Combine Grunt/Quotes
From Combine OverWiki, the original Half-Life wiki and Portal wiki
This is a quote article. | |
---|---|
This article is a transcript of all of the quotes from a given character or entity. Unless noted otherwise, these transcripts are sourced directly from the official scripts, closed captions, or internal text data with only minimal modifications for typos and formatting purposes. |
The following is a list of quotes from the Combine Grunt.
Half-Life: Alyx[edit]
Location: sounds\vo\combine\grunt
Filename(s) | Quote |
---|---|
advancing_on_target_01
|
Moving. |
advancing_on_target_02
|
Moving now. |
advancing_on_target_03
|
Pressing. |
advancing_on_target_04
|
Approaching target. |
advancing_on_target_05
|
Pressure. |
advancing_on_target_06
|
Proceeding on infected. |
advancing_on_target_07
|
Forward steady. |
advancing_on_target_08
|
Pushing forward. |
advancing_on_target_10
|
Moving on contaminant. |
advancing_on_target_11
|
Pressure on. |
advancing_on_target_12
|
Echo One is forward pressure. |
advancing_on_target_13
|
Closing on Infected. |
advancing_on_target_14
|
Pushing. |
advancing_on_target_15
|
Echo One has sector ID and is moving on infected. |
advancing_on_target_16
|
Pushing sector. |
advancing_on_target_17
|
Approaching contaminant. |
announceattack_01
|
Going sharp. |
announceattack_02
|
Engaging. |
announceattack_03
|
Target engaged. |
announceattack_04
|
Prosecuting. |
announceattack_05
|
Responding with full active. |
announceattack_06
|
Taking the shot. |
announceattack_07
|
Attacking with advantage. |
announceattack_08
|
Taking advantage. |
announceattack_09
|
Target locked. Daggers on. |
announceattack_11
|
Weapons free. |
announceattack_alyx_01
|
Target one in sightlines. |
announceattack_alyx_02
|
Stop now. |
announceattack_alyx_03
|
Jackpot confirmed. |
announceattack_alyx_04
|
Target one is life limited. |
announceattack_alyx_05
|
I have her. |
announceattack_alyx_06
|
Alyx confirmed. |
announceattack_alyx_07
|
Open echo on Alyx. |
announceattack_alyx_08
|
Weapons free on Alyx. |
announceattack_alyx_09
|
Firing on Alyx. |
announceattack_alyx_10
|
Primary target. Echo One engage. |
announceattack_alyx_11
|
It's her. |
announceattack_cover_01
|
Breaking cover. |
announceattack_cover_02
|
Changing target. Code Breakdown. |
announceattack_cover_03
|
Designate target as shadow. |
announceattack_cover_04
|
Exposing hostile in three. |
announceattack_cover_05
|
Target is protected. Rectifying. |
announceattack_cover_06
|
Echo One. Removing support. |
announceattack_cover_07
|
Echo One. Daggers on cover. |
announceattack_cover_08
|
Full active on target cover. |
announceattack_cover_09
|
Echo One. Going sharp on cover. |
announceattack_cover_10
|
Code breakdown. |
announceattack_grenade_01
|
Bouncer out. |
announceattack_grenade_02
|
Grenade out. |
announceattack_grenade_03
|
And... extractor away. |
announceattack_grenade_04
|
Bouncer bouncer. |
announceattack_grenade_05
|
Get down! |
announceattack_grenade_06
|
Extractor in 3. |
announceattack_grenade_07
|
And... extracting. |
announceattack_grenade_08
|
Deploying grenade. |
announceattack_grenade_09
|
Standing back. |
announceattack_grenade_10
|
Bouncer free. |
announceenemy_antlion_01
|
Antlion. |
announceenemy_antlion_02
|
Target antlion. |
announceenemy_antlion_03
|
Contact. Antlion. |
announceenemy_antlion_04
|
Antlion incoming. |
announceenemy_antlion_05
|
Contact. Antlion. |
announceenemy_antlion_06
|
Viscon. Antlion. |
announceenemy_antlion_07
|
Antlion. Echo One engaging. |
announceenemy_antlion_08
|
Echo One contact. Antlion. |
announceenemy_antlion_10
|
Antlion here. |
announceenemy_headcrabs_01
|
Parasitics. |
announceenemy_headcrabs_02
|
Parasitics at sector |
announceenemy_headcrabs_03
|
Ugh... Free parasitics inbound. |
announceenemy_headcrabs_04
|
Echo One. Visual on parasitics. |
announceenemy_headcrabs_05
|
Contact. Parasitics. |
announceenemy_headcrabs_06
|
I hate these things. |
announceenemy_headcrabs_07
|
We've got parasitics over here. |
announceenemy_headcrabs_08
|
Live parasitics. Echo One. |
announceenemy_headcrabs_09
|
Parasitics here. |
announceenemy_headcrabs_10
|
Parasitic infestation confirmed. |
announceenemy_zombie_01
|
Necrotics. |
announceenemy_zombie_02
|
Necrotics inbound. |
announceenemy_zombie_03
|
Infestation alert. |
announceenemy_zombie_04
|
Echo One, visual on necrotics. |
announceenemy_zombie_05
|
Contact. Necrotics. |
announceenemy_zombie_06
|
I see necrotics. |
announceenemy_zombie_07
|
We've got necrotics. |
announceenemy_zombie_08
|
Necrotics active. |
announceenemy_zombie_09
|
Contact on necrotics. |
announceenemy_zombie_10
|
Necrotics here. |
announcekill_01
|
Hostile down. |
announcekill_02
|
Target down. |
announcekill_03
|
Kill confirmed. |
announcekill_04
|
Clean kill. |
announcekill_05
|
Another one down. |
announcekill_06
|
Ended. |
announcekill_07
|
Dead. |
announcekill_08
|
Clean kill. |
announcekill_09
|
Contact down. |
announcekill_11
|
They're dead. |
announcekill_12
|
Echo One. Kill confirmed. |
announcekill_13
|
