The following is a list of quotes from the Combine Charger.
Location:
Half-Life: Alyx
Location:sounds\vo\combine\charger| 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 | Proceed on infected. |
advancing_on_target_07 | Forward steady. |
advancing_on_target_08 | Pushing forward. |
advancing_on_target_09 | Wallhammer. Moving. |
advancing_on_target_10 | Copy. Moving on contaminant. |
advancing_on_target_11 | Pressure. Pressure. |
advancing_on_target_12 | Stabilization team is forward pressure. |
advancing_on_target_13 | Closing on infected. |
advancing_on_target_14 | Pushing. |
advancing_on_target_15 | Wallhammer is moving on infected. |
advancing_on_target_16 | Wallhammer is pushing sector. |
advancing_on_target_17 | Approaching contaminant. |
advancing_on_target_18 | Wallhammer. Advancing on target. |
advancing_on_target_19 | Wallhammer. Advancing. |
advancing_on_target_20 | Wallhammer. Pushing. |
announceattack_01 | Going sharp. |
announceattack_02 | Engaging. |
announceattack_03 | Target engaged. |
announceattack_04 | Prosecuting. |
announceattack_05 | Wallhammer. Full active on hostile. |
announceattack_08 | Taking advantage. |
announceattack_09 | Target locked. Daggers free. |
announceattack_11 | Weapons free. |
announceattack_alyx_01 | Target one. |
announceattack_alyx_02 | Stop now. |
announceattack_alyx_04 | It's Alyx. |
announceattack_alyx_06 | Alyx confirmed. |
announceattack_alyx_07 | Daggers on Alyx. |
announceattack_alyx_08 | Weapons free on target one. |
announceattack_alyx_09 | Firing on primary hostile. |
announceattack_alyx_10 | It's her. Wallhammer engaging. |
announceattack_alyx_11 | Primary target confirmed. |
announceattack_cover_01 | Breaking cover. |
announceattack_cover_02 | Code breakdown at sector |
announceattack_cover_03 | Designate target cover as shadow. |
announceattack_cover_04 | Exposing hostile in three. |
announceattack_cover_05 | Target is protected. Rectifying. |
announceattack_cover_06 | Removing support. |
announceattack_cover_07 | Daggers on cover. |
announceattack_cover_08 | Full active on target cover. |
announceattack_cover_09 | Wallhammer. Going sharp on cover. |
announceattack_grenade_01 | Bouncer out. |
announceattack_grenade_02 | Grenade out. |
announceattack_grenade_03 | Extractor away. |
announceattack_grenade_04 | Bouncer. Bouncer. |
announceattack_grenade_05 | Get down. |
announceattack_grenade_06 | Bouncer in three. |
announceattack_grenade_07 | 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_06 | Wallhammer on antlion. |
announceenemy_antlion_07 | Antlion. Wallhammer engaging. |
announceenemy_antlion_10 | Antlion. Sector |
announceenemy_headcrabs_01 | Parasitics. |
announceenemy_headcrabs_02 | Contact. Parasitics. |
announceenemy_headcrabs_03 | Parasitics inbound. |
announceenemy_headcrabs_04 | Wallhammer. Visual on parasitics. |
announceenemy_headcrabs_05 | Viscon. Parasitics. |
announceenemy_headcrabs_07 | We've got parasitics over here. |
announceenemy_headcrabs_08 | Live parasitics. |
announceenemy_headcrabs_10 | Parasitic infestation confirmed. |
announceenemy_zombie_01 | Necrotics. |
announceenemy_zombie_02 | Necrotics inbound. |
announceenemy_zombie_03 | Infestation confirmed. |
announceenemy_zombie_04 | Wallhammer. Visual on necrotics. |
announceenemy_zombie_05 | Contact. Necrotics. |
announceenemy_zombie_06 | Sightlines on necrotics. |
announceenemy_zombie_08 | Necrotics active. |
announceenemy_zombie_09 | Viscon. 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 | That's it. |
announcekill_09 | Contact down. |
