"lang" { "Language" "english" "Tokens" { "ep_01.alyx_npc_comp" "Look at them all..." "ep_01.al_accessbridge" "Let's get to that access bridge." "ep_01.al_accessbridges" "I think I see an access bridge up ahead." "ep_01.al_alert_aguard" "It's an antlion guard!" "ep_01.al_alert_barnacle01" "A barnacle! " "ep_01.al_alert_barnacle02" "I hate these things! " "ep_01.al_alert_barnacle03" "Look out...barnacles! " "ep_01.al_alert_barnacle04" "Ugh..." "ep_01.al_alert_dropship" "A dropship!" "ep_01.al_alert_gunship" "It's a gunship." "ep_01.al_alert_headcrabs01" "Headcrabs! " "ep_01.al_alert_headcrabs02" "Oh, headcrabs! " "ep_01.al_alert_headcrabs03" "Ugh, headcrabs! " "ep_01.al_alert_headcrabs04" "Why can't they all be like Lamarr? " "ep_01.al_alert_headcrabs05" "Ai! Headcrabs!" "ep_01.al_alert_soldiers" "Soldiers!" "ep_01.al_alert_zombies01" "Oh God, I hate zombies." "ep_01.al_alert_zombies02" "Oh no...zombies. " "ep_01.al_alert_zombies03" "Damn zombies. " "ep_01.al_alert_zombies04" "I really hate zombies. " "ep_01.al_alert_zombies05" "What a surprise...zombies. " "ep_01.al_alert_zombies06" "Ugh... that smell can only mean zombies." "ep_01.al_alert_zombies07" "What's with that smell?" "ep_01.al_alittleclose01" "Dog...really...that was a little close. " "ep_01.al_alittleclose02" "What's gotten into you, huh? " "ep_01.al_alittleclose03" "How exactly is this supposed to help us?" "ep_01.al_allrightdog" "All right, all right. " "ep_01.al_allsostrange" "It's all so strange..." "ep_01.al_anothergunship" "Another gunship!" "ep_01.al_ant_block01" "Block up the antlion burrows. " "ep_01.al_ant_block02" "Stop up the opening, Gordon! " "ep_01.al_ant_block03" "Cover that spot where the antlions are coming through. " "ep_01.al_ant_block04" "Block off the hole the antlions are using. " "ep_01.al_ant_block05" "Come on, Gordon, block the hole or they'll never stop coming!" "ep_01.al_ant_block06" "Block off the antlion burrow!" "ep_01.al_ant_block07" "If we could block these antlion holes, it might slow them down. " "ep_01.al_ant_block08" "Cover the burrows, Gordon! " "ep_01.al_ant_block09" "Good job sealing the burrows. " "ep_01.al_ant_flip" "I can get a better shot if you knock them over, Gordon." "ep_01.al_ant_uncovered01" "Oh no, they're coming out again! " "ep_01.al_ant_uncovered02" "There are some more coming out over there! " "ep_01.al_ant_uncovered03" "Over there! " "ep_01.al_ant_uncovered04" "More are coming!" "ep_01.al_antenna01" "Okay..." "ep_01.al_antenna02" "Little to the right... " "ep_01.al_antenna03" "Move it around till the signal clears. " "ep_01.al_antenna04" "There we go. Hold it there! " "ep_01.al_antenna05" "We got it." "ep_01.al_antguard" "An antlion guard!" "ep_01.al_antlionshere01" "Antlions, here? " "ep_01.al_antlionshere02" "The Combine's defense field must have collapsed. " "ep_01.al_antlionshere03" "Makes sense if it was powered by the Citadel." "ep_01.al_antlionstrapped" "Those antlions are trapped back there...good thing, too." "ep_01.al_apartatseams" "This place is coming apart at the seams. " "ep_01.al_backintocitadel" "You mean we have to go back into the Citadel?" "ep_01.al_backintocitadel01" "Direct intervention? " "ep_01.al_backintocitadel02" "You mean...going in?" "ep_01.al_backtrack" "Huh...looks like we'll have to backtrack." "ep_01.al_backtrack01" "Ugh..." "ep_01.al_backtrack02" "Looks like we'll have to backtrack." "ep_01.al_barnacle_lightup" "Ugh...a barnacle. Light it up for me, Gordon." "ep_01.al_barnacle_morearound" "Be careful...there might be more of those things around." "ep_01.al_barnacle_walkedinto" "You walked into a barnacle! Keep your light on it, Gordon!" "ep_01.al_barneyoverhere" "Barney! Over here!" "ep_01.al_beenthisway" "Uhm, haven't we been this way before?" "ep_01.al_behindyou01" "Behind you!" "ep_01.al_berightthere" "I'll be right there. " "ep_01.al_bettercapture" "I'd better capture this. Maybe we can find out what they know about our operations. " "ep_01.al_betterchance" "We'll have a better chance." "ep_01.al_bettergetoutofhere" "Uh oh. We'd better get out of here." "ep_01.al_betterluck" "Any luck over there, Dog?" "ep_01.al_bettersuggestion" "Well, Gordon...unless you have a better suggestion... He is a robot. He's done the math." "ep_01.al_bettersuggestion01" "Well, Gordon...unless you have a better suggestion... " "ep_01.al_bettersuggestion02" "He is a robot. He's done the math." "ep_01.al_betterthancargo" "Damn, there's a guard on the platform. I was hoping they'd have cleared out by now." "ep_01.al_boughtmorehours" "We've only bought ourselves a little more time." "ep_01.al_breenshrine" "Looks like a shrine to Dr. Breen." "ep_01.al_bridgeout" "Looks like the bridge is out of power." "ep_01.al_butdad" "But Dad..." "ep_01.al_byebarney" "Bye, Barney! Good luck!" "ep_01.al_callingdog01" "Dog...Dog...." "ep_01.al_cantbelieveit" "I can't believe it!" "ep_01.al_cantinterrupt01" "Give me a second. " "ep_01.al_cantinterrupt02" "Hold on a second. " "ep_01.al_cantinterrupt03" "Wait a second. " "ep_01.al_cantinterrupt04" "I'll get that in a second. " "ep_01.al_cantinterrupt05" "Hold on." "ep_01.al_cantwait" "I can't wait to see what Dad and Dr. Kleiner make of all the data I got." "ep_01.al_cantwastetime" "We can't waste any time." "ep_01.al_careful" "Careful!" "ep_01.al_carefulboy" "Careful, boy. I'll be close." "ep_01.al_carefulgord" "Careful, Gordon." "ep_01.al_carefulholdon" "Careful...hold on..." "ep_01.al_carefulzombies" "Careful! Zombies! " "ep_01.al_cargoplat" "Now, there's a cargo platform up ahead. Our best bet is to catch an express train out of the city." "ep_01.al_carlooksempty" "This car looks empty. Nothing but cargo." "ep_01.al_cavein" "Oh great. There's some kind of cave-in up ahead." "ep_01.al_changemind01" "Okay, Dog, let's do it. " "ep_01.al_changemind02" "Before I change my---" "ep_01.al_changemind03" "Okay!" "ep_01.al_chuckle01" "[Chuckle]" "ep_01.al_citnag_evac01" "What are you doing in here? You need to clear out of the city. " "ep_01.al_citnag_evac02" "Get out of the City! The Citadel's going to blow! " "ep_01.al_citnag_evac03" "Haven't you heard? The Citadel's gonna blow! Get out of City 17! " "ep_01.al_citnag_evac04" "Come on, people, head for the train stations! Get out of the city while you can! " "ep_01.al_claustro" "We've gotta get out of here. I can't stand being shut in these places." "ep_01.al_clearapath" "Clear the path here, Dog." "ep_01.al_comeon" "Come on, we'll help you if we can. " "ep_01.al_comeondog" "Come on, Dog." "ep_01.al_comingdog" "Are you coming, Dog?" "ep_01.al_comingtohelp01" "I'll be right over there! " "ep_01.al_comingtohelp02" "I'll help you! " "ep_01.al_comingtohelp03" "I'm coming! " "ep_01.al_comingtohelp04" "I'll be right there!" "ep_01.al_coolgravkill01" "All right, Gordon! " "ep_01.al_coolgravkill02" "Awesome! " "ep_01.al_coolgravkill03" "What a move! " "ep_01.al_coolgravkill04" "Ha! You're good with that gravity gun." "ep_01.al_coreahead" "The core control room is just ahead. Careful." "ep_01.al_cramped01" "I hate these cramped spaces..." "ep_01.al_cramped02" "Stuff around every corner... " "ep_01.al_crank_crankit" "Come on, Gordon, crank that thing! " "ep_01.al_crank_evac" "Haven't you heard you're supposed to evacuate?" "ep_01.al_crank_found" "That's it! " "ep_01.al_crank_gone" "The handle's broken off. I wonder if it's still around someplace." "ep_01.al_crank_holdon01" "Hold on. There must be some way to open this gate. " "ep_01.al_crank_holdon02" "Look around, Gordon!" "ep_01.al_crank_lookslike" "Looks like there used to be a crank that fit in here. I wonder if it's still around here somewhere." "ep_01.al_crank_seeifworks" "See if the crank still works. " "ep_01.al_crank_working" "It's working. " "ep_01.al_creep" "Let me shut this field down so we can get the hell out." "ep_01.al_crumbling" "Come on, Gordon, this whole place is crumbling...we've got to get to the core. " "ep_01.al_dad_monitor01" "Dad? " "ep_01.al_dad_monitor02" "Dad?!" "ep_01.al_dadiloveyou01" "Dad, please... " "ep_01.al_dadiloveyou02" "I love you." "ep_01.al_dadwassure" "He was so sure I wouldn't find you here." "ep_01.al_dadyouthere" "Dad? Are you there?" "ep_01.al_dadyouthere01" "Dad? " "ep_01.al_dadyouthere02" "Dad? " "ep_01.al_dadyouthere03" "Are you there?" "ep_01.al_damn" "Damn. " "ep_01.al_damn01" "Damn. " "ep_01.al_dampenereffect" "Okay, dampener in effect. I can lock out all the stalkers now." "ep_01.al_dark_almostdone_01" "Almost done..." "ep_01.al_dark_attack01" "What's - argh!" "ep_01.al_dark_attack02" "Help! " "ep_01.al_dark_attack03" "Something's on me! " "ep_01.al_dark_attack04" "Get it off! Get it off! " "ep_01.al_dark_attack05" "[Sounds of struggle.] " "ep_01.al_dark_attack06" "Gordon, help!" "ep_01.al_dark_breathing01" " " "ep_01.al_dark_breathing02" " " "ep_01.al_dark_breathing03" " " "ep_01.al_dark_doorlocked_01" "We need to get through that door...." "ep_01.al_dark_doorlocked_02" "Give me some light so I can check out the lock." "ep_01.al_dark_fakegroan" "[Groan like a zombie]" "ep_01.al_dark_findpowerbox_01" "Okay, we're in luck, the door just needs power. You've got the flashlight; see if you can find the powerbox. " "ep_01.al_dark_findpowerbox_02" "Keep your light on the powerbox. I'll get a charge going through it." "ep_01.al_dark_findpowerbox_03" "Another locked door? Find the powerbox and I'll get it open." "ep_01.al_dark_findpowerbox_04" "If you can find a powerbox, I can get the door open." "ep_01.al_dark_foundpowerbox_01" "There it is." "ep_01.al_dark_gotcha" "[laughing] Gotcha!" "ep_01.al_dark_holdlightsteady_01" "Hold that light steady..." "ep_01.al_dark_lightout01" "Hey, get that light back on! " "ep_01.al_dark_lightout02" "I need that light! " "ep_01.al_dark_lightout03" "What are you doing? I can't see! " "ep_01.al_dark_lightout04" "Where'd that light go?" "ep_01.al_dark_lightout05" "Uh, do you mind?" "ep_01.al_dark_near01" "I'm right here. " "ep_01.al_dark_near02" "I'm with you. " "ep_01.al_dark_near03" "Hey, you still there? " "ep_01.al_dark_near04" "Where are you, Gordon? Shine your light for me." "ep_01.al_dark_needlight_01" "I need light over here." "ep_01.al_dark_needlight_02" "Shine your flashlight on the powerbox so I can work on it." "ep_01.al_dark_noises01" "Uh oh...what was that? " "ep_01.al_dark_noises02" "What was that? " "ep_01.al_dark_noises03" "Did you hear something? " "ep_01.al_dark_noises04" "Was that you? " "ep_01.al_dark_noises05" "Quiet...listen... " "ep_01.al_dark_noises06" "Sh! " "ep_01.al_dark_noises07" "Something's coming!" "ep_01.al_dark_relief01" "Oh...thank God... " "ep_01.al_dark_relief02" "There you are! " "ep_01.al_dark_relief03" "Okay, I see you. " "ep_01.al_dark_relief04" "Oh...good... " "ep_01.al_dark_relief05" "It's just so dark..." "ep_01.al_dark_stayclose01" "Stay close, okay? " "ep_01.al_dark_stayclose02" "Try not to do that again, okay? " "ep_01.al_dark_stayclose03" "Let's stick together in here." "ep_01.al_dark_success_01" "There! Got it!" "ep_01.al_dark_worried01" "Gordon? " "ep_01.al_dark_worried02" "Gordon, where'd you get to? " "ep_01.al_dark_worried03" "Are you still there?" "ep_01.al_dark_worrieder_01" "Where'd you go? " "ep_01.al_dark_worrieder_02" "Hey, Gordon? " "ep_01.al_dark_worrieder_03" "Where are you?" "ep_01.al_dark_worriederer01" "Gordon, don't leave me. " "ep_01.al_dark_worriederer02" "Come back! " "ep_01.al_dark_worriederer03" "Where are you? " "ep_01.al_dark_worriedest01" "GORDON! " "ep_01.al_dark_worriedest02" "Hey! " "ep_01.al_dark_worriedest03" "Don't leave me here! " "ep_01.al_dark_worriedest04" "Where are you? " "ep_01.al_dark_worriedest05" "Help!" "ep_01.al_deadend" "Looks like we should be able to...damn. Dead end." "ep_01.al_deadoffeasy01" "Dead...heh." "ep_01.al_deadoffeasy02" "You got off easy." "ep_01.al_defensedown01" "Look at them all..." "ep_01.al_defensedown02" "the city's defenses are definitely down. " "ep_01.al_defensedown03" "They'd have been coming through years ago otherwise. " "ep_01.al_diddothemath" "[under her voice] You did do the math, right?" "ep_01.al_distractstrider" "We'll distract the strider so you can get this train out of here." "ep_01.al_dogareyou" "Are you?" "ep_01.al_dogcouldhavekilledus" "Dog! You could've killed us. What has gotten into you?" "ep_01.al_doggivehand" "Hey, Dog. Give