Hostile neutralized. |
announcekill_14
|
It's done. |
announcekill_15
|
Hostile is over. |
announcekill_antlion_01
|
Virome down. |
announcekill_antlion_02
|
Cleaned. |
announcekill_antlion_03
|
Target sterilized. |
announcekill_antlion_04
|
Cleansed. |
announcekill_antlion_05
|
Parasitics contained. |
announcekill_headcrab_01
|
Clean. |
announcekill_headcrab_02
|
Sector clean. |
announcekill_headcrab_03
|
That's one. |
announcekill_headcrab_04
|
Contaminant contained. |
announcekill_headcrab_05
|
Cleaned. |
announcekill_headcrab_06
|
Gross. |
announcekill_headcrab_07
|
Outbreak ineffective. |
announcekill_headcrab_08
|
Outbreak contained. |
announcekill_headcrab_09
|
One parasitic vacated. |
announcekill_player_01
|
High value target is contained. |
announcekill_player_02
|
Target one is quiet. |
announcekill_player_03
|
She's quiet. |
announcekill_player_04
|
Alyx is over. |
announcekill_player_05
|
Alyx secure. |
announcekill_player_06
|
Alyx delivered. |
announcekill_player_07
|
Dead. |
announcekill_player_08
|
And... primary hostile eliminated. |
announcekill_player_09
|
Alyx has been ended. |
announcekill_zombie_01
|
Necro contained. |
announcekill_zombie_02
|
Necrotic contained. |
announcekill_zombie_03
|
Stay dead. |
announcekill_zombie_04
|
Contaminant eliminated. |
announcekill_zombie_05
|
Back to sleep. |
announcekill_zombie_06
|
It's dead. |
announcekill_zombie_07
|
Cleanse successful. |
avoids_rollerball_01
|
[Grunts] |
avoids_rollerball_03
|
[Grunts] |
avoids_rollerball_04
|
[Grunts] |
avoids_rollerball_05
|
[Grunts] |
avoids_rollerball_06
|
[Grunts] |
avoids_rollerball_07
|
[Grunts] |
breathing_01
|
[Breathing Laboriously] |
breathing_02
|
[Breathing Laboriously] |
breathing_03
|
[Breathing Laboriously] |
breathing_04
|
[Breathing Laboriously] |
breathing_05
|
[Coughing and Wheezing] |
calloutcode_alpha_01
|
alpha |
calloutcode_and_01
|
and |
calloutcode_bravo_01
|
bravo |
calloutcode_charlie_01
|
charlie |
calloutcode_dash_01
|
dash |
calloutcode_delta_01
|
delta |
calloutcode_echo_01
|
echo |
calloutcode_eight_01
|
eight |
calloutcode_eleven_01
|
eleven |
calloutcode_fifty_01
|
fifty |
calloutcode_five_01
|
five |
calloutcode_forty_01
|
forty |
calloutcode_four_01
|
four |
calloutcode_hundred_01
|
hundred |
calloutcode_niner_01
|
niner |
calloutcode_null_01
|
null |
calloutcode_one_01
|
one |
calloutcode_seventy_01
|
seventy |
calloutcode_seven_01
|
seven |
calloutcode_sixty_01
|
sixty |
calloutcode_six_01
|
six |
calloutcode_ten_01
|
ten |
calloutcode_thirty_01
|
thirty |
calloutcode_thousand_01
|
thousand |
calloutcode_three_01
|
three |
calloutcode_twelve_01
|
twelve |
calloutcode_twenty_01
|
twenty |
calloutcode_two_01
|
two |
calloutentity_alyx_01
|
Alyx |
calloutentity_anticitizens_01
|
Anti-Citizens |
calloutentity_antlion_01
|
antlion |
calloutentity_apf_01
|
APF |
calloutentity_aps_01
|
APS |
calloutentity_bladewall_01
|
Blade-Wall |
calloutentity_cowall_01
|
Co-Wall |
calloutentity_echoone_01
|
Echo One |
calloutentity_friendly_01
|
friendly |
calloutentity_hammerwall_01
|
Hammer-Wall |
calloutentity_hostiles_01
|
hostiles |
calloutentity_manyparasitics_01
|
free parasitics |
calloutentity_necrotic_01
|
necrotic |
calloutentity_overwatch_01
|
Overwatch |
calloutentity_parasitic_01
|
parasitic |
calloutentity_safeman_01
|
Safeman |
calloutentity_wallhammer_01
|
Wallhammer |
calloutlocation_above_01
|
Above. |
calloutlocation_apartment_01
|
Apartment. |
calloutlocation_barrells_01
|
Barrels. |
calloutlocation_behind_01
|
Behind. |
calloutlocation_below_01
|
Below. |
calloutlocation_bricks_01
|
Bricks. |
calloutlocation_bridge_01
|
Bridge. |
calloutlocation_building_01
|
Building. |
calloutlocation_car_01
|
Car. |
calloutlocation_crane_01
|
Crane. |
calloutlocation_door_01
|
Door. |
calloutlocation_elevator_01
|
Elevator. |
calloutlocation_front_01
|
Front. |
calloutlocation_hut_01
|
Hut. |
calloutlocation_pipes_01
|
Pipes. |
calloutlocation_shack_01
|
Shack. |
calloutlocation_toilet_01
|
Toilet. |
calloutlocation_traincar_01
|
Train car. |
calloutlocation_trash_01
|
Trash. |
calloutlocation_truck_01
|
Truck. |
calloutlocation_tunnel_01
|
Tunnel. |
calloutlocation_van_01
|
Van. |
calloutlocation_wheels_01
|
Wheels. |
calloutlocation_woodpile_01
|
Woodpile. |
coverme_01
|
Cover me. |
coverme_02
|
Cover. |
coverme_03
|
Echo One requesting cover. |
coverme_04
|
Need covering fire. |
coverme_05
|
Echo One requesting shadow. |
coverme_06
|
Prepare stimdose. |
coverme_07
|
Requesting cover at |
danger_grenade_01
|
Evading. |
danger_grenade_02
|
Grenade. |
danger_grenade_03
|
Taking cover. |
danger_grenade_04
|
Live grenade. |
danger_grenade_05
|
Possible extractor. Evading. |
danger_grenade_06
|
Grenade. Move. |
danger_grenade_07
|
Go cover. |
danger_grenade_08
|
Audible bouncer at sector |
danger_grenade_09
|
Get back. |
danger_grenade_10
|
Live bouncer. Finding shade. |
die_01
|
[Combine Death] |
die_02
|
[Combine Death] |
die_03
|
[Combine Death] |
die_04
|
[Combine Death] |
die_05
|
[Combine Death] |
die_06
|
[Combine Death] |
die_07
|