announcekill_11 | They're dead. |
announcekill_12 | Wallhammer. Kill confirmed. |
announcekill_13 | Hostile neutralized. |
announcekill_14 | Ended. |
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 | One parasitic clean. |
announcekill_headcrab_02 | Parasitic cleaned. |
announcekill_headcrab_03 | That's one. |
announcekill_headcrab_04 | Parasitic contained. |
announcekill_headcrab_05 | Cleansed. |
announcekill_headcrab_06 | Gross. |
announcekill_headcrab_07 | Outbreak ineffective. |
announcekill_headcrab_08 | Outbreak contained. |
announcekill_headcrab_09 | One parasitic vacated. |
announcekill_player_01 | HVT is contained. |
announcekill_player_02 | Ordinal, target one is quiet. |
announcekill_player_03 | She's ended. |
announcekill_player_04 | Ordinal. Alyx is over. |
announcekill_player_05 | Alyx secure. |
announcekill_player_06 | Alyx delivered. |
announcekill_player_07 | Dead. |
announcekill_player_08 | Eliminated. |
announcekill_zombie_01 | Necro contained. |
announcekill_zombie_02 | Necrotic contained. |
announcekill_zombie_03 | Stay dead. |
announcekill_zombie_04 | Necro down at sector |
announcekill_zombie_05 | Necrotic eliminated. |
announcekill_zombie_06 | It's dead. |
announcekill_zombie_07 | Cleanse successful. |
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_sector_01 | sector |
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_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_bladewall_01 | Blade-Wall |
calloutentity_cowall_01 | Co-Wall |
calloutentity_friendly_01 | friendly |
calloutentity_hammerwall_01 | Hammer-Wall |
calloutentity_hostiles_01 | hostiles |
calloutentity_manyparasitics_01 | free parasitics |
calloutentity_necrotic_01 | necrotic |
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. |
charging_01 | Striking in. |
charging_02 | Striking now. |
charging_03 | Striking. |
charging_04 | Strike. |
charging_05 | Rahhh! |
charging_06 | Strike fast. |
coverme_01 | Cover me. |
coverme_02 | Cover. |
coverme_03 | Cover. Wallhammer. |
coverme_04 | Need covering fire. |
coverme_05 | Wallhammer. Requesting cover. |
coverme_07 | Cover |
danger_grenade_01 | Evading. |
danger_grenade_02 | Grenade. |
danger_grenade_03 | Taking cover. |
danger_grenade_04 | Live grenade. |
danger_grenade_05 | Audible bouncer. Evading. |
danger_grenade_06 | Grenade. Move. |
danger_grenade_07 | Wall up. |
danger_grenade_08 | Alert on radials. |
danger_grenade_09 | Standing back with wall. |
danger_grenade_10 | Live bouncer. |
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 | Wall down. |
die_by_player_19 | Alyx... |
die_by_player_22 | Overwa— |
die_by_player_23 | Ended. |
establishinglof_01 | Wallhammer. Closing. |
establishinglof_02 | Wallhammer. Switching position. |
establishinglof_03 | Fixing visuals. |
establishinglof_04 | Honing sightlines. |
establishinglof_05 | Realigning to hostile. |
establishinglof_06 | Forming visual confirmation. |
establishinglof_07 | Unblocking sightlines. |
establishinglof_08 | No visual on target. Moving. |
establishinglof_09 | Realigning target delta. |
establishinglof_10 | Stay there. |
establishinglof_11 | Changing position. |
establishinglof_12 | Optimizing location. |
establishinglof_13 | Optimizing viscon. |
establishinglof_14 | Problem visual. Moving. |
establishinglof_15 | Clearing sightlines. |
establishinglof_16 | Forming sightlines. |
establishinglof_17 | Contact in three. |
establishinglof_18 | Exposing target one. |
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 | Hammer down! Wallhammer stepping down! |