me a hand with this." "ep_01.al_doggivemehand" "Hey, Dog. Give me a hand over here." "ep_01.al_doglittlehelp" "Hmmm. Dog? A little help please?" "ep_01.al_dogmonitorsetup" "Okay, Dog, let's get the monitor setup so we can check in. My Dad must be worried sick about us." "ep_01.al_dogmonitorsetup_alt1" "Okay, Dog, let's get the monitor setup so we can check in. My Dad must be worried sick about us." "ep_01.al_dogmonitorsetup_alt2" "Okay, Dog, let's get the monitor setup so we can check in." "ep_01.al_dogmonitorsetup01" "Okay, Dog, go get the monitor set up so we can check in with my Dad. " "ep_01.al_dogmonitorsetup02" "He must be worried sick about us." "ep_01.al_dognotserious" "What? Wait a minute... Oh no. You're not serious?" "ep_01.al_dognotserious_alt" "What? Wait a minute... Oh no. You're not serious?" "ep_01.al_dognotserious01" "What? " "ep_01.al_dognotserious02" "Wait a minute... " "ep_01.al_dognotserious03" "Oh no. " "ep_01.al_dognotserious04" "You're not serious?" "ep_01.al_dogshappy" "There, Gordon. Dog's happy to see you... I can tell." "ep_01.al_dogshappy01" "There, Gordon. " "ep_01.al_dogshappy02" "Dog's happy to see you..." "ep_01.al_dogshappy03" "I can tell." "ep_01.al_dogwatchit" "Hey, Dog! Watch it up there! Knock it off!" "ep_01.al_dogwatchsignal" "Dog, watch the signal." "ep_01.al_dogwhatareyou" "Dog, what are you..." "ep_01.al_dogwhatareyoudoing" "Come on, Dog, what are you doing?" "ep_01.al_dogwhatyougot" "Hey, Dog, what have you got over there?" "ep_01.al_dogyoufoundhim" "Dog, you found him! Gordon!" "ep_01.al_dogyouseeanything" "Dog, do you see anything up there that can help us get across?" "ep_01.al_dontfall" "Careful, Gordon, they're swarming down there!" "ep_01.al_dontworry" "Don't worry..." "ep_01.al_dontworryaboutme" "Now don't worry about me. I'll see you soon." "ep_01.al_dontworrydad" "Don't worry, Dad." "ep_01.al_downtowire" "I don't want to give up, but we're down to the wire." "ep_01.al_elev_actual" "I don't believe it, an actual elevator! I would have settled for stairs." "ep_01.al_elev_almosthere" "The elevator's almost here...we just gotta hold out a little bit longer." "ep_01.al_elev_cantcall" "Damn. We can't call the elevator cause the power is out." "ep_01.al_elev_closer" "It's getting close..." "ep_01.al_elev_comeon" "Come on, come on...make it, make it..." "ep_01.al_elev_crapnopower" "Oh crap. No power." "ep_01.al_elev_fewsec" "Just another few seconds." "ep_01.al_elev_getin" "Get in, Gordon!" "ep_01.al_elev_herecomes" "Here she comes." "ep_01.al_elev_isthatlight" "Is that light I can see up there?" "ep_01.al_elev_itslight" "Light! Do you see it? It's light!" "ep_01.al_elev_letsgetout" "Let's get out of here!" "ep_01.al_elev_letsgo" "Let's go!" "ep_01.al_elev_lookshaft" "Look! An elevator shaft!" "ep_01.al_elev_nomore" "No more...no more...we've gotta get out of here." "ep_01.al_elev_ok" "Okay!" "ep_01.al_elev_pleasewayout" "Oh please, let this be the way out." "ep_01.al_elev_relief" "[Huge sigh of relief]" "ep_01.al_elev_seethetop" "Can you see the top?" "ep_01.al_elev_somejuice" "Let me see if I can get some juice going here." "ep_01.al_elev_spark01" "Let's check out where that sparking wire leads. " "ep_01.al_elev_spark02" "That wire is sparking, it must lead to the fuse box." "ep_01.al_elev_thoughtwenever" "Oh...I thought we'd never get out of there. " "ep_01.al_elev_tooclose" "[out of breath] That was a little too close." "ep_01.al_elev_trouble" "[Hearing zombies] And here comes trouble." "ep_01.al_elev_waysurface" "Please let there be a way to the surface." "ep_01.al_elev_wonderwire" "I wonder if this wire leads to the fuse box." "ep_01.al_elev_youseelight" "Do you see light somewhere up there, Gordon?" "ep_01.al_elev_zombiesurprise" "AIEEE!" "ep_01.al_eliteposts" "Huh, I wonder why only the Elite guard are holding their posts? " "ep_01.al_escape_rideswaiting" "Gordon! Our ride's waiting!" "ep_01.al_escape_trainsallset" "The train's all set. Hop on and I'll get us going. " "ep_01.al_escape_trainsready" "Okay, Gordon, the train's ready to go!" "ep_01.al_evac_aimstrider" "Aim for the strider!" "ep_01.al_evac_allaboard" "They're all aboard now. " "ep_01.al_evac_citadel_lit" "The citadel is really lit up. We don't have much time!" "ep_01.al_evac_cits01" "Hurry up, people! " "ep_01.al_evac_cits02" "Keep your heads down! " "ep_01.al_evac_cits03" "We've got you covered! " "ep_01.al_evac_cits04" "You just worry about getting on that train. " "ep_01.al_evac_good" "Good! " "ep_01.al_evac_goodjob" "Good job!" "ep_01.al_evac_gostrider" "Go for the strider!" "ep_01.al_evac_gothim01" "Got him! " "ep_01.al_evac_gothim02" "Ha, you did it!" "ep_01.al_evac_gunship" "A gunship?" "ep_01.al_evac_headout" "Let's head out." "ep_01.al_evac_lookrpg" "Look out! Rocket launcher. " "ep_01.al_evac_nag_apc01" "Find a way to get rid of that APC. " "ep_01.al_evac_nag_apc02" "Take out the APC." "ep_01.al_evac_nag_gunship01" "Kill the gunship! " "ep_01.al_evac_nag_gunship02" "Gordon, go for that gunship!" "ep_01.al_evac_nag_rpg01" "Come on, we can't let one soldier with a rocket launcher stop us. " "ep_01.al_evac_nag_rpg02" "Get that soldier! The one with the rocket launcher!" "ep_01.al_evac_nextarea" "Let's head for the next area." "ep_01.al_evac_nextgroup01" "Okay, they're safe, go for another group. " "ep_01.al_evac_nextgroup02" "Bring another group of citizens, Gordon! " "ep_01.al_evac_nextgroup03" "Go get more citizens, Gordon. " "ep_01.al_evac_nextgroup04" "We're ready for another group of citizens. " "ep_01.al_evac_nextgroup05" "Go back to Barney and get another group." "ep_01.al_evac_nowstrider" "Oh, now what? A Strider? What next?" "ep_01.al_evac_protect01" "We've got to keep these people safe. " "ep_01.al_evac_protect02" "Careful! They're counting on us! " "ep_01.al_evac_protect03" "Pay attention-these people need us! " "ep_01.al_evac_protect04" "These people have no one else to look out for them. " "ep_01.al_evac_protect05" "We have to protect them!" "ep_01.al_evac_thatsright" "That's right!" "ep_01.al_evac_trainfilling01" "They're getting aboard! Let's keep it up! " "ep_01.al_evac_trainfilling02" "The train's filling up-good job!" "ep_01.al_everythingsame" "Where the hell are we now? Everything looks the same. " "ep_01.al_exhale01" "[Exhaling] Hmm..." "ep_01.al_fewbolts01" "Hm. " "ep_01.al_fewbolts02" "I think Dog needs a few bolts tightened." "ep_01.al_fight01" "[Fighting sounds]" "ep_01.al_fight02" "[Fighting sounds]" "ep_01.al_fight03" "[Fighting sounds]" "ep_01.al_fight04" "[Fighting sounds]" "ep_01.al_fight05" "[Fighting sounds]" "ep_01.al_fight06" "[Fighting sounds]" "ep_01.al_fight07" "[Fighting sounds]" "ep_01.al_fight08" "[Fighting sounds]" "ep_01.al_fight09" "[Fighting sounds]" "ep_01.al_fight10" "[Fighting sounds]" "ep_01.al_fight11" "[Fighting sounds]" "ep_01.al_fight12" "[Fighting sounds]" "ep_01.al_fight13" "[Fighting sounds]" "ep_01.al_fight14" "[Fighting sounds]" "ep_01.al_fight15" "[Fighting sounds]" "ep_01.al_fight16" "[Fighting sounds]" "ep_01.al_fight17" "[Fighting sounds]" "ep_01.al_fight18" "[Fighting sounds]" "ep_01.al_fight19" "[Fighting sounds]" "ep_01.al_fight20" "[Fighting sounds]" "ep_01.al_fight21" "[Fighting sounds]" "ep_01.al_fight22" "[Fighting sounds]" "ep_01.al_fight23" "[Fighting sounds]" "ep_01.al_figureaway" "Gordon and I will figure a way out...catch a Combine train or something." "ep_01.al_figureouthow" "We've got to figure out how to get over to the Citadel." "ep_01.al_findanotherway" "We're going to have to find another way." "ep_01.al_findterminal" "Let's find a terminal I can hack into and chart a path to the core. " "ep_01.al_firstbarnacle" "Ugh! Barnacles! " "ep_01.al_firststage" "Okay...that's the first stage stabilized. Good. They're bringing in more stalkers. I can't do much to help you till you shut the next stage down." "ep_01.al_flares_first" "Hey, flares! We could use these!" "ep_01.al_flares_goingout" "That flare's about to go out!" "ep_01.al_flares01" "Flares! Bet these last longer than your flashlight! " "ep_01.al_flares02" "Grab one of those flares! " "ep_01.al_flares03" "These flares could be useful." "ep_01.al_follow01" "Lead the way. " "ep_01.al_follow02" "Lead the way, Gordon. " "ep_01.al_follow03" "You go first. " "ep_01.al_follow04" "Go ahead. " "ep_01.al_follow05" "Go ahead, I'm right behind you. " "ep_01.al_follow06" "I'll follow you." "ep_01.al_gate_anyluckyet" "Any luck yet?" "ep_01.al_gate_cantbelieve" "I can't believe this." "ep_01.al_gate_canthearus" "They can't hear us, I guess." "ep_01.al_gate_checkside" "I'll check this side." "ep_01.al_gate_doestrick" "Good. Let's see if this does the trick." "ep_01.al_gate_goodletsgo" "Thank God. Now let's get out of here." "ep_01.al_gate_heyupthere" "Hey, up there! Hello! Can you let us out of here? Hello!" "ep_01.al_gate_lookaround" "Look around. Maybe the opener is still around somewhere." "ep_01.al_gate_noitslocked" "No, no, no... it's locked." "ep_01.al_gate_ohgodno" "[defeated] Oh god no..." "ep_01.al_gate_seeanyway" "Can you see any way to get this open?" "ep_01.al_gate_slotforcrank" "There's some kind of slot for a crank or a handle here." "ep_01.al_gate_spotwheel" "Oh! This wheel should do the trick. See if you can pull it off, Gordon." "ep_01.al_gate_stillday" "Thank God-it's still day! Let's get out of here." "ep_01.al_getacrosshow" "We've gotta get across here-but how?" "ep_01.al_getbarrier" "Let me get this barrier and we'll deal with him. " "ep_01.al_getbusy" "Uh, is Dr. Kleiner really telling everyone to ... 'get busy' ?" "ep_01.al_getinvan_nag01" "Okay, Gordon, get in. " "ep_01.al_getinvan_nag02" "Get in the passenger side, Gordon. " "ep_01.al_getinvan_nag03" "Hurry up, before I lose my nerve. " "ep_01.al_getinvan_nag04" "Come on, I can't do this alone." "ep_01.al_getstarted" "You'd better get started, Gordon. I'll be fine here." "ep_01.al_getthemmoving" "If there's anyone who hasn't evacuated yet, we've got to get them moving." "ep_01.al_getthruhere01" "I think we can get through... " "ep_01.al_getthruhere02" "Here..." "ep_01.al_givemeroller" "Give me another roller to hack." "ep_01.al_gointocore" "You're going to have to go in and stabilize the core yourself, Gordon. The stalkers might try and prevent you, but you can't let them. We don't have much time." "ep_01.al_goodboy" "Good boy..." "ep_01.al_gooddog01" "Good." "ep_01.al_goodluck" "Well, good luck." "ep_01.al_goodthink" "Good thinking. " "ep_01.al_goodthinking01" "Good thinking!" "ep_01.al_goodthrow" "Uh, good throw, Dog!" "ep_01.al_goonbarney" "You go on without us, Barney. Those people aren't going to make it without your help." "ep_01.al_goonboy" "Go on, boy, give it to Gordon." "ep_01.al_goovertheredog" "Go over there, Dog. We'll meet you up ahead." "ep_01.al_gordon" "Gordon!" "ep_01.al_gordonallright" "Gordon, you're all right." "ep_01.al_gottahurrydog" "We've got to hurry, Dog. We're running out of time." "ep_01.al_gottogettocore" "We've got to get to the core!" "ep_01.al_gotwhatineeded" "Well..." "ep_01.al_gotwhatineeded01" "I think I got what I needed. " "ep_01.al_gotwhatineeded02" "Let's keep moving. " "ep_01.al_gravgunholdonto" "Hey, the gravity gun! Give it to him, Dog." "ep_01.al_gravgunholdonto01" "Hey, the gravity gun! " "ep_01.al_gravgunholdonto02" "Go on, boy. " "ep_01.al_gravgunholdonto03" "Give it to Gordon." "ep_01.al_gravgunlosingpower" "It's losing power. Damn. Would've been handy to keep it charged up for awhile. I guess it was feeding on the runaway core. " "ep_01.al_gravgunpowerdown" "Uh oh...look at that. The gravity gun is settling down." "ep_01.al_greet_cit01" "Ohhhkay.... " "ep_01.al_greet_cit02" "Uh...right, can we keep moving please? " "ep_01.al_greet_cit03" "Aren't you going to speak up for me, Gordon? " "ep_01.al_greet_cit04" "Not if we don't get moving. C'mon!" "ep_01.al_greet_cit05" "Well, it doesn't look good, but Gordon here's worked miracles before. " "ep_01.al_greet_cit06" "Uh, I hate to spoil a reunion, but we *really* have to get moving. " "ep_01.al_greet_cit07" "Not for much longer if we don't get out of here. " "ep_01.al_greet_cit08" "I sure am. Let's go!" "ep_01.al_greet_cit09" "Yeah, and that's Doctor Freeman in the suit. " "ep_01.al_greet_cit10" "Then you probably know we gotta get going. " "ep_01.al_greet_cit11" "And