[Combine Death] |
die_08
|
[Combine Death] |
die_09
|
[Combine Death] |
die_10
|
[Combine Death] |
die_by_player_18
|
Over. |
die_by_player_19
|
Alyx... |
die_by_player_20
|
Help us! |
die_by_player_21
|
I'm sor— |
die_by_player_22
|
Overwa— |
die_by_player_23
|
End. |
establishinglof_01
|
Closing in. |
establishinglof_02
|
Echo One switching position. |
establishinglof_03
|
Fixing visuals. |
establishinglof_04
|
Honing sightlines. |
establishinglof_05
|
Realigning to hostile. |
establishinglof_06
|
Forming visual confirmation. |
establishinglof_07
|
Clearing blocker. |
establishinglof_08
|
Echo One no visual on target. Moving. |
establishinglof_09
|
Realigning target delta. |
establishinglof_10
|
Stay there. |
establishinglof_11
|
Changing position. |
establishinglof_12
|
Optimizing location. |
establishinglof_13
|
Amending sightlines on hostile. |
establishinglof_14
|
Viscon interrupted. Moving. |
establishinglof_15
|
Clearing sightlines. |
establishinglof_17
|
Contact in three. |
establishinglof_18
|
Exposing primary. |
establishinglof_19
|
Don't move. |
fakeout_calltoalyx_01
|
Alyx... |
fakeout_calltoalyx_02
|
Hey Alyx! |
fakeout_calltoalyx_03
|
Hey Alyx, it's us! |
fakeout_calltoalyx_04
|
Alyx! You there? |
fakeout_calltoalyx_05
|
Psst. Alyx! |
fakeout_responseceasefire_01
|
Cease Fire! Target is friendly! |
fakeout_responseceasefire_02
|
Weapons down! Echo One! Weapons down. |
fakeout_responseceasefire_03
|
Ceasing fire! Daggers down. |
fakeout_responseceasefire_04
|
Alyx is friendly! Hostile is friendly! |
fakeout_responseceasefire_05
|
Alyx is friendly! Stop fire! Stop fire! |
fakeout_success_01
|
[Laughs] |
fakeout_success_02
|
[Laughs] Friendgame effective. |
fakeout_success_03
|
[Laughs] Hostile is scrambled. |
firing_01
|
Firing. |
firing_02
|
Engaging target. |
firing_03
|
Open daggers on hostile. |
firing_04
|
Weapons free. |
firing_05
|
Echo One at primary set point. |
firing_06
|
Open form. Weapons free. |
firing_07
|
Open oppression on hostile. |
firing_08
|
Cleaning sector. |
firing_09
|
Committed. |
firing_10
|
Prosecuting sector. |
firing_player_01
|
Opening fire at priority one. |
firing_player_02
|
Opening fire on Alyx. |
firing_player_03
|
Targeting Vance. |
firing_player_04
|
Opening fire at target one. |
firing_player_05
|
Primary spikes incoming. Deafen response. |
firing_player_06
|
Alyx is time limited. |
firing_player_07
|
Animal is in the pit. |
firing_player_08
|
Jackpot confirmed. Firing. |
flushing_01
|
Clearing last known. |
flushing_02
|
Distribution on three. |
flushing_03
|
Flushing sector |
flushing_04
|
Extracting at last known. |
flushing_05
|
Applying pressure on last known. Flare down. |
flushing_06
|
Flushing hostile. |
flushing_07
|
Bouncer. Bouncer on last known. |
getback_01
|
Disposing. |
getback_02
|
Releasing with cover. |
getback_03
|
Extractor down. |
getback_04
|
Bouncer Bouncer. |
getback_05
|
Releasing. |
hear_suspicious_01
|
Audible at sector |
hear_suspicious_02
|
Possible contaminant. |
hear_suspicious_03
|
Possible hostile active. |
hear_suspicious_04
|
Movement. |
hear_suspicious_05
|
Sound on. |
hear_suspicious_06
|
Echo One is sound on. Reporting all suspects. |
injured_01
|
Medic. |
injured_02
|
I'm hit. Requesting stimdose. |
injured_03
|
Taking damage. |
injured_04
|
Requesting additional bodypacks. |
injured_05
|
Bodypacks holding. |
injured_06
|
Echo One is time limited. |
injured_07
|
Shit. |
laugh_01
|
[Gloating Chuckle] |
laugh_02
|
[Gloating Chuckle] |
laugh_03
|
[Gloating Chuckle] |
laugh_04
|
[Gloating Chuckle] |
laugh_05
|
[Gloating Chuckle] |
lostenemy_01
|
Contaminant not visible. |
lostenemy_02
|
Goddamnit. |
lostenemy_03
|
Echo One, requesting location. |
lostenemy_04
|
Target lost. Requesting location assist. |
lostenemy_05
|
Location assist. |
lostenemy_06
|
Viscon negative on hostile. |
lostenemy_07
|
Lost sightlines on contaminant. |
lostenemy_08
|
No visual. Responder. |
lostvisual_01
|
Missing hostile. Sector unknown. |
lostvisual_02
|
Requesting hostile location. |
lostvisual_03
|
Requesting location. |
lostvisual_04
|
Lost sight of hostile. |
lostvisual_05
|
Location assist for Echo One. |
lostvisual_06
|
assist with location. |
lostvisual_07
|
Need location assistance on sector |
lostvisual_08
|
No visual. Overwatch, assist. |
lostvisual_09
|
Echo One is negative on visual. |
lostvisual_10
|
Possible evasion. Requesting location. |
lostvisual_player_01
|
Contaminant is quiet. Requesting last known sector. |
lostvisual_player_02
|
We have total visual blackout on Target One. |
lostvisual_player_03
|
Primary hostile is quiet. |
lostvisual_player_04
|
Evasive contaminant. Ordinal, report. |
lostvisual_player_05
|
Checking cover. |
lostvisual_player_06
|
Checking for Target One at |
lostvisual_player_07
|
Viscon lost. Eyes on. |
lostvisual_player_08
|
All contact quiet. Requesting recon. |
nearpanic_01
|
[Breathless Panicked Shouting] |
nearpanic_02
|
Proximity! |
nearpanic_03
|
Stohhhhhhhhp! |
nearpanic_04
|
Assist. Assist. Assist. |
nearpanic_05
|
Holy sh— ! |
nearpanic_06
|
Echo assist. Echo assist. |
