"lang" { "Language" "English" "Tokens" { //////////////////////////////// ////////IN GAME AUDIO/////////// //a0c0p0_bootcamp "drillInstructor.a0.line1" "Drill Instructor: Rise and shine, ladies! My name is Senior Drill Instructor George. L. Garrison. The first and last word I wanna hear from your filthy mouths is 'sir'! Do you maggots understand? " "drillInstructor.a0.line2" "Drill Instructor: From now on you will not speak until spoken to; you will not piss until told to do so! Do you maggots understand? " "drillInstructor.a0.line3" "Drill Instructor: Wait a minute… You! What's your name, scumbag? Wait, wait, don't say it… I will call you 'Dirtbag'. Well, Private Dirtbag, today is your lucky day! Sergeant Mitchell is looking for a recruit in his Hazardous Environment Combat Unit — he signed you up with training. Go report to your H.E.C.U. training! " "drillInstructor.a0.line5" "Drill Instructor: What the fuck, Private Dirtbag?! You have to pee now? " "drillInstructor.a0.line6" "Drill Instructor: Where are you from, scumbag? Texas? Holy cow! You know what comes from Texas, don't you? " "drillInstructor.a0.line7" "Drill Instructor: Dirtbag. I will smoke you like a Cuban cigar! " "drillInstructor.a0.line8" "Drill Instructor: Are you touching me, Dirtbag? " "drillInstructor.a0.line9" "Drill Instructor: Dirtbag. Get down and give me five!" "drillInstructor.a0.line10" "Drill Instructor: What the fuck is wrong with you, Dirtbag? " "drillInstructor.a0.line11" "Drill Instructor: Dirtbag. You are an embarrassment to my beloved corp! " "drillInstructor.a0.line12" "Drill Instructor: You. What's your excuse? You look like a six-foot tall pile of shit! " "drillInstructor.a0.line13" "Drill Instructor: Are you eye-ballin' me, boy? " "drillInstructor.a0.line14" "Drill Instructor: You will listen to me and I will teach you. At the end of the day, I will make you eat battle and shit victory! " "drillInstructor.a0.use" "Drill Instructor: Press your use key! " "drillInstructor.a0.intro" "Drill Instructor: Alright, Private — you have to prove you're capable of doing what's necessary to complete the mission! You have to not just run and shoot, but know how to use your environment. Enough talk, you shall start. Move on, Soldier! " "drillInstructor.a0.dontdiepls" "Drill Instructor: Try not to drown down there. We've already lost some Privates when they forgot that water wasn't breathable! " "drillInstructor.a0.jump" "Drill Instructor: Jump, Soldier! " "drillInstructor.a0.duck" "Drill Instructor: Crouch, Soldier! " "drillInstructor.a0.prone" "Drill Instructor: Prone, Soldier! " "drillInstructor.a0.isthatall" "Drill Instructor: Is that all you got? My grandmother can do better from her wheelchair! You are an embarrassment." "drillInstructor.a0.youarenotdead" "Drill Instructor: As you can see, you're not dead. Get some health and patch yourself up." "drillInstructor.a0.niceshot" "Drill Instructor: Nice shot Private! You hurt his feelings. " "drillInstructor.a0.wtfisthisjump" "Drill Instructor: Are you calling this a jump? Jesus H. Christ. " "drillInstructor.a0.grande" "Drill Instructor: Switch to your grenade launcher Private! " "drillInstructor.a0.trynottofall" "Drill Instructor: Try not to trip and fall when you're going through this. " "drillInstructor.a0.goodjob" "Drill Instructor: Good job Private! " "drillInstructor.a0.tryagain" "Drill Instructor: Try again Dirtbag! " "drillInstructor.a0.moveon" "Drill Instructor: Move on, Soldier! " //Line 11 "drillInstructor.a0.tastycrayons1" "Drill Instructor: Alright Private — try and get through this course as fast as possible. Imagine that there's a box of tasty crayons on the other side. " //Line 33 "drillInstructor.a0.tastycrayons2" "Drill Instructor: God damn Private! Will you make it go faster if I do add some crayons at the end?! " //Line 34 "recruits.a0.yessir" "Maggots: Yes, sir! " //a0c0p1_blackmesa "bravoteam.a0.radio" "Mitchell: Bravo team! Bravo team, do you copy? This is Sergeant Mitchell; do you copy? Bravo Team: This is Bravo team. We're hearing you loud and clear, Sergeant! What is your situation? Mitchell: We lost team Charlie — they wiped out everyone. What's your location? Bravo Team: Sector Z, over. Mitchell: Anything about this 'Freeman' guy? Bravo Team: Negative. Mitchell: Copy… I'm coming back boys." "intercom.a0.mesa_vox_01" "Announcement System: ATTENTION ALL BLACK MESA PERSONNEL… LEVEL 5 CONTAINMENT NOW IN EFFECT… LEVEL 5 CONTAINMENT NOW IN EFFECT… " "mitchell.a0.alldead" "Mitchell: What the fuck?! They're all dead! " "bravoteam.a0.bravokia" "Bravo Team: Mitchell, Bravo Actual is KIA, I'm taking command. Get your ass over here now and open these doors, we're locked out from our side. Over. " "bravoteam.a0.wherethehell" "Bravo Team: Mitchell where the hell are you?! Freeman is h... " //a1c1p1_hospital_1 "mitchell.a1.losingblood" "Mitchell: Shit, I'm losing too much blood… I need to patch myself up. " "mitchell.a1.badlanguage" "Mitchell: Oh shit... " "radioescape.hospital" "Brad: This is the US National Army. My name is corporal Brad. Everyone who is in the Albuquerque Hospital - head to the main exit on the first floor for rescue! Everyone who hears me! Run to the first floor! " "mitchell.a1.chance" "Mitchell: This is my chance! I better move. " //a1c2p1_downtown_1 "mitchell.a1.myknife" "Mitchell: Wait, this is my knife. What the hell? " //a1c2p2_downtown_2 "nick.a1.radio1" "Nick: Mitchell, do you copy? We just left the hospital but the streets are either fucked or swarming with those aliens. We'll have to find another way to Brandon street — and we'll have to find one quickly if we want to get out of the city. ????: Go ahead, Mitch. I got this covered. Nick: The hell? There's someone on the channel… ????: I will be watching you. Nick: Who the hell was that… " //a1c3p1_canals_1 "adam.a1.radio2" "Mitchell: Adam, are you sure this is a shortcut? Adam: That's the fastest way to Brandon street. Trust me. Mitchell: Smells like shit. " "a1.firefighter_01" "Firefighter: Help! Someone!? " "a1.firefighter_02" "Firefighter: Get away from me! " "a1.firefighter_03" "Firefighter: *Death scream* " "mitchell.a1.thisismytogo" "Mitchell: This is my chance to go. " "mitchell.a1.heywait" "Mitchell: Hey! Wait! " //a1c4p1_metro_1 "metro.voice.1" "Metro Announcer: Lost Property Unit is located next to the surface terminal entrance. If you have lost your belongings, then proceed there. " "metro.voice.2" "Metro Announcer: An emergency has occurred. Please proceed to the emergency exits. " "metro.voice.3" "Metro Announcer: Lost Property Unit is located next to the surface terminal entrance. If you have lost your belongings, then proceed there. " //a1c4p2_metro_2 "mitchell.a1.dontworryyo" "Mitchell: Don't worry, Adam. I'll take care of your baby. " "mitchell.a1.goodtoseeyounick" "Mitchell: It's good to see you in one piece, Nick. " "mitchell.a1.thisshould" "Mitchell: This should do it. " "mitchell.a1.yougottabekidding" "Mitchell: You gotta be kidding me. " "larry.a1.line1" "Larry: Ah, shit! " "larry.a1.line2" "Larry: OH SHIT! " "larry.a1.line4" "Larry: Ok, let's go! " "larry.a1.line7" "Larry: Let's get the hell out of here! " "larry.a1.line11" "Larry: I told you, yes I did! " "larry.a1.line12" "Larry: I said I had a bad feeling about this, but does anybody listen to Larry? Nope, let's all go talk about sacrificing people that aren't us. " "larry.a1.line13" "Larry: But does anyone listen to Larry? " "larry.a1.line14" "Larry: Poor sweet, well-rounded Larry, oh no-no-no. " "larry.a1.line31" "Larry: *giggles* That tickles! " "larry.a1.line32" "Larry: *giggles* Stop. " "larry.a1.line33" "Larry: *giggles* Stop it! " "larry.a1.line35" "Larry: Don't touch me! " "larry.a1.line36" "Larry: Ooo~! Don't touch me there! " "larry.a1.line37" "Larry: Sorry, Sarge, I'm taken. " "larry.a1.line41" "Larry: Yes, sir! " "larry.a1.line44" "Larry: Yes, daddy, sir! " //also in this map: "nick.a1.line25"; "nick.a1.line26"; "nick.a1.line56"; ""adam.a1.line37"; "adam.a1.line38"; "adam.a1.line48". //maybe in the map: "adam.a1.line40"; "adam.a1.line41"; "adam.a1.line42"; "adam.a1.line44"; "adam.a1.line47"; "adam.a1.line60". //a1c4p3_metro_3 "soldier.a1.station8" "Soldier: Colonel! Welcome to station 8! " "soldier.a1.itsthepresident" "Soldier: Colonel, you need to see this. It's the president! " //a1c4p4_station "soldier.a1c3p6.arrive1" "Soldier: So, what do we do now? " "soldier.a1c3p6.arrive2" "Soldier: Sir? " "soldier.a1c3p6.arrive3" "Soldier: Everyone! Eyes sharp! " "soldier.a1c3p6.aliens" "Soldier: Serg! I hate to bother you but we've got a shit ton of aliens headed our way! " "soldier.a1c3p6.done" "Soldier: Hey serg! " //a1c5p1_outlands "joe.a1.radio" "???: Hello… Hello? Does anyone copy? We're stuck in the factory. We need help ASAP. Mitchell: You guys handle those, I'll go check the factory. " "mitchell.a1.powertoopen" "Mitchell: I'm going to need some power to open that. " //a1c5p2_factory "mitchell.a1.waitamin" "Mitchell: Wait a minute! I thought you said 'no weapons'? " "mitchell.a1.really" "Mitchell: Really? " "mitchell.a1.thisshoulddoit" "Mitchell: And… This should do it! " "joe.a1.line2" "Joe: About the shotgun… Yeah, uh, it was the other room that had the gas leak — not this one, so you're fine. " "joe.a1.line5" "Joe: I mixed it up, yeah. Uh… " "joe.a1.line7" "Joe: I'm going to kick some bubble gum and chew some asses! And I'm all out of asses… " "joe.a1.line18" "Joe: Stop touching me you weirdo! " "joe.a1.line20" "Joe: Knock it off! " "joe.a1.line21" "Joe: Quit it. " "joe.a1.line22" "Joe: Quit it! " "joe.a1.line24" "Joe: You're making me nervous, man… " "joe.a1.line26" "Joe: Fucking zombitches! " "joe.a1.line29" "Joe: Fuck yeah! 'Merica! " // Check these ones out //a2c1p1_alaska "mitchell.a2.usefullweapon" "Mitchell: Now this should be useful. " // Check these ones out //a3c1p2_jump "mitchell.a3.thisisthewrongway" "Mitchell: This is the wrong way. " "mitchell.a3.thisisit" "Mitchell: This is it. " //"adam.a1.line102" //"adam.a1.line103" //a3c2p1_ci17_1 "mitchell.a3.stayoutoftrouble" "Mitchell: I should probably stay out of trouble. " "mitchell.a3.thereheis" "Mitchell: There he is! I should give him the signal. " "mitchell.a3.yourturn" "Mitchell: Now it's your turn, Will. " "mitchell.a3.goodbye" "Mitchell: Goodbye, old friend… " "HDTF_Breen_welcome01" "Dr. Breen: Welcome. Welcome to City 17. " "HDTF_Breen_welcome02" "Dr. Breen: You have chosen, or been chosen, to relocate to one of our finest remaining urban centers. " "HDTF_Breen_welcome03" "Dr. Breen: I thought so much of City 17 that I elected to establish my Administration here " "HDTF_Breen_welcome04" "Dr. Breen: in the Citadel so thoughtfully provided by our benefactors. " "HDTF_Breen_welcome05" "Dr. Breen: I have been proud to call City 17 my home. And so, whether you are here to stay, or passing through on your way to parts unknown, " "HDTF_Breen_welcome06" "Dr. Breen: Welcome to City 17. " "HDTF_Breen_welcome07" "Dr. Breen: It's safer here. " //Terrors: had to make one without the ending part captioned due to the subtitles continuing even after the metro cop dies. //"combine.stop.mitchell" "Metro Police: You ain't going nowhere you cock sucking motherfucker! Metro Police: Try anything stupid and I'll beat your sorry ass like a fucking drum! Metro Police: Now get the fuck out of here before I call the Advisors to come here and suck your worthless fucking brains out!" "combine.stop.mitchell" "Metro Police: You ain't going nowhere you cock sucking motherfucker! Metro Police: Try anything stupid and I'll beat your sorry ass like a fucking drum!" //a3c2p2_ci17_2 "mitchell.a3.morecarefull" "Mitchell: I should be more careful around here. " //a3c2p4_boris "mitchell.a3.getyourhandsoffme" "Mitchell: Get your hands off me! " "mitchell.a3.drbreen" "Mitchell: Dr. Breen, can't really say I like him… " //a3c3p2_ravenholm "mitchell.a3.dark1" "Mitchell: I need a flashlight, it's too damn dark outside. " "mitchell.a3.dark2" "Mitchell: I'm gonna need a flashlight — it's too dark outside. " "mitchell.a3.dark3" "Mitchell: I can't leave yet. " "mitchell.a3.freeman" "Mitchell: Freeman! You can't run away from me forever! " "mitchell.a3.terriblefillings" "Mitchell: I've got a terrible feelings about this. " "mitchell.a3.damnitclosed" "Mitchell: Dammit! It's closed. " "mitchell.a3.ishouldtryanotherway" "Mitchell: I should try another way. " "mitchell.a3.ivebeen" "Mitchell: I've been here before. " "grigori.a3.grigorilaugh" "???????: *Crazy Laugh* " //a3c4p1_cave "mitchell.a3.freemandrives" "Mitchell: Jesus Christ, if that's how Freeman drives, I may not have to kill him after all. " "mitchell.a3.imtoold" "Mitchell: I'm too old for this. " //a3c7p1_forest "mitchell.a3.spoiler1" "Mitchell: Nick! Nick, do you copy? Nick: Captain, what the hell… You're alive? Mitchell: Not for long. Nick: Adam told us you were dead. Mitchell: Adam! Is he on the ship? Nick: Yeah, he just got back. Mitchell: Listen to me, Nick! Adam is a traitor, he set us up — he killed Sasha! Nick: Now it all makes sense… Combine started taking down our men one by one. Why would he do something like that? Mitchell: Where's Freeman? Nick: Nobody knows. He's been missing since Prospekt blew. Mitchell: He'll be back — possibly in a few hours, but the Combine don't know that. They'll think with Sasha dead that we've turned against them! They're going to split their numbers to kill me. That was Adam's plan! Nick: Damn… Alright, alright, I'll pick you up. Where are you? Mitchell: I was in a prison near Prospekt. Nick: Let me check the map and… found it! There should be a Combine outpost near you, south-east of Nova Prospekt; we’ll meet you at the top in fifteen minutes! Mitchell: I'll try my best. Nick: Good luck, old friend… God be with you. " //a3c7p2_outpost "mitchell.a3.spoiler2" "Mitchell: Nick, do you copy? What’s the situation? Nick: We ran into some trouble with the helicopter, but we’re on our way. ETA 4 minutes. You’re going to have to hold out till then. Mitchell: You’ve got to be kidding me! Nick: Look, you have to Mitchell, set some defences, be smart. " "mitchell.a3.spoiler3" "Mitchell: There he is. Nick: I see you, Mitchell; we’ll atte– Shit, we’ve got company! Mitchell: I got a terrible feeling about this. Nick: Fuck me, they’re everywhere! Mitchell, here - catch! Nick: I can’t land until you clear them out!. " "mitchell.a3.spoiler4" "Nick: Phew~ that should be the last of them. Nick: Clear way, I’m going to land… " "mitchell.a3.breakthis1" "Mitchell: Maybe I can break this? " "mitchell.a3.breakthis2" "Mitchell: Maybe I can break this? " "mitchell.a3.breakthis3" "Mitchell: Maybe I can break this? " "mitchell.a3.comeatmebastards" "Mitchell: Come at me, bastards! " "mitchell.a3.youwantapieceofme" "Mitchell: You want a piece of me?! Come and take it! " //Mitchell = (Red) //Adam = (Blue) //Nick = (Green) //Bravo Team = (Light Blue) - Done. - (Eye Hurting Purple) - Done. //Announcement System: (Dark Blue) - Done????? //Drill Instructor = (Light Green)- Done. //Maggots = (Yellow) - Done????? //Colonel Cue = (Cyan) - Done. //Larry = (Hot Pink) - Done. //Soldier = (Gray) - Done. //Combine Soldiers = (Gray with a little bit of blue) //Joe = (Brown) - Done. //Crew = (Magenta) - Done. //Metro Cops = (Grey with a bit of blue) //PA Voice in New Alaska = //Rebel = (Orange) - Done. //Synth = (Yellowy green) - Done. //Cutscene only: //G-Man = (Purplish Blue) //President = (Yellowish Gold) - Done. //Captain Roosevelt = (Dark Yellow) - Done. //Boris = (Redish Brown) //Sasha = (Light Pink) //Harvey = (Gray) - Done. "adam.a1.line2" "Adam: Watch out! " "adam.a1.line4" "Adam: Let's move! " "adam.a1.line5" "Adam: Let's go! " "adam.a1.line11" "Adam: Hey, Mitchell. " "adam.a1.line12" "Adam: Behind you! " "adam.a1.line14" "Adam: I got you covered. " "adam.a1.line23" "Adam: Move your ass! " "adam.a1.line31" "Adam: Mitchell, jump! " "adam.a1.line32" "Adam: One shot, one kill. " "adam.a1.line37" "Adam: Get your ass back here. " "adam.a1.line38" "Adam: Mitch! Get your ass back here! " "adam.a1.line41" "Adam: Stop touching me! " "adam.a1.line42" "Adam: Not now, Mitchell! " "adam.a1.line44" "Adam: Mitchell! Stop being weird. " "adam.a1.line47" "Adam: Good to see you, Mitch; it's fucking hell out there! " "adam.a1.line48" "Adam: Mitchell, don't move. They set up claymores, looks like all of them are connected to each other. Maybe if you follow the cables, you can shoot down the main switch. " "adam.a1.line60" "Adam: Here, take my gun. Take good care of her, alright? " "adam.a1.line82" "Adam: Go now! " "adam.a1.line88" "Adam: Hail Mitchell! " "adam.a1.line101" "Adam: Good to see you, Captain. The rebels are everywhere, and they are pushing us strong. You call the moves, we follow. " "adam.a1.line102" "Adam: You go ahead, Captain; we'll hold them off for you. " "adam.a1.line103" "Adam: You go ahead, Captain; we'll hold them off for you! " "nick.a1.line2" "Nick: Hey, Mitchell! " "nick.a1.line13" "Nick: Follow me. " "nick.a1.line21" "Nick: Let's move! " "nick.a1.line25" "Nick: Larry, shut the fuck up for god's sake! " "nick.a1.line26" "Nick: Larry, god dammit! " "nick.a1.line56" "Nick: Mitchell! I can't believe you made it! " "nick.a1.line63" "Nick: Colonel! What are we waiting for? " "nick.a1.line65" "Nick: Colonel! " "nick.a1.line118" "Nick: Fuck! " "nick.a1.line122" "Nick: Fuck this shit! " "cue.a1.line4" "Colonel Cue: Alright! " "cue.a1.line7" "Colonel Cue: Let's go! " "cue.a1.line14" "Colonel Cue: This way! " "cue.a1.line15" "Colonel Cue: This way! This way! " "cue.a1.line18" "Colonel Cue: Aright, boys! Now watch the marine guy! " "cue.a1.line20" "Colonel Cue: Use your marine superpowers, son! " "cue.a1.line22" "Colonel Cue: Do your marine thing! " "cue.a1.line28" "Colonel Cue: Follow me! " "cue.a1.line39" "Colonel Cue: Hey! " "cue.a1.line41" "Colonel Cue: I'ma let you handle this. " "cue.a1.line51" "Colonel Cue: Everyone get on the train! " "cue.a1.line52" "Colonel Cue: What