fakeout_responseceasefire_03 | Cease Fire. No threat. No threat! |
fakeout_responseceasefire_04 | Alyx is friendly. |
fakeout_responseceasefire_05 | Stop fire! Alyx is friendly! |
fakeout_success_01 | [Laughs] |
fakeout_success_02 | Friendgame effective. |
fakeout_success_03 | [Laughs] Hostile is scrambled. |
firing_01 | Firing. |
firing_02 | Engaging target. |
firing_03 | Wallhammer engaging. |
firing_04 | Weapons free. |
firing_05 | Wallhammer. Primary set point. |
firing_06 | Open form. Weapons free. |
firing_07 | Code three. Oscar delta. |
firing_08 | Cleaning sector |
firing_09 | Committed. |
firing_10 | Daggers free. |
firing_player_01 | Opening fire. Priority One. |
firing_player_02 | Opening fire on Alyx. |
firing_player_03 | Wallhammer on prime target. |
firing_player_04 | Ordinal! Opening Fire at |
firing_player_05 | Daggers free on Vance. |
flash_failed_01 | Re-flash in five. |
flash_failed_02 | Flash failed. |
flash_failed_03 | Null flash. Amending. |
flash_failed_05 | Requesting re-flash on target |
flash_failed_06 | Blinder has failed. |
flash_success_01 | Flash success. Moving in. |
flash_success_02 | Flash success. Taking advantage. |
flash_success_03 | Hostile is blinded. |
flash_success_04 | Target has no visuals. Taking advantage. |
flash_success_05 | Contaminant is scrambled. |
flash_success_06 | Hostile is scrambled. All units take advantage. |
flushing_01 | Clearing. |
flushing_02 | Distribution on three. |
flushing_03 | Wallhammer flushing sector |
flushing_04 | Wallhammer extracting at |
flushing_05 | Applying pressure. Flare down. |
flushing_06 | Extracting hostile at last known. |
flushing_07 | Bouncer. Bouncer on last known. |
getback_01 | Disposing. |
getback_02 | Wall up. Taking cover. |
getback_03 | Grenade down. |
getback_04 | Bouncer. Bouncer. |
getback_05 | Extractor down. |
hear_suspicious_01 | Audible at sector |
hear_suspicious_02 | Possible contaminant. |
hear_suspicious_03 | Possible hostile active. |
hear_suspicious_04 | Movement at Wallhammer. |
hear_suspicious_05 | Sound on. |
hear_suspicious_06 | Sound on and... reporting all contaminants. |
injured_01 | Requesting stimdose. |
injured_02 | Ordinal. I'm hit. |
injured_03 | Taking damage. |
injured_04 | Assist on Wallhammer. |
injured_05 | Wallhammer still active. |
injured_06 | Ineffective. |
injured_07 | Bodypacks holding |
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 | Goddamn it. |
lostenemy_03 | Requesting location. |
lostenemy_04 | Target lost. |
lostenemy_05 | Location assist. Wallhammer. |
lostenemy_06 | Hostile visual negative. |
lostenemy_07 | Lost sight. Contaminant. |
lostenemy_08 | No visual. Wallhammer. |
lostvisual_01 | Missing hostile. Sector unknown. |
lostvisual_02 | Wallhammer requesting target location. |
lostvisual_03 | Requesting location. |
lostvisual_04 | Lost sight of hostile. |
lostvisual_05 | Location assist on Wallhammer. |
lostvisual_07 | Need location assistance. |
lostvisual_08 | No visual. |
lostvisual_09 | Wallhammer negative on visual. |
lostvisual_10 | Possible evasion. Requesting hostile location. |
lostvisual_player_01 | Contaminant is quiet. Requesting last known sector. |
lostvisual_player_02 | We have total visual blackout. |
lostvisual_player_03 | Hostile is quiet. |
lostvisual_player_04 | Contaminant is evasive. |
lostvisual_player_05 | Checking cover. |
lostvisual_player_06 | Contact check |
lostvisual_player_07 | All visuals lost. Eyes on. |
lostvisual_player_08 | All contact quiet at Wallhammer. Requesting recon. |
nearpanic_02 | Proximity! |