nearpanic_07
|
Back down. Back down. |
nearpanic_08
|
Wheels down. Recall! Echo Seven. Recall. Echo Seven. |
nearpanic_09
|
Proximity alert on Echo One! Responder assist! |
nearpanic_10
|
Too close. Amending. |
orderresponse_positive_01
|
Copy. |
orderresponse_positive_02
|
Roger. |
orderresponse_positive_03
|
Copy That. |
orderresponse_positive_04
|
Can do. |
orderresponse_positive_05
|
Proceeding. |
orderresponse_positive_06
|
Affirmative. |
overwatch_01
|
Holding position. |
overwatch_02
|
Location locked. |
overwatch_03
|
Daggers ready. |
overwatch_04
|
Viscon on last known position. |
overwatch_05
|
Eyes on last known. |
overwatch_06
|
Observing. |
overwatch_07
|
Echo One is in position. |
overwatch_08
|
Holding focus. |
overwatch_09
|
Stop sound. Stop sound. |
overwatch_10
|
Hostile unwilling. Stand by. |
overwatch_11
|
Holding. |
overwatch_12
|
Waiting for contact. |
overwatch_13
|
Evaluating. |
overwatch_14
|
Awaiting problem. |
overwatch_15
|
Ready for containment. |
overwatch_16
|
Holding. |
overwatch_17
|
Eyes on. |
overwatch_18
|
And... contaminant is locked. |
overwatch_19
|
Echo One. Securing edge. |
overwatch_20
|
Checking all edges. |
pain_01
|
[Pain] |
pain_02
|
[Pain] |
pain_03
|
[Pain] |
pain_04
|
[Pain] |
pain_05
|
[Pain] |
pain_06
|
[Pain] |
pain_07
|
[Pain] |
pain_08
|
[Pain] |
pain_09
|
[Pain] |
pain_10
|
[Pain] |
panting_01
|
[Panting] |
panting_02
|
[Panting] |
panting_03
|
[Panting] |
panting_04
|
[Panting] |
panting_05
|
[Panting] |
playerishurt_01
|
And... hostile is vulnerable. |
playerishurt_02
|
Target at odds. |
playerishurt_03
|
Target compromised. |
playerishurt_04
|
Move in. Move in. |
playerishurt_05
|
Contaminant at low value. |
playerishurt_06
|
Alyx is time limited. |
playerishurt_07
|
Redrawing on hostile. |
playerishurt_08
|
Requesting dagger amp against target one. |
playerishurt_09
|
Red leak on hostile. |
playerishurt_10
|
Possible tag on prime. |
playerishurt_11
|
Daggers effective. Code zero niner. |
playerishurt_12
|
Deny all stims on primary hostile. |
playerishurt_13
|
Ending target one. |
reconnoiter_finish_01
|
All sectors scanned. |
reconnoiter_finish_02
|
Contact is silent. |
reconnoiter_finish_03
|
Sector clear. Requesting standby. |
reconnoiter_finish_04
|
Area clear. |
reconnoiter_finish_05
|
Hostile is silent. |
reconnoiter_finish_06
|
No contact. |
reconnoiter_finish_07
|
Arena secure. |
reconnoiter_finish_08
|
Looks clean. |
reconnoiter_finish_09
|
Contact lost. Looks clear. |
reconnoiter_finish_10
|
Nothing here. |
reconnoiter_finish_11
|
Staying sharp. |
reconnoiter_finish_12
|
No sector contaminants. Requesting stand down. |
reconnoiter_finish_13
|
Stand by for code bravo. |
reconnoiter_finish_14
|
Nothing. |
reconnoiter_finish_15
|
Shadow clear. |
reconnoiter_finish_16
|
Request end on condition shadow. |
reconnoiter_finish_17
|
All units reporting. Silence in the pit. |
reconnoiter_finish_18
|
Not here. |
reconnoiter_finish_19
|
Location clear. Recall assistance. |
reconnoiter_finish_20
|
All sectors clear. Recall. |
reconnoiter_search_01
|
Viscon processing... |
reconnoiter_search_02
|
Still searching... |
reconnoiter_search_03
|
Still sweeping... |
reconnoiter_search_04
|
Still scanning... |
reconnoiter_search_05
|
Recon in progress. |
reconnoiter_search_06
|
Condition: shadow active. |
reconnoiter_search_07
|
Recon in progress. |
reconnoiter_search_09
|
Target is still shadow. |
reconnoiter_search_10
|
Sector clear. Advancing. |
reconnoiter_search_11
|
Null sector. Proceed. |
reconnoiter_search_12
|
Area clean. Moving. |
reconnoiter_search_13
|
Eyes still active. |
reconnoiter_search_14
|
Nothing here. |
reconnoiter_search_15
|
Hostile is still quiet. |
reconnoiter_search_16
|
Scan complete. Resuming. |
reconnoiter_search_17
|
Still no visual. |
reconnoiter_search_18
|
Radials clear. Resuming. |
reconnoiter_start_01
|
Spreading out. |
reconnoiter_start_02
|
Setting condition alpha. |
reconnoiter_start_03
|
Distributing. |
reconnoiter_start_04
|
Echo Unit out. |
reconnoiter_start_05
|
Eyes on. |
reconnoiter_start_06
|
Deployed and scanning. |
reconnoiter_start_07
|
Commencing cleanup. |
reconnoiter_start_08
|
Reporting sightlines. |
reconnoiter_start_09
|
Sweeping for hostiles. |
reconnoiter_start_10
|
Sweeping for contaminant. |
reconnoiter_start_11
|
Searching. |
reconnoiter_start_12
|
Closing arena. |
reconnoiter_start_13
|
Containment proceeding. |
reconnoiter_start_14
|
Roger. Viscon. All Units. |
reconnoiter_start_15
|
Formation on target in three. |
reconnoiter_start_16
|
Disperse and scan. |
reconnoiter_start_17
|
Initiate condition shadow. |
refindenemy_01
|
Going sharp on target. Delta |
refindenemy_02
|
Target contact at |
refindenemy_03
|
Viscon! Viscon! |
refindenemy_04
|
Target found. |
refindenemy_05
|
Viscon! Hostile found. |
refindenemy_06
|
Over there. |
refindenemy_07
|
Movement. |
refindenemy_08
|
Animal is in the pit. |
refindenemy_09
|
Hostile contact. |
refindenemy_10
|
Go go go. |
refindenemy_11
|
Echo One. Contact on sector niner four. |
refindenemy_12
|