are you waiting for?! " "cue.a1.line54" "Colonel Cue: Move your ass soldier! " "cue.a1.line55" "Colonel Cue: Move your ass soldier! " "cue.a1.line56" "Colonel Cue: I don't care if you are a marine, I'll smoke you like a Cuban cigar! " "cue.a1.line59" "Colonel Cue: Y'all mother-fuckers need Jesus! " "cue.a1.line68" "Colonel Cue: Welcome back, son! " "cue.a1.line70" "Colonel Cue: God dammit! " "cue.a1.line73" "Colonel Cue: Hey, get your hands off of me! " "cue.a1.line74" "Colonel Cue: Didn't your mum ever tell you not to touch people? " "cue.a1.line76" "Colonel Cue: Touch me one more time and I'll be dropping my pants. " "cue.a1.line78" "Colonel Cue: Alright, boy. Start bending over! " // Soldier npc subtitles: "NPC_Soldier.SAMPLE" "Soldier: SPOKEN TEXT! " "NPC_Soldier.SquadEnemySpotted" "Soldier: Squad! Enemy spotted! " "NPC_Soldier.LightThatShitUp" "Soldier: Squad! Light that shit up! " "NPC_Soldier.SquadIncoming" "Soldier: Squad! Incoming! " "NPC_Soldier.EnemySpotted" "Soldier: Enemy spotted! " "NPC_Soldier.Move" "Soldier: Move! " "NPC_Soldier.Fallback" "Soldier: Fallback! " "NPC_Soldier.PainAh" "Soldier: Ah! " "NPC_Soldier.PainWheeze" "Soldier: *Wheeze* " "NPC_Soldier.PainGrunt" "Soldier: *Grunt* " "NPC_Soldier.EnemyLost1" "Soldier: Everyone, eyes sharp. " "NPC_Soldier.EnemyLost2" "Soldier: Everyone. Eyes sharp. " "NPC_Soldier.NeedMedic" "Soldier: I need a medic! " "NPC_Soldier.NeedMedicRightFuckingNow" "Soldier: I need a medic, right FUCKING now! " "NPC_Soldier.I'mHit" "Soldier: I'm Hit! " "NPC_Soldier.HaHaHeyIGotOneGotOne" "Soldier: Haha! Hey I got one. " "NPC_Soldier.HeyIGotOne" "Soldier: Hey I got one! " "NPC_Soldier.He-HeyIGotOne" "Soldier: He-hey, I got one! " "NPC_Soldier.IGotOne" "Soldier: I got one! " "NPC_Soldier.AwaitingOrders" "Soldier: Awaiting orders. " "NPC_Soldier.AwaitingOrders2" "Soldier: Orders? " "NPC_Soldier.IdleGman1" "Soldier: I swear there was somebody with a briefcase... " "NPC_Soldier.IdleGman2" "Soldier: I swear there was somebody with a briefcase. " "NPC_Soldier.IdleKickbubble" "Soldier: I'm here to kick some bubble gums and chew some asses... Wait... That didn't come out right... " "NPC_Soldier.IdleKickbubble2" "Soldier: I'm here to kick some bubble gums and chew some asses. " "NPC_Soldier.IdleKissAssGoodBye" "Soldier: Orders? Kiss our asses goodbye, got it. " "NPC_Soldier.IdleLooksLikeEndOfRoad" "Soldier: Look's like this is the end of the road... " "NPC_Soldier.IdleNothingLeft1" "Soldier: When this is over... there will be nothing left... " "NPC_Soldier.IdleNothingLeft2" "Soldier: When this is over, there's not going to be anything left... " "NPC_Soldier.IdleScaredReallyScared" "Soldier: I'm scared, really scared! " "NPC_Soldier.IdleShitTogetherScared" "Soldier: Sarge. I know we're suppose to have our shit together right now, but I'm scared, really scared. " "NPC_Soldier.Shit" "Soldier: Shit! " "NPC_Soldier.AhShit" "Soldier: AhShit! " "NPC_Soldier.JesusChrist" "Soldier: Jesus Christ! " "NPC_Soldier.Jesus" "Soldier: Jesus! " "NPC_Soldier.Fuck" "Soldier: Fuck! " "NPC_Soldier.OhFuck" "Soldier: Oh fuck! " "NPC_Soldier.OhGod" "Soldier: Oh God! " "NPC_Soldier.OhMyGod" "Soldier: Oh my God! " "NPC_Soldier.OhShit" "Soldier: Oh shit! " "NPC_Soldier.NeedBackup" "Soldier: I need backup! " "NPC_Soldier.NeedBackupRightFuckingNow" "Soldier: I need backup, right FUCKING now! " "NPC_Soldier.Positive" "Soldier: Positive. " "NPC_Soldier.SoundsGood" "Soldier: Sounds good. " "NPC_Soldier.Negative" "Soldier: Negative. " "NPC_Soldier.SquadMove" "Soldier: Squad! Move! " "NPC_Soldier.Sir" "Soldier: Sir. " "NPC_Soldier.GrenadeOut" "Soldier: Grenade! " "NPC_Soldier.GrenadeOut2" "Soldier: Fire in the hole! " "NPC_Soldier.SquadZombies" "Soldier: Squad! Zombies! " "NPC_Soldier.SquadZombiesAsIfAliensWeren'tEnough" "Soldier: Squad! Zombies!..as if aliens weren't enough... " // Rebel npc subtitles: "NPC_Rebel_Soldier.Alert1" "Rebel: Fire! " "NPC_Rebel_Soldier.Alert2" "Rebel: Open fire! " "NPC_Rebel_Soldier.Announce1" "Rebel: Attack! " "NPC_Rebel_Soldier.Announce2" "Rebel: Now! " "NPC_Rebel_Soldier.Cover" "Rebel: Cover me! " "NPC_Rebel_Soldier.ManDown1" "Rebel: They're going to kill us all! " "NPC_Rebel_Soldier.ManDown2" "Rebel: Shit, they're going to kill us all! " "NPC_Rebel_Soldier.ManDown3" "Rebel: We're all going to die! " "NPC_Rebel_Soldier.Fallback1" "Rebel: Fallback! " "NPC_Rebel_Soldier.Fallback2" "Rebel: Fallback, fallback! " "NPC_Rebel_Soldier.Faster1" "Rebel: Faster! " "NPC_Rebel_Soldier.Faster2" "Rebel: Fucking faster! " "NPC_Rebel_Soldier.Forward" "Rebel: Forward. " "NPC_Rebel_Soldier.KillEnemy" "Rebel: I got one. " "NPC_Rebel_Soldier.Die" "Rebel: Ah! " "NPC_Rebel_Soldier.Pain1" "Rebel: Ah! " "NPC_Rebel_Soldier.Pain2" "Rebel: Ah, ah!" "NPC_Rebel_Soldier.Pain3" "Rebel: I've been shot! " "NPC_Rebel_Soldier.Pain4" "Rebel: Fuck, they shot me! " "NPC_Rebel_Soldier.Pain5" "Rebel: Fuck, I've been hit! " "NPC_Rebel_Soldier.Pain6" "Rebel: I'm hit! " "NPC_Rebel_Soldier.Assault" "Rebel: Move, move, move! " "NPC_Rebel_Soldier.Lost" "Rebel: You see him? " "NPC_Rebel_Soldier.LastMan1" "Rebel: I need backup! " "NPC_Rebel_Soldier.LastMan2" "Rebel: I need some backup! " "NPC_Rebel_Soldier.LastMan3" "Rebel: Get me some backup! " "NPC_Rebel_Soldier.Taunt" "Rebel: Is that all you got? " "NPC_Rebel_Soldier.Threat1" "Rebel: You'll die! " "NPC_Rebel_Soldier.Threat2" "Rebel: I'll fucking kill you! " "NPC_Rebel_Soldier.Threat3" "Rebel: I'll kill you! " //M3SA Rebels "NPC_Rebel.DIE" "Rebel: [death] " "NPC_Rebel.PAIN" "Rebel: [pain] " "NPC_Rebel.SpotHeyOverHere" "Rebel: Hey! Over here! " "NPC_Rebel.SpotGuysOverHere" "Rebel: Guys! Over here! " "NPC_Rebel.SpotOverHere" "Rebel: Over here! " "NPC_Rebel.SpotHey" "Rebel: Hey! " "NPC_Rebel.SpotMitchell1" "Rebel: Hey! It's that Mitchell guy! " "NPC_Rebel.SpotMitchell2" "Rebel: Isn't that Mitchell? " "NPC_Rebel.KillHahaGotOne" "Rebel: Haha! Got one! " "NPC_Rebel.KillOneDown" "Rebel: One down! " "NPC_Rebel.KillTaggedOne" "Rebel: Tagged one! " "NPC_Rebel.KillScratchOne" "Rebel: Scratch one! " "NPC_Rebel.KillEatThat" "Rebel: Haha, eat that! " "NPC_Rebel.KillTakeThatBastard" "Rebel: Take that you bastard! " "NPC_Rebel.KillGotOne" "Rebel: I got one! " "NPC_Rebel.Zombies" "Rebel: Zombies! " "NPC_Rebel.Antlions" "Rebel: Antlions! " "NPC_Rebel.OhShit" "Rebel: Oh shit! " "NPC_Rebel.Ohno" "Rebel: Ohno! " "NPC_Rebel.Uhoh" "Rebel: Uhoh! " "NPC_Rebel.OMG" "Rebel: Oh my God! " "NPC_Rebel.No" "Rebel: No! " "NPC_Rebel.OhFuck" "Rebel: Oh fuck! " "NPC_Rebel.OhShit" "Rebel: Oh shit! " "NPC_Rebel.SpotGrenade" "Rebel: Grenade! " "NPC_Rebel.SpotThatsGrenade" "Rebel: That's a grenade! " "NPC_Rebel.SpotHeThrewGrenade" "Rebel: He threw a grenade! " "NPC_Rebel.AllyKilledOMGDead" "Rebel: Oh my God, he's dead! " "NPC_Rebel.AllyKilledHesHit" "Rebel: He's hit! " "NPC_Rebel.AllyKilledWeLostHim" "Rebel: We lost him! " "NPC_Rebel.AllyKilledGetUpGetUp" "Rebel: Get up, get up, get up! " "NPC_Rebel.AllyKilledHesFuckingKillingUs" "Rebel: He's fucking killing us! " "NPC_Rebel.AllyKilledKilledNewGuy" "Rebel: They killed the new guy! " "NPC_Rebel.AllyKilledHeyKilledNewGuy" "Rebel: Hey, they killed the new guy! " "NPC_Rebel.CoverMe" "Rebel: Cover me! " "NPC_Rebel.CoverMeImGoingIn" "Rebel: Cover me! I'm going in! " "NPC_Rebel.INeedHelp" "Rebel: I need help! " "NPC_Rebel.WhereDidHeGo" "Rebel: Where did he go? " "NPC_Rebel.DoesAnyoneSeeHim" "Rebel: Does anyone see him? " "NPC_Rebel.IdleAskClear1" "Rebel: No, I don't. " "NPC_Rebel.IdleAskClear2" "Rebel: No, I don't see him anymore. " "NPC_Rebel.IdleAskClear3" "Rebel: No, I can't find him. " "NPC_Rebel.IdleAskClear4" "Rebel: I guess they're gone. " "NPC_Rebel.IdleAskClear5" "Rebel: I guess they ran away. " "NPC_Rebel.IdleChatter1" "Rebel: God I'm hungry. " "NPC_Rebel.IdleChatter2" "Rebel: God I need a shower. " "NPC_Rebel.IdleChatter3" "Rebel: When this is all over... Oh who am I kidding? " "NPC_Rebel.IdleChatter5" "Rebel: I don't think this war is going to end. " "NPC_Rebel.IdleChatter6" "Rebel: They are not going to make a stalker out of me. " "NPC_Rebel.IdleChatter7" "Rebel: *microphone thump* Pretty soon, this is just going to be a bad memory " "NPC_Rebel.IdleChatter8" "Rebel: What do you think Berkan is doin' now? " "NPC_Rebel.IdleChatter9" "Rebel: If I ever get my hands on Doctor Breen... " "NPC_Rebel.IdleChatterOuttake1" "Rebel: Holy shit this is fucking up my voice. " "NPC_Rebel.IdleChatterOuttake2" "Rebel: Ah! I can't keep doing this, my voice! " "NPC_Rebel.IdleChatterAnswer1" "Rebel: Listen, that's great, I just don't care. " "NPC_Rebel.IdleChatterAnswer2" "Rebel: And how does this involve me? " "NPC_Rebel.IdleChatterAnswer3" "Rebel: Oh, yeah, yeah, yeah... " "NPC_Rebel.IdleChatterAnswer4" "Rebel: Yeah, I agree. " "NPC_Rebel.IdleChatterAnswer5" "Rebel: You and me both. " "NPC_Rebel.IdleChatterAnswer6" "Rebel: Oh? Ah, I'm sorry, were you talking to me? " // Synth npc subtitles: "NPC_Synth.Pain" "Synth: *pain* " "NPC_Synth.Death" "Synth: *death* " "NPC_Synth.Idle" "Synth: *unknown language* " // Crew npc subtitles: "NPC_Crew.UNDEFINED" "Crew: [UNDEFINED] " "NPC_Crew.GreetCaptain" "Crew: Captain. " "NPC_Crew.GreetHelloCaptain" "Crew: Hello Captain. " "NPC_Crew.GreetHelloSir" "Crew: Hello Sir. " "NPC_Crew.GreetSir" "Crew: Sir. " "NPC_Crew.Stare1" "Crew: Are we going to get going soon? " "NPC_Crew.Stare2" "Crew: Are we waiting for someone? " "NPC_Crew.Stare3" "Crew: Shouldn't we be doing something? " "NPC_Crew.Stare4" "Crew: Are we waiting for Elder Adam? " "NPC_Crew.Stare5" "Crew: Are we waiting for Eldar Nick " "NPC_Crew.PushedExcuseMeCapt" "Crew: Excuse me Captain. " "NPC_Crew.PushedExcuseMeSir" "Crew: Excuse me Sir. " "NPC_Crew.PushedGetOutOfWay" "Crew: Let me get out of your way. " "NPC_Crew.MedicHoldStill" "Crew: Hold Still. " "NPC_Crew.MedicIGotYou" "Crew: I got you. " "NPC_Crew.MedicImMedic" "Crew: I'm a Medic. " "NPC_Crew.MedicImMedicWhereHit" "Crew: I'm a Medic, where are you hit? " "NPC_Crew.AmmoRounds" "Crew: Here's some rounds. " "NPC_Crew.AmmoMags" "Crew: Here's a mag. " "NPC_Crew.AmmoCatch" "Crew: Catch! " "NPC_Crew.AmmoLow" "Crew: Are you low? Here. " "NPC_Crew.AmmoLight" "Crew: You're looking a bit light, catch! " "NPC_Crew.DangerWatchout" "Crew: Watchout! " "NPC_Crew.DangerUhoh" "Crew: Watchout! " "NPC_Crew.DangerLookoutCapt" "Crew: Look out Captain! " "NPC_Crew.DangerLookoutSir" "Crew: Lookout Sir! " "NPC_Crew.DangerIncoming" "Crew: Incoming! " "NPC_Crew.DangerHeadsup" "Crew: Heads up! " "NPC_Crew.DangerStartle" "Crew: Ah! " "NPC_Crew.DangerBigBookIt" "Crew: Book it! " "NPC_Crew.DangerBigGetOutOfHere" "Crew: Get the hell out of here! " "NPC_Crew.DangerBigRun" "Crew: Run! " "NPC_Crew.DangerBigMoveIt" "Crew: Move it! " "NPC_Crew.DangerCombine" "Crew: Combine! " "NPC_Crew.DangerMortarMoveIt" "Crew: Move it! " "NPC_Crew.DangerMortarGetDown" "Crew: Get down! " "NPC_Crew.DangerMortarWatchout" "Crew: Watchout! " "NPC_Crew.DangerZombies" "Crew: Zombies! " "NPC_Crew.DangerHeadCraps" "Crew: Headcrabs! " "NPC_Crew.DangerRebels" "Crew: Rebels! " "NPC_Crew.CommandedGoAtOnce" "Crew: At once! " "NPC_Crew.CommandedGoAyeSir" "Crew: Aye Sir! " "NPC_Crew.CommandedGoGoing" "Crew: Going! " "NPC_Crew.CommandedGoOK" "Crew: Okay! " "NPC_Crew.StartFollowTagAlong" "Crew: I'm going to tag along. " "NPC_Crew.StartFollowGetYourSix" "Crew: I'll get your six. " "NPC_Crew.StartFollowExtraGun" "Crew: You need an extra gun? " "NPC_Crew.StartFollowGotYourBack" "Crew: I've got your back. " "NPC_Crew.StartFollowLeadOnSir" "Crew: Lead on, Sir. " "NPC_Crew.StopFollowStayHere" "Crew: I'll stay here. " "NPC_Crew.StopFollowCovered" "Crew: I've got this place covered, you go on. " "NPC_Crew.StopFollowSeeYouAtShip" "Crew: I'll see you back at the ship Sir. " "NPC_Crew.StopFollowStayBack" "Crew: I'll stay back, Sir. " "NPC_Crew.StopFollowStayBehind" "Crew: I'll stay behind, Sir. " "NPC_Crew.LeadFollowMe" "Crew: Follow me. " "NPC_Crew.LeadThisWay" "Crew: This way. " "NPC_Crew.LeadLetsGo" "Crew: Let's go. " "NPC_Crew.LeadNagCapt" "Crew: Captain? " "NPC_Crew.LeadNagSir" "Crew: Sir? " "NPC_Crew.PainLight" "Crew: [pain] " "NPC_Crew.PainMedic" "Crew: Medic! " "NPC_Crew.PainHeavy" "Crew: I'm hurt! " "NPC_Crew.PainArm" "Crew: Ah my arm! " "NPC_Crew.PainLeg" "Crew: Ah my leg! " "NPC_Crew.PainGut" "Crew: Ah my gut! " "NPC_Crew.DangerUp" "Crew: Up there! " "NPC_Crew.DangerFar" "Crew: Over there! " "NPC_Crew.DangerFarCapt" "Crew: Captain, over there! " "NPC_Crew.DangerBehindCapt" "Crew: Captain, behind you! " "NPC_Crew.DangerBehindSir" "Crew: Sir, behind you! " "NPC_Crew.ReportKillGotOne" "Crew: Got one! " "NPC_Crew.ReportKillScratchOne" "Crew: Scratch one! " "NPC_Crew.ReportKillHesDown" "Crew: He's down! " "NPC_Crew.ReportKillYouLikeThat" "Crew: You like that! " "NPC_Crew.ReactAllyKilledDown" "Crew: He's down! " "NPC_Crew.ReactAllyKilledGone" "Crew: He's gone! " "NPC_Crew.TacticalReloadCover" "Crew: Cover me while I reload! " "NPC_Crew.TacticalReloadGotta" "Crew: Gotta reload! " "NPC_Crew.TacticalReloadNagDontForget" "Crew: Don't forget to reload. " "NPC_Crew.TacticalReloadNagReloadSir" "Crew: Reload Sir. " "NPC_Crew.TacticalReloadNagReloadCapt" "Crew: Reload Captain. " "NPC_Crew.TacticalReloadNagBetterReload" "Crew: You'd better reload Sir. " "NPC_Crew.ReactPositiveFantastic" "Crew: Fantastic! " "NPC_Crew.ReactPositiveNice" "Crew: Nice! " "NPC_Crew.ReactPositiveThisIsNice" "Crew: This is nice! " "NPC_Crew.ReactNegativeNo" "Crew: No! " "NPC_Crew.ReactNegativeOhGod" "Crew: Oh God! " "NPC_Crew.ReactNegativeOhMyGod" "Crew: Oh my God! " "NPC_Crew.ReactNegativeOhNo" "Crew: Oh no! " "NPC_Crew.ReactNegativeShit" "Crew: Shit! " //Terrors note: //Skipping the combine voice lines for now since the code for them is all over the place. //There is so many of them, I'm just going to set up basic responses for them and deal with it later. //Terrors note update: //Not gonna get around to them later because they use randomized dialogue so it's not possible to give them accurate subtitles. // Combine npc subtitles: "NPC_Combine.Announce1" "Combine Soldier: Engaging. " "NPC_Combine.Announce2" "Combine Soldier: Engaging! " "NPC_Combine.Announce3" "Combine Soldier: Engaging the enemy. " "NPC_Combine.Contact1" "Combine Soldier: Contact! " "NPC_Combine.CoverMe1" "Combine Soldier: Cover me. " "NPC_Combine.CoverMe2" "Combine Soldier: Cover me! " "NPC_Combine.ImGoingIn1" "Combine Soldier: I'm going in. " "NPC_Combine.ImGoingIn2" "Combine Soldier: I'm going in! " "NPC_Combine.MovingIn1" "Combine Soldier: Moving in. " "NPC_Combine.MovingIn2" "Combine Soldier: Moving in! " "NPC_Combine.ManDown1" "Combine Soldier: Man down. " "NPC_Combine.ManDown2" "Combine Soldier: Man down! " "NPC_Combine.TakingCasualties1" "Combine Soldier: Taking casualties! " "NPC_Combine.TakingCasualties2" "Combine Soldier: Taking casualties. " "NPC_Combine.WeGotAManDown1" "Combine Soldier: We got a man down! " "NPC_Combine.WeGotAManDown2" "Combine Soldier: We got a man down. " "NPC_Combine.WereTakingCasualties1" "Combine Soldier: We're taking casualties! " "NPC_Combine.WereTakingCasualties2" "Combine Soldier: We're taking casualties. " "NPC_Combine.Target1" "Combine Soldier: Target. " "NPC_Combine.Target2" "Combine Soldier: Target! " //"NPC_Combine.Pain" "Combine Soldier: " //"NPC_Combine.Death" "Combine Soldier: " //"NPC_Combine.Alert" "Combine Soldier: " //"NPC_Combine.Coord" "Combine Soldier: " //"NPC_Combine.Grenade" "Combine Soldier: " "NPC_MetroPolice.SentenceParameters" " " "NPC_MetroPolice.HitByVehicle" " " "NPC_MetroPolice.Shove" " " "NPC_MetroPolice.FootstepLeft" " " "NPC_MetroPolice.FootstepRight" " " "NPC_MetroPolice.RunFootstepLeft" " " "NPC_MetroPolice.RunFootstepRight" " " "NPC_MetroPolice.HidingSpeech" " " "NPC_MetroPolice.LocateSpeech" " " "NPC_MetroPolice.OnFireScream" "Metro Police: *Screaming* " "NPC_MetroPolice.Pain" "Metro Police: *Pain* " "NPC_MetroPolice.Die" "Metro Police: *Death* " "NPC_MetroPolice.Radio.Off" " " "NPC_MetroPolice.Radio.On" " " "NPC_MetroPolice.Stay" "Hold it." "NPC_MetroPolice.Warn" "Metro Police: [Enemy Warning] " "NPC_MetroPolice.WaterSpeech" " " "NPC_MetroPolice.MoveAlong1" "Metro Police: Move along! " "NPC_MetroPolice.MoveAlong2" "Metro Police: I said move! " "NPC_MetroPolice.MoveAlong3" "Metro Police: Prepare for judgment! " "NPC_CombineS.FootstepLeft" " " "NPC_CombineS.FootstepRight" " " "NPC_CombineS.RunFootstepLeft" " " "NPC_CombineS.RunFootstepRight" " " "NPC_CombineS.ElectrocuteScream" "Combine Soldier: *Dies* " "NPC_CombineS.DissolveScream" "Combine Soldier: *Dies* " "NPC_Combine.RadioChatter" "Combine Soldier: [Radio: Chatter] " "NPC_Combine.Alert" "Combine Soldier: [Radio: Alert!] " "NPC_Combine.Pain" "Combine Soldier: *Pain* " "NPC_Combine.Death" "Combine Soldier: *Dies* " "NPC_Combine.Grenade" "Combine Soldier: [Radio: Grenade Alert!] " "NPC_Combine.Last" "Combine Soldier: [Radio: Requesting Backup] " "NPC_Combine.Coord" "Combine Soldier: [Radio: Tactical] " ///////////////////////////////////// ////////CUTSCENE SUBTITLES/////////// // a0c0p1s2 "mitchell.a0c0p1s2.whateverittakes" "Mitchell: Whatever it takes, whoever it takes, however long it takes before I die — I will fucking kill you. " // a1c1p1s1 "gman.a1c1p1.intheflesh" "G-Man: Sergeant Mitchell in the flesh… Or rather, his remains. " "gman.a1c1p1.admire" "G-Man: I do have to admit, I'm impressed that you made it back alive from Black Mesa. Even if it wasn't our intention to begin with. Yet, you're still here. You should've just died there, but here you are. " "gman.a1c1p1.conviction" "G-Man: You've proven yourself a man of rare conviction. *Chuckles* " "gman.a1c1p1.impress" "G-Man: But even this does not impress me as much as the words you speak. *clears throat* 'Whatever it takes, whoever it takes, however long it takes before I die — I will kill you.' Is that right? " "gman.a1c1p1.cannotlet" "G-Man: Well, you see, Mister Mitchell, we cannot let you kill doctor Freeman yet. " "gman.a1c1p1.adeal" "G-Man: They authorized me to offer you a deal. " "gman.a1c1p1.reward" "G-Man: You will be rewarded