trouble's right behind me. " "ep_01.al_greet_cit12" "We'll, help however we can. " "ep_01.al_greet_cit13" "Yep! " "ep_01.al_greet_cit14" "We stayed behind to get you moving. Come on!" "ep_01.al_greet_cit15" "I'm the person who's telling you to get moving. " "ep_01.al_greet_cit16" "Um... no, my dad's Odessa Cubbage. " "ep_01.al_greet_cit17" "Um, yeah right. Let's go! " "ep_01.al_greet_cit18" "He'll be here later. " "ep_01.al_greet_cit19" "A better question is why aren't you at the trains yet. Huh? Let's get moving!" "ep_01.al_greet_cit20" "We didn't make it yet. C'mon! " "ep_01.al_greet_cit21" "Gordon's a man of few words. " "ep_01.al_greet_cit22" "Gordon's free to say whatever he wants. Gordon? " "ep_01.al_greet_cit23" "Say again? Never mind - let's move!" "ep_01.al_hack_done01" "There! This guy's one of ours now. " "ep_01.al_hack_done02" "Okay, it's good to go. " "ep_01.al_hack_done03" "Okay, let's put it to work." "ep_01.al_hack_fail01" "O-kay... Well, maybe later. " "ep_01.al_hack_fail02" "Are you sure you want to do that? " "ep_01.al_hack_train01" "Here, bring it closer. " "ep_01.al_hack_train02" "Hold that closer to me. " "ep_01.al_hack_train03" "Hold it steady. " "ep_01.al_hack_train04" "I can't reach it over there. " "ep_01.al_hack_train05" "Bring that over here and I'll rejigger it." "ep_01.al_harness" "It's powered up again, Gordon...like it was in Breen's reactor. That can only help where we're going..." "ep_01.al_harness01" "It looks powered up again, Gordon..." "ep_01.al_harness02" "Like it was in Breen's reactor. " "ep_01.al_harness03" "Heh, good thing. We need all the help we can get." "ep_01.al_hastobearoundhere" "He has to be somewhere around here. We've got to be close...just gotta be!" "ep_01.al_hastobeawayacross01" "There has to be a way to get across. " "ep_01.al_hastobeawayacross02" "But how?" "ep_01.al_hatetothink" "Oh, I hate to think what could have lived comfortably in that thing." "ep_01.al_headcrabsurprise01" "Ah! " "ep_01.al_headcrabsurprise02" "Whoa! " "ep_01.al_headcrabsurprise03" "Shriek!" "ep_01.al_headingoutnow" "Well, actually, we're still at the citadel." "ep_01.al_healplayer01" "Here, get yourself patched up. " "ep_01.al_healplayer02" "Here, have a medkit." "ep_01.al_heatupsoon" "Dr. Kleiner said it would all heat up again soon. " "ep_01.al_helpmedog" "Help me, Dog." "ep_01.al_hereslift" "Here's the lift. Get going." "ep_01.al_hesalive" "He's alive!" "ep_01.al_hesalivegethimout" "He's alive! Get him out, Dog!" "ep_01.al_hiding01" "People must have been hiding down here..." "ep_01.al_hiding02" "I don't think there was anywhere safe. " "ep_01.al_hiding03" "I wonder how things are outside the city." "ep_01.al_holdasec" "Hold on a sec...there's so much interference." "ep_01.al_holdingback" "Uh oh...that was the only thing holding the antlions back." "ep_01.al_holdingotherside" "He's keeping it shut from the other side. " "ep_01.al_holdon" "Hold on!" "ep_01.al_hopelessnoaccess" "This is hopeless. There's no access. No way to..." "ep_01.al_hopelessnoaccess01" "This is hopeless. There's no access. No way to..." "ep_01.al_hopelessnoaccess02" "Huh?" "ep_01.al_hoponlift" "Hop on the lift over there, Gordon, and I'll lower you into the core." "ep_01.al_howcouldanyonelive" "How could anyone be alive in there?" "ep_01.al_howgetacross" "How are we ever going to get across? " "ep_01.al_hurrydog" "Hurry, Dog. Hurry." "ep_01.al_hurrygord01" "Hurry, Gordon." "ep_01.al_hurrygordon01" "Hurry up, Gordon, we've gotta keep moving." "ep_01.al_idontgetit" "I don't get it. Why are they hanging around here? " "ep_01.al_ifonlybridgepower" "If there were only some way to power up this bridge... " "ep_01.al_ifwedont" "If we don't take that strider down, no one's getting out of here." "ep_01.al_ifwefoundaway01" "[to Gordon] Well, you do have the Hazard Suit. " "ep_01.al_ifwefoundaway02" "If we found a way into the Citadel, it's possible we could---" "ep_01.al_illfigurethisout" "You need to go take care of the core, I'll try and figure this out." "ep_01.al_impact01" " " "ep_01.al_impact02" " " "ep_01.al_impact03" " " "ep_01.al_impact04" " " "ep_01.al_impact05" " " "ep_01.al_impact06" " " "ep_01.al_impact07" " " "ep_01.al_impact08" " " "ep_01.al_impact09" " " "ep_01.al_impact10" " " "ep_01.al_impact11" " " "ep_01.al_impact12" " " "ep_01.al_impact13" " " "ep_01.al_impact14" " " "ep_01.al_ipromise" "I promise." "ep_01.al_ishe" "Is he?" "ep_01.al_isthisit" "Is this it? What do you hear?" "ep_01.al_itoldyoudad" "I told you I knew he was around here somewhere. Luckily, we picked up the HEV signal, and then it was just a matter of digging." "ep_01.al_itoldyoudad01" "I told you I knew he was around here somewhere." "ep_01.al_itoldyoudad02" "Luckily, we picked up the HEV signal, and then it was just a matter of digging." "ep_01.al_itsgone" "It's gone now. Did you get a look at it?" "ep_01.al_itsjudith" "Hey, it's Judith. It looks like the Combine intercepted a message. I'm going to grab this-and whatever else I can." "ep_01.al_itsus" "Look! It's us!" "ep_01.al_itsworking" "I'm not sure what you're doing in there, but it's working." "ep_01.al_judithgotaway" "He and Judith got out ahead of us, in one of Dr. Breen's escape pods. They made it to a vortigaunt camp, way outside the city. Hopefully we still have time to make it there..." "ep_01.al_keytounlock" "There's just so much of it...this is amazing..." "ep_01.al_kickintohall" "Gordon, kick it into the hall." "ep_01.al_kleinercast" "Wow. I've never been so glad to see Dr. Kleiner." "ep_01.al_lasttrains" "The last trains are leaving...get everyone aboard and we'll hold off the Combine." "ep_01.al_lead_catchup01" "Hurry up! " "ep_01.al_lead_catchup02" "This way! " "ep_01.al_lead_catchup03" "Come on! " "ep_01.al_lead_catchup04" "Where'd you go? " "ep_01.al_lead_catchup05" "Gordon, where are you?" "ep_01.al_lead_catchup06" "Is something wrong? " "ep_01.al_lead_catchup07" "Hey, what's up? " "ep_01.al_lead_catchup08" "You coming? " "ep_01.al_lead_comingback01" "I'm coming back. " "ep_01.al_lead_comingback02" "What are you doing? " "ep_01.al_lead_comingback03" "Something holding you up? " "ep_01.al_lead_comingback04" "You coming? " "ep_01.al_lead_comingback05" "You ok? " "ep_01.al_lead_comingback06" "We really need to keep going. " "ep_01.al_lead_comingback07" "What's keeping you?" "ep_01.al_lead_retrieve01" "Come on, then. " "ep_01.al_lead_retrieve02" "Try to keep up, okay? " "ep_01.al_lead_retrieve03" "Stay with me now." "ep_01.al_lead_start01" "Come on. " "ep_01.al_lead_start02" "Let's go. " "ep_01.al_lead_start03" "Let's get moving. " "ep_01.al_lead_start04" "Let's keep going. " "ep_01.al_lead_start05" "Hey, you with me? " "ep_01.al_lead_start06" "You ready? " "ep_01.al_lead_start07" "Shall we?" "ep_01.al_lemmethink" "Let me think a minute...um.... " "ep_01.al_letmegetaccess" "All right, let me get access for you. " "ep_01.al_letsgetoff" "Hey, let's get off before the next ride starts." "ep_01.al_letsgo01" "Let's go. " "ep_01.al_letsgo02" "Let's go. " "ep_01.al_letsgo03" "Let's go!" "ep_01.al_letstrythisway" "Let's try this way." "ep_01.al_letthemfight01" "Let them fight it out, Gordon!" "ep_01.al_lift_exposed" "We're too exposed out here! Come on!" "ep_01.al_lift_getmoving" "We have to get this thing moving." "ep_01.al_lift_getoff" "Here's where we get off. " "ep_01.al_lift_great" "Hey, great! Good idea, Gordon! " "ep_01.al_lift_great01" "Great! " "ep_01.al_lift_herewego" "Here we go! " "ep_01.al_lift_moving" "We're really moving now... " "ep_01.al_lift_nearmiss01" "Whoa! " "ep_01.al_lift_nearmiss02" "Watch it! " "ep_01.al_lift_nearmiss03" "Careful! " "ep_01.al_lift_nearmiss04" "Oh, that was close! " "ep_01.al_lift_nearmiss05" "Shit!" "ep_01.al_lift_powerout" "Hm...why isn't it moving? The power must be out. " "ep_01.al_lift_run" "Run! Hurry! " "ep_01.al_lift_stall01" "Oh no...not again. " "ep_01.al_lift_stall02" "We've stalled out again. " "ep_01.al_lift_stall03" "Why are we stopping here?" "ep_01.al_lift_stall04" "Is this elevator going to stop at every floor? " "ep_01.al_lift_stall05" "Agh, looks like we're stuck on the milk run." "ep_01.al_lift_stalled" "We've stalled out--see if you can get us going again. " "ep_01.al_lift_startagain" "Start her up again, Gordon. Do what you did last time. " "ep_01.al_lift_stop" "Here comes our stop! Get ready! " "ep_01.al_lift_tocore" "Looks like this could be a transport elevator to the core." "ep_01.al_lift_tryagain" "Try again. " "ep_01.al_lift_tryagaingord" "Oh, no...try again, Gordon." "ep_01.al_lift_vulnerable" "We're vulnerable out here, Gordon--let's get this thing going. " "ep_01.al_lift_warns01" "Look up! Watch out! " "ep_01.al_lift_warns02" "Knock that stuff out of the way before it hits us! " "ep_01.al_lift_warns03" "Knock that stuff out of the air, Gordon! " "ep_01.al_lift_warns04" "Keep it from hitting us! " "ep_01.al_lift_warns05" "Here comes more! " "ep_01.al_lift_warns06" "Look out! " "ep_01.al_lift_warns07" "Up there! " "ep_01.al_lift_warns08" "Heads up! " "ep_01.al_lift_warns09" "Keep it away!" "ep_01.al_lift_warns10" "Here comes a big one! " "ep_01.al_lift_warns11" "Another's coming! " "ep_01.al_lift_warns12" "One more! " "ep_01.al_lift_warns13" "Oh no...look up! " "ep_01.al_lift_warns14" "Oh my God!" "ep_01.al_lift_watchout" "Watch out!" "ep_01.al_light_antlion" "Keep that antlion lit for me." "ep_01.al_light_barnacle01" "Shine your light on that barnacle! " "ep_01.al_light_barnacle02" "Keep that barnacle in your light." "ep_01.al_light_blind01" "I can't see a thing. " "ep_01.al_light_blind02" "I'm blind as a bat without that flashlight on. " "ep_01.al_light_blind03" "Can't see where I'm going. " "ep_01.al_light_blind04" "Careful, I can't see a thing. " "ep_01.al_light_blind05" "It's too dark." "ep_01.al_light_blind06" "It's too dark." "ep_01.al_light_generic01" "Keep your light on it. " "ep_01.al_light_generic02" "Shine your light on that thing! " "ep_01.al_light_generic03" "Light that thing up!" "ep_01.al_light_ok01" "Ah, that's better." "ep_01.al_light_ok02" "Good, keep the light over there. " "ep_01.al_light_ok03" "Thanks. " "ep_01.al_light_ok04" "Ah...light." "ep_01.al_light_recharge01" "Damn, you need to recharge, don't you? " "ep_01.al_light_recharge02" "Let it charge for a while, I'll wait. " "ep_01.al_light_recharge03" "Uh oh...charging your flashlight again? " "ep_01.al_light_recharge04" "I know you didn't mean to do that, Gordon. Still, it is annoying." "ep_01.al_light_recharge05" "We've really got to talk to Dr. Kleiner about getting a new battery for that flashlight." "ep_01.al_light_recharge06" "Charge your flashlight now...I'm gonna need some time to get this powered up. " "ep_01.al_light_recharge07" "Let's wait till it recharges." "ep_01.al_light_turnon01" "Turn on your flashlight, Gordon. " "ep_01.al_light_turnon02" "Shine your light over here. " "ep_01.al_light_turnon03" "I need light here, Gordon. " "ep_01.al_light_turnon04" "Turn on your suit light. " "ep_01.al_light_zombie" "Keep your light on that zombie!" "ep_01.al_lookatgravgun" "Look at the gravity gun! What the hell is it doing?" "ep_01.al_lookatthem" "Look at them, Gordon. I wonder if they're trying to escape, or if they just don't know what's happening." "ep_01.al_lookout01" "Look out!" "ep_01.al_lookoutforvan" "Look out!" "ep_01.al_lookslikeundercontrol" "Looks like you've got things under control." "ep_01.al_lowerbridge" "Okay, what now? " "ep_01.al_madedamnthings" "This must be where they made those damn things. " "ep_01.al_missyoutoo" "I'll miss you too. " "ep_01.al_monsterbehindplayer01" "Look out behind you! " "ep_01.al_monsterbehindplayer02" "Behind you! " "ep_01.al_monsterbehindplayer03" "Watch out, Gordon! " "ep_01.al_monsterbehindplayer04" "Turn around!" "ep_01.al_morerollers" "Let's throw some more rollermines in there." "ep_01.al_moretime" "That should give us all a little more time to get out of the city. And I've got a big chunk of information for my Dad and Dr. Kleiner to work with." "ep_01.al_mostwanted" "Oh, my Father! This must be the Combine's Most Wanted list... " "ep_01.al_movecar" "Move that white car out of the way so we can get through! " "ep_01.al_movejunk" "Move this junk out of the way first." "ep_01.al_moveouttogether" "Let's move out