Hostile live. Check radials. |
refindenemy_13
|
Slightline confirmed. |
refindenemy_14
|
Sightline confirmed on prime. |
refindenemy_15
|
Echo One, intercepting. |
refindenemy_16
|
Location confirmed. Imposing stability. |
refindenemy_17
|
Visual confirmation on three. |
refindenemy_18
|
Active visual. Hostile refound. |
reload_01
|
Reloading. |
reload_02
|
Refilling daggers. |
reload_03
|
Echo low for three... two... one... |
reload_04
|
Requesting suppression for reload. |
reload_05
|
Recharging. |
reload_06
|
Empty. |
reload_07
|
Empty dagger on Echo One. |
reload_08
|
Provisions low. Reloading. |
reload_09
|
Weapon renew. |
retreat_01
|
Ripcord. |
retreat_02
|
Ripcord ripcord. |
retreat_03
|
Ripcord on Echo One. |
retreat_04
|
Retreating. |
retreat_05
|
Falling back. |
retreat_06
|
Sector is too hot. |
retreat_07
|
Finding cover. |
retreat_08
|
Regrouping. |
retreat_09
|
Withdrawing. |
retreat_10
|
Condition volatile. Finding shade. |
sees_company_01
|
Secondaries identified. |
sees_company_02
|
Viscon on multiple unknowns. |
sees_company_03
|
We have viscon on secondaries. |
sees_company_04
|
Checking silhouettes. Possible multipliers. |
sees_company_05
|
We have multiple contaminants. |
sees_grenades_01
|
Target one has bouncers. |
sees_grenades_02
|
Hostile has bouncers. Be alert. |
sees_grenades_03
|
Contaminant has grenades. Disperse. |
sees_grenades_04
|
Ground team alert. Target one has extractors. |
sees_reloading_01
|
Hostile reloading. Dagger advantage. |
sees_reloading_02
|
Target is regen. Open fire. |
sees_reloading_03
|
Taking advantage. |
sees_reloading_04
|
Contaminant is vulnerable. |
sees_reloading_05
|
Alyx reloading. Full response active. |
sees_rollerball_01
|
We have rollermines. Daggers on. |
sees_rollerball_03
|
Viscon! Rollermines! |
sees_rollerball_04
|
Rollermines. |
sees_rollerball_05
|
Subacute rollermines. Full active responder. |
sees_rollerball_06
|
Changing target to rollermines. |
sees_rollerball_07
|
Rollermines. Inbound. |
sees_upgrades_01
|
Spikes boosted on target one. |
sees_upgrades_02
|
Overwatch. Target one has boosters. |
sees_upgrades_03
|
Ground team alert. Hostile has boosted spikes. |
sees_upgrades_04
|
Viscon. Illegal spikes. |
sees_upgrades_05
|
Boosters identified. Respond with caution. |
squadmemberlost_01
|
Overwatch. Requesting reserve action. |
squadmemberlost_02
|
Overwatch. Sector is not secure! |
squadmemberlost_03
|
Outbreak, outbreak, outbreak! |
squadmemberlost_04
|
has expired. |
squadmemberlost_05
|
Overwatch. Ground Unit is down. Sector not controlled. |
squadmemberlost_06
|
Overwatch. Sector overrun! Repeat. Sector overrun! |
squadmemberlost_07
|
Overwatch. Requesting skyshield. |
squadmemberlost_08
|
Advantage lost. Problems incoming. |
squadmemberlost_09
|
Overwatch. Recommend new formation. |
squadmemberlost_10
|
Friendly is down. |
squadmemberlost_11
|
is quiet. Requesting replacement. |
squadmemberlost_lastman_01
|
Echo One is solo active. |
squadmemberlost_lastman_02
|
Overwatch! Echo One is last unit! Requesting assist. |
squadmemberlost_lastman_03
|
Ugh. Requesting immediate shadow! |
squadmemberlost_lastman_04
|
Overwatch! Outbreak is uncontained! |
squadmemberlost_lastman_05
|
Echo One reporting excessive hostile. |
squadmemberlost_lastman_06
|
Overwatch! No Ground Team remaining. |
squadmemberlost_lastman_07
|
Survival mark deployed. |
squadmemberlost_lastman_08
|
Overwatch! Requesting extraction on Echo One. |
squadmemberlost_lastman_09
|
Overwatch. Echo One is last responder. |
squadmemberlost_leader_01
|
Overwatch! Ordinal is down! |
squadmemberlost_leader_02
|
Ordinal is quiet! Requesting assist! |
squadmemberlost_leader_03
|
Overwatch! Ordinal is condition sundown! Acknowledge! |
squadmemberlost_leader_04
|
Ordinal is ended. |
squadmemberlost_leader_05
|
Overwatch. Ordinal inhibited. Responding... |
squadmemberlost_leader_06
|
Ordinal is silent. Administer full response! |
squadmemberlost_leader_07
|
Ordinal is flat line. |
stunned_rollerball_01
|
[Screaming] |
stunned_rollerball_03
|
[Screaming] |
stunned_rollerball_04
|
[Screaming] |
stunned_rollerball_05
|
[Screaming] |
stunned_rollerball_06
|
[Screaming] |
stunned_rollerball_07
|
[Screaming] |
suppressing_01
|
Suppressing. |
suppressing_02
|
Suppressing fire. |
suppressing_03
|
Suppressing at |
suppressing_04
|
Echo One is forcing compliance. |
suppressing_05
|
Barrage on last known. |
suppressing_06
|
Sustaining daggers on last known. |
suppressing_07
|
And... hostile is pinned. |
takingfire_01
|
Spikes close. No damage. |
takingfire_02
|
Missed. |
takingfire_03
|
Target error. Taking advantage. |
takingfire_04
|
Hostile is inaccurate. |
takingfire_05
|
Almost. |
takingfire_06
|
Exercising advantage on hostile error. |
takingfire_07
|
Missed again. Taking advantage. |
takingfire_08
|
Target has failed. |
takingfire_09
|
Echo One is untouched. |
takingfire_10
|
Hostile failed. Reforming. |
takingfire_11
|
Spikes ineffective. Target is unskilled. |
unabletocommence_01
|
Negative. |
unabletocommence_02
|
Uhhh... no can do. |
unabletocommence_03