with authority, power and time. " "gman.a1c1p1.payment" "G-Man: The only payment we ask when the time comes — keep your promise, Mister Mitchell. " "gman.a1c1p1.getoff" "G-Man: In the meantime, this is where I get off. " // a1c1p2s1 "nick.a1c1p2s1.getdown" "????: Get down! " "nick.a1c1p2s1.youalright" "????: You alright? " "mitchell.a1c1p2s1.imfine" "Mitchell: I'm fine, thanks. " "nick.a1c1p2s1.specialforces" "????: An HECU. What are special forces doing here? " "mitchell.a1c1p2s1.samequestion" "Mitchell: I was about to ask the same question. " "mitchell.a1c1p2s1.nationalguards" "Mitchell: National guards? " "nick.a1c1p2s1.alone" "????: Anyways, are you alone? Is there anyone else with you? " "mitchell.a1c1p2s1.justme" "Mitchell: Negative, it's just me. " "mitchell.a1c1p2s1.onoutthere" "Mitchell: What the hell is going on out there? " "nick.a1c1p2s1.alieninvasion" "????: There's no easy way to put it but as far as we know we're under an alien invasion. " "nick.a1c1p2s1.twohours" "????: Those things are targeting mainly military bases. It's been just two hours. First one big portal appeared, then ten, then a hundred. The best thing is to get the hell away from them. " "mitchell.a1c1p2s1.thearmy" "Mitchell: What about the army? " "nick.a1c1p2s1.nomorearmy" "????: There's no more army — no more military. We're the only ones left. " "nick.a1c1p2s1.listentome" "????: Listen to me, we're gathering on the metro station on Brandon street. If you can make it there find Colonel Cue, tell him Nick sent you. Take this radio and map with the station marked on it, use it. " "nick.a1c1p2s1.goodluck" "Nick: Good luck to you… " "mitchell.a1c1p2s1.mitchellname" "Mitchell: Mitchell. " "nick.a1c1p2s1.godspeed" "Nick: Godspeed, Mitchell. " "nick.a1c1p2s1.welcometo" "Nick: Hey, Mitchell… Welcome to Albuquerque. " // a1c2p1s1 "mitchell.a1c2p1s1.whatthefuck" "Mitchell: What the fuck? " // a1c2p3s1 "mitchell.a1c2p3s1.blackops" "Mitchell: So… you're that sniper, huh? Black Ops? " "adam.a1c2p3s1.mustbemitchell" "????: And you must be… Mitchell? " "mitchell.a1c2p3s1.ontheradio" "Mitchell: And you must be the one on the radio? " "adam.a1c2p3s1.haveaplan" "????: I heard you guys have a plan… About getting out of the city? " "mitchell.a1c2p3s1.maybe" "Mitchell: Maybe. " "adam.a1c2p3s1.iwantin" "????: I want in. " "mitchell.a1c2p3s1.why" "Mitchell: Why? " "adam.a1c2p3s1.makeadeal" "????: Hey, let's make a deal. " "mitchell.a1c2p3s1.listening" "Mitchell: I'm listening. " "adam.a1c2p3s1.lowertheguns" "????: Good. First, let's lower the guns, okay? " "adam.a1c2p3s1.snipersupport" "????: I can get you to Brandon street with shortcuts and give you sniper support. But I want in, I'm getting the hell out of this city. Alive! So whatever your plan is — I'm in. When we're out, I'll go my own way. Until then I'm the only friend you got. " "mitchell.a1c2p3s1.trustyou" "Mitchell: So tell me, Mister Black Ops, — why should I trust you? You guys fucked us over at Black Mesa. " "adam.a1c2p3s1.adam" "????: Adam. " "mitchell.a1c2p3s1.what" "Mitchell: What? " "adam.a1c2p3s1.nameadam" "Adam: My name, it's Adam. And we just followed orders. They sent us to do the job you guys failed to do. " "mitchell.a1c2p3s1.ownpeople" "Mitchell: You killed your own people! " "adam.a1c2p3s1.halfthestaff" "Adam: Didn't you? By the time we got there you guys'd already killed more than half the Black Mesa staff. " "mitchell.a1c2p3s1.wasdifferent" "Mitchell: That was different. " "adam.a1c2p3s1.nothingdifferent" "Adam: How? Face it, Mitchell. I did nothing different than you. " "mitchell.a1c2p3s1.didntbackstab" "Mitchell: At least I didn't backstab my own brothers in arms. " "adam.a1c2p3s1.disobeyorders" "Adam: I already told you, it was an order. You ever disobey orders? Now I got a question for you, Mitch. How the hell did you make it alive from Black Mesa? " "mitchell.a1c2p3s1.foundmywayback" "Mitchell: I found my way back… How did you get out, Adam? " "adam.a1c2p3s1.foundmywayback" "Adam: Well, I guess I found my way back. " "mitchell.a1c2p3s1.chuckles" "Mitchell: *Chuckles* " "adam.a1c2p3s1.gotadeal" "Adam: So, Mitch? We got a deal or what? " "mitchell.a1c2p3s1.yourein" "Mitchell: Well, looks like you're in. " "adam.a1c2p3s1.goddamcity" "Adam: Alright then! Let's get the hell out of this goddamned city. " // a1c3p4s1 "cue.a1c3p4s1.ceasefire" "??????? ???: Cease fire! Cease fire! " "cue.a1c3p4s1.theyrehuman" "??????? ???: They're human. " "cue.a1c3p4s1.blackopsandmarine" "??????? ???: Well, well, look what we got here, boys. A Black Ops and a Marine. Oohrah! " "cue.a1c3p4s1.colonelcuename" "Colonel Cue: Let me introduce myself, son. I'm Colonel Cue, but you can call me 'sir'. " "mitchell.a1c3p4s1.planoutofcity" "Mitchell: Colonel, I met with some of your men, Nick and Brad, at the hospital. They said you have a plan to get out of the city. " "cue.a1c3p4s1.wehaveplan" "Colonel Cue: That's right, we do have a plan! We'll run away. " "mitchell.a1c3p4s1.alienseverywhere" "Mitchell: Where can we run away? Those aliens are everywhere. " "cue.a1c3p4s1.wrongkiddo" "Colonel Cue: That's where you're wrong, kiddo. " "cue.a1c3p4s1.camefromcaptian" "Colonel Cue: This picture came from our contact Captain Roosevelt. It was taken in California. " "cue.a1c3p4s1.airandground" "Colonel Cue: They're in the air and on the ground… " "adam.a1c3p4s1.notonsea" "Adam: But not on the sea… " "cue.a1c3p4s1.correct" "Colonel Cue: Correct! " "adam.a1c3p4s1.newmexico" "Adam: But there's no sea in New Mexico. " "cue.a1c3p4s1.goingtocalifornia" "Colonel Cue: That's why we're going to California. But first we need this goddamn train to move. " "cue.a1c3p4s1.pastzombies" "Colonel Cue: Someone has got to get past those zombies, get in the control room and activate the train. " "cue.a1c3p4s1.anyvolunteers" "Colonel Cue: Any volunteers? " "cue.a1c3p4s1.braveoflarry" "Colonel Cue: That's really brave of you, Larry. Your country is proud of ya'! " "larry.a1c3p4s1.didnotvolunteer" "Larry: Hello? Me? I did not volunteer, sir. " "cue.a1c3p4s1.motheralive" "Colonel Cue: If your mother was alive she'd be proud of you, son. " "larry.a1c3p4s1.momdead" "Larry: My mother is dead? " "cue.a1c3p4s1.youmightdie" "Colonel Cue: You might die, but that's a sacrifice I'm willing to make. " "mitchell.a1c3p4s1.alrightdoit" "Mitchell: Alright, I'll do it. " "cue.a1c3p4s1.takelarry" "Colonel Cue: Good, take Larry with you. " //"president.a1c3p5s1.neverwillingly" "The President: As Americans and, indeed, as human citizens we have never willingly surrendered to oppression. And this very idea is anathema to our core values and everything we hold dear. Yet the fact and hard truth remains that we have lost this battle for now. And, believe me, we will live to fight another day. We shall return. " // a1c3p5s1 "president.a1c3p5s1.myfellow" "The President: My fellow Americans. " "president.a1c3p5s1.presandcom" "The President: As your President and Commander-in-chief, it is with a heavy heart that I'm informing you that we have made a strategic decision- " "president.a1c3p5s1.tosurrender" "The President: To surrender to the alien invaders known as the Combine. " "president.a1c3p5s1.bestchance" "The President: Right now this is the best chance for our survival as Americans and as humans. " "president.a1c3p5s1.hardestdecision" "The President: This has been the hardest decision of my life — and I did not do so lightly. " "president.a1c3p5s1.neverwillingly" "The President: As Americans and, indeed, as human citizens we have never willingly surrendered to oppression. " "president.a1c3p5s1.veryidea" "The President: And this very idea is anathema to our core values and everything we hold dear. " "president.a1c3p5s1.hardtruth" "The President: Yet the fact and hard truth remains that we have lost this battle for now. " "president.a1c3p5s1.believeme" "The President: And, believe me, we will live to fight another day. We shall return. " "president.a1c3p5s1.godbless" "The President: God bless you and God bless the United States of America. " "larry.a1c3p5s1.nevervoted" "Larry: I never voted for this guy. " "mitchell.a1c3p5s1.dontunderstand" "Mitchell: I guess you don't understand the situation, my friend. We're all dead men walking. " "nick.a1c3p5s1.thosethings" "Nick: Those things… The only thing we know for sure is those things are smarter than we thought. " "nick.a1c3p5s1.thinkaboutit" "Nick: Think about it — the first hour they come through the portals, but not just random locations: first those motherships targeted the military bases, so they cut all the firepower we had; then they released the grunts to the populated areas, cities. " "nick.a1c3p5s1.ourweaknesses" "Nick: It's like they know the way we are — they know our weaknesses. " "adam.a1c3p5s1.notstupid" "Adam: Those creatures can be many things but they're not stupid. " "cue.a1c3p5s1.knowsomething" "Colonel Cue: Do you know something we don't, Black Ops? " "adam.a1c3p5s1.guessido" "Adam: Well, I guess I do. " "cue.a1c3p5s1.openyourmouth" "Colonel Cue: Well, maybe you should open your mouth and start talking. " "soldier.a1c3p5s1.colonel" "Soldier: Colonel! " "soldier.a1c3p5s1.wefucked" "Soldier: Oh, Colonel, we are so fucked. " "cue.a1c3p5s1.spititout" "Colonel Cue: Spit it out, Corporal! " "soldier.a1c3p5s1.alienscoming" "Soldier: The aliens are coming, we've been compromised! " "cue.a1c3p5s1.getthatdoor" "Colonel Cue: Everybody, take position! Mitchell, you've got to get that door open in fifteen minutes! Move, Move, Move! " //a1c4p2s1 "harvey.a1c4p2s1.nevadaboys" "??????: Welcome to Nevada, boys! " "harvey.a1c4p2s1.wherestherest" "??????: Where's the rest of you? " "mitchell.a1c4p2s1.alldead" "Mitchell: They're dead. All of them. Combine got 'em. " "harvey.a1c4p2s1.colonelcue" "??????: Colonel Cue? " "mitchell.a1c4p2s1.dead" "Mitchell: Dead. " "harvey.a1c4p2s1.shit" "??????: Shit. " "harvey.a1c4p2s1.toughbastard" "??????: He was always a tough bastard… " "nick.a1c4p2s1.sonofabitch" "Nick: Toughest son of a bitch I ever knew. " "harvey.a1c4p2s1.harveyname" "Harvey: I'm Lieutenant Harvey and these are my men. Fifth Ranger Company. " "mitchell.a1c4p2s1.adamnick" "Mitchell: Sergeant Mitchell. Adam. Nick. " "harvey.a1c4p2s1.sixhours" "Harvey: Alright, Sergeant. We've got six hours to make it to the beach. The road to California will take a few hours. Then we're gonna stop by the warehouse to get some supplies. And people too, if we can. " "harvey.a1c4p2s1.heavycombat" "Harvey: We're expecting some heavy combat with Combine on the way. You guys take this one. One of you get up on the gun and follow us. " "harvey.a1c4p2s1.leadtheway" "Harvey: Rangers, lead the way! " //a1c4p3s1 "mitchell.a1c4p3s1.kidding" "Mitchell: You got to be kidding me. " "mitchell.a1c4p3s1.huh" "Mitchell: Huh... " "mitchell.a1c4p3s1.activatethepower" "Mitchell: Looks like I need to activate the power. " //a1c4p4s1 "joe.a1c4p4s1.whoa" "???: Whoa! Have you lost your fucking mind?! Lower that thing. You're gonna blow us all up! " "mitchell.a1c4p4s1.jususman" "Mitchell: Jesus, man! Calm down. " "joe.a1c4p4s1.gasleak" "???: Don't fucking tell me to calm down! There's a gas leak that can blow half of us all way to hell with a fucking match! " "joe.a1c4p4s1.spiderwithvagina" "???: Half the guys in the plant are stuck inside and the other half became brain-fucked zombies because they got a big-ass spider with a huge vagina stuck on their head, and you expect me to be calm? " "mitchell.a1c4p4s1.getthemout" "Mitchell: Okay. You're right. Now help me out here, alright? Tell me, how do we get them out? " "joe.a1c4p4s1.generatorson" "???: There's two ways to get them out of there: the first is getting the generators on, so that we get the power back on to open the doors. " "mitchell.a1c4p4s1.whatssecondway" "Mitchell: Okay. What's the second way? " "mitchell.a1c4p4s1.secondway" "Mitchell: The second way… " "joe.a1c4p4s1.forgotok" "???: I forgot, okay? I'm under pressure here, give me a fucking break. " "mitchell.a1c4p4s1.firstwaythen" "Mitchell: First way then. " "joe.a1c4p4s1.noweapons" "???: Remember, no weapons. " "joe.a1c4p4s1.takethis" "???: Here, take this. " "mitchell.a1c4p4s1.awrench" "Mitchell: A wrench. Why a wrench? " "joe.a1c4p4s1.onlyonecrowbar" "???: Because I only got one crowbar and I have no intention to give it away. " "mitchell.a1c4p4s1.badmemories" "Mitchell: Well, I got bad memories with crowbars anyways. " "mitchell.a1c4p4s1.mitchellname" "Mitchell: Mitchell, by the way… " "joe.a1c4p4s1.joename" "Joe: Joe. But everyone calls me Boston Joe. " "mitchell.a1c4p4s1.savefriends" "Mitchell: Alright, Joe. Let's save your friends from spiders with vaginas. " //a1c5p4s1 "roosevelt.a1c5p4s1.showhospitality" "??????? ?????????: Do not neglect to show hospitality to strangers, for by this some have entertained angels without knowing it. " "roosevelt.a1c5p4s1.hebrews" "??????? ?????????: Hebrews 13:2. " "roosevelt.a1c5p4s1.rooseveltname" "Captain Roosevelt: Welcome aboard, gentlemen! I am Captain Roosevelt. " "roosevelt.a1c5p4s1.whoisincharge" "Captain Roosevelt: Tell me, who is in charge of all these warriors? " "roosevelt.a1c5p4s1.pleasestepup" "Captain Roosevelt: Please, step up. " "roosevelt.a1c5p4s1.yourname" "Captain Roosevelt: Your name, young man! " "mitchell.a1c5p4s1.sergeant" "Mitchell: I'm Sergeant— " "roosevelt.a1c5p4s1.notyourrank" "Captain Roosevelt: I have no interest in your rank. Your name! Who are you? " "mitchell.a1c5p4s1.mitchellname" "Mitchell: Mitchell. " "roosevelt.a1c5p4s1.mitchellhuh" "Captain Roosevelt: Mitchell, huh? " "roosevelt.a1c5p4s1.manymeanings" "Captain Roosevelt: Yes, Mitchell… A name with many meanings. For some the meaning is 'a gift from God'. For others, 'who is like God'. " "roosevelt.a1c5p4s1.whichoneareyou" "Captain Roosevelt: Which one are you, Mitchell? Are you a gift from God sent to save us or, perhaps, you are God himself come to doom our worthless lives? " "mitchell.a1c5p4s1.perhaps" "Mitchell: Perhaps. " "nick.a1c5p4s1.hescursed" "Nick: He's cursed! " "roosevelt.a1c5p4s1.whatkind" "Captain Roosevelt: Cursed, aye? What kind of curse is this? " "mitchell.a1c5p4s1.somebullshit" "Mitchell: Nothing but some bullshit. " "nick.a1c5p4s1.topofcommanddies" "Nick: Whoever is at the top of his command dies. Colonel Cue, Sergeant Harvey — they're all dead. But whatever happens, he lives. " "mitchell.a1c5p4s1.justacoincidence" "Mitchell: It's just a coincidence. There is no such thing as a curse. " "roosevelt.a1c5p4s1.seeaboutthat" "Captain Roosevelt: We'll see about that, Sergeant… " "roosevelt.a1c5p4s1.undermycommand" "Captain Roosevelt: You and your men from now on are under my command. " "roosevelt.a1c5p4s1.avlonvale" "Captain Roosevelt: Welcome to Avlon Vale, and welcome to the crew. " //a1c5p4s1 "roosevelt.a1c5p4s2.notacurse" "Captain Roosevelt: That's not a curse… " "roosevelt.a1c5p4s2.dealwiththedevil" "Captain Roosevelt: You made a deal with the devil. " "roosevelt.a1c5p4s2.youhaveit" "Captain Roosevelt: Here, you have it… " "roosevelt.a1c5p4s2.dies" "Captain Roosevelt: *fucking dies* " "nick.a1c5p4s2.yourethecaptainnow" "Nick: Well, it looks like you're the Captain now. Captain Mitchell. " "mitchell.a1c5p4s2.threeyears" "Mitchell: It's been three years since the Seven Hour War. " "mitchell.a1c5p4s2.territories" "Mitchell: There are no more countries, only territories where they once were. " "mitchell.a1c5p4s2.thecombine" "Mitchell: All the governments having been replaced by one — the Combine. " "mitchell.a1c5p4s2.enslavedhumanity" "Mitchell: The alien Combine empire had enslaved humanity, put in place a puppet leader, Dr. Breen. " "mitchell.a1c5p4s2.earthsresources" "Mitchell: Then started syphoning the Earth's resources. Shorelines fell, exposing the seabed. " "mitchell.a1c5p4s2.cities" "Mitchell: The remaining humans were gathered in cities, the world outside of such areas filled with wildlife native to other worlds, making the exteriors of cities dangerous. " "mitchell.a1c5p4s2.novaprospekt" "Mitchell: Facilities like Nova Prospekt were opened, their goal being to modify humans, erase their memories and assimilate them into their armies. " "mitchell.a1c5p4s2.volunteered" "Mitchell: While some humans were conscripted into service, others volunteered. " "mitchell.a1c5p4s2.treatment" "Mitchell: Either for preferred treatment, better living conditions or personal reasons. " "mitchell.a1c5p4s2.police" "Mitchell: Thus the Civil Protection branch of the Combine Overwatch was formed, Earth's so called 'police'. " "mitchell.a1c5p4s2.combineoverwatch" "Mitchell: The Combine Overwatch was an impressive force to be reckoned with but an exploit was found. " "mitchell.a1c5p4s2.immencepower" "Mitchell: They had immense power over the air, and even more on land, but they lacked naval capabilities due to their overall goal of draining that resource. " "mitchell.a1c5p4s2.defendship" "Mitchell: Until that happened, we needed a way to defend our ship from their air superiority. " "mitchell.a1c5p4s2.newalaska" "Mitchell: And for that we needed to go to City Nine, otherwise known as New Alaska. " // a2c2p2s1 "boris.a2c2p2s1.minuteplease" "?????: A minute please, I'll be right with you. " "boris.a2c2p2s1.roomhoney" "?????: Go to your room, honey. Daddy has a guest. " "boris.a2c2p2s1.assassinateme" "?????: I would assume you've come here to assassinate me, but your outfit… " "boris.a2c2p2s1.sitinmychair" "?????: It doesn't look like someone who would like to sit in my chair. " "boris.a2c2p2s1.rudeness" "?????: I do apologize for my rudeness. " "boris.a2c2p2s1.nameboris" "Boris: My name is Boris, I am the administrator of this fine factory. " "mitchell.a2c2p2s1.infrontofdaughter" "Mitchell: Look, I don't want to kill you — not in front of your daughter. " "mitchell.a2c2p2s1.forweapons" "Mitchell: I'm just here for the weapons. " "boris.a2c2p2s1.weapons" "Boris: Weapons? " "boris.a2c2p2s1.producefactory" "Boris: Mister, do you have any idea what we