together. " "ep_01.al_museum01" "Someone must have been keeping a secret museum here, Gordon. These are treasures of human history. " "ep_01.al_museum02" "Huh, well, now they're just history." "ep_01.al_mustbeit" "This must be it." "ep_01.al_nag_keepmoving01" "Come on, Gordon, keep moving. " "ep_01.al_nag_keepmoving02" "We've got to keep moving. " "ep_01.al_nag_keepmoving03" "We've got to hurry. " "ep_01.al_nag_stalkcar01" "Get in, Gordon." "ep_01.al_nag_stalkcar02" "Come on." "ep_01.al_nag_station01" "Get on the train! Hurry! " "ep_01.al_nag_station02" "The last train's leaving! Get aboard! " "ep_01.al_nag_station03" "We'll hold them off! You've got to get out of the city, now! " "ep_01.al_nag_station04" "Come on, people! It's your last chance!" "ep_01.al_needtokeepmoving" "Come on, Gordon, we need to keep moving." "ep_01.al_nextfloor" "Looks like there might be a way out of here on the next floor down." "ep_01.al_nicestrider" "Hey, good job with the strider" "ep_01.al_noelevator" "There's supposed to be an elevator right through here.... Damn. Well, we'll have to find another way around." "ep_01.al_noelevator01" "There's supposed to be an elevator right through here...." "ep_01.al_noelevator02" "Damn. " "ep_01.al_noelevator03" "Well, we'll have to find another way around." "ep_01.al_noseatbelts" "Uhm, brace yourself, Gordon!" "ep_01.al_notanymore" "Not anymore." "ep_01.al_notgonnawork" "Well, that's not going to work." "ep_01.al_nothangaround" "Good job, Gordon. Let's not hang around in here. Dr. Kleiner said it would all heat up again soon." "ep_01.al_nothangaround01" "Good job, Gordon. " "ep_01.al_nothangaround02" "Let's not hang around in here. " "ep_01.al_nottimetoplay" "This isn't the time to play!" "ep_01.al_notyourfault" "It's all right, Dad. It's not your fault." "ep_01.al_nowgoboy" "Now go, boy! Go on! You'll be fine, just..." "ep_01.al_offscale" "Whoa...these readings are off the scale..." "ep_01.al_offyourback" "Barney! We kept them off your back as long as we could." "ep_01.al_ohgordon" "Oh, Gordon!" "ep_01.al_ohnoapc" "Oh no, an APC." "ep_01.al_okdownthere" "You okay down there? " "ep_01.al_okletsgo01" "Ok, let's go! " "ep_01.al_omg01" "Oh my God..." "ep_01.al_omg02" "Oh my God..." "ep_01.al_omgdog01" "Oh my God! Dog!" "ep_01.al_omgdog02" "Dog! " "ep_01.al_omgdog03" "Dog, are you all right? " "ep_01.al_onceacross" "Dog, once we're across I want you to get out of here. You won't be able to follow so I want you to go find Dad. That way, I'll know where to find you. Okay?" "ep_01.al_onceacross02" "Go find Dad. " "ep_01.al_onceacross03" "We'll catch up, don't worry." "ep_01.al_onedeadstrider" "Right! One dead strider coming up!" "ep_01.al_onfoot" "Looks like we're going on foot from here." "ep_01.al_onhistrail" "Well, not quite yet but-but listen, Dad, we found him! " "ep_01.al_onlywaytocore" "We have to get across. This is the only way to the core." "ep_01.al_outcontact" "We could be out of contact while you're in...at least until you shut it down. " "ep_01.al_outofbullets" "Oh - they're out of bullets. " "ep_01.al_overtoyou" "Over to you,Gordon." "ep_01.al_packupdog" "Okay, boy. Pack up and meet us on the far side of this ridge. " "ep_01.al_pb_anotherlock" "Oh man...another powered lock..." "ep_01.al_pb_antlions01" "I can't do this when those antlions keep coming after us! Isn't there any way to stop them? " "ep_01.al_pb_antlions02" "If we could just stop those antlions from swarming in here. " "ep_01.al_pb_antlions03" "I'll never get this done if those antlions keep swarming us." "ep_01.al_pb_awayout" "Good-a way out of this place." "ep_01.al_pb_buildcharge" "Wait a sec...gotta build a charge on my end." "ep_01.al_pb_chargetofull" "You might want to charge your flashlight to full first." "ep_01.al_pb_crossfingers" "Cross your fingers." "ep_01.al_pb_cycleup" "Have to let this cycle up." "ep_01.al_pb_damnpowerlock01" "Damn...it's got a powered lock. " "ep_01.al_pb_damnpowerlock02" "How are we gonna get this open?" "ep_01.al_pb_didit" "Hah, that did it!" "ep_01.al_pb_findapb" "Let's see if we can find a powerbox." "ep_01.al_pb_followcable" "Follow that electrical cable. See where it leads." "ep_01.al_pb_gettingbetter" "I think I'm getting better at this." "ep_01.al_pb_givemelight" "Give me some light and I'll see what I can do. " "ep_01.al_pb_gottabekidding" "You've got to be kidding... another powered lock." "ep_01.al_pb_hatetosay" "I hate to say this, Gordon, but it looks like we've got to find another powerbox." "ep_01.al_pb_herewego" "Here we go..." "ep_01.al_pb_heyimgood" "Hey! I'm good!" "ep_01.al_pb_knowthedrill" "You know the drill." "ep_01.al_pb_messtakelonger" "Uh oh...this one's a mess...could take a bit longer." "ep_01.al_pb_mightgivejolt" "Huh. Looks like I might be able to give it a jolt-enough to get the door open anyway." "ep_01.al_pb_mightwork" "This...might work." "ep_01.al_pb_notbad" "Not bad, not bad." "ep_01.al_pb_readyforjolt" "Get ready for a jolt." "ep_01.al_pb_reminders01" "Let's charge up the powerbox and get out of here. " "ep_01.al_pb_reminders02" "Let's find the powerbox so we can get out of here. " "ep_01.al_pb_reminders03" "We're not done with that powerbox, Gordon. " "ep_01.al_pb_reminders04" "Let's finish up with that powerbox now! " "ep_01.al_pb_reminders05" "I've still gotta get that powerbox going!" "ep_01.al_pb_sofarsogood" "Okay, so far so good." "ep_01.al_pb_sorry01" "Sorry about that thing with the lights, Gordon. " "ep_01.al_pb_sorry02" "Uh...I'd really like to apologize for blowing out the lights. " "ep_01.al_pb_sorry03" "Did I mention I am sorry about the lights?" "ep_01.al_pb_startagain01" "I have to start again. " "ep_01.al_pb_startagain02" "Damn, I have to start again. " "ep_01.al_pb_startagain03" "Here we go again. " "ep_01.al_pb_startagain04" "It's back to zero." "ep_01.al_pb_thereitis" "There it is." "ep_01.al_pb1_afterall" "Looks like we're going to need your flashlight after all." "ep_01.al_pb1_guessthatwasntit" "I guess that wasn't it..." "ep_01.al_pb1_hm" "Hm...." "ep_01.al_pb1_isee" "Okay, I see what's going on. I think I can just, hm..." "ep_01.al_pb1_lettherebelight01" "Let there be..." "ep_01.al_pb1_lettherebelight02" "Light! [shocked shout]" "ep_01.al_pb1_morelight" "Can I get a little more light here, Gordon?" "ep_01.al_pb1_nicenottorely" "It'd be nice to not have to rely on that flashlight." "ep_01.al_pb1_noreasonicant" "If I can get this box working again, there's no reason I can't get the lights on in this whole sector. Then the doors will just work." "ep_01.al_pb1_oh" "Oh! " "ep_01.al_pb1_ohgreat" "Oh great." "ep_01.al_pb1_ready" "Ready?" "ep_01.al_pb1_therewego" "There we go." "ep_01.al_pb1_thisinstead" "Let's try this instead." "ep_01.al_pb1_toomuchpower" "Eh, I fed it a little bit too much power that time..." "ep_01.al_pb1_whatididwrong" "Ah...I see what I did wrong. We won't have light, but at least I can get the door open now. " "ep_01.al_pb1_whatsthis" "What's this? " "ep_01.al_placecomingapart01" "My God. This place is really coming apart. " "ep_01.al_placecomingapart02" "We need to hurry." "ep_01.al_plantbounce" "Try planting some of these bouncebombs..." "ep_01.al_player_goodshot01" "Good shot. " "ep_01.al_player_goodshot02" "Hey, great shot. " "ep_01.al_player_goodshot03" "Nice shot. " "ep_01.al_player_goodshot04" "Heh, nice job." "ep_01.al_player_healthlow01" "You're not looking so well. " "ep_01.al_player_healthlow02" "Looks like we need to find you a medkit. " "ep_01.al_player_healthlow03" "Watch yourself...you don't look too good. " "ep_01.al_player_healthlow04" "You don't look too good, Gordon. " "ep_01.al_player_healthlow05" "You need to find some health kits." "ep_01.al_player_newweapon01" "Looks like you know how to handle that thing. " "ep_01.al_player_newweapon02" "Huh, looks like your kind of weapon. " "ep_01.al_player_newweapon03" "Oh, that weapon is definitely you. " "ep_01.al_player_newweapon04" "I see you've handled that before." "ep_01.al_playerdeath01" "Oh no!" "ep_01.al_playerdeath02" "Gordon! " "ep_01.al_playerdeath03" "Gordon, no! " "ep_01.al_playerdeath04" "Oh my god!" "ep_01.al_playerfalls01" "Gordon! " "ep_01.al_playerfalls02" "Look out! " "ep_01.al_playerfalls03" "Nooooo!" "ep_01.al_playerreload01" "Hey, reload while you have a chance. " "ep_01.al_playerreload02" "Remember to reload. " "ep_01.al_playerreload03" "Check your ammo." "ep_01.al_playerseesmonster01" "What is it? Oh! " "ep_01.al_playerseesmonster02" "What?" "ep_01.al_playerseesmonster03" "Gordon? What is it?" "ep_01.al_playerstare01" "What is it? " "ep_01.al_playerstare02" "Hm? " "ep_01.al_playerstare03" "You need something? " "ep_01.al_playerstare04" "You okay?" "ep_01.al_pod_lookout" "Look out!" "ep_01.al_powerball01" "Good shot! " "ep_01.al_powerball02" "Great shot!" "ep_01.al_powertobridge" "We need to get power to the bridge generator. But how?" "ep_01.al_pushcarback" "Put the car back. Maybe it'll slow them down." "ep_01.al_pushitout" "Push it out through the forcefield. " "ep_01.al_putdown" "Put down whatever you're doing and help me over here." "ep_01.al_putdown01" "Dog, I think I found something. " "ep_01.al_putdown02" "Drop what you're doing and help me over here... " "ep_01.al_putdown03" "[gasp] " "ep_01.al_putdown04" "Oh my god!" "ep_01.al_quitgoofing" "I'm trying to find a way in there, now quit goofing around." "ep_01.al_rattrap" "Oh my god...they died like rats in a trap. " "ep_01.al_rearguard" "Looks like they left a rear guard behind." "ep_01.al_reload01" "Reloading! " "ep_01.al_reload02" "I'm out!" "ep_01.al_reload03" "Reloading!" "ep_01.al_reload04" "Reloading!" "ep_01.al_reload05" "Reloading!" "ep_01.al_reload06" "Reloading!" "ep_01.al_right" "Right." "ep_01.al_roll_bring" "Bring me a rollermine, Gordon." "ep_01.al_roll_grab01" "Grab one of those rollermines, Gordon." "ep_01.al_roll_gravgun" "Pick it up with your gravity gun. " "ep_01.al_roll_holdout01" "Hold it out where I can get at it." "ep_01.al_roll_holdout02" "Hold it out to me. " "ep_01.al_roll_icanhack" "I can hack it to go after Combine targets and leave us alone. " "ep_01.al_roll_letgo01" "Okay, let it loose. " "ep_01.al_roll_shortlive" "I've messed with its circuits so much, it'll burn out pretty quick. But it should be able to do some damage first." "ep_01.al_roll_steady01" "There we go. Good. Hold it steady. " "ep_01.al_rolleragain" "Huh, there's more of them down there. Looks like they had designs on this train." "ep_01.al_safeforme" "Okay, you did it. Should be safe for me to come in now. " "ep_01.al_safeforme01" "Okay, you did it. " "ep_01.al_safeforme02" "Should be safe for me to come in now. " "ep_01.al_safehouse_clearout" "What are you still doing here? Everyone should clear out of the city." "ep_01.al_safehouse_soundgood" "Sounds good. Let's go." "ep_01.al_safehouse_takeus" "Can you take us there?" "ep_01.al_safehouse_tellus" "Just tell us where you want us." "ep_01.al_safehouse_yeah" "Yeah." "ep_01.al_safetillheats" "It should be safe for me to come in there...at least till it heats up again." "ep_01.al_sameaslast_bridge" "Okay, Gordon, same as last time...get this bridge humming again. " "ep_01.al_sameaslasttime" "Same as last time, Gordon. Let's get this bridge down. " "ep_01.al_sameideaasus" "Looks like they had the same idea we had." "ep_01.al_seats" "Looks like we'll be fighting over seats on that train." "ep_01.al_seeforyourself" "The Citadel's very unstable. We should have just enough time to make it out of here." "ep_01.al_seemanyfoe01" "Look at 'em all! " "ep_01.al_seemanyfoe02" "Let's work it! " "ep_01.al_seemanyfoe03" "Here we go. " "ep_01.al_seemanyfoe04" "Heh...this ought to be interesting. " "ep_01.al_seemanyfoe05" "Oh boy... " "ep_01.al_seemanyfoe06" "Here goes... " "ep_01.al_seemanyfoe07" "Let's do it, Gordon. " "ep_01.al_seemanyfoe08" "They're no match for us! " "ep_01.al_seemanyfoe09" "They're coming out of the woodwork. " "ep_01.al_seemanyfoe10" "Oh great." "ep_01.al_seewhaticanget" "Oh, here, let's see what I can get out of this." "ep_01.al_seeyousoon01" "I'll see you soon. " "ep_01.al_seeyousoon02" "Don't worry." "ep_01.al_self_healthlow01" "Ah, I need to find some medkits. " "ep_01.al_self_healthlow02" "Ah, I'm hurt, Gordon." "ep_01.al_shallwe" "Shall we?" "ep_01.al_shortwork" "Those overhead