|
Negatory. |
unabletocommence_04
|
No. |
unabletocommence_05
|
Deny. |
unabletocommence_06
|
Can't comply. |
unabletocommence_07
|
That's a negative. |
underattack_01
|
Spikes confirmation. Form up. |
underattack_02
|
Hostile is live. |
underattack_03
|
Contact. Hostile at |
underattack_04
|
Echo One opening oppression. |
underattack_05
|
This is Echo One. We have loud contaminants. |
underattack_06
|
Distribute. |
underattack_07
|
Target is hostile. Daggers free. |
underattack_08
|
Hostile is oppressing. |
underattack_09
|
Overwatch. We have spikes. |
underattack_10
|
Ugh. Preparing condition delta. |
underattack_11
|
Taking fire. |
underattack_12
|
Executing full response. |
choreo_22_2002
|
Copy that. Echo One is sound on, reporting all suspects. |
choreo_22_2003
|
Audible at sector Alpha niner Delta. Exposing hostile in three... |
choreo_22_2004
|
Overwatch. Echo One has sector ID and is moving on infected. Anti-citizen 7-1-3. |
choreo_22_2005
|
Contaminant is vulnerable. Taking advantage. |
choreo_22_2006
|
Echo One. Contact on sector niner four. Hostile live. Check radials. |
choreo_22_2007
|
Checking for target one at Building Eleven. Primary hostile is quiet. Recon in progress. |
choreo_22_2008
|
Setting condition alpha. And... Contaminant is locked. Checking all edges. |
choreo_22_2009
|
Jackpot confirmed. Realigning to hostile. Alyx is time limited. |
idle_01
|
Uhh... yeah... nothing to report. Over. |
idle_02
|
1, 14, 3, 6, 11, Check. And... all clear on Echo Four. Your turn. Over. |
idle_03
|
Copy that. Sustaining viscon at sector nomad kilo three dash six. |
idle_04
|
Echo One has negative movement. Grid: seven dash two. |
idle_05
|
Tuning in... Affirmative... Echo One reporting low light, low sound. Standing by for opportunities. |
idle_06
|
Transmission clear... Negative on condition quicksand. Uhh... wait... No. Radials clear. Over. |
idle_07
|
Overwatch. This is Echo Four requesting proximity data on hostiles. Holding for transmission. |
idle_08
|
Sector is tracking at 43%. Stable. And... still holding for transmission. Over. |
idle_09
|
Overwatch is confirming sector lockdown. Anti-Citizen one is uhh, displaced and activated. Keep sightlines open and sound on. |
idle_10
|
Affirmative... Outbreak status is code delta seven. Team Sundown is on contact overrun... Uhhh... Copy that. |
idle_11
|
Negative. Copy that. No sector containment. No confirmation on target one vector. Waiting for secondary parameter codes. |
idle_12
|
Updating biodat... Stimdose: 32. Dagger: 78. Shield: 100. Biprox: 73. Audibles: 3. Lightvis: 15. Echo Out. |
idle_13
|
Roger that. Setting viscerators in apex five. We have biotics at the perimeter. Uhhh... Waiting for contact. Over. |
idle_14
|
Overwatch confirms uhh... non-tagged viromes inbound. All units advisory: prepare for contact. |
idle_15
|
Callout Code: Delta Echo seven niner alpha two winder zero... . Confirmed. Echo Out. |
idle_16
|
Roger that. Still here. |
idle_17
|
Copy that. |
idle_18
|
Copy. Accepted. Updating cognitive suppression biodats. Update complete in T minus three seconds... Dissonance resolved. |
idle_19
|
Overwatch is requesting all units refresh and resolve. Cognitive dissonance will not be tolerated. Negative... Memories included. Update is live. Acceptance is mandatory. |
idle_20
|
Stabilization team holding position. Lightviz at 73. Audibles at... 15. Overwatch confirms HVT is perimeter inbound. Stay alert. |
combat_idle_010
|
Overwatch. We have active hostiles. Advise preparations. |
combat_idle_012
|
Overwatch. We have active hostiles. Advise preparations. |
combat_idle_020
|
Negative. Target is still active. |
combat_idle_021
|
Negative. Target is still active. |
combat_idle_022
|
Negative. Target is still active. |
combat_idle_030
|
Copy that. Forming condition Alpha. |
combat_idle_031
|
Copy that. Forming condition Alpha. |
combat_idle_032
|
Copy that. Forming condition Alpha at grid niner dash three seven. |
combat_idle_040
|
Holding for advance directive. Over. |
combat_idle_041
|
Holding for advance directive. Over. |
combat_idle_042
|
Holding for advance directive. Over. |
combat_idle_050
|
Confirmed. Recalibrating. |
combat_idle_051
|
Confirmed. Recalibrating. |
combat_idle_052
|
Confirmed. Recalibrating. |
combat_idle_060
|
Copy. Setting up position. |
combat_idle_061
|
Copy. Setting up position. |
combat_idle_062
|
Copy. Setting up position. |
combat_idle_070
|
They're still alive. |
combat_idle_071
|
They're still alive. |
combat_idle_072
|
They're still alive. |
combat_idle_080
|
Copy that. Contain and control is underway. |
combat_idle_081
|
Copy that. Contain and control is underway. |
combat_idle_082
|
Copy that. Contain and control is underway. |
combat_idle_090
|
Resolving. |
combat_idle_091
|
Resolving. |
combat_idle_092
|
Resolving. |
combat_idle_100
|
Ten four. Negative on dagger renew. Locked and ready. |
combat_idle_101
|
Ten four. Negative on dagger renew. Locked and ready. |
combat_idle_102
|
Ten four. Negative on dagger renew. Locked and ready. |
combat_idle_110