produce in this factory? " "mitchell.a2c2p2s1.notweapons" "Mitchell: Not weapons? " "boris.a2c2p2s1.notweapons" "Boris: Not weapons. " "mitchell.a2c2p2s1.thosethings" "Mitchell: What are those things? " "boris.a2c2p2s1.cremators" "Boris: Those things are called Cremators. " "boris.a2c2p2s1.janitors" "Boris: You could say they are, in a way, extremely efficient and overzealous janitors. " "boris.a2c2p2s1.spreadthem" "Boris: The Combine are planning to spread them throughout the rest of the world. " "boris.a2c2p2s1.streetsclean" "Boris: Get rid of the refuse, the detritus, the trash, keep the streets clean. " "boris.a2c2p2s1.wearethetrash" "Boris: But in this case, we are the trash… " "mitchell.a2c2p2s1.thosechildren" "Mitchell: Are those children? " "boris.a2c2p2s1.newgenerations" "Boris: Yes. This is how they control all the new generations. " "boris.a2c2p2s1.olderthenfive" "Boris: The Combine raises them as slaves, forcing any child older than the age of five to start to work. " "mitchell.a2c2p2s1.youngerfive" "Mitchell: What about those younger than five? " "boris.a2c2p2s1.therearenone" "Boris: There are none. " "mitchell.a2c2p2s1.howmany" "Mitchell: How many are there? In this factory? " "boris.a2c2p2s1.aboutahundred" "Boris: About a hundred. " "boris.a2c2p2s1.samefeelings" "Boris: I know what you think and I have the same feelings. " "boris.a2c2p2s1.disgustsme" "Boris: It disgusts me, but I have to work for them, for my daughter. " "boris.a2c2p2s1.theonlyway" "Boris: That's the only way. " "mitchell.a2c2p2s1.notdisgusting" "Mitchell: I don't think that's disgusting at all. " "boris.a2c2p2s1.excuseme" "Boris: Excuse me? " "mitchell.a2c2p2s1.theresources" "Mitchell: Think about it, wasn't the main reason we were trying to go to space for decades for the resources? " "mitchell.a2c2p2s1.enslavethem" "Mitchell: If we had the power to enslave them wouldn't we? " "mitchell.a2c2p2s1.enslaveownkind" "Mitchell: Hell, we enslave our own kind. " "mitchell.a2c2p2s1.alienrace" "Mitchell: We couldn't care less about an alien race. " "mitchell.a2c2p2s1.playingowngame" "Mitchell: That's just nature playing out its own game. " "mitchell.a2c2p2s1.preditorandprey" "Mitchell: It's always been between predator and prey. " "mitchell.a2c2p2s1.thebalance" "Mitchell: That's the balance. " "mitchell.a2c2p2s1.tablesturned" "Mitchell: But this time the tables are turned. " "mitchell.a2c2p2s1.gottous" "Mitchell: They got to us before we got to them. " "mitchell.a2c2p2s1.drainoceans" "Mitchell: Pulling our resources, draining the oceans, enslaving humans… " "mitchell.a2c2p2s1.enjoyyourtime" "Mitchell: Enjoy your time while you can, Boris. " "mitchell.a2c2p2s1.soonerorlater" "Mitchell: Because sooner or later humans will rise up and put a stop to this. " "mitchell.a2c2p2s1.lasthours" "Mitchell: But this time around humans won't even last 7 hours. " "mitchell.a2c2p2s1.yourdaughter" "Mitchell: They won't stop with the military, they will come for all of us, even for you and your daughter. " "boris.a2c2p2s1.awiseman" "Boris: You are a wise man, indeed. " "boris.a2c2p2s1.notsamefeelings" "Boris: Even though I do not share the same feelings as you, I have to agree that, with what you say, you are correct. " "boris.a2c2p2s1.betweenyouandme" "Boris: We just may be closer to the end sooner than we think, but there is a difference between you and me. " "boris.a2c2p2s1.notgiveup" "Boris: Until that day, I will not give up on humanity. " "mitchell.a2c2p2s1.goodman" "Mitchell: You're a good man, Boris. " "mitchell.a2c2p2s1.getout" "Mitchell: Now get out of here. " "mitchell.a2c2p2s1.andleave" "Mitchell: Take your daughter and leave! " "boris.a2c2p2s1.haveinmind" "Boris: What do you have in mind? " "mitchell.a2c2p2s1.burnthefactory" "Mitchell: I'm gonna burn the whole factory to the ground and take those kids with me. " "boris.a2c2p2s1.dothisforthechildren" "Boris: You will do this for the children? " "mitchell.a2c2p2s1.iwillbut" "Mitchell: I will, but not for the children. " "mitchell.a2c2p2s1.needanarmy" "Mitchell: I need an army. " "boris.a2c2p2s1.alarmthecombine" "Boris: Right after you get out of that room, I have to alarm the Combine. " "boris.a2c2p2s1.knowthatright" "Boris: You know that, right? " "mitchell.a2c2p2s1.doleave" "Mitchell: Do what you have to do and leave. " "boris.a2c2p2s1.iappreciateit" "Boris: Even if you don't do this for the children I do appreciate it, and I won't forget that. " "mitchell.a2c2p2s1.namemitchell" "Mitchell: Mitchell. " "boris.a2c2p2s1.thankyou" "Boris: Thank you, Mitchell. " "boris.a2c2p2s1.wellmeetagain" "Boris: We'll meet again. " "mitchell.a2c2p2s1.wewill" "Mitchell: We will. " // a3c1p1s1 "nick.a3c1p1s1.dontunderstand" "Nick: I just don't understand why it's such and important thing. " "adam.a3c1p1s1.needstoseeit" "Adam: The Captain needs to see it! " "mitchell.a3c1p1s1.needstoseewhat" "Mitchell: The Captain needs to see what? " "adam.a3c1p1s1.agiftforthecaptain" "Adam: It was gone and now it's back — a gift for the Captain! Do you recognize it? " "mitchell.a3c1p1s1.findthis" "Mitchell: Where did you find this? " "nick.a3c1p1s1.foundinwater" "Nick: One of our guys — Cain — found this in the middle of the water. He was trying to hide it but we caught him. " "adam.a3c1p1s1.isntthis" "Adam: Captain, isn't this— " "mitchell.a3c1p1s1.everybodygetout" "Mitchell: Everybody, get out… Get out! " "mitchell.a3c1p1s1.getout" "Mitchell: I SAID GET OUT! " "gman.a3c1p1s1.wemeetagain" "G-Man: We meet again at last. " "mitchell.a3c1p1s1.you" "Mitchell: You. " "gman.a3c1p1s1.powerandtime" "G-Man: Authority, power and time. We have kept our promise, Mister Mitchell… We gave you all the treasure you could possibly ask for. " "mitchell.a3c1p1s1.wasnttreasure" "Mitchell: That wasn't treasure — it was a curse! All this power does nothing but kill, authority only to murder. Nothing but the power to kill my own men! And this time… Nothing but endless torture. " "gman.a3c1p1s1.recallagain" "G-Man: Let me recall again, Captain. 'Whoever it takes, whatever it takes, however long it takes.' That was the deal, and now the time has come again. " "gman.a3c1p1s1.killfreeman" "G-Man: We require your services. We need you to kill Doctor Freeman. If there is someone to blame for all of this, all of the suffering, it's the Freeman himself. " "mitchell.a3c1p1s1.takeitallback" "Mitchell: Take it all back. I don't want it! I don't want the power, the authority, not even the time. I just want it to end… Freeman can go to hell! " "gman.a3c1p1s1.itsnotthateasy" "G-Man: Sadly, I have to inform you it's not that easy. You see, Captain, from now on, our agreement is coming due. We've done our part and now it's your turn to do yours. " "mitchell.a3c1p1s1.orelse" "Mitchell: Or else? " "gman.a3c1p1s1.nochanceofwinning" "G-Man: Then I have no option but to let you get in a battle that you have no chance of winning. " "gman.a3c1p1s1.pardonme" "G-Man: Now pardon me. I have to take this back to its owner. Do not be late, City 17 awaits… " "mitchell.a3c1p1s1.alex" "Mitchell: Alex! " "crew.a3c1p1s1.yescaptain" "Alex: Yes, Captain? " "mitchell.a3c1p1s1.assemblethemen" "Mitchell: Assemble the men. " "crew.a3c1p1s1.ayeayecaptain" "Alex: Aye aye, Captain! " // a3c1p1s2 "nick.a3c1p1s2.whatsgoingon" "Nick: Captain, what's going on? " "mitchell.a3c1p1s2.city17" "Mitchell: We have to go to City 17. " "nick.a3c1p1s2.butwhy" "Nick: City 17? But why? " "mitchell.a3c1p1s2.gordonfreeman" "Mitchell: Gordon Freeman is back. " "mitchell.a3c1p1s2.convincethem" "Mitchell: Somehow we have to find a way to reach the Combine and convince them to side with us so we can hunt down Freeman together! " "nick.a3c1p1s2.slowdown" "Nick: Whoa whoa whoa, slow down. " "nick.a3c1p1s2.thecombine" "Nick: Reach the Combine? " "nick.a3c1p1s2.gordon" "Nick: Gordon Freeman? " "nick.a3c1p1s2.areyoumad" "Nick: Captain, are you mad? " "nick.a3c1p1s2.youresaying" "Nick: You hear what you're saying? " "mitchell.a3c1p1s2.wellaware" "Mitchell: I'm well aware of what I'm asking, Nick. " "nick.a3c1p1s2.meansright" "Nick: Mitchell, even if that was true, you know what that means, right? " "nick.a3c1p1s2.willdie" "Nick: People will die. " "nick.a3c1p1s2.lose" "Nick: Are you willing to lose everything we have? " "mitchell.a3c1p1s2.wedontownanything" "Mitchell: Everything we have? " "mitchell.a3c1p1s2.dontown" "Mitchell: Heh, we don't own anything, Nick. " "mitchell.a3c1p1s2.borrowed" "Mitchell: We just borrowed it. " "mitchell.a3c1p1s2.ownlives" "Mitchell: Even our lives. " "mitchell.a3c1p1s2.livethislong" "Mitchell: We weren't meant to live this long. " "nick.a3c1p1s2.thisismadness" "Nick: Mitchell, I beg you. Please don't do this! This is madness. " "nick.a3c1p1s2.allkilled" "Nick: You're gonna get us all killed! " "nick.a3c1p1s2.survivedyears" "Nick: You survived for 20 years on this ship and every single time we step foot on that land, too many innocent lives are taken. " "nick.a3c1p1s2.tookkids" "Nick: Those kids you took, didn't they have enough? " "mitchell.a3c1p1s2.sighs" "Mitchell: Ugh… " "nick.a3c1p1s2.youdontcare" "Nick: You don't care for any of them do you? You never did. Just used them. " "nick.a3c1p1s2.gottado" "Nick: Do what the hell you gotta do, but I'm not going to be part of this. " "nick.a3c1p1s2.godhelpus" "Nick: God help us… " "mitchell.a3c1p1s2.godwillstayaway" "Mitchell: No. God will stay away from this one. " // a3c1p1s3 "mitchell.a3c1p1s3.mymen" "Mitchell: My men. " "mitchell.a3c1p1s3.webled" "Mitchell: For more than a decade we fought together, we bled. " "mitchell.a3c1p1s3.lostsome" "Mitchell: We took lives and we lost some dear to us. " "mitchell.a3c1p1s3.tosurvive" "Mitchell: We did what we had to — to survive! " "mitchell.a3c1p1s3.norhonor" "Mitchell: We knew no sin, nor honor. " "mitchell.a3c1p1s3.daywouldcome" "Mitchell: Long ago, I knew this day would come. " "mitchell.a3c1p1s3.biggerthreat" "Mitchell: The day when we would have to face a bigger threat. " "mitchell.a3c1p1s3.makeachoice" "Mitchell: The day we would have to make a choice… " "mitchell.a3c1p1s3.untilthisday" "Mitchell: Until this day we have lived our lives freely, but there is a hard truth we must now face. " "mitchell.a3c1p1s3.noplacetohide" "Mitchell: Sooner or later the Combine will drain the ocean completely and there will no longer be any place for us to hide anymore. " "mitchell.a3c1p1s3.timeforaction" "Mitchell: It is time to take action, time to pick a side. " "mitchell.a3c1p1s3.unworthy" "Mitchell: When kings fight for their thrones, they sacrifice the ones they deem unworthy. " "mitchell.a3c1p1s3.notaking" "Mitchell: I am not a king, nor royalty. " "mitchell.a3c1p1s3.standwithyou" "Mitchell: Today I stand with you as one of your own. " "mitchell.a3c1p1s3.iaskyou" "Mitchell: I ask you, my brothers, to fight with me and show them who we are, what we are capable of! " "mitchell.a3c1p1s3.strength" "Mitchell: Our strength and resolution. " "mitchell.a3c1p1s3.bullets" "Mitchell: Our bullets and our blades! " "mitchell.a3c1p1s3.courage" "Mitchell: Our courage and our cruelty… " "mitchell.a3c1p1s3.goingtocity17" "Mitchell: Gentlemen, we are going to the City 17! " // a3c2p4s1 "boris.a3c2p4s1.daywouldcome" "?????: I knew this day would come! " "boris.a3c2p4s1.onemoretime" "?????: I knew I was going to see this man one more time… " "mitchell.a3c2p4s1.boris" "Mitchell: Boris… " "boris.a3c2p4s1.mitchell" "Boris: Mister Mitchell. " "mitchell.a3c2p4s1.oldfriend" "Mitchell: It's been a long time, old friend. " "boris.a3c2p4s1.hasbeenindeed" "Boris: It has been, indeed. " "boris.a3c2p4s1.mycuriosity" "Boris: Normally I would ask you to excuse my curiosity and question why you are here. " "boris.a3c2p4s1.allthoseyears" "Boris: Why you show up after all those years while being far away from the eyes of the Combine. " "boris.a3c2p4s1.knowtheanswer" "Boris: But I already know the answer. " "boris.a3c2p4s1.hesentyou" "Boris: I know he sent you. " "boris.a3c2p4s1.mutualfriend" "Boris: Our mutual friend… " "mitchell.a3c2p4s1.youknowhim" "Mitchell: Wait, you know him? " "boris.a3c2p4s1.knowhim" "Boris: Know him? " "boris.a3c2p4s1.offeredadeal" "Boris: He offered me a 'deal' and, when I refused to complete his 'deal', he threatened me with my own daughter! " "boris.a3c2p4s1.becarefulmitchell" "Boris: Just be careful, Mitchell. " "boris.a3c2p4s1.sonofabitch" "Boris: He is a no good lying son of a bitch! " "boris.a3c2p4s1.argh" "Boris: Argh… " "boris.a3c2p4s1.mybehavior" "Boris: Excuse my behavior. " "mitchell.a3c2p4s1.offermyhelp" "Mitchell: The reason I came here was to offer my help. " "mitchell.a3c2p4s1.wanttocollaborate" "Mitchell: I want to collaborate. " "boris.a3c2p4s1.combinewillagree" "Boris: And why do you think the Combine will agree to your help? " "boris.a3c2p4s1.possiblygive" "Boris: What could one man possibly give them? " "boris.a3c2p4s1.donotmisunder" "Boris: Please, do not misunderstand me. " "boris.a3c2p4s1.youarecapable" "Boris: I do not underestimate you, I know what you are capable of. " "boris.a3c2p4s1.provethat" "Boris: But how will you prove that to them? " "mitchell.a3c2p4s1.haveaship" "Mitchell: I'm not alone, I have a ship and an army. " "mitchell.a3c2p4s1.handover" "Mitchell: And I am ready to hand over all of it to be placed under the Combine's command. " "boris.a3c2p4s1.richoffer" "Boris: That is a rich offer, indeed. " "boris.a3c2p4s1.excuseme" "Boris: Please, excuse me for a little while. " // a3c2p4s2 "boris.a3c2p4s2.patience" "Boris: Thank you for your patience, Mister Mitchell. " "boris.a3c2p4s2.drbreen" "Boris: Doctor Breen wanted me to inform you that he, along with our collaborators, is impressed by your desire to hunt down Gordon Freeman. " "boris.a3c2p4s2.normaltimes" "Boris: In normal times this collaboration wouldn't even be mentioned. " "boris.a3c2p4s2.extraordinary" "Boris: But these are… Extraordinary times. " "boris.a3c2p4s2.enemyofenemy" "Boris: You know what they say — 'the enemy of my enemy is my friend.' " "mitchell.a3c2p4s2.findfreeman" "Mitchell: Good. Now all we have to do is find Freeman. " "boris.a3c2p4s2.alreadyknow" "Boris: We already know where he is hiding. " "boris.a3c2p4s2.multiplespies" "Boris: We have multiple spies in the resistance. " "boris.a3c2p4s2.anothertopic" "Boris: This brings me to another topic. " "boris.a3c2p4s2.mydaughter" "Boris: You remember my Sasha? My daughter? " "mitchell.a3c2p4s2.ido" "Mitchell: Yeah, I do. " "boris.a3c2p4s2.grownupnow" "Boris: She is grown up now. " "boris.a3c2p4s2.asaspy" "Boris: She's in the resistance as a spy. " "boris.a3c2p4s2.recognize" "Boris: I will make sure that, if she sees you, she will recognize you. " "boris.a3c2p4s2.massacring" "Boris: But, when you get out there, massacring members of the resistance. " "boris.a3c2p4s2.donotharmher" "Boris: Whatever you do, do not, I repeat, do not harm her. " "boris.a3c2p4s2.killyou" "Boris: Or I will kill you. " "mitchell.a3c2p4s2.likeadeal" "Mitchell: Sounds like a deal. " "mitchell.a3c2p4s2.askyousomething" "Mitchell: Let me ask you something, Boris. " "mitchell.a3c2p4s2.theresistance" "Mitchell: You said you have spies inside the resistance, right? " "boris.a3c2p4s2.correct1" "Boris: Correct. " "mitchell.a3c2p4s2.wherefreeman" "Mitchell: So you do know where Freeman is? " "boris.a3c2p4s2.correct2" "Boris: Correct. " "mitchell.a3c2p4s2.whereishe" "Mitchell: Where is he? " "boris.a3c2p4s2.blackmesaeast" "Boris: Black Mesa East. " "mitchell.a3c2p4s2.huhmesa" "Mitchell: Huh, Black Mesa… " // a3c7p1s1 "sasha.a3c7p1s1.mitchell" "?????: Mitchell! " "mitchell.a3c7p1s1.whoisthat" "Mitchell: Who is that? " "sasha.a3c7p1s1.sashaname" "Sasha: It's me, Sasha. " "mitchell.a3c7p1s1.sasha" "Mitchell: Sasha! " "sasha.a3c7p1s1.getyouout" "Sasha: I'll get you out of here. I unlocked the door, but you have to wait few minutes. Then start making your way to the monitor room. I'll be there waiting for you. " // a3c7p2s1 "sasha.a3c7p2s1.captainhimself" "Sasha: The legendary Captain himself. " "mitchell.a3c7p2s1.makingmeblush" "Mitchell: Stop it! You're making me blush." "sasha.a3c7p2s1.allthoseyears" "Sasha: After all those years I get to see you again. " "mitchell.a3c7p2s1.havetoadmit" "Mitchell: I have to admit, I'm surprised you even remembered me. You were pretty young back then. " "sasha.a3c7p2s1.goodmemory" "Sasha: Sure, I was. But I have a good memory. I remember everything, and I remember you saving those children. I always saw you as a hero after that day. " "mitchell.a3c7p2s1.villainmydear" "Mitchell: Hero? Heh, you are talking to a villain, my dear. The hero inside of me died many, many years ago when I was young. " "sasha.a3c7p2s1.villainahero" "Sasha: Isn't every villain a hero in their own story? " "mitchell.a3c7p2s1.notinthisone" "Mitchell: Not in this one… " "sasha.a3c7p2s1.ifyousayso" "Sasha: If you say so. " "mitchell.a3c7p2s1.backatalaska" "Mitchell: Back in Alaska… After the factory. What happened? " "sasha.a3c7p2s1.meandmyfather" "Sasha: Me and my father got out of the factory. We were running away; the explosions were everywhere, the whole place caught fire. " "sasha.a3c7p2s1.wascarryingme" "Sasha: My father was carrying me. He was struggling to get us out of there, and we managed to get out, but after that we weren't so lucky. We were walking in the middle of nowhere for days. " "sasha.a3c7p2s1.afraidandhopeless" "Sasha: I could feel my father was afraid and hopeless. The moment we thought we were going to die help arrived and that's where it gets all blurry in my mind. The help, it didn't really look like any Combine. There was just a man. A man in a suit. " "mitchell.a3c7p2s1.amaninasuit" "Mitchell: A man in a suit? " "sasha.a3c7p2s1.yesaman" "Sasha: Yes, a man in a suit. " "mitchell.a3c7p2s1.wasntyourfather" "Mitchell: Sasha, are you sure that wasn't your father? He was also wearing a suit that day. " "sasha.a3c7p2s1.wasnthim" "Sasha: No, no, it wasn't him. I'm sure it was someone else. A man with a