turrets should make short work of them." "ep_01.al_shotathacking" "While you're working in there, I'm going to take a shot at hacking their network. " "ep_01.al_shouldevac" "What are you doing here? You should have evacuated by now." "ep_01.al_shutitoff" "All right, now I can shut this off." "ep_01.al_snipe_close01" "[Sigh] That was close. " "ep_01.al_snipe_close02" "Let's go through here." "ep_01.al_snipe_gunner" "I can't get a clear sight on that gunner...can you open up a line of fire for me? " "ep_01.al_snipe_ladder01" "Okay, looks like I can let that ladder down to you. Let me shoot out the latch." "ep_01.al_snipe_ladder02" "I might be a little bit rusty with this rifle... " "ep_01.al_snipe_ladder03" "Hah! Nope, guess I'm not." "ep_01.al_snipe_lure01" "Lure them into the open, Gordon! " "ep_01.al_snipe_lure02" "Bring them out where I can get a clear shot! " "ep_01.al_snipe_lure03" "I need a clear shot, Gordon! " "ep_01.al_snipe_lure04" "I'll get that for you. " "ep_01.al_snipe_openandcover01" "Open the gate! " "ep_01.al_snipe_openandcover02" "Okay, cover me while I catch up." "ep_01.al_snipe_post" "Okay, Gordon, I'll take the sniper's post and cover you for now." "ep_01.al_snipe_rollers" "More rollermines! Come on, Gordon, let's put them to work. " "ep_01.al_snipe_runforit01" "See that barricade up ahead? " "ep_01.al_snipe_runforit02" "Why don't you make a run for it. " "ep_01.al_snipe_runforit03" "I'll cover you from up here, then you can open the gate and cover me while I catch up." "ep_01.al_snipe_toss" "Toss one into the sniper's nest!" "ep_01.al_sogladtoseeyou" "I'm so glad to see you!" "ep_01.al_soldiersbusy" "Ah, soldiers! Looks like they're too busy trying to get out of here to worry about us. " "ep_01.al_someonefiring" "Someone's firing!" "ep_01.al_somethingisaid" "Was it something I said?" "ep_01.al_somewayacrossgap" "If only there was some way to get across the gap..." "ep_01.al_soworried" "I was so worried...." "ep_01.al_stabilize" "You're going to have to stabilize the reactor one level at a time." "ep_01.al_stalk_coveritup" "Ah, Gordon, please...cover it up." "ep_01.al_stalk_makestop01" "No! Make it stop! " "ep_01.al_stalk_makestop02" "Cover its eyes! " "ep_01.al_stalk_makestop03" "Cover it up!" "ep_01.al_stalk_notalone" "Ah, I don't think I could stand to be in here alone." "ep_01.al_stalk_ohno" "Oh no... Stalkers! I can't---we can't stay in this car." "ep_01.al_stalk_story01" "[Sigh]" "ep_01.al_stalk_story02" "I'm sorry Gordon. I just can't face them. " "ep_01.al_stalk_story03" "Every one of them was a person who resisted the Combine. " "ep_01.al_stalk_story04" "Oh, I hope to God they can't remember what they were." "ep_01.al_stalk_story05" "They're me..." "ep_01.al_stalk_story06" "If I ever let my guard down..." "ep_01.al_stalk_train" "We'd better make sure we're on this train. There might not be any others. " "ep_01.al_stalker_gasp" "Stalkers!" "ep_01.al_stalkeromg" "Oh my god. Stalkers." "ep_01.al_stalkersagain" "Stalkers again. What the hell are they up to?" "ep_01.al_startcombat01" "Here we go again. " "ep_01.al_startcombat02" "Look alive! " "ep_01.al_startcombat03" "Let's do it. " "ep_01.al_startcombat04" "Oh, joy." "ep_01.al_startingtoflarehurry" "It looks like the citadel is starting to flare up again. We'd better hurry." "ep_01.al_staycloseboy01" "Ah, there you are... you scared me..." "ep_01.al_staycloseboy02" "Stay close to us, boy." "ep_01.al_stayclosedog01" "Stay close to us, Dog." "ep_01.al_stillcrank" "I hope you've still got that crank. " "ep_01.al_stilldontknow" "All right, Dad. I still don't know how he got out of there in the first place." "ep_01.al_stilldontknow01" "All right, Dad. " "ep_01.al_stilldontknow02" "I still don't know how he got out of there in the first place." "ep_01.al_stillnotsure" "I'm still not sure how we got down from there. It's all mixed up in my head. Anyway, we gotta get moving." "ep_01.al_stopclowning" "Look, Dog, I told you to stop clowning around." "ep_01.al_stopgoofing" "Careful what you're doing there, Dog...and stop goofing around!" "ep_01.al_storingpods" "Looks like they were storing something in these pods. Some kind of offloading facility." "ep_01.al_streaming" "I can't believe the stuff they're streaming...Dr. Kleiner's going to have a field day with this. " "ep_01.al_strider_berightback" "I'll be right back, Gordon." "ep_01.al_strider_keephammering" "Okay, Gordon, I won't be much help against the strider, but I can find us a way out of here. Hold on and keep hammering at that thing. I'll be back as soon as I can." "ep_01.al_strider_whoa" "Whoa! " "ep_01.al_strippedforparts01" "Where are your friends now, huh? " "ep_01.al_strippedforparts02" "Stripped you for parts and left you to die? " "ep_01.al_strippedforparts03" "What did you expect? " "ep_01.al_strippedforparts04" "They're no more human than you." "ep_01.al_sublevelcut" "Looks like the combine cut straight though the sublevel city...I wonder how far down we are..." "ep_01.al_surround01" "I'm surrounded!" "ep_01.al_surround02" "They're everywhere!" "ep_01.al_survivors" "Check for survivors, Gordon--anyone hiding. " "ep_01.al_swamped01" "We're surrounded! " "ep_01.al_swamped02" "They're everywhere! " "ep_01.al_swamped03" "Give me a hand! " "ep_01.al_swamped04" "A little help here, Gordon? " "ep_01.al_swamped05" "I could use some backup! " "ep_01.al_swamped06" "Whoa! " "ep_01.al_swamped07" "Wow! " "ep_01.al_swamped08" "Where are they coming from? " "ep_01.al_swamped09" "Shit! " "ep_01.al_swamped10" "Damn! " "ep_01.al_swamped11" "Ah! " "ep_01.al_swamped12" "Oh, crap!" "ep_01.al_swamped13" "Ow!" "ep_01.al_takeammo" "Here, take some of my ammo." "ep_01.al_takeoutstalker" "Take out that stalker if you have to, we need to get moving." "ep_01.al_takethemwithit" "At least when the Citadel goes up, it'll take them with it." "ep_01.al_takeusoutcity" "It looks like this will take us out of the city." "ep_01.al_terminalaround" "There's got to be a terminal around here somewhere. " "ep_01.al_terminalexplode" "Ah! Damn! " "ep_01.al_thankgod" "Thank God..." "ep_01.al_thanksdog" "Thanks..." "ep_01.al_thanksforcover" "Thanks for covering me, Gordon. Let's keep moving!" "ep_01.al_thanksforhelp01" "Thanks, that was close. " "ep_01.al_thanksforhelp02" "Phew. " "ep_01.al_thanksforhelp03" "Thanks." "ep_01.al_thankyou" "Thank you, thank you..." "ep_01.al_thattaboy" "Thatta boy..." "ep_01.al_thatwasclose" "That was close." "ep_01.al_theregoesbridge" "There it goes! " "ep_01.al_theresone" "Ah! There's one!" "ep_01.al_theywontbother" "They won't bother us if we leave them alone." "ep_01.al_thinkwecangetthru" "I think we can get through here." "ep_01.al_thinkwegothisway" "I think we go this way." "ep_01.al_thisway" "This way, Gordon!" "ep_01.al_throwingstuff" "Dog, really, throwing stuff at the Citadel isn't going to get us anywhere! " "ep_01.al_tocommuter" "We're gonna have to make our way to the commuter train station, and fast. We can only pray they're still running" "ep_01.al_tow_crank" "Now, where's that crank handle?" "ep_01.al_tow_doorstuck" "This way. Damn. The doors are stuck. See if you can find some way to pull them open." "ep_01.al_tow_goodidea" "Hey! Good idea!" "ep_01.al_tow_great" "Great! Good thinking!" "ep_01.al_tow_tighter" "There's got to be some way to pull this cable tighter." "ep_01.al_tow_tool" "Look around, Gordon. Maybe we can find some kind of tool..." "ep_01.al_train_bitofluck" "Looks like our first bit of luck. This train should pass near enough to where my father's holding out." "ep_01.al_train_climbon" "Climb on, Gordon!" "ep_01.al_train_close" "Ah, that was close. " "ep_01.al_train_flare" "The flare." "ep_01.al_train_gonnamakeit" "Ha, I don't believe it. I think we're actually gonna make it out of here..." "ep_01.al_train_gonnamiss" "Ah! Gordon! We're gonna miss our train! " "ep_01.al_train_gordon" "Gordon!" "ep_01.al_train_hereitgoes" "Here it goes." "ep_01.al_train_herewego" "Okay...here we go...." "ep_01.al_train_holdon" "Hold on!" "ep_01.al_train_itsgoing" "It's going, Gordon." "ep_01.al_train_jump" "Jump!" "ep_01.al_train_jumpon" "Jump on, Gordon!" "ep_01.al_train_letsgonow" "Let's go! Go! Now!" "ep_01.al_train_madeit01" "We made it. " "ep_01.al_train_madeit02" "I don't believe it. " "ep_01.al_train_madeit03" "There's nothing else we can do now, I guess, except hope we can get far enough before it..." "ep_01.al_train_missedit" "We missed it, Gordon!" "ep_01.al_train_ohnomissed" "Oh no, we missed our train!" "ep_01.al_train_omg" "Oh my God..." "ep_01.al_train_onemore" "Ah! One more-over there! That one! Hurry! " "ep_01.al_train_overthere" "There's one over there! Let's go!" "ep_01.al_train_stillcatch" "Maybe we can still catch that one. Come on!" "ep_01.al_train_thatone" "Hey, what about that one?" "ep_01.al_train_thereitgoes" "There it goes." "ep_01.al_train_thisisit" "This is it..." "ep_01.al_train_thisway" "This way!" "ep_01.al_traitor01" "[Seething]" "ep_01.al_traitor02" "Traitor." "ep_01.al_tryanother" "All right, let's try another one, Gordon." "ep_01.al_tryanotherroller" "Try another rollermine, Gordon." "ep_01.al_turrets" "Watch out--turrets! " "ep_01.al_turretsempty" "Damn, they're empty!" "ep_01.al_uggh01" "Oh!" "streetwar.al_uggh01" "Oh!" "ep_01.al_uggh02" "Ugh!" "ep_01.al_uggh03" "Ah!" "ep_01.al_ugh01" "Ugh." "ep_01.al_understanddad" "I understand, Dad." "ep_01.al_upforthisgordon" "It doesn't sound like we have any choice." "ep_01.al_uptoyou" "This is it. I can't go into the reactor room, so it's up to you to dampen the reaction. It's too late to reverse it even if we wanted to, but at least we can buy some time. " "ep_01.al_urgecits01" "Come on, people! " "ep_01.al_urgecits02" "Let's move out! " "ep_01.al_urgecits03" "Keep moving! " "ep_01.al_urgecits04" "Go! " "ep_01.al_urgecits05" "Hurry!" "ep_01.al_waitllhehears" "Wait'll he hears the great news." "ep_01.al_waitllhehears_alt" "Wait'll he hears the great news." "ep_01.al_warmachine" "Look at this, Gordon--the whole Combine war machine is going on as if nothing's happened." "ep_01.al_watch_barnacle" "Watch those barnacles." "ep_01.al_watchdrop" "Come on, Gordon. Watch the drop." "ep_01.al_watchself" "Watch yourself, Gordon. " "ep_01.al_watchstep" "Watch your step, Gordon!" "ep_01.al_watchstep_citadel" "Watch your step." "ep_01.al_wecandothis" "We can do this, Dad. " "ep_01.al_weird" "Something weird up there... " "ep_01.al_welcome01" "You bet! " "ep_01.al_welcome02" "No problem! " "ep_01.al_welcome03" "Sure thing! " "ep_01.al_welcome04" "Glad to help!" "ep_01.al_wellbecareful" "We'll be careful, Dad." "ep_01.al_welldowhatwecan" "We'll do what we can. Come on, Gordon." "ep_01.al_whatareyoutwodoing" "What are you two doing?" "ep_01.al_whatintodog" "[Sigh] What are you into, Dog?" "ep_01.al_whatisitdog" "Hey, where are you going? " "ep_01.al_whatnow" "Uh oh. What now?" "ep_01.al_whatthisplace" "What is this place? " "ep_01.al_whatthistime" "What is it this time?" "ep_01.al_whatupto" "What is he up to?" "ep_01.al_whatwegonnado" "What're we gonna do? " "ep_01.al_wheredoeshethink" "Where the hell does he think he's going?" "ep_01.al_wherehegoing" "Where's he going now?" "ep_01.al_wherewegoing" "Let's find out exactly where we're going." "ep_01.al_whew" "Whew." "ep_01.al_whoa" "Whoa!" "ep_01.al_whowasthat" "Who was that?" "ep_01.al_whystickaround01" "No! " "ep_01.al_whystickaround02" "Why hadn't they left the city already? " "ep_01.al_whystickaround03" "Why are people sticking around? " "ep_01.al_whystopping" "Why are we stopping?" "ep_01.al_wideopen" "It's weird, they're wide open. It's like they're just dumping everything. I'll catch what I can and--- " "ep_01.al_wishyouwouldnt" "I wish you wouldn't do that, Gordon. The stalkers are no threat to us now. " "ep_01.al_wontgobackthatway" "Well, we won't be going back that way. " "ep_01.al_workingonit01" "We're working on it. " "ep_01.al_workingonit02" "Hurry up, Gordon! " "ep_01.al_worstover" "[Sigh] Let's hope the worst is over. " "ep_01.al_yeah" "Yeah... " "ep_01.al_youfoundgordon" "Dog! You found Gordon! " "ep_01.al_youheardthem" "You heard them, Gordon! Get the burrows blocked." "ep_01.al_youknowwhat" "You know what to do, Gordon." "ep_01.al_youokaydog" "You okay up there, Dog?" "ep_01.al_yourealive" "You're