|
Forming tactical advantage. |
combat_idle_111
|
Forming tactical advantage. |
combat_idle_112
|
Forming tactical advantage. |
combat_idle_120
|
Still holding. |
combat_idle_121
|
Still holding. |
combat_idle_122
|
Still holding. |
combat_idle_130
|
Holding for biodat upload. |
combat_idle_131
|
Holding for biodat upload. |
combat_idle_132
|
Holding for biodat upload. |
combat_idle_140
|
Preparing for sundown. |
combat_idle_141
|
Preparing for sundown. |
combat_idle_142
|
Preparing for sundown. |
combat_idle_150
|
Preparing coms for extended conflict. |
combat_idle_151
|
Preparing coms for extended conflict. |
combat_idle_152
|
Preparing coms for extended conflict. |
combat_idle_160
|
Negative. No daggers needed. |
combat_idle_161
|
Negative. No daggers needed. |
combat_idle_162
|
Negative. No daggers needed. |
combat_idle_170
|
Extending conflict duration. |
combat_idle_171
|
Extending conflict duration. |
combat_idle_172
|
Extending conflict duration. |
combat_idle_180
|
Scanning hostile biodats. |
combat_idle_181
|
Scanning hostile biodats. |
combat_idle_182
|
Scanning hostile biodats. |
combat_idle_190
|
Disregarding last call. |
combat_idle_191
|
Disregarding last call. |
combat_idle_192
|
Disregarding last call. |
combat_idle_200
|
Overwatch. Ten niner. |
combat_idle_201
|
Overwatch. Ten niner. |
combat_idle_202
|
Overwatch. Ten niner. |
firing_110
|
Echo One is engaged and firing. |
firing_111
|
Echo One is engaged and firing. |
firing_112
|
Echo One is engaged and firing. |
firing_120
|
Enforcing stability on primary target. |
firing_121
|
Enforcing stability on primary target. |
firing_122
|
Enforcing stability on primary target in sector |
firing_130
|
Target is in line. |
firing_131
|
Target is in line and receiving spikes. |
firing_132
|
Target is in line and receiving spikes. |
firing_140
|
Escalating force on primary target. |
firing_141
|
Escalating force on primary target. |
firing_142
|
Escalating force on primary target. |
firing_150
|
They're going down. |
firing_151
|
They're going down. |
firing_152
|
They're going down. |
firing_160
|
Almost over. |
firing_161
|
It's almost over. |
firing_162
|
It's almost over. |
firing_170
|
Sending spikes. |
firing_171
|
Sending spikes. |
firing_172
|
Sending spikes. |
firing_180
|
Sending all spikes to primary target. |
firing_181
|
Sending all spikes to primary target. |
firing_182
|
Sending all spikes to primary target. |
firing_190
|
Echo One sending all spikes. |
firing_191
|
Echo One sending all spikes. |
firing_192
|
Echo One sending all spikes. |
firing_200
|
Don't resist. |
firing_201
|
Don't resist. |
firing_202
|
Don't resist. |
firing_210
|
Wallhammer is engaged and firing. |
firing_211
|
Wallhammer is engaged and firing. |
firing_212
|
Wallhammer is engaged and firing. |
firing_220
|
Ordinal is engaged and firing. |
firing_221
|
Ordinal is engaged and firing. |
firing_222
|
Ordinal is engaged and firing. |
firing_230
|
APF is engaged and firing. |
firing_231
|
APF is engaged and firing. |
firing_232
|
APF is engaged and firing. |
onfire_010
|
Arrrgh! Heat leak on bodypack! Assist. Assist me— |
onfire_011
|
Arrrgh! Heat leak on bodypack! Assist. Assis— [Garbled Shouting] |
onfire_020
|
Echo One requesting immediate containment! [Panicked Screaming] |
onfire_021
|
Echo One requesting immediate containment. [Panicked Screaming] |
onfire_030
|
Aaah! Thermal limit exceeded! Gahhh! |
onfire_031
|
Aaah! Thermal limit exceeded! Gahhh! |
onfire_050
|
Ugh! Biodat critical. Expiration on 4... 3... 2— |
onfire_051
|
Ugh! Biodat critical. Expiration on 4... 3— |
onfire_060
|
Arrrgh! Heat leak on bodypack! Gahhh! |
onfire_061
|
Arrrgh! Heat leak on bodypack! [Garbled Shouting] |
onfire_070
|
[Panicked Screaming] |
onfire_080
|
[Panicked Screaming] |
onfire_081
|
[Panicked Screaming] |
onfire_090
|
[Panicked Screaming] |
onfire_091
|
[Panicked Screaming] |
onfire_100
|
[Panicked Screaming] |
onfire_101
|
[Panicked Screaming] |
taunt_010
|
Hostile is experiencing extreme panic. |
taunt_011
|
Hostile is experiencing extreme panic. |
taunt_012
|
Hostile is experiencing extreme panic. |
taunt_020
|
Hostile is overwhelmed. |
taunt_021
|
Hostile is overwhelmed. |
taunt_022
|
Hostile is overwhelmed. |
taunt_030
|
Target is at low motivation. Take advantage. |
taunt_031
|
Target is at low motivation. |
taunt_032
|
Target is at low motivation. Take advantage. |
taunt_040
|
You can come out now. |
taunt_041
|
You can come out now. |
taunt_042
|
You can come out now. |
taunt_050
|
Attention hostile target. We can help you. It is safe. |
taunt_051
|
We can help you. It is safe. |
taunt_052
|
Attention hostile target. We can help you. It is safe. |
taunt_060
|
Suspect is above legal aggression threshold. Taking advantage. |
taunt_061
|
Suspect is above legal aggression threshold. |
taunt_062
|
Suspect is above legal aggression threshold. Taking advantage. |
taunt_070
|
Proceeding with escalation. |
taunt_071
|
Code 10-307. Proceeding with escalation. |
taunt_072
|
Suspect is non-compliant with code 10-307. Proceeding with escalation |