briefcase. " "mitchell.a3c7p2s1.whatdidhesay" "Mitchell: What did the man say, Sasha? What did he say?! " "sasha.a3c7p2s1.kindofdeal" "Sasha: He was talking about some kind of deal? " "mitchell.a3c7p2s1.whatdeal" "Mitchell: What deal? Sasha! What deal? " "sasha.a3c7p2s1.hadtohelp" "Sasha: I think I remember the deal was he had to help— " "adam.a3c7p2s1.mitchellmove" "Adam: Mitchell, move! " "adam.a3c7p2s1.mitchell" "Adam: Mitchell! " "adam.a3c7p2s1.mitchellrun" "Adam: Mitchell? Run! " // a3p7p2s1 "mitchell.a3p7p2s1.hellareyoudoing" "Mitchell: What the hell are you doing?! " "adam.a3p7p2s1.keepingmypromise" "Adam: Keeping my promise. " "mitchell.a3p7p2s1.openthisdoor" "Mitchell: Adam! Open this goddamn door right now! " "adam.a3p7p2s1.firsttimewemet" "Adam: Do you remember the first time we met? " "mitchell.a3p7p2s1.shutyourmouth" "Mitchell: Goddamnit, Adam, just shut your damn mouth and open the door! That's an order! " "adam.a3p7p2s1.placeblowup" "Adam: Listen, Mitchell. The whole place is about to blow up. " "mitchell.a3p7p2s1.dothisforfreeman" "Mitchell: Adam, please! You don't have to do this for Freeman. " "adam.a3p7p2s1.neverabout" "Adam: Freeman? Are you really that stupid? This was never about Freeman, Mitchell. This is just part of the deal. " "mitchell.a3p7p2s1.whatdeal" "Mitchell: What deal? What the hell are you talking about? " "adam.a3p7p2s1.followthetunnel" "Adam: Follow the tunnel, Mitchell. He is waiting for you on the other side. " "mitchell.a3p7p2s1.notyou" "Mitchell: What? Who are you? No… Not you. " "adam.a3p7p2s1.itstime" "Adam: That was a part of the deal. Go now. It's time. " // a4c1p1s1 "gman.a4c1p1s1.greatdeal" "G-Man: Mister Mitchell. At last. You've done a great deal in a small time. " "mitchell.a4c1p1s1.cutthebullshit" "Mitchell: Cut the bullshit. You liar! You used me. " "gman.a4c1p1s1.weusedeachother" "G-Man: Let me correct you, Mister Mitchell. We used each other. Your services were so very useful and we had a good return for our investments. " "mitchell.a4c1p1s1.hunthimdown" "Mitchell: You lied to me! You said I was going to hunt him down — you said I was going to kill him! You just let my men die. You caused all this. You did all of this! You bastard… " "gman.a4c1p1s1.askedtokill" "G-Man: Well, technically, we were not the ones who'd been lying. We asked you to kill Mister Freeman. We never guaranteed that you would. But liar? No. If there was a liar, it was the one who was always next to you. " "mitchell.a4c1p1s1.youmadehim" "Mitchell: Adam? You made him betray me. " "gman.a4c1p1s1.neverbetrayed" "G-Man: Yet again, Mister Mitchell, he never betrayed. You simply cannot betray someone, if you were never on their side in the first place… " "mitchell.a4c1p1s1.talkingabout" "Mitchell: What are you talking about? " "gman.a4c1p1s1.lookforthetruth" "G-Man: If you're looking for the truth you only have to look at where this all started. Black Mesa… " "mitchell.a4c1p1s1.wasntfreeman" "Mitchell: All this time the man I was looking for wasn't Gordon Freeman. He doesn't even know… That I exist. " "mitchell.a4c1p1s1.whatnow" "Mitchell: So, what now? " "gman.a4c1p1s1.sashadead" "G-Man: Now, since Sasha is dead, the Combine will be looking for you. They will seperate their forces from City 17 and come for you, and that will create Mister Freeman an easier path. " "gman.a4c1p1s1.permissiontodie" "G-Man: And since our agreement is finished, you have our permission to die. Farewell, Mister Mitchell. " "mitchell.a4c1p1s1.wait" "Mitchell: Wait! " "mitchell.a4c1p1s1.whatifilive" "Mitchell: What if I make it out alive? In one piece? " // a4c1p2d1 "mitchell.a4c1p2d1.whatthefuck" "Mitchell: What the fuck? " // a4c1p2d2 "mitchell.a4c1p2d2.adrian" "Mitchell: Adrian? " // a4c1p2s1 "adam.a4c1p2s1.wherethehell" "Adam: Nick! Where the hell were you? " "adam.a4c1p2s1.impossible" "Adam: Impossible… " "mitchell.a4c1p2s1.adamloud" "Mitchell: ADAM! " "mitchell.a4c1p2s1.adamnormal" "Mitchell: Adam! " "adam.a4c1p2s1.mitchellplease" "Adam: Eugh, Mitch, look. Mitch, please. " "adam.a4c1p2s1.lookicanexplain" "Adam: Agh! Mitchell, look, I can explain. " "mitchell.a4c1p2s1.youliedtome" "Mitchell: You lied to me! " "adam.a4c1p2s1.thatwasntthedeal" "Adam: No, that wasn't the deal, he— he told— Agh! Mitch, please! " "mitchell.a4c1p2s1.youbetrayedme" "Mitchell: You betrayed me! " "mitchell.a4c1p2s1.youusedme" "Mitchell: You used me! " "mitchell.a4c1p2s1.youfuckedupmyface" "Mitchell: You fucked up my face… " "mitchell.a4c1p2s1.andnow" "Mitchell: And now… " "adam.a4c1p2s1.icanexplain" "Adam: Mitch, please! I— I can explain. " "mitchell.a4c1p2s1.permissiontodie" "Mitchell: You have my permission to die! " "nick.a4c1p2s1.orderscaptain" "Nick: Ready for your orders, Captain! " "mitchell.a4c1p2s1.turntheship" "Mitchell: Turn the ship! We're going to Borealis. " /////////////////////////////////////// ////////DEVELOPER COMMENTARY/////////// //Templates: //"#commentary\\.wav" "[Terrors] " //"#commentary\\.wav" "[M3SA] " //"#commentary\\.wav" "[gregg] " //"#commentary\\.wav" "[Mr.KalcifeR] " //"#commentary\\.wav" "[Nbc66] " //"#commentary\\.wav" "[Minerkey] " //"#commentary\\.wav" "[Dan22] " //a0c0p0_bootcamp "#commentary\000_tutorial\Terrors_replay_tutorial.wav" "[Terrors] This hallway that the ranger is blocking is connected to the same hallway at the end of the level. The original intention seems to be that it would allow the player to replay the tutorial again after completing it. I’m not sure why anyone would want to do that though, so I can see why that idea was scrapped. " "#commentary\000_tutorial\Terrors_explosives_tutorial_fix.wav" "[Terrors] The original tutorial forgot to teach the player about some vital things. So some more sections were added like this part that teaches the player how to roll, use pills, use the inventory and use grenades. Unfortunately the grenade part was too confusing when it was first added. It required a grenade to be thrown at each of the four stationary hay bale targets one by one. Even with lights above the targets to show when and which targets have already been hit, people were still getting confused and giving up. To fix this I replaced the stationary targets with popup ones and made hitting multiple targets an intended feature, which makes sense for an explosives tutorial. " "#commentary\000_tutorial\Terrors_wooden_targets_change.wav" "[Terrors] I made the targets in the grenade tutorial section metal to give a logical reason as to why they only get knocked over with explosives. The side effect to this is if explosions knock over metal targets, then what would explosions do to wooden targets? Well you can probably guess what I did to the wooden targets in response to that. " "#commentary\000_tutorial\Terrors_movement_mechanics_test.wav" "[Terrors] This section is supposed to make sure the player understands the movement mechanics before they’re put into the normal game. The original version was a good example of how not to do it, as the walls weren’t made tall enough. This caused everyone to instead climb over the walls and skip this entire section. After remaking it from scratch, I accidentally made it too long to get through so it was kinda boring. I ended up cutting most of what I made here and compressed down the rest. So all important movement mechanics are still tested, while also having it be as short as possible. " //a0c0p1_blackmesa "#commentary\001_blackmesa\M3SA_first_thing_changed.wav" "[M3SA] The first thing I did in any of my build was I changed this cutscene so you could make it skippable. During development, we had to rename our media folder when we were working on the level, because we’d have to sit through the entire cutscene to look at changes we made. " "#commentary\001_blackmesa\M3SA_tragic_level.wav" "[M3SA] The Black Mesa level is pretty tragic, if you open it up in the level editor, you can see that it was supposed to be much larger, there’s vents everywhere, you can bypass certain areas with vents, there was a helicopter outside, and then there was more hallways after the cutscene. There are also images on Imgur that show there was another actual blocked out Black Mesa level that was way more different. It wasn’t just a couple of hallways, you had to actually clear obstacles like fires and locked doors and stuff like that. " "#commentary\001_blackmesa\M3SA_radio_convo.wav" "[M3SA] This is a simple voice line I added in to add further atmosphere to the level, so that it isn't just one radio conversation and then you find your team dead. " "#commentary\001_blackmesa\Terrors_parkour_mini_tutorial.wav" "[Terrors] The original purpose of this room was to fight black ops, but when they were cut it left this room without a purpose. The room was also very confusing for players as this door only opened when getting close to it. I redid this room to act like a mini tutorial for the parkour mechanics in case the player didn’t play through the tutorial. The new design also fixed the issue of players getting confused on where to go as the door is now the main focus of the room. " "#commentary\001_blackmesa\M3SA_mitch_origin.wav" "[M3SA] Originally, Mitchell was supposed to hunt down Freeman for killing all his friends, now it's just him wanting revenge for almost killing him. " //a1c1p1_hospital_1 "#commentary\111_hospital_1\Terrors_gman_sighting.wav" "[Terrors] The G-Man can now be spotted all around the game when originally they were only in the black mesa and new alaska levels. This is one of the more obvious sightings, but there’s a lot of them that are well hidden, see how many you can find. " "#commentary\111_hospital_1\M3SA_firefighter.wav" "[M3SA] I prototyped the firefighter running away with a medic kit on this level originally since you aren't supposed to have any weapons when you get to the cutscene. I made the prototype because we were having issues trying to get this to be a fun and engaging level without having a weapon. " "#commentary\111_hospital_1\M3SA_cutlevel.wav" "[M3SA] Hospital one is another tragic example of super late design choices by Berkan. This was the original level that was supposed to be in Hunt Down the Freeman, but was cut for unknown reasons. " "#commentary\111_hospital_1\M3SA_firefighter2.wav" "[M3SA] Here is where you were supposed to meet up with the fire fighter, who had taken the medkit from you to try and save a dying comrade. Having failed, the firefighter sat next to his friend and you were able to take the medic kit and proceed. " //a1c1p2_hospital_2 "#commentary\112_hospital_2\Terrors_ingnoring_movement.wav" "[Terrors] Did you know if there’s too many enemies on screen at once, the source engine freaks out and your movement controls can be ignored causing you to be stuck in place? I didn’t know that until trying to figure out why people were getting stuck on this level, turns out there were just way too many zombies. " "#commentary\112_hospital_2\M3SA_prone.wav" "[M3SA] This was one of the most frustrating places for players, as there were no hud hints in 2018, and it was the first instance of you needing to utilize the parkour mechanic, which hadn't been shown yet to players. " //a1c2p1_downtown_1 "#commentary\121_downtown_1\M3SA_notoriginallevel.wav" "[M3SA] This is the first personal casualty of Berkan's lack of planning. This was not the original downtown level, the first one was a much larger and much more interactive level, you also met Adam on it. I don’t know why it was cut, but it did fit the real life location it was supposed to emulate a little bit better then the current one. " "#commentary\121_downtown_1\M3SA_loopback.wav" "[M3SA] The fence here was what originally was here first. I added the part where you had to go through the stores to get the gun to shoot the lock off the gate. I wanted the level to be a little bit longer than you running 250 meters to the level change, so I added a player loop back. " "#commentary\121_downtown_1\M3SA_trenchfight.wav" "[M3SA] The trenches here were nice and took a bit to make work with the npcs and originally, I had the player fighting three waves of enemies before using an artillery gun to shoot down the gunship that would crash into the fence. Berkan wanted it cut, so it got cut, leaving the player sticking around longer than they should have, thinking there was a fight, when in reality, there had been. " "#commentary\121_downtown_1\M3SA_tent.wav" "[M3SA] A big issue players had with this area was the tent that continually spawned friendly soldiers, making this area feel completely safe. " "#commentary\121_downtown_1\M3SA_crashinggunship.wav" "[M3SA] This was the first bit of sequence work I did, people liked it so much that it was actually what got me hired onto the Boreal Alyph development team. " "#commentary\121_downtown_1\Terrors_accidental_improvement.wav" "[Terrors] I accidentally messed up this sequence while testing something, the gunship is supposed to crash directly into the part of the fence that completely falls over, but instead it now crashes into the fence next to it. This actually made things better since now the way you need to go is clearer and the gunship no longer blocks the player from trying to get past it. " "#commentary\121_downtown_1\M3SA_leveltransition.wav" "[M3SA] If you played this back in 2018 you'd notice that your screen goes black. We had such a problem with entities being carried over from past levels and tanking the frame rate that we teleported the player into a tiny box, transitioned the level and then teleported the player to the start of the next level where they should've been. " //a1c2p2_downtown_2 "#commentary\122_downtown_2\Terrors_easier_synths.wav" "[Terrors] In cases where the player has to fight a lot of synths at once, to make it more fair the synths health is halved. What also helps is the fact that the player can now deal headshot damage to the synths when that wasn’t the case in the original version because they used automatically generated hitboxes. Same goes for a couple of the zombie enemies, so if you played the original version and some zombies seemed harder to kill than others, that’s why. " //a1c2p3_office "#commentary\123_office\M3SA_openworldoffice.wav" "[M3SA] Supposedly, the first few chapters of Act 1 were supposed to be a large open world survival area, this office building is a remaining asset of it. It has a fully detailed outer area of it. You were supposed to scavenge for supplies while trying to find a way to safety. " "#commentary\123_office\Terrors_dev_elevator.wav" "[Terrors] A lot of people complained that the elevator looked like a developer test elevator, since the floor used three different wood textures and one tile texture for some reason. Even after changing the floor to use the same texture, people still complained that it looked bad so I remade it. Now the elevator looks pretty good if I do say so myself. " "#commentary\123_office\M3SA_toodarktoolight.wav" "[M3SA] We had problems with the few play testers we had who found this level too dark. Someone edited it so that the fog was too bright downstairs, and now you can run through the entire thing without your night vision goggles on top. " "#commentary\123_office\Terrors_axe_introduction.wav" "[Terrors] Originally the axe was found hidden in one of the corner offices, almost nobody found it, so I moved it here instead and added a bunch of boxes to act as a tutorial for power attacking. Plus it’s pretty satisfying to smash multiple boxes at a time. " "#commentary\123_office\M3SA_softlock.wav" "[M3SA] In the 2018 retail build, you could get softlocked if you jumped down this elevator shaft. Trying to be funny, I added the 'Authorized Personnel Only' Achievement because a certain someone kept bugging me to fix the elevator in my build. " //a1c3p1_canals_1 "#commentary\131_canals_1\Terrors_pipes_unclear.wav" "[Terrors] When the parts that require parkour are unclear, it can cause people to think of the wrong solutions. In this case you need to climb over these pipes, but people instead thought that jumping in the electrified water was what they needed to do. Needless to say all it did was lead to their death as at the time you also couldn’t easily get out of the water. I’ve now added more pipes to make it appear more like a wall you need to climb over while also allowing for the player to get back up if they do jump into the electrified water. " //a1c3p2_canals_2 //a1c3p3_urban "#commentary\133_urban\M3SA_projectedtexture.wav" "[M3SA] I got in trouble and received a stern talking to by a programmer for using so many projected textures. It’s realtime lighting and can be used very well, but I put too many in and would make the game drop frames. " //a1c3p4_garage //"#commentary\134_garage\.wav" "[M3SA] " "#commentary\134_garage\Terrors_replugging_cable.wav" "[Terrors] The plug used to be hidden behind a box, but most people would miss it or ignore it, so I made it the focus when entering the room for the first time and when reaching the top of the elevator. The reason the first plug sockets were placed on the roof instead of somewhere else was to dissuade the player from re-plugging it back in and not taking the cable with them. That design worked fine until a synth ambush was added when reaching the top in the elevator. It caused people to start thinking that re-plugging it back into the roof was the solution, making them get softlocked. I’ve since removed the synth ambush to clear up the confusion, give the player a bit of a break after the garage fight and fixed being able to replug it back into the roof. " //"#commentary\134_garage\.wav" "[M3SA] " "#commentary\134_garage\Terrors_opening_up_room.wav" "[Terrors] This room existed in the original version but the door was locked so it was impossible to get in here without cheats. I decided to open up the room and add some loot in it, to better reward the player for exploring, small quality of life changes like this help to improve the game little by little. " //a1c4p1_metro_1 //a1c4p2_metro_2 "#commentary\142_metro_2\M3SA_devy.wav" "[M3SA] The first build of the game accidentally included early dev maps, so there was a developer button in here that you could use to cycle through Adam's voice lines. Needless to say, memes of it were so funny to us that we moved it into a storage closet and gave it its own achievement. " "#commentary\142_metro_2\Terrors_larry_molotov.wav" "[Terrors] After adding molotovs to this level, we found out that because the soldiers and by extension Larry use the Combine npc as a base, you could set them on fire with the molotovs. The idea of being able to set Larry on fire is pretty funny so when I fixed the soldiers reacting to the molotov fire, I made an exception specifically for Larry. " //a1c4p3_metro_3 "#commentary\143_metro_3\M3SA_replaced_level.wav" "[M3SA] This is another level that got replaced. The original level was a large train station with shops and other stuff inside of it. It had a clocktower puzzle you needed to solve. In order to progress, you had to find all the gears, put them in the clocktower mechanism and set it to the correct time, and then the gates down below would open. " "#commentary\143_metro_3\Terrors_cant_remake_story.wav" "[Terrors] People keep telling us to remake the story, but that’s just not possible for us to do. None of the original voice actors wanted to come back, which is completely understandable but that means none of the currently recorded voice lines would be reusable because of the new required voice actors. We would also need new animators to reanimate every single cutscene to fit whatever the new story is. The new story would have to fit into the already existing set of levels otherwise we would have to scrap almost all the levels. I know ‘Half-Life: Alyx’ was able to rewrite its story while keeping the levels mostly intact, but it would still be extremely difficult to pull off. Lastly we would have to pay for it all out of our own pockets, since we don’t get any money from the game sales due to that money still going to either the original director or the lead investor. All of those reasons combined is why we can’t remake the story. On the bright side at least we’re able to improve the gameplay which is the most important thing in my opinion. " //a1c4p4_station "#commentary\144_station\Terrors_train_level.wav" "[Terrors] The train level was absolutely horrific in terms of gameplay. It's a masterclass in exactly what not to do when designing a level. I want to know how someone thought it was a good idea to make a level that gives you a minigun with infinite ammo while playing action music, and then require the player to hide at the front of the train and do nothing for a couple of minutes if they ever wanted to beat the level. That being said I do kind of miss the train level, it used to be my favorite level back in the original version because it had the coolest speedrun skip in the entire game. It involved dropping grenades at specific times and positions to blow up the train yourself instead of waiting for the gunships to do so. " //a1c5p1_outlands "#commentary\151_outlands\Terrors_cone_achievement.wav" "[Terrors] When I added the cone achievement I knew carrying the cone around would be a massive pain during the vehicle sections. So I added a holder to the back of vehicles that only show up while you have the cone. I also made other kinds of level changes that only occur while you have the cone, such as adding ladders to some spots that normally require climbing a pole. These changes should hopefully make carrying the cone to the end of the game easier than the gnome achievement in episode 2. " "#commentary\151_outlands\Terrors_lead_away_from_parkour.wav" "[Terrors] The parkour section here used to be different, the area was a lot more open and it was unclear where to go. It also broke one of the untold rules of level design, which is if the player finds enemies it means they’re heading in the right direction. It had enemies in places that actively led the player away from where they needed to go causing people to get even more lost. The area is now completely blocked off to help with navigation and the parkour now has two ways to climb up allowing for more chances that the player will figure out where they need to go. " //a1c5p2_factory "#commentary\152_factory\Terrors_old_level_start.wav" "[Terrors] This level used to start and end here, but I added in a hallway to let it connect with the previous level and improve optimization. I left the door here as a reference to the older way the level started, but I made sure to block it off with props to avoid any confusion. " "#commentary\152_factory\Terrors_backtracking.wav" "[Terrors] Unfortunately it wasn't possible for us to remake all the bad levels from scratch, especially since that would’ve been all the levels. For the levels that didn’t get remade or removed I was tasked with figuring out how to improve their gameplay. For this level originally there was no indication that the player had to backtrack through the entire level after pulling the levers, so everyone would get stuck. To fix this I added a security door and a vent that connects up the power room with the locker room. After the player exits the vents not only have they skipped backtracking through most of the level but they’re also facing the correct direction while additionally seeing Joe heading towards the exit. " //a1c6p1_pier_1 "#commentary\161_pier_1\Terrors_jarring_level_transition.wav" "[Terrors] This level connection to the previous level has to be the most jarring level transition in the entire game. In the original build there was another level in-between to help. It was the outside outlands again but during the night and with some changes. Unfortunately it was terribly designed and in one of the few updates to the original build they removed the entire gameplay the level had. We can’t even bring it back if we wanted to since outlands was completely remade, so the outside no longer matches at all. I know some people have called us lazy for removing levels instead of remaking them, but with only a small team sometimes we have no other options, this is one of those cases. " //a1c6p2_pier_2 "#commentary\162_pier_2\Terrors_cut_pier_level.wav" "[Terrors] There used to be a gap in the shipping crates here and after going through you would end up on the pier 3 level. It was a horribly designed level. It had a gunship following you even if you killed it in this level, almost no cover, no direction on where to go, you had to jump across boats with bad collision and no autosaves. The water would also hurt you which contradicted this level and whoever set up the hurt trigger made it larger than the water, so you would take damage while not even touching the water. The level was going to be even worse as it used to have a maze involving crates at the start. I decided to cut it and move the boat over to this level instead because it wasn’t worth trying to save that level and nothing of value was lost by removing it. " //a1c6p3_ship "#commentary\163_ship\Terrors_respawning_ammo_pile.wav" "[Terrors] There used to be a huge pile of ammo here that would lag the game. The first thing I did when fixing this level was reduce the ammo and make it respawn. Because I later completely changed how the level is played, the ammo pile no longer serves a purpose anymore and it’s now just a remnant on how the level used to be. " "#commentary\163_ship\Terrors_rangers_elevator.wav" "[Terrors] I wanted the rangers to be on the elevator with you but after compiling the level, they would be invisible until the elevator finished moving. I spent hours trying to fix it but eventually gave up and added them at the bottom instead, this was probably for the better. " "#commentary\163_ship\Terrors_level_limitations.wav" "[Terrors] One of the reasons the goal for this level is to restart the generators is because when adding gameplay to this level, I was limited by the layout of the original boat since you also see it in act three. I was able to get away with blocking some paths off with props, but the rest I had to give a purpose too. Because of the limitations, this level ended up taking me the least amount of time to make into what someone might call a proper level compared to all the others I’ve worked on. " "#commentary\163_ship\Terrors_add_inside_rooms.wav" "[Terrors] This level originally involved waiting five minutes for the level to end, that’s it. Most players thought they needed to do something and ran towards the middle of the ship, then proceeded to die to the twenty exploding manhacks. I redid a lot of this level to try and make it into an actual level. The main issue with doing that was the level originally had all the inside rooms missing. So to add the inside rooms I had to copy over the act three version of the ship, cut the two ships in half then reconnect them back into one ship. " //a2c1p1_alaska "#commentary\211_alaska\Terrors_two_pipes_replaced.wav" "[Terrors] This part in the original version used to have two pipes you needed to climb up. Unfortunately because the original build heavily underutilized the parkour, for a lot of people the two pipes here was the first time they were required to use parkour, causing a massive amount of confusion which is why the pipes were replaced with an elevator. At this point parkour is used consistently across the game so having two pipes here wouldn’t be too bad. But because of the added combat up above, it’s better to keep it as an elevator. " //a2c1p2_distribution_center "#commentary\212_distribution_center\Terrors_stop_going_back.wav" "[Terrors] Since every level by design doesn’t let the player backtrack after going through a level transition, we sometimes need to get creative with how we disallow the player to go back. This is not one of those cases. I just added a door to the entrance, which is at least better than an invisible wall like it was before. " //a2c2p1_spotlights "#commentary\221_spotlights\Terrors_parkour_two_issues.wav" "[Terrors] The parkour here had two issues. The first being it was too well hidden and the second being how after climbing up it guided the player away from where they needed to go. I ended up moving the parkour over into the middle area so not only is it more noticeable but also after climbing up it now leads the player towards the vent instead of away from it. " //a2c2p2_factory "#commentary\222_factory\Terrors_kill_all_not_generators.wav" "[Terrors] Despite popular belief, you don’t actually have to destroy any of the generators, you only have to kill a certain amount of combine to beat the level. Originally you needed to kill all of a certain specified amount, but some of them used to get stuck somewhere causing a lot of confusion. Now I’ve fixed them getting stuck so you only have to kill most of the required amount to progress, makes the level flow better. " "#commentary\222_factory\Terrors_mounted_ar2_sounds.wav" "[Terrors] If only fixing this game was as simple as fixing something and having it stay fixed. The mounted ar2s sounds broke three separate times. Every time it broke was caused by a different reason, making it hard to pinpoint what exactly was causing the shooting sounds to not play. Let's just hope it doesn't break for a fourth time. " //a3c1p1_ship "#commentary\311_ship\Terrors_mitchells_room.wav" "[Terrors] I added Mitchells room here to make more sense for the level to start at the top of the ship and to give more insight into the kind of person Mitchell is. I know it doesn’t make a ton of sense for Mitchells room to be on the same floor as the control room, but my excuse is Mitchells room was only built here after the explosion that killed Roosevelt. I wished we could’ve made some custom props for Mitchells room but I made do with what we had available. " //a3c1p2_jump //a3c2p1_ci17_1 "#commentary\321_city17_1\Terrors_who_is_will.wav" "[Terrors] I know almost everything there is to know about this game, but some things will always perplex me, such as who is Will? He’s supposedly an old friend of Mitchells but there’s no other point in the entire game where he’s seen or even mentioned. Maybe Berkan completely forgot to put him into other parts of the story? I guess it’s something that will never be answered, just like the mystery of what happened to Joe after act one. " //a3c2p2_ci17_2 "#commentary\322_city17_2\Terrors_line_npcs.wav" "[Terrors] In the original version there used to be a line of citizens here but people kept comparing it to someone using the spawn menu in gmod so they were removed. There also used to be a trigger here that was supposed to make the combine chase the player if they stood around for too long, but the logic was set up incorrectly so all it would do is break the combine ai later in the level. With how broken the game was originally and sometimes continues to be, it makes me wonder if the game’s cursed. " "#commentary\322_city17_2\Terrors_add_building_for_clear_parkour.wav" "[Terrors] When the game expects you to use parkour, it needs to be clear about it otherwise it can leave players confused and lost on where to go. This was one of those confusing areas until I added the building here, causing the parkour opening to now be in the corner of the area, making it way more noticeable. " //a3c2p3_ci17_3 "#commentary\323_city17_3\Terrors_error_cop.wav" "[Terrors] The infamous error cop used to show up here, well he still does but now his pistol is using the correct model. The default Half-Life 2 pistol was set up to use the model from the demo, but later in the game's development the demo pistol model was removed. Nobody realised the cop was still using the Half-Life 2 pistol instead of the Hunt Down the Freeman version, causing it to show up as an error. Using the gunship you could kill the error cop and actually obtain his broken error pistol, that was kinda funny. " //a3c2p4_boris "#commentary\324_boris\Terrors_waiting_time.wav" "[Terrors] I cut the waiting time in half, you’re welcome. " //a3c3p1_blackmesaeast "#commentary\331_blackmesaeast\Terrors_rng.wav" "[Terrors] This is one of the only instances in the game where rng is used to change the path the player can take. Half the time one of these paths is blocked off, either because the door is locked or because a fence is in the way. Ravenholm was also going to use rng, but that level would’ve used it a lot more to change what paths the player would be able to take through the level. It could’ve been interesting but I can understand why it was cut, Ravenholm is already a little confusing to get through and it would’ve been way worse if most paths were randomly blocked off. " //a3c3p2_ravenholm "#commentary\332_ravenholm\M3SA_fastpounce.wav" "[M3SA] Did you know that fast zombies only pounce on you when you look at them? I didn't know that. " "#commentary\332_ravenholm\Terrors_piano.wav" "[Terrors] In the original build when you would enter the basement it would start playing a really loud static noise. It was caused by the piano that used to be here attempting to play an audio file that was set up incorrectly. The intention was to make it seem like the piano was mysteriously playing itself, but instead it just caused everyone to go deaf, so the piano was removed. " //a3c3p3_tunnel //a3c3p4_streetfight "#commentary\334_streetfight\Terrors_speedrun_window.wav" "[Terrors] This level has to have one of the dumbest speedrun skips in the entire game, I’m surprised I was the first to find it. These windows are breakable and in the original build they would break upon the level starting due to an explosion entity causing a lot of lag, but that’s a story for another time. With the windows broken, you can use the parkour to climb through them and since the end of the level is in the tunnel right next to this building, it means you can just crouch into the level transition to skip having to go all the way around the level. " //a3c4p1_cave "#commentary\341_cave\Terrors_now_prone_shortcut.wav" "[Terrors] So many people would try and prone through here, but the gap was barely too small to fit through originally. I changed it to be big enough to crawl through so now it acts as a nice shortcut. Such a simple change has made this level flow much better. " //a3c4p2_badcountry "#commentary\342_badcountry\Terrors_island.wav" "[Terrors] This island was only a background decoration in the original build, but I turned it into a proper island you can actually check out with loot. There were plans to add a fishing achievement here but that never ended up happening, you can still see the remnants of this idea as the chair you were going to sit in while fishing is still on the dock. " "#commentary\342_badcountry\Terrors_chandelier.wav" "[Terrors] One of the big complaints about this building was that the chandelier was grenade proof. Turns out it was actually supposed to also fall down by using grenades, but the way they tried to make that happen was set up incorrectly so it never worked. I’ve replaced it with my own system which now works like a treat. I also added ammo on top of the chandelier to make it more likely that the player will end up standing on top of it. " //a3c5p1_novapro_1 "#commentary\351_novapro_1\Terrors_cone_bike_level_transition.wav" "[Terrors] The hardest part of adding the ability to take the cone through the entire game was the level transition between this and the previous level. Some entities cannot be taken through level transitions and crucially the bike has some of those entities which are responsible for attaching the cone to the bike, without them the player is unable to retrieve the cone. I had to find a way to get those entities back onto the bike after the level transition, which ended up involving parenting them to an object then having that object teleport to the bike and reparent the entities back onto the bike in the same tick. I also had to account for