alive!" "ep_01.al_youreclear" "Okay, you're clear. Get into the lift and I'll send you in." "ep_01.al_zombine_asif" "As if regular zombies weren't bad enough." "ep_01.al_zombine_crap" "Crap!" "ep_01.al_zombine_everywhere" "Watch it, they're everywhere!" "ep_01.al_zombine_getit01" "Zombine, get it? Heh heh. Heh." "ep_01.al_zombine_getit02" "O----kay." "ep_01.al_zombine_gothru" "Let's go through here. See where it puts us." "ep_01.al_zombine_grenade" "Look out, it's got a grenade!" "ep_01.al_zombine_joke01" "Hmmm. " "ep_01.al_zombine_joke02" "A Combine zombie. " "ep_01.al_zombine_joke03" "Zombie Combine. " "ep_01.al_zombine_joke04" "That's, that's like a...ah...a Zombine! Right? Heh..." "ep_01.al_zombine_shinelight" "Ah, anyway...shine your light on the door over here and I'll get us out of here. Whatever you call it, I hope I don't ever see another one." "ep_01.al_zombine_trooptrain" "Looks like we've found a troop train." "ep_01.al_zombine_wth" "What the hell is that?" "ep_01.al_airductstory01" "Hey - an airduct. " "ep_01.al_airductstory02" "I've heard stories about you and airducts. " "ep_01.al_airductstory03" "Doctor Kleiner says whenever he locked himself out of his office " "ep_01.al_airductstory04" "you and Barney used to compete to see who could get in fastest without using a key. " "ep_01.al_anelevator01" "Hey - an elevator! " "ep_01.al_anelevator02" "I'd have settled for stairs. " "ep_01.al_barn_bye" "Bye Barney! " "ep_01.al_barn_seeyouatstn" "We'll see you at the train station. " "ep_01.al_breenbust" "Doctor Breen - ugh - I hope we've seen the last of him. " "ep_01.al_cit_getoutofhere" "You should get out of here. " "ep_01.al_cit_goodshot01" "Nice shot. " "ep_01.al_cit_goodshot02" "Hey - nice shooting! " "ep_01.al_cit_goodshot03" "Way to go! " "ep_01.al_cit_goodshot04" "Good going! " "ep_01.al_cit_heythanks" "Hey thanks! " "ep_01.al_cit_join01" "Let's join up with those people. " "ep_01.al_cit_join02" "Let's go help those people. " "ep_01.al_cit_join03" "Let's team up with them. " "ep_01.al_cit_keepmoving" "You're gonna want to keep moving. " "ep_01.al_cit_niceshooting" "Nice shooting! " "ep_01.al_coverstreet" "I'll cover the street while you figure this out. " "ep_01.al_crank1_gettotrain" "Okay - let's get to the trainyard before the Citadel blows. " "ep_01.al_crank2_didntforget" "You didn't forget the crank, did you? " "ep_01.al_crank2_done01" "Nicely done " "ep_01.al_crank2_done02" "Let's head upstairs. " "ep_01.al_crank2_fireout01" "It's working. " "ep_01.al_crank2_fireout02" "the fire's going out! " "ep_01.al_crank2_onecrank" "Don't tell me there's only one crank in this whole neighborhood. " "ep_01.al_darkinhere" "I can't see a thing in here. " "ep_01.al_dontseehow" "How are we gonna get through this? " "ep_01.al_evac_findbarney" "Let's find Barney " "ep_01.al_evac_notsohard01" "Well, that wasn't so hard. " "ep_01.al_evac_notsohard02" "We should have brought everyone over at once. " "ep_01.al_evac_notsohard03" "Go get the next batch, Gordon. " "ep_01.al_evac_ridsniper" "Get rid of that sniper. " "ep_01.al_evac_sniper" "Sniper! " "ep_01.al_evac_watchsniper" "Watch out for the sniper. " "ep_01.al_evac_wemadeit" "We made it. " "ep_01.al_evac_werehere" "Ah - we're here. " "ep_01.al_firefight01" "Looks like a firefight down there. " "ep_01.al_firefight02" "If I know Barney, he's in the middle of it. " "ep_01.al_foundplace" "We must've found the place where they make these things. " "ep_01.al_garrison_getin" "Okay, let's get in. Come on. " "ep_01.al_garrison_omgcitadel01" "Oh my god... " "ep_01.al_garrison_omgcitadel02" "Look at the Citadel. " "ep_01.al_garrison_omgcitadel03" "The containment field must have failed." "ep_01.al_garrison_phew" "Phew - glad that's over. " "ep_01.al_garrison_stillhavetogetthru" "We still have this garrison to get through. " "ep_01.al_getawayfromdoors" "Get away from the doors! " "ep_01.al_giftshop01" "Look at all these Breen busts. " "ep_01.al_giftshop02" "It's like we stumbled into the Citadel gift shop. " "ep_01.al_goodmeat" "I wonder if there's any good meat on this thing. " "ep_01.al_gotyourback" "I've got your back, Gordon. " "ep_01.al_heretheycome" "Here they come. " "ep_01.al_holesblocked_getoffstreet01" "Nice work blocking those burrows. " "ep_01.al_holesblocked_getoffstreet02" "How 'bout we get off the street for a while. " "ep_01.al_illtakestairs" "Uh - I think I'll take the stairs. " "ep_01.al_incidentalinjury" "Are you okay? " "ep_01.al_isthatkleiner" "Is that Doctor Kleiner? " "ep_01.al_keepaneye" "I'll keep an eye on things. " "ep_01.al_lasttrain_alltoourselves" "It looks like we're gonna have this train all to ourselves. " "ep_01.al_lasttrain_bringupanother01" "Let me bring up another train. " "ep_01.al_lasttrain_bringupanother02" "Maybe we can pick up some more passengers once we're outside the city. " "ep_01.al_lasttrain_citadel" "The Citadel! " "ep_01.al_lasttrain_findswitch" "Come on, Gordon. Let's go find the power switch. " "ep_01.al_lasttrain_getthistrainmoving01" "If that's all of them we should get this train moving. " "ep_01.al_lasttrain_getthistrainmoving02" "We'll go throw the power switch, Barney. " "ep_01.al_lasttrain_gettingaway" "Good - they're getting away. " "ep_01.al_lasttrain_gordon" "Gordon! " "ep_01.al_lasttrain_gordon_finale" "Gordon! " "ep_01.al_lasttrain_herewego" "Here we go. " "ep_01.al_lasttrain_missedthatone" "Uh oh, we missed that one. " "ep_01.al_lasttrain_needanothertrain" "Uh-oh, looks like we're gonna need another train. " "ep_01.al_lasttrain_next" "I'll bring up the next train. " "ep_01.al_lasttrain_notgoing" "This train's not going anywhere until we get the power on. " "ep_01.al_lasttrain_ohno" "Oh no! " "ep_01.al_lasttrain_ohnogordon" "Oh no, Gordon. " "ep_01.al_lasttrain_omg" "Oh my god... " "ep_01.al_lasttrain_oneforus01" "Give me a second. " "ep_01.al_lasttrain_oneforus02" "I'm going to line up another train for us. " "ep_01.al_lasttrain_prompt01" "Go ahead Gordon - jump on. " "ep_01.al_lasttrain_prompt02" "Hop on. " "ep_01.al_lasttrain_prompt03" "Get on the back of the train. " "ep_01.al_lasttrain_pulling" "It's pulling everything in! " "ep_01.al_lasttrain_slowing" "The train's slowing down. " "ep_01.al_lasttrain_thisisit" "This is it, Gordon. " "ep_01.al_lasttrain_thisisswitch" "This is the switch. Let me get this going. " "ep_01.al_lasttrain_toodangerous01" "It's getting too dangerous here, Barney. " "ep_01.al_lasttrain_toodangerous02" "You stay with the passengers. We'll get this train moving. " "ep_01.al_looktarget_payphone" "Those phones haven't worked in years. " "ep_01.al_makejump" "Can you make that jump? " "ep_01.al_notellingtime" "There's no telling how much time we have left; it can't be that much farther to the trainstation. " "ep_01.al_openseason" "Ha ha. Good thing it's open season on gunships. " "ep_01.al_rappel_alert01" "They're coming from above! " "ep_01.al_rappel_alert02" "They're coming from the rooftops! " "ep_01.al_rappel_alert03" "Look up there! " "ep_01.al_roller_holdingoff" "I'm holding it off Gordon - grab it if you can. " "ep_01.al_safehouse_figureitout01" "When we figure it out I'll let you know. " "ep_01.al_safehouse_figureitout02" "What're you doing up here? " "ep_01.al_safehouse_illgetthis" "I'll get this. " "ep_01.al_safehouse_million" "Heh - that's the million dollar question. How are you, Barney? " "ep_01.al_slugourway" "Looks like we're gonna have to slug our way through here... the longer we take finding the trainstation, the more dangerous it gets. " "ep_01.al_sniper_bringroller" "Bring me a rollermine. " "ep_01.al_sniper_cantcomewith" "I can't come with you until that sniper's out of the picture. " "ep_01.al_sniper_cantgetthru" "We can't get through here while that sniper's covering the street. " "ep_01.al_sniper_cantgoout" "I can't go out in that. " "ep_01.al_sniper_cantgoout2" "I can't go out there while that sniper's covering the street. " "ep_01.al_sniper_dontrunout" "Gordon - hold up a second. " "ep_01.al_sniper_dontwasteroller01" "Don't waste those rollermines. " "ep_01.al_sniper_dontwasteroller02" "Bring one over here. " "ep_01.al_sniper_grabroller01" "Hey - bring that rollermine to me. " "ep_01.al_sniper_grabroller02" "Maybe we can use it against the sniper. " "ep_01.al_sniper_grabroller03" "Hey - grab that rollermine. " "ep_01.al_sniper_grabroller04" "Maybe we can use it against the sniper. " "ep_01.al_sniper_holdback" "Hold back - grab me one of those rollermines. " "ep_01.al_sniper_lobroller" "Try lobbing a rollermine up there. " "ep_01.al_sniper_minesonourside" "Let's get some rollermines on our side. " "ep_01.al_sniper_mounted" "I can't move this mounted gun. I'll cover you from up here. " "ep_01.al_sniper_pinned" "We're pinned down. We need some way to take out those gunners. " "ep_01.al_sniper_runpoint" "There's a Combine garrison at the end of this street. You run point, and then I'll follow as soon as I see you've made it through. " "ep_01.al_sniper_takeoutsniper" "Take out that sniper, Gordon! " "ep_01.al_subwaymap01" "Hey - a map. " "ep_01.al_subwaymap02" "hmm " "ep_01.al_subwaymap03" "The stalker train took us further than I thought. " "ep_01.al_subwaymap04" "We've still got a hike ahead of us... but it could have been worse. " "ep_01.al_thatsoundagain" "Uh-oh... here we go again. " "ep_01.al_tougherthanithought" "That was tougher than I thought. " "ep_01.al_uhohcomingthru" "Uh-oh - they're coming through. " "ep_01.al_whatsbeeping" "What's that beeping sound. " "ep_01.al_whydefendgarrison" "Why are they defending this garrison when the whole city's about to blow. " "ep_01.al_whythisway" "What now? " "ep_01.al_youdonethisbefore" "You've done this before, haven't you. " "ep_01.al_youfinished" "Heh... we wondered when you were gonna be done in there. " "ep_01.al_block_canyoumovethat" "Can you move that stuff Gordon? We've gotta get through here. " "ep_01.al_block_comeon" "Come on. " "ep_01.al_block_getthru" "We've gotta get through here. " "ep_01.al_block_movedebris" "See if you can move some of that debris. " "ep_01.al_block_onlypath" "This was the only path I could find. " "ep_01.al_comingapart_01" "Whoa - this place is really coming apart... " "ep_01.al_comingapart_02" "We need to get the hell outta here. " "ep_01.al_core_blowreactor01" "It looks like they were deliberately trying to blow the reactor. " "ep_01.al_core_blowreactor02" "but why? " "ep_01.al_core_cantgetclear01" "Damn - I can't get it any clearer. " "ep_01.al_core_cantgetclear02" "I'll try to grab everything I can while you're in there. " "ep_01.al_core_cantgetclear03" "We can analyze it later. " "ep_01.al_core_controlcrazy01" "Weird... " "ep_01.al_core_controlcrazy02" "The control system is going crazy. Looks like they're compressing a huge packet of data. " "ep_01.al_core_controlcrazy03" "I wonder what the - " "ep_01.al_core_fargone01" "Oh my god. " "ep_01.al_core_fargone02" "It looks pretty far gone. " "ep_01.al_core_fargone03" "I hope Doctor Kleiner was right about this. " "ep_01.al_core_hellitsjudith01" "What the hell... " "ep_01.al_core_hellitsjudith02" "It's Judith! " "ep_01.al_core_herecomeslift01" "Well... " "ep_01.al_core_herecomeslift02" "Here's your elevator " "ep_01.al_core_herecomeslift03" "I wish there was something else I could do to help. " "ep_01.al_core_inthrucontrolroom" "Let's see if we can find a way through the control room. " "ep_01.al_core_letsgo" "After you. " "ep_01.al_core_liftlocked" "The elevator's down in the core entry. Let me see if I can call it back to this level. " "ep_01.al_core_parting" "Hurry back. " "ep_01.al_core_saybye01" "Gordon, I... " "ep_01.al_core_saybye02" "I'm not saying good-bye. " "ep_01.al_dropship_getback01" "Gordon. " "ep_01.al_dropship_getback02" "Look out! " "ep_01.al_dropship_getback03" "A dropship! " "ep_01.al_dropship_getback04" "Watch out! " "ep_01.al_dropship_getback05" "A dropship! " "ep_01.al_dropship_getback06" "Whoa! " "ep_01.al_dropship_getback07" "Get back! " "ep_01.al_excelletsgo" "Excellent. " "ep_01.al_gettocoresoon01" "If we don't get to the core soon " "ep_01.al_gettocoresoon02" "We'll have no time to shut it down. " "ep_01.al_goodletsgo01" "Ah good. " "ep_01.al_goodletsgo02" "Let's go. " "ep_01.al_gottocross" "We need to get across here. We've gotta find a way to power up this