taunt_080
|
Hostile is hesitating. |
taunt_081
|
Hostile is hesitating. |
taunt_082
|
Hostile is hesitating. |
taunt_090
|
Hostile attacks are ineffective. Proceed with containment. |
taunt_091
|
Hostile attacks are ineffective. Proceed with containment. |
taunt_092
|
Hostile attacks are ineffective. Proceed with containment. |
taunt_100
|
Activating code 10-108. Standing down. |
taunt_101
|
Activating code 10-108. Standing down. |
taunt_102
|
Activating code 10-108. Standing down. |
taunt_110
|
Suspending fire. Target is friendly. |
taunt_111
|
Suspending fire. Target is friendly. |
taunt_112
|
Suspending fire. Target is friendly. |
taunt_120
|
Standing down. Code 10-40. |
taunt_121
|
Standing down. Code 10-40. |
taunt_122
|
Standing down. Code 10-40. |
taunt_130
|
Ceasing fire! Target is non-hostile. |
taunt_131
|
Ceasing fire! Target is non-hostile. |
taunt_132
|
Ceasing fire! Target is non-hostile. |
taunt_140
|
Copy. Do not shoot. Compliance confirmed. |
taunt_141
|
Do not shoot. Compliance confirmed. |
taunt_142
|
Copy. Do not shoot. Compliance confirmed. |
taunt_150
|
Target is friendly. |
taunt_151
|
Stand down. Target is friendly. |
taunt_152
|
All units stand down. Target is friendly. |
taunt_160
|
Friendly confirmed. Cease fire! |
taunt_161
|
Friendly confirmed. Cease fire! |
taunt_162
|
Friendly confirmed. Cease fire! |
taunt_170
|
Overwatch. We have a wait-and-see at grid niner dash five. |
taunt_171
|
Overwatch. We have a wait-and-see. |
taunt_172
|
Overwatch. We have a wait-and-see. |
taunt_180
|
Affirmative. Target is low value. |
taunt_181
|
Affirmative. Target is low value. |
taunt_182
|
Affirmative. Target is low value. |
taunt_190
|
Copy that. Hostile is unaware and ready for containment. |
taunt_191
|
Copy that. Hostile is unaware and ready for containment. |
taunt_192
|
Copy that. Hostile is unaware and ready for containment. |
taunt_200
|
Hostile is showing fatigue. Prepare containment. |
taunt_201
|
Hostile is showing fatigue. Prepare containment. |
taunt_202
|
Hostile is showing fatigue. Prepare containment. |
Location: sounds\vo\combine\choreo\grunt1
Filename(s) | Quote |
---|---|
29_0001
|
Hands up! Don't move! |
29_0002
|
Get BACK! |
29_0003
|
Stop! Get BACK! |
29_00033
|
Get back! |
29_0004
|
Hands off the button! |
29_0005
|
Do not touch the button! |
29_0006
|
Overwatch, we have taken heavy casualties from primary one objective. |
29_0007
|
Target engaged, fall back and reinforce. |
29_0008
|
Hey! Watch it. I don't want to get any of this crap on me. |
29_0009
|
We're not dumping it in a pit because it's safe. Keep moving. |
29_0010
|
Command requesting damage assessment. |
29_0011
|
Command requesting damage assessment. |
29_0012
|
Total? |
29_0013
|
Incoming reinforcements. |
29_0014
|
Taking fire! |
29_0015
|
Target acquired. Target acquired. |
29_0016
|
It's Alyx Vance. |
29_0017
|
It's Alyx Vance. |
29_0018
|
Of course it's Alyx Vance. |
29_0019
|
Keep 'em up! |
29_0020
|
Keep those hands up! |
29_0021
|
Put your hands up! |
29_0022
|
Get those hands up! |
29_0023
|
She's clean. |
29_00500
|
Move. |
29_00501
|
Go! |
29_00502
|
You. Move. |
29_00503
|
Move along. |
29_00504
|
You. Keep it moving. |
29_00505
|
Get off the street NOW. |
29_00506
|
Return to your housing block. NOW. |
29_00507
|
Come on through. |
29_00508
|
Go on through. |
29_00509
|
You're clear. Come on through. |
29_00510
|
Get in. |
29_00511
|
Get in the van. |
29_00512
|
You. Move. |
29_00513
|
We got 'em. |
29_00524
|
Probable Anti-Citizen. Get a scan. |
Location: sounds\vo\combine\choreo\grunt2
Filename(s) | Quote |
---|---|
30_0001
|
Stop! STOP! |
30_0002
|
Back! BACK! |
30_0003
|
Hands off the button! |
30_0004
|
Overwatch, this is five-six-zero actual. Seismic activity in region detected in Sector zero two, confirm. |
30_0005
|
Containment proceeding, redirecting five-six-zero to subway station. Going sharp. |
30_0006
|
Why, is it dangerous? |
30_0007
|
Damage: 70%... 80%... 90%... Total. |
30_0008
|
Total. |
30_0009
|
Repair or extraction needed. |
30_0010
|
I don't know. |
30_0011
|
I don't know. |
30_0012
|
He's kicking it. |
30_0013
|
Overwatch says stop kicking it. |
30_0014
|
He stopped kicking it. |
30_0015
|
Get down! She's here! |
30_0016
|
Target identification unknown. |
30_0017
|
No visual on Alyx Vance. |
30_0018
|
It's Alyx Vance! |
30_0019
|
Deliver damage assessment to Overwatch. |
30_0020
|
Copy? |
30_0021
|
Repeat. Deliver damage assessment to Overwatch. |
30_0022
|
Engaging! |
30_0023
|
Keep 'em up! |
30_0024
|
Keep those hands up! |
30_0025
|
Put your hands up! |
30_0026
|
Get those hands up! |
30_0027
|
She's clean. |
30_00500
|
Move. |
30_00501
|
Go! Go! |
30_00503
|
Move along. |
30_00504
|
You. Keep it moving. |
30_00505
|
Get off the street NOW. |
30_00506
|
Return to your housing block NOW. |
30_00507
|
Come on through. |
30_00508
|
Go on through. |
30_00509
|
You're clear. Come on through. |
30_00510
|
Get in. |
30_00511
|
Get in the van. |
30_00517
|
Behind you! |
30_00524
|
Probable Anti-Citizen. Get a scan. |