetwar.txt |
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ambient/atmosphere/air_suck4.wav |
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soundscapes_trainyard.txt |
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buttons/combine_terminal_loop1.wav |
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buttons/combine_terminal_loop2.wav |
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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 |
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? |
Interacting with the TV broadcasting Breen's speech would have prompted these responses from the tenants looking out the window. |
|
cit_raid_use01.wav |
Just be glad you don't live there. |
|
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 |
They're definitely coming in here! |
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 |
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 |
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 |
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 |
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 |
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 |
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: |
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#
- Male variants are used in the prototype.
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.