bridge. " "ep_01.al_grabroll01" "Hah - I've got it. " "ep_01.al_grabroll02" "Grab one of those rollermines and bring it over to me. " "ep_01.al_grabroll03" "I can switch its affinity. " "ep_01.al_gravcharge_anotherconsole01" "Hmm. " "ep_01.al_gravcharge_anotherconsole02" "Let me just check our location. " "ep_01.al_gravcharge_explo" "Ungh! " "ep_01.al_gravcharge_keepmoving" "Okay. We'd better keep moving. " "ep_01.al_gravcharge_onourpath" "I don't remember seeing anything like this on the map. " "ep_01.al_gravcharge_thing" "What the hell is that? " "ep_01.al_gravgunlosingpower01" "It's losing power " "ep_01.al_gravgunlosingpower02" "Damn. " "ep_01.al_gravgunlosingpower03" "Would have been handy to keep it charged up for a while. " "ep_01.al_gravgunlosingpower04" "I guess it was feeding on the runaway core. " "ep_01.al_idontgetit01" "I don't get it " "ep_01.al_idontgetit02" "Why are they hanging around here? " "ep_01.al_ihearturrets" "Careful - I hear turrets. " "ep_01.al_itsthisway" "It's this way. " "ep_01.al_itsthiswaygordon" "It's this way, Gordon. " "ep_01.al_letsfigureout" "Let's figure this out. " "ep_01.al_lift_stalkertough" "That stalker is making things tough. " "ep_01.al_lookatsize" "Look at the size of this place. " "ep_01.al_notimetodealwiththis01" "We don't have time to deal with this. " "ep_01.al_notimetodealwiththis02" "We've gotta get to the reactor. " "ep_01.al_onlywayiknow01" "We've gotta get through here. " "ep_01.al_onlywayiknow02" "it's the only way I know to the reactor core. " "ep_01.al_podpull_01" "It's moving. " "ep_01.al_podpull_02" "That's it - keep pulling. " "ep_01.al_podpull_03" "Pull it off, Gordon. " "ep_01.al_postcore_atwindow01" " " "ep_01.al_postcore_atwindow02" "Gordon! " "ep_01.al_postcore_atwindow03" "You did it!" "ep_01.al_postcore_atwindow04" "The containment system's back in place. " "ep_01.al_postcore_atwindow05" "It won't last forever, but at least we've bought a little time." "ep_01.al_postcore_atwindow06" " " "ep_01.al_postcore_follow" "This way. " "ep_01.al_postcore_hardpartover" "Well - the hard part's over. " "ep_01.al_postcore_route" "I mapped out our escape route. " "ep_01.al_postcore_trainrunning01" "If the Citadel trains are still running, there's a chance they might take us right out of the City. " "ep_01.al_postcore_trainrunning02" "I doubt we'd want to follow them to the end of the line, but it'll be good to put some distance between us and... " "ep_01.al_remindsmeofnp01" "This looks like the teleport in Nova Prospekt. " "ep_01.al_remindsmeofnp02" "I wonder what they were bringing through here. " "ep_01.al_roll_getthisopen" "Let me disable this field. " "ep_01.al_roll_guardoutthere" "Hey - there's a guard holding it in place. " "ep_01.al_roll_letssee" "Let's see if we can take him out from over here. " "ep_01.al_roll_thinking" "Hmm. " "ep_01.al_stalk1_alloversoon" "Well, it'll all be over soon. " "ep_01.al_stalk1_keepmoving" "We should keep moving. " "ep_01.al_stalk1_omg" "Oh my god - stalkers. " "ep_01.al_stalk1_poorsouls" "Poor souls. " "ep_01.al_stalkdestroy" "That stalker is destroying the energy balls. " "ep_01.al_stalk_brace" "Brace yourself! " "ep_01.al_stalk_breath01" " " "ep_01.al_stalk_breath02" " " "ep_01.al_stalk_breath03" " " "ep_01.al_stalk_breath04" " " "ep_01.al_stalk_crushed01" "Hurry Gordon, I'm " "ep_01.al_stalk_crushed02" "crushed " "ep_01.al_stalk_derail_omg" "Oh my god! " "ep_01.al_stalk_getemoff01" "Gordon " "ep_01.al_stalk_getemoff02" "Help! " "ep_01.al_stalk_getemoff03" "Help! " "ep_01.al_stalk_getemoff04" "Please... " "ep_01.al_stalk_getemoff05" "Get it off me. " "ep_01.al_stalk_getemoff06" "Oh god help. " "ep_01.al_stalk_getemoff07" "Gordon help me - please! " "ep_01.al_stalk_getemoff08" "Help - please! " "ep_01.al_stalk_getemoff09" "Get it off me - get it off! " "ep_01.al_stalk_getemoff10" "Get it off! " "ep_01.al_stalk_getemoff11" "Gordon! " "ep_01.al_stalk_godogod01" "Oh god oh god oh god... " "ep_01.al_stalk_godogod02" "Oh god oh god... " "ep_01.al_stalk_hitit" "Hit it again. " "ep_01.al_stalk_hopeyoudontremember" "God, I hope you don't remember who you were. " "ep_01.al_stalk_itsmoving" "It's moving. " "ep_01.al_stalk_letsgetout" "Let's get out of here. " "ep_01.al_stalk_lookatthem01" "Look at them. " "ep_01.al_stalk_lookatthem02" "God damn the Combine. " "ep_01.al_stalk_lookatthem03" "This is what happens to you if you resist. " "ep_01.al_stalk_ohnostalkercar01" "Oh no... " "ep_01.al_stalk_ohnostalkercar02" "It's a stalker car. " "ep_01.al_stalk_okclear" "Come on, let's get in. " "ep_01.al_stalk_okletsgetoutofhere01" " " "ep_01.al_stalk_okletsgetoutofhere02" "Okay... " "ep_01.al_stalk_okletsgetoutofhere03" "Let's go. " "ep_01.al_stalk_pleasestopscreaming01" "Stop " "ep_01.al_stalk_pleasestopscreaming02" "Stop " "ep_01.al_stalk_pleasestopscreaming03" "Stop, please " "ep_01.al_stalk_pleasestopscreaming04" "Stop screaming " "ep_01.al_stalk_pleasestopscreaming05" "No - please - stop screaming " "ep_01.al_stalk_pull" "Pull " "ep_01.al_stalk_savedourlives" "It looks like you've saved our lives again. " "ep_01.al_stalk_seewhereheaded01" "All right " "ep_01.al_stalk_seewhereheaded02" "Let's see where this train is headed. " "ep_01.al_stalk_seewhereheaded03" "With any luck we should be well out of the city before it's too late. " "ep_01.al_stalk_straightout01" "Looks like we're on a good heading. " "ep_01.al_stalk_straightout02" "Thank god we're not on foot. " "ep_01.al_stalk_straightout03" "I doubt we'd have made it in time. " "ep_01.al_stalk_thanks" "Thank you. " "ep_01.al_stalk_thereitgoes" "There it goes. " "ep_01.al_stalk_train01" "Okay - here comes a train. " "ep_01.al_stalk_train02" "Let's make sure we're on it. " "ep_01.al_stalk_train03" "It might be the last one. " "ep_01.al_stalk_trygravgun01" "I can't get it loose. " "ep_01.al_stalk_trygravgun02" "Give it a jolt with the gravity gun. " "ep_01.al_stalk_volunteer01" " " "ep_01.al_stalk_volunteer02" "These people didn't have a choice. " "ep_01.al_stalk_volunteer_mild01" "Unlike the Combine soldiers who volunteer for what they get... " "ep_01.al_stalk_volunteer_mild02" "these people didn't have a choice. " "ep_01.al_stalk_whatsthat" "What's that? " "ep_01.al_stalk_wrongplace" "or if you're just in the wrong place at the wrong time. " "ep_01.al_start_getgravgun01" "Get the gravity gun, Gordon. " "ep_01.al_start_getgravgun02" "Take the gravity gun, Gordon. " "ep_01.al_start_getgravgun03" "Go ahead - take the gravity gun. " "ep_01.al_stillhurry" "Even more reason to hurry. " "ep_01.al_thankskeepmoving01" "Thanks. " "ep_01.al_thankskeepmoving02" "Let's keep moving. " "ep_01.al_timetomap01" "There are probably other ways to the core " "ep_01.al_timetomap02" "but I didn't have time to map anything but this one route. " "ep_01.al_traitor" "Traitor! " "ep_01.al_whatswithgravgun" "Hey - what's happening to the gravity gun? " "ep_01.al_whereyougoing" "Where're you going? " "ep_01.al_chasm_forgetpacking01" "Dog! " "ep_01.al_chasm_forgetpacking02" "Forget about packing up - let's just get out of here. " "ep_01.al_itsmydad" "It's my dad. " "ep_01.al_onceacross01" "I want you to get out of here as fast as you can. " "ep_01.al_seefindway" "Hmm... let's see if we can find a way into the Citadel from somewhere along the rim. " "ep_01.al_seeforyourself01" "The citadel's really coming apart. " "ep_01.al_seeforyourself02" "We should... " "ep_01.al_stillnotsure01" "I don't know how the hell we got out of there. " "ep_01.al_stillnotsure02" " " "ep_01.al_stillnotsure03" "We should... " "ep_01.al_thatwasclose01" "Whoa. " "ep_01.al_thatwasclose02" "That was close. " "ep_01.al_tryingtoreachhim" "We've been trying to reach him for hours. " "ep_01.al_waittillhehears" "Wait till he hears that we found you. " "ep_01.al_affirm01" "Yes. " "ep_01.al_affirm02" "Yep. " "ep_01.al_affirm03" "Yeah. " "ep_01.al_affirm04" "Okay. " "ep_01.al_affirm05" "Mm hm. " "ep_01.al_affirm_sarc01" "Yes. " "ep_01.al_affirm_sarc02" "Heh. Yup. " "ep_01.al_affirm_sarc03" "Yeah. " "ep_01.al_affirm_sarc04" "Okay. " "ep_01.al_affirm_sarc05" "Uh huh. " "ep_01.al_doyourstuff" "Do your stuff, Gordon. " "ep_01.al_explo_agh" "Agh " "ep_01.al_explo_lookout" "Look out! " "ep_01.al_explo_watchit" "Watch it! " "ep_01.al_explo_whoa" "Whoa! " "ep_01.al_grenade_warn01" "Watch out " "ep_01.al_grenade_warn02" "Grenade! " "ep_01.al_grenade_warn03" "Look out! " "ep_01.al_grenade_warn04" "Get back! " "ep_01.al_itsallyou" "It's all you, Gordon. " "ep_01.al_physimpact01" "Hey! " "ep_01.al_physimpact02" "Ow " "ep_01.al_physimpact03" "Careful with that. " "ep_01.al_physimpact_loud01" "Hey " "ep_01.al_physimpact_loud02" "Ow! " "ep_01.al_physimpact_loud03" "Careful with that! " "ep_01.al_rejoin01" "Hey - there you are. " "ep_01.al_rejoin02" "I'm back. " "ep_01.al_rejoin03" "Hey Gordon. Miss me? " "ep_01.al_rejoin04" "There you are. " "ep_01.al_reloading_new01" "I'm out - reloading. " "ep_01.al_reloading_new02" "I'm dry - reloading. " "ep_01.al_reloading_new03" "Ah - I gotta reload. " "ep_01.al_reloading_new04" "Empty - reloading. " "ep_01.al_reloading_new05" "Out again. " "ep_01.al_reloading_new06" "Dammit. Reloading. " "ep_01.al_reloading_new07" "Gotta reload. " "ep_01.al_uptoyounow" "It's up to you now. " "ep_01.al_50broke" "Whoof... I think we just broke about fifty Combine regulations." "ep_01.al_50list01" "No eye contact with Combine soldiers. " "ep_01.al_50list02" "Don't damage Combine property. " "ep_01.al_50list03" "Don't kill the Combine representatives. " "ep_01.al_50list04" "Have your papers out and available. " "ep_01.al_50list05" "No loud noises after six o'clock..." "ep_01.al_50list06" "Or before six for that matter." "ep_01.al_anotherway01" "I'd like to find another way around these buildings, " "ep_01.al_anotherway02" "But we really don't have time." "ep_01.al_antguard_victory" "Yeah!" "ep_01.al_antlions_cantgetoutnow" "They can't get out of there now." "ep_01.al_antlions_cominguphere" "Uh oh-the antlions are coming up here!" "ep_01.al_antlions_cutsupply" "How are we going to cut off the antlion supply?" "ep_01.al_antlions_firstsight" "Antlions!" "ep_01.al_antlions_goodidea" "Good idea, Gordon!" "ep_01.al_antlions_goodwork" "Good work, Gordon!" "ep_01.al_antlions_holycrap" "Holy crap, Antlions!" "ep_01.al_antlions_keepcontrol" "We've gotta keep the antlions in control!" "ep_01.al_antlions_pluganyhole" "Yeah, it's probably a good idea to plug any hole an antlion could squeeze through." "ep_01.al_antlions_plugthatway" "I wouldn't have thought you could plug up the burrow that way." "ep_01.al_antlions_runoutbullets" "We're gonna run out of bullets before this burrow runs out of antlions!" "ep_01.al_awayfromdoors" "Get away from the doors!" "ep_01.al_backsosoon" "Oh, back so soon?" "ep_01.al_crabpod_findaway" "Let's find another way up." "ep_01.al_crabpod_getaway" "Get away from there, Gordon!" "ep_01.al_crabpod_omg" "Oh my God!" "ep_01.al_crabpod_wthell" "What the hell!" "ep_01.al_elev_anyminute" "It should be here any minute." "ep_01.al_elev_anyminute_loud" "It should be here any minute." "ep_01.al_elev_anytime" "Any time now..." "ep_01.al_elev_anytime_loud" "Any time now..." "ep_01.al_elev_getingetin" "Get in! Get in!" "ep_01.al_elev_geton" "Get on!" "ep_01.al_elev_godnotagain" "Oh God...not again..." "ep_01.al_elev_hearsomething01" "Hey, did you hear something? " "ep_01.al_elev_hearsomething02" "Let's get the power back on and get the hell outta here." "ep_01.al_elev_hearsomething_loud01" "Hey, did you hear something? " "ep_01.al_elev_hearsomething_loud02" "Let's get the power back on and get the hell outta here." "ep_01.al_elev_hearthat" "Hear that? Sounds like the elevator's moving again." "ep_01.al_elev_heyihear" "Hey, I hear the elevator-it's moving again." "ep_01.al_elev_hopelight" "I hope it's still light out." "ep_01.al_elev_itshere" "It's here!" "ep_01.al_elev_kidding" "You've got to be kidding..." "ep_01.al_elev_letsgo_new" "Let's go!" "ep_01.al_elev_movingagain" "Sounds like the elevator's moving again." "ep_01.al_elev_phew" "Phew." "ep_01.al_elev_powersupply" "I've worked with electricity a time or two, and I'm pretty sure this sparking wire must be connected to a power supply." "ep_01.al_elev_power_loud_nag01" "Any luck figuring out how to get the power back on?" "ep_01.al_elev_power_loud_nag02" "Any