nearpanic_03 | Proximity threat. Releasing. |
nearpanic_04 | Assist. Assist. Assist. |
nearpanic_05 | Wall Assist. Wall Assist. |
nearpanic_07 | Back down. Back down. |
orderresponse_positive_01 | Copy. |
orderresponse_positive_02 | Roger. |
orderresponse_positive_03 | Copy that. |
orderresponse_positive_04 | Positive. |
orderresponse_positive_05 | Proceeding. |
orderresponse_positive_06 | Affirmative. |
overwatch_01 | Holding position. |
overwatch_02 | Location locked. |
overwatch_03 | Weapons ready. |
overwatch_04 | Viscon on last known position. |
overwatch_05 | Eyes on last known. |
overwatch_06 | Observing. |
overwatch_07 | Wallhammer. In position. |
overwatch_08 | Holding focus. |
overwatch_09 | Stop sound. Stop sound. |
overwatch_10 | Hostile unwilling. Stand by. |
overwatch_11 | Hold. |
overwatch_12 | Waiting for contact. |
overwatch_13 | Evaluating. |
overwatch_14 | Awaiting problem. |
overwatch_15 | Ready for containment. |
overwatch_16 | Wallhammer. Holding. |
overwatch_17 | Wallhammer. Eyes on. |
overwatch_18 | Contaminant is locked. |
overwatch_19 | Wallhammer. Securing edge. |
overwatch_20 | Check 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 | 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 | Hostile is tagged. |
playerishurt_07 | Redraw on hostile. |
playerishurt_08 | Amplify weapons on Wallhammer. |
playerishurt_09 | Red leak on hostile. |
playerishurt_10 | Possible tag on prime. |
playerishurt_11 | Hammer effective. Code zero niner. |
playerishurt_13 | Ending Target One. |
preparing_charge_01 | Hammer ready. |
preparing_charge_02 | Preparing hammer. |
preparing_charge_03 | Hammer is ready to charge. |
preparing_charge_04 | Charging. |
preparing_charge_05 | Charging hammer at |
preparing_charge_06 | Ready to hammer in three... two... one... |
preparing_shield_01 | Wall up. |
preparing_shield_02 | Preparing wall. |
preparing_shield_03 | Shield up. |
preparing_shield_04 | Raising wall. |
preparing_shield_05 | Wall is on. |
preparing_shield_06 | Wall is ready to deploy in three... two... 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 | Wallhammer reporting. 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. Walls up. |
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_18 | Not here. |
reconnoiter_finish_19 | Location clear. Recall assist. |
reconnoiter_finish_20 | All sectors clear. Recall. |
reconnoiter_search_01 | Processing viscon. |
reconnoiter_search_02 | Still searching... |
reconnoiter_search_03 | Still sweeping... |
reconnoiter_search_04 | Still scanning... |
reconnoiter_search_05 | Wallhammer. 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. Proceeding. |
reconnoiter_search_12 | Area clean. Moving. |
reconnoiter_search_13 | Eyes still active. |
reconnoiter_search_14 | Nothing here. |
reconnoiter_search_15 | Wallhammer reporting. 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_03 | Distributing. |
reconnoiter_start_04 | Wallhammer unit out. |
reconnoiter_start_06 | Deployed and scanning. |
reconnoiter_start_07 | Commencing cleanup. |
reconnoiter_start_08 | Staying alert. |
reconnoiter_start_09 | Sweeping for hostiles. |
reconnoiter_start_10 | Sweeping for contaminant. |
reconnoiter_start_11 | Searching. Formation dagger. |
reconnoiter_start_12 | Closing arena. |
reconnoiter_start_13 | Containment proceeding. |
reconnoiter_start_14 | Reporting sightlines. |
reconnoiter_start_15 | Formation on target in three. |
reconnoiter_start_16 | Proceeding with hostile extraction. |
reconnoiter_start_17 | Initiate condition shadow. |
refindenemy_01 | Go sharp! Target delta |