every single edge case involving the two different bikes and the cone going through the level transition. As hard as that was to do, I think it was worth it. " //a3c5p2_novapro_2 "#commentary\352_novapro_2\Terrors_so_sorry.wav" "[Terrors] I’m so sorry for this mess of a level. After I cut the original nova prospect 2 level I had to try improving this level. While I did improve it, as it’s a lot more clear where you’re supposed to go and you can actually see Freeman teleporting away now, it’s still pretty bad. The areas before and after the teleport room look nothing like the ones they do in Half-Life 2 and the gameplay is still basically running from point A to B, I’m also not that great with decorations so it doesn’t even look good. I was hoping someone more familiar with Half-Life 2 would redo this section but that’s sadly not going to happen. At least I was able to improve it a little, which is better than nothing. " //a3c6p1_prison_1 "#commentary\361_prison_1\Terrors_spotted_rebels.wav" "[Terrors] I removed all the rebels that would spawn in after getting spotted as they were way too punishing for messing up when the game doesn’t do a good enough job at telling you not to get spotted. " //a3c6p2_prison_2 //a3c7p1_forest "#commentary\371_forest\Terrors_forest_day.wav" "[Terrors] This level was originally set during the day for some reason, despite the fact that both the prior level and the next level are both set during the night. I think the forest looks way better during the night, also changing it to nighttime revealed two different instances of entities being broken in ways that made them appear to be fulbright. They were always broken but nobody noticed as the forest was too bright before so they blended in. " "#commentary\371_forest\Terrors_weapons_building.wav" "[Terrors] Originally this level didn’t have anything of note in it, so I added this little building to give the player weapons they’ll need in the next level and require them to pick up the weapons by adding a breakable fence. It wasn’t logical for those weapons to be in a combine building so having them be here made sense as well as giving the player a reason to slow down so the Mitchell and Nick dialogue has time to play out. " //a3c7p2_outpost "#commentary\372_outpost\Terrors_goal_success.wav" "[Terrors] When I was remaking this level I had one goal in mind. Make the gameplay on it at least better than the original, which beforehand was just a fifteen minute holdout. I would say at this point I’ve succeeded at that goal. " "#commentary\372_outpost\Terrors_watch_combine.wav" "[Terrors] One of the design philosophies behind the generators is the player should be shown the generators being interacted with by the combine first before requiring the player to interact with the generators themself. That way the player will hopefully subconsciously take in that information and make figuring out how to interact with the generators easier. " "#commentary\372_outpost\Terrors_energy_balls_generators.wav" "[Terrors] The idea for the generators came to me while I was brainstorming things that could be used as puzzle elements. I realised the generators would be a good fit, but without the gravity gun I was forced to get creative. That’s when I had the realization that the ar2s energy balls look identical to the generators balls, which gave me the idea to use them as the way the player would be able to power up the generators. Using grenades to knock the energy balls out of the generators isn’t as elegant in comparison, but it gets the job done. " "#commentary\372_outpost\Terrors_outside_elevator.wav" "[Terrors] This elevator ride helps to give the player a bit of a break as well as foreshadowing the final battle. The first version of this remade level had this elevator go straight to the observation deck, but having the player admire how high up they are two times back to back was bad design. So instead I made this elevator lead to a parkour room, as the parkour at the time was kinda underutilized and the parkour is a great way to make the player gain height, it was a perfect solution. " "#commentary\372_outpost\Terrors_psychological_design_flaw.wav" "[Terrors] One thing I like to do is watch people play through the game and see if I can spot any psychological design flaws. This part had one, the intention for this part was supposed to be that you would wall climb across again. Except I noticed that every single person would instead try jumping for it, but because of the fence in the way the player would always fall to their death. What made this design flaw interesting is the fact that not a single person blamed the level design, they all blamed themself. I tried everything I could to make the wall more noticeable but everyone continued to try jumping for it. In hindsight having the player wall climb across two times in a row was a bad idea. I eventually fixed it by removing the fence, so now jumping across is also an intended way. " "#commentary\372_outpost\Terrors_new_generator_puzzles.wav" "[Terrors] There’s a lot of potential for different puzzles that can be made with these generators. Some puzzles could’ve been made around the energy ball bouncing or the grenade having a fuse. Makes me wish they were used in other parts of the game. However that sadly would’ve required removing most of what makes this level unique since a lot of it’s designed around teaching the player about the generators. At least I’ve made a template of the generators to allow for people to easily use them in custom levels for the workshop. " "#commentary\372_outpost\Terrors_harder_solution.wav" "[Terrors] This puzzle takes everything the player has learned from the previous puzzles and combines them with the slight twist of there now being two generators. It’s solvable in two ways, the less intended way involves bouncing the energy ball off of a wall to have it land in the generator not visible from the elevator. I could’ve found a way to prevent it, but since it’s harder to do than the normal intended solution I decided to leave it in. " "#commentary\372_outpost\Terrors_holdout.wav" "[Terrors] This holdout is a tribute to the original fifteen minute long holdout that used to be the ending. I tried improving upon the holdout idea by shortening the time and giving the Combine different paths they can take. To make it more interesting the shortest path is only sometimes active, so when it does activate the player has to choose between moving a turret over or trying to defend it themself. The Combine are also set up to throw more grenades at the turrets than they normally would, helping to keep the player on their toes. " "#commentary\372_outpost\Terrors_minigun_healing.wav" "[Terrors] Before making this level the only time the minigun had been used was on the train level, but since that level was cut it made the minigun unused. I thought using the minigun would be a great way to end the game so the idea of having Nick drop off the minigun for a big final fight with the Combine was planned from the start when remaking this level. The hard part of the minigun fight was trying to balance how the player is healed. Originally the player started automatically getting healed after picking up the minigun but people were saying it was too easy and didn’t make sense. After removing the auto healing people were then saying it was too difficult. Now I’ve made it so you only automatically get healed while next to a medical station, that way the player still has to keep healing in mind but doesn’t have to stop firing the minigun at the enemies to heal. " // a4c1p2 "#commentary\thisiswhereiwantdie.wav" "[Gabriel 'M3SA' Sumner] Here is where I wanted to end my life while working on Hunt Down The Freeman. " ////////////////////////////// ////////WEAPONS SFX/////////// // Weapons "Inventory.Open" "[Open Inventory]" "Inventory.Close" "[Close Inventory]" "WeaponMinigun.Fire" "[Minigun Fire!]" "WeaponAR2.Fire" "[AR2 Fire!]" "WeaponAR2.Holster" "[Holster AR2]" "WeaponAR2.AltCharge" "[AR2 Charge]" "WeaponAR2.AltFire" "[AR2 Shoot]" "WeaponAR2.ReloadRotate" "[AR2 Reloading]" "WeaponMP5.Fire" "[MP5 Fire!]" "WeaponMP5.ReloadStart" "[MP5 Reloading]" "WeaponMP5.Holster" "[Holster MP5]" "Weapon_PainKillers.Use" "[Use Painkiller]" "WeaponM9.Fire" "[Pistol Fire!]" "WeaponM9.Holster" "[Holster Pistol]" "WeaponM9.StartReload" "[Pistol Reloading]" "WeaponM16.Fire" "[M16 Fire!]" "WeaponM16.ReloadStart" "[M16 Reloading]" "WeaponM16.M203ReloadStart" "[Grenade Launcher Reloading]" "WeaponM16.Holster" "[Holster M16]" "WeaponM16.FireM203" "[Shoot Grenade]" "WeaponFlare.Throw" "[Throw Flare]" "WeaponClaymore.Plant" "[Plant Claymore]" "Weapon870.Fire" "[Shotgun Fire!]" "Weapon870.Holster" "[Holster Shotgun]" "Weapon870.ReloadStart" "[Shotgun Reloading]" "WeaponAWP.Holster" "[Holster AWP]" "WeaponAWP.ReloadStart" "[AWP Reloading]" "WeaponAWP.Fire" "[AWP Fire!]" "Weapon50CAL.Shot" "[.50 Cal Shoot!]" "SynthGrenade.Tick" "[Grenade Timer]" "WeaponRevolver.Fire" "[Revolver Fire!]" "WeaponRevolver.ReloadStart" "[Revolver Reloading]" "WeaponRevolver.Holster" "[Holster Revolver]" "Weapon1911.ReloadStart" "[Pistol Reloading]" "Weapon1911.Fire" "[Pistol Fire!]" "Weapon1911.Holster" "[Holster Pistol]" "WeaponDoubleBarrel.ReloadStart" "[Shotgun Reloading]" "WeaponDoubleBarrel.Fire" "[Single Shotgun Blast!]" "WeaponDoubleBarrel.FireDouble" "[Double Shotgun Blast!]" "WeaponDoubleBarrel.Holster" "[Holster Shotgun]" "testcommands" "This is red and italics andbold white again." //SOUND EFFECTS AND EXTRA LOCALIZATION REQUIREMENTS START HERE //WEAPONS "Weapon_Crowbar.Melee_Hit" "[Crowbar Thwap!]" "Weapon_Crowbar.Melee_HitWorld" "[Crowbar Whack!]" "Weapon_Crowbar.Single" "[Crowbar Swoosh]" "Weapon_PhysCannon.DryFire" " " "Weapon_PhysCannon.Launch" " " "Weapon_PhysCannon.Pickup" " " "Weapon_Pistol.Empty" "[Empty chamber]" "Weapon_Pistol.Single" "[Pistol Shot]" "Weapon_357.Single" "[.357 Shot]" "Weapon_SMG1.Double" "[SMG Grenade Launch]" "Weapon_SMG1.Single" "[SMG Primary Fire]" "Weapon_SMG1.Empty" "[Empty chamber]" "Weapon_SMG1.Reload" "[Reloading]" "Weapon_SMG1.Special1" "[SMG Grenade Launch]" "Weapon_Shotgun.Double" "[Double Shotgun Blast!]" "Weapon_Shotgun.Single" "[Single Shotgun Blast!]" "Weapon_Shotgun.Empty" "[Empty chamber]" "Weapon_Shotgun.Reload" "[Reloading]" "Weapon_AR2.Single" "[Primary fire]" "Weapon_AR2.Reload" "[Reloading]" "Weapon_IRifle.Empty" "[Empty]" "Weapon_IRifle.Single" "[Secondary Fire]" "Weapon_CombineGuard.Special1" "[Charged secondary fire]" "Weapon_Crossbow.Single" "[Crossbow shot]" "Weapon_Crossbow.Reload" "[Crossbow reload]" "Weapon_RPG.Single" "[RPG Launch]" "WeaponFrag.Roll" "[Grenade rolling!]" "Grenade.Blip" "[Grenade Timer]" "Weapon_Gauss.Single" "[Tau Cannon Jolt!]" "Weapon_Gauss.Special1" "[Tau Cannon Fire]" "Weapon_Gauss.Special2" "[Tau Cannon Charged Blast]" "Weapon_Bugbait.Splat" "[Bugbait Squeak]" "GrenadeBugBait.Splat" "[Bugbait Splat]" //NPC WEAPONS "Weapon_FlareGun.Single" "[Flaregun shot!]" "Weapon_StunStick.Melee_HitWorld" " " "Weapon_StunStick.Swing" " " "Weapon_Pistol.NPC_Single" "[Pistol Shot]" "Weapon_Mortar.Single" "[Suppressor Launch]" "Weapon_Mortar.Incomming" "[Incoming Mortar]" "Weapon_Mortar.Impact" "[Suppressor Impact!]" "AlyxEMP.Charge" " " "AlyxEMP.Discharge" "[EMP Burst]" "AlyxEMP.Stop" " " //Annabelle "Weapon_Shotgun.NPC_Reload" "[Reloading!]" "Weapon_Shotgun.NPC_Single" "[Boom!]" "GenericNPC.GunSound" "[Enemy Gunfire]" //OTHER WEAPON SFX "BaseCombatCharacter.AmmoPickup" "[Ammo pickup]" "BaseExplosionEffect.Sound" "[EXPLOSION!]" "BaseGrenade.Explode" "[Grenade Explosion!]" "Bullets.DefaultNearmiss" "[Bullet--Near Miss!]" "Bullets.GunshipNearmiss" "[Gunship bullet--Near miss!]" "Bullets.StriderNearmiss" "[Strider shot--Near miss!]" "FX_RicochetSound.Ricochet" "[Ricochet!]" //CRANE "Crane_engine_start" "[Motor starts]" "Crane_engine_stop" "[Motor stops]" "Crane_magnet_release" "[Crane magnet release]" "Crane_magnet_toggle" "[Crane magnet grab]" "Crane_magnet_creak" "[Creak!]" // ****************************** // JEEP "ATV_engine_idle" " " "ATV_engine_start" "[Engine start]" "ATV_engine_stop" "[Engine stop]" "ATV_rev" " " "ATV_skid_lowfriction" " " "ATV_skid_normalfriction" " " "ATV_skid_highfriction" " " "ATV_impact_heavy" " " "ATV_impact_medium" " " "ATV_turbo_on" "[Turbo On]" "ATV_turbo_off" "[Turbo Off]" "ATV_start_in_water" "[Engine starting in water]" "ATV_stall_in_water" "[Engine stalled in water]" "Jeep.GaussCharge" "[Tau Cannon Charging]" "PropJeep.FireCannon" "[Tau Cannon Jolt]" "PropJeep.FireChargedCannon" "[Tau Cannon Charged Blast]" "PropJeep.AmmoOpen" "[Ammocase open]" "PropJeep.AmmoClose" "[Ammocase close]" // ********************************** // APC "PropAPC.FireCannon" "[Combine APC Cannon Fire]" "PropAPC.FireRocket" "[Combine APC Rocket Fire]" // ****************************** // AIRBOAT "Airboat_engine_start" "[Mudskipper Engine Start]" "Airboat_engine_stop" "[Mudskipper Engine Stop]" "Airboat_skid_rough" "" "Airboat_skid_smooth" "" "Airboat_impact_hard" "" "Airboat_impact_soft" "" "Airboat_impact_splash" " " "Airboat_gun_charge" "[Gun charging]" "Airboat_gun_shoot" "[Gun firing]" "Airboat.FireGunHeavy" "[Heavy gun firing]" // Sentences .txt entries "HUDQuickInfo.LowHealth" "[Low Health Warning!]" "HUDQuickInfo.LowAmmo" "[Low Ammunition Warning!]" "HL2Player.SprintNoPower" "[Sprint Depleted]" "HL2Player.SprintStart" "[Sprint On]" "HL2Player.UseDeny" "[Can't Use]" "Player.Death" "[Death]" "Player.PlasmaDamage" "[Burning]" "Player.SonicDamage" "[Sonic Damage]" "Player.DrownStart" "[Drowning]" "Player.FallDamage" "[Falling Damage]" "Player.FallGib" "[Splat!]" "Player.UseDeny" "[Can't Use]" "Player.pickupweapon" "[Weapon pickup]" "Geiger.BeepLow" "[Slow Geiger tick]" "Geiger.BeepHigh" "[Fast Geiger tick]" "TriggerSuperArmor.StartCharging" "[Start Charging]" "TriggerSuperArmor.DoneCharging" "[End Charging]" // HL2 Item sounds "ItemBattery.Touch" "[Battery Pickup]" "HealthKit.Touch" "[Medkit Pickup]" "HealthVial.Touch" "[Health Vial Pickup]" "WallHealth.Deny" "[Deny]" "WallHealth.Start" "[Begin Healing]" "SuitRecharge.Deny" "[Deny]" "SuitRecharge.Start" "[Begin Charging]" //NPC SOUNDS "NPC_Alyx.FootstepLeft" " " "NPC_Alyx.FootstepRight" " " "NPC_Alyx.RunFootstepLeft" " " "NPC_Alyx.RunFootstepRight" " " "NPC_Alyx.PushButton1" "[Button Sound]" "NPC_Alyx.PushButton2" "[Button Sound]" "NPC_Alyx.PushKeypad1" " " "NPC_Alyx.Vend_Coin" " " "NPC_Alyx.Vend_Button" " " "NPC_Alyx.Vend_Hit" " " "NPC_Alyx.JumpDown_Start" " " "NPC_Alyx.JumpDown_Land" " " "NPC_Alyx.ScrapYard_Hop" " " "NPC_Alyx.ClimbLadder1" " " "NPC_Antlion.MeleeAttack" "[Antlion Attack]" "NPC_Antlion.BurrowIn" "[Antlion Burrowing]" "NPC_Antlion.BurrowOut" "[Antlion Emerging]" "NPC_Antlion.FootstepSoft" " " "NPC_Antlion.Footstep" " " "NPC_Antlion.FootstepHeavy" " " "NPC_Antlion.MeleeAttackSingle" "[Antlion Attack]" "NPC_Antlion.MeleeAttackDouble" "[Antlion Attack]" "NPC_Antlion.Distracted" " " "NPC_Antlion.Idle" " " "NPC_Antlion.Pain" "[Antlion Pain]" "NPC_Antlion.JumpTouch" " " "NPC_Antlion.Land" " " "NPC_Antlion.WingsOpen" " " "NPC_Antlion.LoopingAgitated" " " "NPC_AntlionGrub.Scared" " " "NPC_AntlionGrub.Squash" " " "FX_AntlionImpact.ShellImpact" " " "NPC_Antlion.RunOverByVehicle" "[Antlion Crunch]" "NPC_Antlion.Movement" " " "NPC_Antlion.Voice" " " "NPC_Antlion.Heal" " " "NPC_AntlionGuard.SniffFound" " " "NPC_AntlionGuard.Shove" " " "NPC_AntlionGuard.HitHard" " " "NPC_AntlionGuard.StepLight" " " "NPC_AntlionGuard.StepHeavy" " " "NPC_AntlionGuard.Anger" "[Antlion Guard Angry]" "NPC_AntlionGuard.GrowlHigh" " " "NPC_AntlionGuard.GrowlIdle" " " "NPC_AntlionGuard.BreathSound" " " "NPC_AntlionGuard.Confused" "[Antlion Guard Confused]" "NPC_AntlionGuard.Roar" "[Antlion Guard Roar]" "NPC_AntlionGuard.Die" "[Antlion Guard Death]" "NPC_AntlionGuard.Fallover" " " "NPC_AttackHelicopter.FireGun" "[Hunter-Chopper Pursuit]" "NPC_AttackHelicopter.ChargeGun" "[Hunter-Chopper Charging]" "NPC_AttackHelicopter.ChargeDownGun" " " "NPC_AttackHelicopter.Rotors" " " "NPC_AttackHelicopter.RotorsLoud" " " "NPC_AttackHelicopter.RotorBlast" " " "NPC_AttackHelicopter.NearFlyby" "[Hunter-Chopper Flyby]" "NPC_AttackHelicopterGrenade.Ping" "[Hunter-Chopper Bomb Ping]" "NPC_AttackHelicopter.DropMine" " " "NPC_AttackHelicopter.MegabombAlert" "[Hunter-Chopper Bombing Alert]" "NPC_AttackHelicopter.BadlyDamagedAlert" "[Hunter-Chopper Damaged]" "NPC_AttackHelicopter.CrashingAlarm1" "[Hunter-Chopper Alarm]" "NPC_Helicopter.FireRocket" "[Hunter-Chopper Rocket Fired]" "NPC_Barnacle.FinalBite" "[Barnacle Bite]" "NPC_Barnacle.Die" "[Barnacle Death]" "NPC_Barnacle.TongueOut" " " "NPC_Barnacle.TongueStretch" " " "NPC_Barnacle.PullPant" "[Barnacle Pull]" "NPC_Barnacle.Grunt" "[Barnacle Grunt]" "NPC_Barnacle.BabyGrunt" " " "NPC_Barnacle.Scream" "[Barnacle Scream]" "NPC_Barnacle.Digest" "[Barnacle Digestion]" "NPC_Barnacle.BreakNeck" "[Barnacle Bonebreak]" "NPC_Barney.FootstepLeft" " " "NPC_Barney.FootstepRight" " " "NPC_Barney.RunFootstepLeft" " " "NPC_Barney.RunFootstepRight" " " "NPC_BlackHeadcrab.Bite" " " "NPC_BlackHeadcrab.Attack" " " "NPC_BlackHeadcrab.Footstep" " " "NPC_BlackHeadcrab.FootstepWalk" " " "NPC_BlackHeadcrab.Telegraph" " " "NPC_BlackHeadcrab.Threat" "[Headcrab Threat]" "NPC_BlackHeadcrab.Alert" "[Headcrab Alert]" "NPC_BlackHeadcrab.Idle" " " "NPC_BlackHeadcrab.Talk" " " "NPC_BlackHeadcrab.AlertVoice" " " "NPC_BlackHeadcrab.Pain" " " "NPC_BlackHeadcrab.Die" "[Headcrab Death]" "NPC_BlackHeadcrab.Impact" " " "NPC_BlackHeadcrab.ImpactAngry" " " "NPC_Combine.WeaponBash" " " "NPC_CombineS.DissolveScream" " " "NPC_CombineS.ElectrocuteScream" " " "NPC_CombineBall.Explosion" "[Explosion!]" "NPC_CombineBall.HoldingInPhysCannon" " " "NPC_CombineBall.WhizFlyby" " " "NPC_CombineBall.Launch" " " "NPC_CombineBall.KillImpact" " " "NPC_CombineBall.Impact" " " "NPC_CombineCamera.Retire" "[Camera Retire]" "NPC_CombineCamera.Deploy" "[Camera