refindenemy_02 | Target contact at |
refindenemy_03 | Viscon! Viscon! Range |
refindenemy_04 | There. |
refindenemy_05 | Viscon! Hostile found. |
refindenemy_06 | Over there. |
refindenemy_07 | New movement. |
refindenemy_08 | Animal is back in the pit. |
refindenemy_09 | Renewed hostile contact. |
refindenemy_10 | Hostile re-live at sector |
refindenemy_11 | Wallhammer. Re-contact at sector |
refindenemy_12 | Hostile live. Check radials. |
refindenemy_13 | Additional slightlines confirmed. |
refindenemy_14 | Sightlines confirmed on prime. |
refindenemy_15 | Wallhammer. Intercepting. |
refindenemy_16 | Location confirmed. Imposing stability. |
refindenemy_17 | Visual confirmation on three. |
refindenemy_18 | Active visual. |
reload_01 | Reloading. |
reload_02 | Refill on Wallhammer. |
reload_03 | Wallhammer down on 4... 3... 2... 1... |
reload_05 | Recharging. |
reload_06 | Empty. |
reload_07 | Empty on Wallhammer. |
reload_08 | Provision low. Reloading. |
reload_09 | Hammer renew. |
retreat_02 | Ripcord ripcord. |
retreat_03 | Ripcord on Wallhammer. |
retreat_04 | Retreating. |
retreat_05 | Falling back. |
retreat_06 | Sector is too hot. |
retreat_07 | Finding cover. |
retreat_08 | Wallhammer. Regrouping. |
retreat_10 | Sector volatile. Finding shade. |
sees_company_01 | Secondaries identified. |
sees_company_02 | Viscon on multiple unknowns. |
sees_company_03 | 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 | Primary Target has extractors. Responder. |
sees_reloading_01 | Hostile reloading. Hammer 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. Wall Up. |
sees_rollerball_03 | Wallhammer. Responding on rollermine. |
sees_rollerball_04 | Rollermines. |
sees_rollerball_05 | Subacute rollermines. Full active. |
sees_rollerball_06 | Changing target: 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 | Hostile spikes are boosted. |
sees_upgrades_04 | Hostile has illegal spikes. |
sees_upgrades_05 | Boosters identified. Respond with caution. |
squadmemberlost_01 | Overwatch, request reserve action. |
squadmemberlost_02 | Overwatch, sector is not secure. |
squadmemberlost_03 | Outbreak at sector |
squadmemberlost_05 | Overwatch, ground unit is down. Sector not controlled. |
squadmemberlost_06 | Overwatch, sector is overrun. |
squadmemberlost_07 | Overwatch. Requesting skyshield. |
squadmemberlost_09 | Overwatch, recommend new formation. |
squadmemberlost_10 | Friendly is down. |
squadmemberlost_11 | Requesting replacement. |
squadmemberlost_lastman_01 | Overwatch. Solo active. |
squadmemberlost_lastman_02 | Overwatch. Wallhammer is last unit. Requesting assist. |
squadmemberlost_lastman_03 | Overwatch. Requesting immediate shadow. |
squadmemberlost_lastman_04 | Overwatch. Outbreak is uncontained. |
squadmemberlost_lastman_05 | Overwatch. Reporting condition outrun. Acknowledge. |
squadmemberlost_lastman_06 | Overwatch. Solo contact on excessive hostiles. |
squadmemberlost_lastman_07 | Survival mark deployed. |
squadmemberlost_lastman_08 | Overwatch. Requesting extraction on Wallhammer. Sector |
squadmemberlost_lastman_09 | Overwatch, be informed: Wallhammer is last responder. |
squadmemberlost_leader_01 | Overwatch. Ordinal is down. |
squadmemberlost_leader_02 | Ordinal is quiet. Requesting new leader. |
squadmemberlost_leader_03 | Ordinal is condition sundown. |
squadmemberlost_leader_04 | Ordinal has been ended. |
squadmemberlost_leader_05 | Overwatch. Ordinal is out. Responding. |
squadmemberlost_leader_06 | Ordinal is silent. Administer full response. |
squadmemberlost_leader_07 | Ordinal is flat line. 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] |
switching_weapons_01 | Switching. |
switching_weapons_02 | Swapping. |
switching_weapons_05 | Mode one. |
switching_weapons_06 | Mode two. |
takingfire_01 | Spikes close. No damage. |
takingfire_02 | Missed. |
takingfire_03 | Target error. Take advantage. |
takingfire_04 | Hostile is inaccurate. |
takingfire_05 | Almost. |
takingfire_06 | Wallhammer is untouched. |
takingfire_07 | Missed again. Taking advantage. |
takingfire_08 | Target has failed. |
takingfire_09 | Exercise advantage on Hostile. |
takingfire_10 | Hostile failed. Reforming. |
takingfire_11 | Spikes ineffective. Target is unskilled. |
unabletocommence_01 | Negative. |
unabletocommence_02 | Negatory. |
unabletocommence_03 | No. |
unabletocommence_04 | Can't comply. |
unabletocommence_05 | Denied. |
unabletocommence_06 | That's a negative. |
unabletocommence_07 | Cannot execute. |
underattack_01 | Spikes confirmation. Wall up. |
underattack_02 | Hostile is live. |
underattack_03 | Contact. |
underattack_04 | Wallhammer. Returning oppression. |
underattack_05 | We have loud contaminants. |
underattack_06 | Distribute. |
underattack_07 | Target is hostile. Daggers free. |
underattack_08 | Hostiles oppressing. Responder on |
underattack_09 | Overwatch. We have spikes. |
underattack_10 | Preparing condition delta. |
underattack_11 | Taking fire. |
underattack_12 | Executing full response. |
idle_01 | Nothing to report. Over. |
idle_02 | 1, 14, 3, 6, 11... Check. All clear on Echo Four. 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 | Affirmative. Standing by for opportunities. |
idle_06 | Transmission clear. Radials clear. Over. |
idle_07 | Overwatch. Requesting proximity data on hostiles. Holding for transmission. |
idle_08 | Still holding for transmission. Over. |
idle_09 | Overwatch is confirming sector lockdown. Keep sightlines open and sound on. |
idle_10 | Affirmative... Outbreak status is code delta seven. Team Sundown is on contact overrun. 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. Over. |
idle_13 | Roger that. Setting viscerators in apex five. We have biotics at the perimeter. Waiting for contact. Over. |
idle_14 | Overwatch confirms non-tagged viromes inbound. All units advisory: prepare for contact. |
idle_15 | Callout code: Delta echo seven niner alpha two winder zero... . Confirmed. |
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 | 10-4. Negative on dagger renew. Locked and ready. |
combat_idle_101 | 10-4. Negative on dagger renew. Locked and ready. |
combat_idle_102 | 10-4. 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 | Engaged and firing. |
firing_111 | Engaged and firing. |
firing_112 | Engaged and firing. |
firing_120 | Enforcing stability on primary target in sector |
firing_121 | Enforcing stability on primary target in sector |
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 | Sending all spikes. |
firing_191 | Sending all spikes. |
firing_192 | 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. |
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. Taking advantage. |
taunt_062 | Suspect is above legal aggression threshold. Taking advantage. |
taunt_070 | Proceeding with escalation. |
taunt_071 | Suspect is non-compliant with code 10-307. |
taunt_072 | 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 | Copy. 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. |
sounds\vo\combine\choreo\shockstickgrunt| Filename(s) | Quote |
28_1110 | What about her? |