Deploy]" "NPC_CombineCamera.Move" " " "NPC_CombineCamera.Active" " " "NPC_CombineCamera.BecomeIdle" " " "NPC_CombineCamera.Alert" "[Camera Alert]" "NPC_CombineCamera.Angry" " " "NPC_CombineCamera.Ping" " " "NPC_CombineCamera.Click" "[Camera Click]" "NPC_CombineCamera.Die" "[Camera Destroyed]" "NPC_CombineMine.Hop" "[Mine Hop]" "NPC_CombineMine.FlipOver" " " "NPC_CombineMine.TurnOn" "[Mine Activated]" "NPC_CombineMine.TurnOff" "[Mine De-activated]" "NPC_CombineMine.OpenHooks" " " "NPC_CombineMine.CloseHooks" " " "NPC_CombineMine.ActiveLoop" " " "NPC_Citizen.FootstepLeft" " " "NPC_Citizen.FootstepRight" " " "NPC_Citizen.RunFootstepLeft" " " "NPC_Citizen.RunFootstepRight" " " "NPC_Crow.Hop" " " "NPC_Crow.Gib" " " "NPC_Crow.Idle" " " "NPC_Crow.Alert" "[Crow Alert]" "NPC_Crow.Pain" "[Crow Pain]" "NPC_Crow.Die" "[Crow Death]" "NPC_Crow.Flap" " " "NPC_Crow.Squawk" "[Crow Squawk!]" "NPC_dog.Idlemode_loop" " " "NPC_dog.Combatmode_loop" " " "NPC_dog.Roll_1" " " "NPC_dog.Slide" " " "NPC_dog.PoundGround" "[Dog Pounding Ground]" "NPC_dog.PoundGround_hard" "[Dog Pounding Ground]" "NPC_dog.MetalHit_Soft_1" " " "NPC_dog.Dumpster_Pickup" " " "NPC_dog.Dumpster_Rattle" "[Rattle-rattle!]" "NPC_dog.Dumpster_Drop" "[Crash!]" "NPC_dog.Servo_1" " " "NPC_dog.Servo_up_1" " " "NPC_dog.Servo_dn_1" " " "NPC_dog.Pneumatic_1" " " "NPC_dog.Straining_1" " " "NPC_dog.Straining_2" " " "NPC_dog.Straining_3" " " "NPC_dog.Rock_Lift1" " " "NPC_dog.Rock_Drop" "[Rock Thud]" "NPC_dog.Ravendoor_Creak" "[Door Creak]" "NPC_dog.Ravendoor_Lift" " " "NPC_dog.Ravendoor_Lift_loop" " " "NPC_dog.Ravendoor_Opened" " " "NPC_dog.Ravendoor_Closing" " " "NPC_dog.Ravendoor_Closed" "[Door Closed]" "NPC_dog.Scrape_Car" " " "NPC_dog.Throw_Car" " " "NPC_dog.Pain_1" "[Dog Damaged]" "NPC_dog.Pain_2" "[Dog Damaged]" "NPC_dog.Surprise_1" "[Dog Surprised]" "NPC_dog.Surprise_2" "[Dog Surprised]" "NPC_dog.Scared_1" " " "NPC_dog.Talk_1" " " "NPC_dog.Angry_1" "[Dog Angry]" "NPC_dog.Angry_2" "[Dog Angry]" "NPC_dog.Angry_3" "[Dog Angry]" "NPC_dog.Curious_1" "[Dog Curious]" "NPC_dog.Dissapointed_1" "[Dog Disappointed]" "NPC_dog.Growl_1" "[Dog Growl]" "NPC_dog.Growl_2" "[Dog Growl]" "NPC_dog.Laugh_1" " " "NPC_dog.Playful_1" " " "NPC_dog.Playful_3" " " "NPC_dog.Playful_4" " " "NPC_dog.Playful_5" " " "NPC_dog.FootstepLeft" " " "NPC_dog.FootstepRight" " " "NPC_dog.RunFootstepLeft" " " "NPC_dog.RunFootstepRight" " " "NPC_dog.Hang_On_Dropship" " " "NPC_dog.Thrown_Car_Hits_Ground" "[Crash!]" "NPC_CombineDropship.RotorLoop" " " "NPC_CombineDropship.NearRotorLoop" " " "NPC_CombineDropship.FireLoop" "[Dropship Pursuit]" "NPC_CombineDropship.OnGroundRotorLoop" " " "NPC_CombineDropship.DescendingWarningLoop" " " "NPC_FastHeadcrab.Idle" " " "NPC_FastHeadcrab.Alert" "[Headcrab Alert]" "NPC_FastHeadcrab.Pain" " " "NPC_FastHeadcrab.Die" "[Headcrab Death]" "NPC_FastHeadcrab.Bite" " " "NPC_FastHeadcrab.Attack" " " "NPC_FastHeadcrab.Footstep" " " "NPC_FastZombie.LeapAttack" " " "NPC_FastZombie.FootstepRight" " " "NPC_FastZombie.FootstepLeft" " " "NPC_FastZombie.AttackHit" " " "NPC_FastZombie.AttackMiss" " " "NPC_FastZombie.Attack" "[Zombie Attack]" "NPC_FastZombie.Idle" "*howl*" "NPC_FastZombie.AlertFar" "[Distant Zombie Alert]" "NPC_FastZombie.AlertNear" "[Nearby Zombie Alert]" "NPC_FastZombie.GallopLeft" " " "NPC_FastZombie.GallopRight" " " "NPC_FastZombie.Scream" "[Zombie Scream]" "NPC_FastZombie.RangeAttack" " " "NPC_FastZombie.Frenzy" " " "NPC_FastZombie.Moan1" "*moan*" "NPC_FastZombie.Gurgle" " " "NPC_FastZombie.NoSound" " " "NPC_CombineGunship.CannonSound" " " "NPC_CombineGunship.CannonStartSound" " " "NPC_CombineGunship.CannonStopSound" " " "NPC_CombineGunship.DyingSound" "[Gunship Dying]" "NPC_CombineGunship.RotorSound" " " "NPC_CombineGunship.ExhaustSound" " " "NPC_CombineGunship.RotorBlastSound" " " "NPC_CombineGunship.SearchPing" "[Gunship Ping]" "NPC_CombineGunship.PatrolPing" " " "NPC_CombineGunship.SeeEnemy" "[Gunship Alert]" "NPC_CombineGunship.Pain" "[Gunship Damaged]" "NPC_CombineGunship.Explode" "[Gunship Explosion]" "NPC_HeadCrab.Burning" "[Headcrab Burning]" "NPC_HeadCrab.StopBurning" " " "NPC_HeadCrab.Gib" " " "NPC_HeadCrab.Idle" " " "NPC_HeadCrab.Alert" "[Headcrab Alert]" "NPC_HeadCrab.Pain" " " "NPC_HeadCrab.Die" "[Headcrab Death]" "NPC_HeadCrab.Bite" " " "NPC_Headcrab.Attack" "[Headcrab attack]" "NPC_Headcrab.Footstep" " " "NPC_Headcrab.BurrowIn" "[Headcrab Digging]" "NPC_Headcrab.BurrowOut" "[Headcrab Emerging]" "NPC_Ichthyosaur.Growl" "[Ichthyosaur Growl]" "NPC_Ichthyosaur.AttackGrowl" "[Ichthyosaur Roar]" "NPC_Ichthyosaur.Bite" " " "NPC_Ichthyosaur.BiteMiss" " " "WateryDeath.Warn" " " "WateryDeath.Pull" " " "WateryDeath.Bite" " " "NPC_Manhack.Die" "[Manhack Death]" "NPC_Manhack.Bat" " " "NPC_Manhack.Splash" "[Splash!]" "NPC_Manhack.Slice" " " "NPC_Manhack.Grind" " " "NPC_Manhack.EngineNoise" "[Manhack Engine]" "NPC_Manhack.Unpack" "[Manhack Deploy]" "NPC_Manhack.EngineSound1" "[Manhack Engine]" "NPC_Manhack.EngineSound2" "[Manhack Engine]" "NPC_Manhack.BladeSound" " " "NPC_Manhack.ChargeAnnounce" " " "NPC_Manhack.ChargeEnd" " " "NPC_Manhack.Stunned" " " "NPC_PoisonZombie.Die" "[Zombie Death]" "NPC_PoisonZombie.ThrowWarn" " " "NPC_PoisonZombie.Throw" "[Parasite Thrown]" "NPC_PoisonZombie.Idle" "*moan*" "NPC_PoisonZombie.Pain" "[Zombie Pain]" "NPC_PoisonZombie.Alert" "[Zombie Alert]" "NPC_PoisonZombie.FootstepRight" " " "NPC_PoisonZombie.FootstepLeft" " " "NPC_PoisonZombie.FastBreath" " " "NPC_PoisonZombie.Moan1" "*moan*" "NPC_RollerMine.Roll" " " "NPC_RollerMine.RollWithSpikes" " " "NPC_RollerMine.Tossed" " " "NPC_RollerMine.Held" " " "NPC_RollerMine.Taunt" " " "NPC_RollerMine.Ping" " " "NPC_RollerMine.OpenSpikes" "[Rollermine Deploy]" "NPC_RollerMine.CloseSpikes" "[Rollermine Retract]" "NPC_RollerMine.Shock" "[Rollermine Shock]" "NPC_RollerMine.Hurt" "[Rollermine Damaged]" "NPC_RollerMine.Chirp" "[Rollermine Chirp]" "NPC_RollerMine.ChirpRespond" " " "NPC_RollerMine.JoltVehicle" "[Rollermine Jolt]" "NPC_CScanner.Gib" " " "NPC_CScanner.Shoot" " " "NPC_CScanner.Alert" "[Scanner Alert]" "NPC_CScanner.Die" "[Scanner Death]" "NPC_CScanner.Combat" " " "NPC_CScanner.Idle" " " "NPC_CScanner.Pain" "[Scanner Damaged]" "NPC_CScanner.TakePhoto" "[Scanner Click]" "NPC_CScanner.PreFlash" " " "NPC_CScanner.PreGas" " " "NPC_CScanner.AttackFlash" " " "NPC_CScanner.AttackGas" " " "NPC_CScanner.DiveBomb" "[Scanner Divebomb]" "NPC_SScanner.FlySound" " " "NPC_CScanner.DiveBombFlyby" " " "NPC_CScanner.OpenEye" " " "NPC_CScanner.Illuminate" " " "NPC_CScanner.FlyLoop" " " "NPC_Sniper.Idle" "<[Combine Radio: Sniper Chatter]" "NPC_Sniper.Alert" "[Sniper Alert]" "NPC_Sniper.Die" "[Sniper Death]" "NPC_Sniper.TargetHidden" " " "NPC_Sniper.CoverDestroyed" " " "NPC_Sniper.TargetDestroyed" " " "NPC_Sniper.HearDanger" "[Sniper Alert]" "NPC_Sniper.FireBullet" "[Sniper Shot]" "NPC_Sniper.Reload" "[Sniper Reload]" "NPC_Sniper.SonicBoom" " " "NPC_Strider.Alert" "[Strider Alert]" "NPC_Strider.Pain" "[Strider Pain]" "NPC_Strider.Idle" " " "NPC_Strider.Death" "[Strider Death]" "NPC_Strider.Charge" "[Strider Charge]" "NPC_Strider.Shoot" " " "NPC_Strider.FireMinigun" "[Strider Minigun]" "NPC_Strider.Whoosh" " " "NPC_Strider.Footstep" "[Strider Footsteps]" "NPC_Strider.Creak" " " "NPC_Strider.Skewer" " " "NPC_Strider.RagdollDetach" " " "NPC_Strider.OpenHatch" " " "NPC_Strider.DieFalling" " " "NPC_Strider.HitGround" "[Crash!]" "NPC_Strider.SkewerHitBody" " " "NPC_Strider.SkewerTalk" "*scream*" "NPC_CeilingTurret.Retire" "[Turret Retire]" "NPC_CeilingTurret.Deploy" "[Turret Deploy]" "NPC_CeilingTurret.Move" " " "NPC_CeilingTurret.Active" " " "NPC_CeilingTurret.Alert" "[Turret Alert]" "NPC_CeilingTurret.Shoot" "[Turret Firing]" "NPC_CeilingTurret.Ping" "[Turret Ping]" "NPC_CeilingTurret.Die" "[Turret Death]" "NPC_FloorTurret.Retire" "[Turret Retire]" "NPC_FloorTurret.Deploy" "[Turret Deploy]" "NPC_FloorTurret.Move" " " "NPC_FloorTurret.Activate" "[Turret Activated]" "NPC_FloorTurret.Alert" "[Turret Alert]" "NPC_FloorTurret.Shoot" " " "NPC_FloorTurret.ShotSounds" " " "NPC_FloorTurret.Die" "[Turret Death]" "NPC_FloorTurret.Retract" "[Turret Retract]" "NPC_FloorTurret.Alarm" "[Turret Alarm]" "NPC_FloorTurret.Ping" "[Turret Ping]" "NPC_GroundTurret.Die" "[Turret Death]" // "npc_vortigaunt.SuitOn" " " // "npc_vortigaunt.SuitCharge" " " // "npc_vortigaunt.Claw" " " // "npc_vortigaunt.FootstepLeft" " " // "npc_vortigaunt.FootstepRight" " " // "npc_vortigaunt.Shoot" "[Vortigaunt Beam Attack]" // "npc_vortigaunt.Swing" " " // "npc_vortigaunt.Kick" " " // "npc_vortigaunt.ClawBeam" " " "NPC_BaseZombie.PoundDoor" " " "NPC_BaseZombie.Swat" " " "Zombie.FootstepRight" " " "Zombie.FootstepLeft" " " "Zombie.ScuffRight" " " "Zombie.ScuffLeft" " " "Zombie.AttackHit" " " "Zombie.AttackMiss" " " "Zombie.Pain" "[Zombie Pain]" "Zombie.Alert" "[Zombie Alert]" "Zombie.Idle" "*moan*" "Zombie.Die" "*Zombie Death*" "Zombie.Attack" " " "NPC_BaseZombie.Moan1" "*moan*" "NPC_BaseZombie.Moan2" "*moan*" "NPC_BaseZombie.Moan3" "*moan*" "NPC_BaseZombie.Moan4" "*moan*" //LEVEL SOUNDS //TRAINYARD "combine.door_lock" "[Locked]" "combine.sheild_touch" "[Forcefield hum]" "d1_trainstation.city_voice_misscount" "Warning Voice: Miscount Detected In Sector" "d1_trainstation.apc_alarm_loop1" "[Alarm]" "d1_trainstation.apc_alarm_loop2" "[Alarm]" "d1_trainstation.citizen_hitpain" "*pain*" "d1_trainstation.boots_on_stairs" "[Bootsteps on stairs!]" "Trainyard.sodamachine_empty" "[Empty]" "Trainyard.alyx_emp_spark" "[EMP Device Burst!]" "plaza.citizen_beating" "*pain*" "d1_trainstation_01.combinelock_unlock" "[Unlocked]" "d1_trainstation_01.citizen_introom_beating" "*pain*" "d1_trainstation_03.breakin_doorknock" "[Door Pounding]" "d1_trainstation_03.breakin_doorkick" "[CRASH!]" "d1_trainstation_03.citizen_beating" "*muffled beating*" "Trainyard.train_horn" "[Train Horn]" "Trainyard.doll" "[Ma-ma!]" "Trainyard.door_pound" "[Knock knock knock!]" //KLEINER'S LAB "k_lab.ickyscene_growl1" "[Growl...]" "k_lab.ickyscene_growl2" " " "k_lab.eyescanner_use" "[Eye-scanner Activate]" "k_lab.eyescanner_fail" "[Eye-scan Failed]" "k_lab.eyescanner_success" "[Eye-scan Approved]" "k_lab.distantsiren" "[Distant Siren]" "k_lab.headcrab_in_vent" "[Scurrying in airduct]" "k_lab.teleport_heartbeat" "[Heartbeat...]" "k_lab.teleport_breathing" "[Breathing...]" "k_lab.teleport_sound" "[Zap!]" //CANALS "razortrain_horn" "[Train Horn!]" "train_horn_01" "[Train horn!]" "razortrain_wheels" "[Train wheels screeching!]" "underground_steamjet" "[Steam hiss]" "d1_canals.Floodgate_Klaxon" "[Klaxon!]" "d1_canals.Floodgate_AlarmBellLoop" "[Klaxon!]" "canals_citadel_siren" "[Citadel siren!]" "d1_canals_03.siren01" "[Siren!]" "water_flood_in" "[Inrushing Water]" "water_flood_out" "[Outrushing Water]" "train_forcefield" "[Forcefield Hum]" "train_crossing_bell" "[Train Crossing Bell]" "apc_siren1" "[APC Siren!]" "canals.locks_tower_precollapse" "[Tower Creaking!]" "d1_canals_05.canister_open" "[Canister Opening]" "d1_canals.metropolice_thereheis" "There he is!" "d1_canals.headcrabbing_moan" "*Moan!*" //ELI'S LAB "eli_lab.elevator_ding" "[Elevator Bell]" "eli_lab.firebell_loop_1" "[Klaxon]" "eli_lab.dog_airlockdoor_pound" "[Pounding!]" "eli_lab.dog_airlockdoor_bend" "[Metal Screeching]" "eli_lab.attack_battleloop_1" "[ATTACK!]" //RAVENHOLM "d1_town.Slicer" "[Slice]" "d1_town.TramHouseStart" "[Tram start]" "d1_town.TramStop" "[Tram stop]" "d1_town.SlicerCartStop" "[Slicer stop]" "d1_town.CarHit" "[CRASH!]" "d1_town.FlameTrapIgnite" "[Flame ignite]" "d1_town.GasJet" "[Hissing gas jet]" "E3_Phystown.Slicer" "[Schwick!]" "Town.d1_town_01_lightswitch2" "[Ignition Spark]" "Town.d1_town_03_metalgrate3" "[Gutterpipe rattling]" "Town.d1_town_02_metalgrate3" "[Gutterpipe rattling]" //COAST "coast.thumper_hit" "[Thump! Thump! Thump!]" "coast.thumper_large_hit" "[Thump! Thump! Thump!]" "coast.thumper_startup" "[Starting Antlion Repeller]" "coast.thumper_shutdown" "[Stopping Antlion Repeller]" "coast.bunker_siren1" "[Bunker Siren]" "coast.bunker_siren2" "[Bunker Siren]" "coast.gaspump_ignite" "[Gaspump Ignites]" "coast.leech_bites_loop" "[Leech bites]" "coast.siren_citizen" "[Village Siren!]" "coast.radio_dead" "[Radio Static]" //NOVAPROSPEKT "novaprospekt.Alyx_EMP_2" "[EMP Device Burst]" "Novaprospekt.flare_fire" "[Flaregun fired]" "novaprospekt.GateGrindsUp" "[Wall Grinding]" "novaprospekt.GateGroundCrunch" "[Wall Crashing!]" "novaprospekt.CaveInScrape" "[Scraping...]" "novaprospekt.CaveInCrash" "[Crash!]" "novaprospekt.CaveInRumble" "[Rumble...]" //STREETWAR "streetwar.d3_c17_08_steam01" "[Steam Hiss]" "Streetwar.d3_c17_03_default_locked" "[Locked]" "Streetwar.d3_c17_07_fire" "[Flaregun fired]" "streetwar.Zombie.wakeupsnarl" "[Zombie Snarls]" "Streetwar.d3_c17_10a_siren" "[Siren]" "Streetwar.d3_c17_10a_explode_1" "[Explosion!]" "Streetwar.d3_c17_10a_explode_3" "[Explosion!]" "Streetwar.d3_c17_10a_default_locked" "[Locked]" "Streetwar.d3_c17_10b_alarm1" "[Alarm!]" "Streetwar.d3_c17_10a_fire" "[Suppressor Launch]" "Streetwar.d3_c17_10b_fire" "[Suppressor Launch]" "Streetwar.d3_c17_10b_fire2" "[Suppressor Incoming]" "Streetwar.d3_c17_10b_die" "[Turret Dies]" "Streetwar.d3_c17_11_drawbridge_move1" "[Drawbridge moves]" "Streetwar.d3_c17_11_drawbridge_stop1" "[Drawbridge stops]" "Streetwar.d3_c17_11_die" "[Turret dies]" "Streetwar.d3_C17_13_explode_2" "[Explosion]" //CITADEL "citadel.overwatch_weaponstrip" "[Warning Voice: Confiscation Field Activated]" "citadel.overwatch_weaponstrip_fail" "[Warning Voice: Confiscation Field Failure]" "d3_citadel.elevator_rings_locked" "[Elevator Ready]" "d3_citadel.elevator_alarm" "[Elevator Called]" "d3_citadel.guards_bangdoor" "[BANGING ON DOORS]" //DAMAGE/BREAKAGE WORLDSOUNDS "Wood_Box.Break" "[Breaking wood]" "Door.Locked1" "[Locked]" "Door.Locked2" "[Locked]" "DoorSound.DefaultLocked" "[Locked]" "RotDoorSound.DefaultLocked" "[Locked]" "Doors.FullClose1" "[Door Sound]" "Doors.FullClose2" "[Door Sound]" "Doors.FullClose3" "[Door Sound]" "Doors.FullClose4" "[Door Sound]" "Doors.FullClose5" "[Door Sound]" "Doors.FullClose6" "[Door Sound]" "Doors.FullClose7" "[Gate Sound]" "Doors.FullClose8" "[Metal Clang]" "Doors.FullClose9" "[Door Sound]" "Doors.FullClose10" "[Door Sound]" "Doors.FullClose11" "[Door Sound]" "Doors.FullClose12" "[Door Sound]" "Doors.FullClose13" "[Door Sound]" "Doors.FullClose14" "[Door Sound]" "Doors.FullClose15" "[Door Sound]" "Doors.FullClose16" "[Gate Sound]" "Doors.FullClose17" "[Gate Sound]" "Doors.FullClose18" "[Gate Sound]" "doors.locker_shut" "[Locker Sound]" "DoorHandles.Unlocked1" "[Door Sound]" "DoorHandles.Locked1" "[Locked]" "DoorHandles.Unlocked2" "[Door Sound]" "DoorHandles.Locked2" "[Locked]" "DoorHandles.Unlocked3" "[Door Sound]" "DoorHandles.Locked3" "[Locked]" "DoorHandles.Unlocked4" "[Door Sound]" "DoorHandles.Locked4" "[Locked]" "Buttons.snd0" "[Button sound]" "Buttons.snd1" "[Button sound]" "Buttons.snd2" "[Button sound]" "Buttons.snd3" "[Button sound]" "Buttons.snd4" "[Button sound]" "Buttons.snd5" "[Button sound]" "Buttons.snd6" "[Button sound]" "Buttons.snd7" "[Button sound]" "Buttons.snd8" "[Button sound]" "Buttons.snd9" "[Button sound]" "Buttons.snd10" "[Button sound]" "Buttons.snd11" "[Button sound]" "Buttons.snd12" "[Button sound]" "Buttons.snd13" "[Button sound]" "Buttons.snd14" "[Button sound]" "Buttons.snd15" "[Button sound]" "Buttons.snd16" "[Button sound]" "Buttons.snd17" "[Button sound]" "Buttons.snd18" "[Button sound]" "Buttons.snd19" "[Button sound]" "Buttons.snd20" "[Button sound]" "Buttons.snd31" "[Button sound]" "Buttons.snd32" "[Button sound]" "Buttons.snd33" "[Button sound]" "Buttons.snd34" "[Button sound]" "Buttons.snd35" "[Button sound]" "Buttons.snd36" "[Button sound]" "Buttons.snd37" "[Button sound]" // ****************************************************** // Levers "Buttons.snd21" "[Lever sound]" "Buttons.snd22" "[Lever sound]" "Buttons.snd23" "[Lever sound]" "Buttons.snd24" "[Lever sound]" "Buttons.snd25" "[Lever sound]" "Buttons.snd26" "[Lever sound]" "Buttons.snd27" "[Lever sound]" "Buttons.snd28" "[Lever sound]" // ************************************************ // Combine Buttons "Buttons.snd40" "[Button locked]" "Buttons.snd41" "[Combine Button sound]" "Buttons.snd42" "[Combine Button sound]" "Buttons.snd43" "[Combine Button sound]" "Buttons.snd44" "[Combine Button sound]" "Buttons.snd45" "[Combine Button sound]" "Buttons.snd46" "[Combine Button sound]" "Buttons.snd47" "[Combine Button sound]" "Physics.WaterSplash" "[Water Splash]" "Glass.BulletImpact" "[Shattering Glass]" "Glass.Break" "[Shattering Glass]" "Pottery.Break" "[Breaking Ceramics]" "Pottery.BulletImpact" "[Shattering ceramics]" "Computer.BulletImpact" "[Shattering monitor]" // PROP MATERIALS "Watermelon.Impact" "[Melon Splat]" "Watermelon.BulletImpact" "[Melon Splat]" "MetalVehicle.ImpactHard" "[Hard Impact]" "GlassBottle.BulletImpact" "[Shattering Glass]" "GlassBottle.Break" "[Shattering Glass]" // ********************** // legacy Func_breakables "Breakable.Crate" "[Wood Breaking]" "Breakable.Metal" "[Metal Destroyed]" "Breakable.Glass" "[Glass shattering]" "Breakable.Concrete" "[Concrete Breaking]" "Breakable.Ceiling" "[Plaster Breaking]" "Breakable.MatWood" "[Wood Breaking]" "Cardboard.Break" "[Cardboard breaking]" "Plastic_Barrel.Break" "[Plastic breaking]" "Plastic_Box.Break" "[Plastic breaking]" "Wood.Break" "[Wood breaking]" "Wood.Strain" "[Wood straining]" "Wood.bulletimpact" "[Wood splintering]" "Wood_Box.Break" "[Wood breaking]" "Wood_Crate.Break" "[Wood breaking]" "Wood_Plank.Break" "[Wood breaking]" "Wood_Plank.Strain" "[Wood straining]" "Wood_Solid.Break" "[Wood breaking]" "Wood_Solid.Strain" "[Wood straining]" "Wood_Furniture.Break" "[Wood breaking]" "Wood_Panel.Break" "[Wood breaking]" "Wood_Panel.Strain" "[Wood straining]" "Metal_Box.Break" "[Metal breaking]" "Metal_Box.Strain" "[Metal straining]" "Metal.SawbladeStick" "[Sproing!]" //Fixing Caption Errors, missing tokens &c that showed up in Ep2 "npc_dog.phrase02" "" "npc_dog.servo_5" "" "npc_dog.metal_strain2" "" "solidmetal.scraperough" "" "wood.scraperough" "" "plastic_box.scraperough" "" } }