thoughts about getting the power back on?" "ep_01.al_elev_power_loud_nag03" "Sorry I haven't been more help getting the power back on." "ep_01.al_elev_power_nag01" "Any luck figuring out how to get the power back on?" "ep_01.al_elev_power_nag02" "Any thoughts about getting the power back on?" "ep_01.al_elev_power_nag03" "Sorry I haven't been more helpful getting the power back on." "ep_01.al_elev_soundscloser" "Sounds like it's getting closer." "ep_01.al_elev_soundscloser_loud" "Sounds like it's getting closer." "ep_01.al_elev_thatwasclose01" "Whew!" "ep_01.al_elev_thatwasclose02" "That..." "ep_01.al_elev_thatwasclose03" "was close." "ep_01.al_elev_whatstakingsolong" "What's taking so long?" "ep_01.al_elev_whatstakingsolong_loud" "What's taking so long?" "ep_01.al_elev_whereselev" "Where's that elevator?" "ep_01.al_elev_whereselev_loud" "Where's that elevator?" "ep_01.al_evac_advisor01" "What was that?" "ep_01.al_evac_advisor02" "Did you see that?" "ep_01.al_evac_byebarney01" "Go on, Barney! They're not after you. " "ep_01.al_evac_byebarney02" "Gordon and I will draw their attention while you get the others away from here. " "ep_01.al_evac_byebarney03" "We can grab another train once you're clear." "ep_01.al_evac_congrat01" "Doing good!" "ep_01.al_evac_congrat02" "Keep 'em coming!" "ep_01.al_evac_congrat03" "You're doing great!" "ep_01.al_evac_congrat04" "Nice going!" "ep_01.al_evac_eventually01" "Sorry to keep you waiting. " "ep_01.al_evac_eventually02" "The Combine's on our tail. " "ep_01.al_evac_eventually03" "What's the plan?" "ep_01.al_evac_freetrain" "As soon as they're out of here, we'll free up the next train." "ep_01.al_evac_freetrain_alt" "Come on, Gordon, as soon as they're out of here, let's free up the next train." "ep_01.al_evac_headstart01" "I'll get a head start on the next train. " "ep_01.al_evac_headstart02" "No time to lose." "ep_01.al_evac_keepthemoff" "That should keep them off our backs for a while." "ep_01.al_evac_leaveittoyou" "I'll leave it to you." "ep_01.al_evac_leaveyoutoit" "I'll leave you to it." "ep_01.al_evac_madeit" "We made it!" "ep_01.al_evac_nexttrack" "Here, let's open up this next track. " "ep_01.al_evac_ontous01" "Oh boy...they're onto us. " "ep_01.al_evac_ontous02" "Better find Barney and get moving." "ep_01.al_evac_remind01" "Let's find that train." "ep_01.al_evac_remind02" "Let's get to the train." "ep_01.al_evac_remind03" "Come on, the train's waiting." "ep_01.al_evac_remind04" "Let's get these folks to a train." "ep_01.al_evac_shotgundrop" "Damn. This thing is jammed. I hate to leave it." "ep_01.al_evac_soundsgood01" "Sounds good. " "ep_01.al_evac_soundsgood02" "Send out the first group!" "ep_01.al_evac_takestand" "Go back and get another group. I'll stay here and guard the gate." "ep_01.al_evac_yes" "Yes! The trainstation!" "ep_01.al_excuseminute" "Uh...could you excuse me for a minute?" "ep_01.al_finale_allaboard" "All aboard." "ep_01.al_finale_gettrain" "Quick, now...let's get the train moving." "ep_01.al_finale_goingout" "Oh my God...the transmission's going out." "ep_01.al_finale_goingout_loud" "Oh my God...the transmission's going out." "ep_01.al_finale_herewego" "Here we go. " "ep_01.al_finale_herewego_alt" "Here we go. " "ep_01.al_finale_holdingit" "I'm holding it for you...get aboard." "ep_01.al_finale_jumpon" "Jump on, Gordon. I'm right behind you." "ep_01.al_finale_lasttrain" "Last train." "ep_01.al_finale_otherside01" "Whatever's in that transmission packet, " "ep_01.al_finale_otherside02" "They'll have it on the other side soon." "ep_01.al_finale_otherside_loud01" "Whatever's in that transmission packet, " "ep_01.al_finale_otherside_loud02" "They'll have it on the other side soon." "ep_01.al_finale_seeingdad" "We'll be seeing my Dad before long." "ep_01.al_finale_wediditg01" "Here we go. " "ep_01.al_finale_wediditg02" "We did it, Gordon." "ep_01.al_flood_floodroom01" "Ugh..." "ep_01.al_flood_floodroom02" "You're lucky you've got that hazard suit. " "ep_01.al_flood_floodroom03" "This water's nasty. " "ep_01.al_flood_floodroom04" "Got room for two in there?" "ep_01.al_garage_hearthink" "That's better...I can hear myself think." "ep_01.al_garage_stragglers01" "That's the last burrow. " "ep_01.al_garage_stragglers02" "Now we just gotta mop up the stragglers!" "ep_01.al_gship_againagain" "Here we go again...again!" "ep_01.al_gship_cool" "Gordon, you know what'd be cool? Actually, I can't think of anything cooler than what just happened." "ep_01.al_gship_crowbar01" "Think it's dead? Maybe you should whack it with the crowbar just in case." "ep_01.al_gship_crowbar02" "Well, it sure looks dead. Maybe you should whack it with the crowbar just in case." "ep_01.al_gship_holyterror01" "Wow... " "ep_01.al_gship_holyterror02" "I mean, holy... " "ep_01.al_gship_holyterror03" "That was... " "ep_01.al_gship_holyterror04" "Jesus, Gordon, " "ep_01.al_gship_holyterror05" "you're a real terror." "ep_01.al_gship_mess" "Boy, we made a real mess up here." "ep_01.al_gship_nuts" "Well, that was pretty nuts." "ep_01.al_happykleiner" "I've never been happier to see Dr. Kleiner!" "ep_01.al_hospital_afteryou" "After you..." "ep_01.al_hospital_didallright" "I see you did all right without me." "ep_01.al_hospital_electro" "What kind of hospital is this?" "ep_01.al_hospital_fallthru01" "Oh no! " "ep_01.al_hospital_fallthru02" "Gordon!" "ep_01.al_hospital_fallthru03" "Are you okay?" "ep_01.al_hospital_foundshotgun01" "So much for medical supplies " "ep_01.al_hospital_foundshotgun02" "I found a shotgun!" "ep_01.al_hospital_heretheycome" "Here they come!" "ep_01.al_hospital_illgetthis" "I'll get this." "ep_01.al_hospital_letsgo" "Okay, let's go." "ep_01.al_hospital_medsupplies" "Hey, a hospital! Keep an eye out for medical supplies." "ep_01.al_hospital_morezombies" "Oh God! More zombies!" "ep_01.al_hospital_oneatatime" "One at a time, boys." "ep_01.al_hospital_roomsweeper" "A room sweeper like this might be useful in here." "ep_01.al_hospital_shallwego" "Shall we go?" "ep_01.al_hospital_swamped01" "Sorry about leaving you alone down there, Gordon. " "ep_01.al_hospital_swamped02" "I got a bit swamped." "ep_01.al_hospital_thrudoor" "They're through the door!" "ep_01.al_hospital_zombiefall" "Look out!" "ep_01.al_meltdown01" "Oh God..." "ep_01.al_meltdown02" "Looks like the reactor's back on track for a meltdown. " "ep_01.al_meltdown03" "That transmission's going out after all. " "ep_01.al_nostairs" "I wouldn't recommend using the stairs right now." "ep_01.al_pbox_nicejobandgun01" "Nice job! " "ep_01.al_pbox_nicejobandgun02" "Hey, and you found a gun!" "ep_01.al_pbox_padlock01" "Excellent!" "ep_01.al_pbox_padlock02" "Wow, you really killed the hell out of that padlock." "ep_01.al_peoplelistening" "I hope people are listening..." "ep_01.al_peopletohelp" "Those people could use our help!" "ep_01.al_plaza_view01" "Finally, fresh air... " "ep_01.al_plaza_view02" "Oh my God... " "ep_01.al_plaza_view03" "Striders really tore the hell out of this place..." "ep_01.al_pzombie_covered" "That one's covered in stinkin' venom crabs!" "ep_01.al_pzombie_hate" "Ugh! Venom crabs - I hate those things." "ep_01.al_pzombie_ohno" "Oh no...not one of those!" "ep_01.al_rappel_hearthat" "Hear that?" "ep_01.al_rappel_hearthat_loud" "Hear that?" "ep_01.al_rappel_hoping" "I was hoping we'd get a bit farther before they noticed us again. " "ep_01.al_rappel_looking01" "They're looking for something..." "ep_01.al_rappel_looking02" "Probably us." "ep_01.al_rappel_rooftops" "From the rooftops!" "ep_01.al_rappel_rooftops_loud" "From the rooftops!" "ep_01.al_rappel_scanners" "Scanners!" "ep_01.al_rappel_spotted" "We've been spotted!" "ep_01.al_safehouse_separate01" "If Gordon and I took a separate route, we could draw the Combine away from you. " "ep_01.al_safehouse_separate02" "That'd give you a chance to get the trains filled up before we get there." "ep_01.al_safehouse_stoleinfo01" "We stole some information from the Citadel on our way out. " "ep_01.al_safehouse_stoleinfo02" "I don't know what it is yet, " "ep_01.al_safehouse_stoleinfo03" "But it's important enough that they've been hounding us the whole way here." "ep_01.al_safehouse_vorthand01" "We're not exactly sure. " "ep_01.al_safehouse_vorthand02" "The vortigaunts had a hand in it, " "ep_01.al_safehouse_vorthand03" "Is all I know." "ep_01.al_safehouse_vortsomething01" "We're not exactly sure. " "ep_01.al_safehouse_vortsomething02" "All I know is the vortigaunts had something to do with it." "ep_01.al_safehouse_whataboutyou" "But what about you, Barney?" "ep_01.al_safehouse_yeah_new" "Yeah." "ep_01.al_sniper_climbup" "Let me climb up and take a look at what we're walking into." "ep_01.al_sniper_fort" "Uh oh...they've got the street fortified up ahead. " "ep_01.al_sniper_headoff01" "Nice toss, Gordon. " "ep_01.al_sniper_headoff02" "That sniper almost took my head off." "ep_01.al_sniper_runpoint_new01" "You run point, okay? " "ep_01.al_sniper_runpoint_new02" "I'll cover you from up here till you reach the far end. " "ep_01.al_sniper_runpoint_new03" "When the coast is clear, I'll catch up. " "ep_01.al_sniper_runpoint_new04" "Sound good?" "ep_01.al_strider_again" "Again!" "ep_01.al_strider_another" "Hit it with another one, Gordon!" "ep_01.al_strider_cantleave" "We can't leave till that strider's taken care of..." "ep_01.al_strider_cantleave_loud" "We can't leave till that strider's taken care of..." "ep_01.al_strider_careful" "Gordon, be careful!" "ep_01.al_strider_fantastic" "Fantastic job, Gordon!" "ep_01.al_strider_getdown" "Get down!" "ep_01.al_strider_hurting01" "Ah! It's hurting, Gordon! " "ep_01.al_strider_hurting02" "One more like that!" "ep_01.al_strider_myhero" "My hero!" "ep_01.al_strider_mynewhero" "You're my new hero!" "ep_01.al_strider_mynewhero_alt" "You're my new hero!" "ep_01.al_strider_omg" "Oh my God...Strider!" "ep_01.al_strider_overhere" "Over here!" "ep_01.al_strider_pummel01" "Good shot! " "ep_01.al_strider_pummel02" "Keep pummeling it!" "ep_01.al_strider_scratch" "I don't have a weapon that'll even scratch that strider. It's up to you." "ep_01.al_strider_scratch_loud" "I don't have a weapon that'll even scratch that strider. It's up to you." "ep_01.al_strider_watchout" "Watch out!" "ep_01.al_strider_yes" "Yes!" "ep_01.al_strider_youdidit" "You did it!" "ep_01.al_thereyouare" "There you are. I thought you might have forgotten about me." "ep_01.al_tooksolong" "What took you so long?" "ep_01.al_train_ride01" "My Dad always talks about the Black Mesa train. " "ep_01.al_train_ride02" "He says he took me on it once, but I don't remember." "ep_01.al_tunnel_catchbreath01" "I uh..." "ep_01.al_tunnel_catchbreath02" "I gotta catch my breath..." "ep_01.al_tunnel_holdup" "Hold up a sec..." "ep_01.al_tunnel_noteasy01" "Okay..." "ep_01.al_tunnel_noteasy02" "Well..." "ep_01.al_tunnel_noteasy03" "This might not be as easy I thought." "ep_01.al_tunnel_sameboat01" "We're in the same boat as the other evacuees now. " "ep_01.al_tunnel_sameboat02" "On foot to a train station." "ep_01.al_tunnel_surface" "Let's head for the surface." "ep_01.al_tvsmash05" "You're right - we don't have time to watch TV." "ep_01.al_ventskills" "Your vent-crawling skills seem to be in high demand today, Gordon." "ep_01.al_watchdoor" "Could you watch the door for a minute? Make sure nobody comes in?" "ep_01.al_whatimiss" "Okay, what did I miss?" "ep_01.al_whatsound" "What's that sound?" "ep_01.al_wholecity" "The whole city's going to look like this soon..." "ep_01.al_zombieroom_gordon" "Gordon!" "ep_01.al_zombieroom_heavyhev" "How much does that suit weigh?" "ep_01.al_zombieroom_landlord" "Hey, you found the landlord's apartment." "ep_01.al_zombieroom_lookout" "Look out! ... " "ep_01.al_zombieroom_lookout01" "Look out! ... " "ep_01.al_zombieroom_lookout02" "Uh oh..." "ep_01.al_zombieroom_scenic" "Taking the scenic route, eh?" "ep_01.al_advisor_breen01" "Breen!? " "ep_01.al_advisor_breen02" "But how..." "ep_01.al_advisor_console" "Maybe this console has some useful information." "ep_01.al_advisor_findmap01" "Ugh...." "ep_01.al_advisor_findmap02" "Let me see if we can find a map." "ep_01.al_advisor_getaway" "Get away from there!" "ep_01.al_advisor_gonenow01" "Oh..." "ep_01.al_advisor_gonenow02" "Whatever that was...it's gone now..." "ep_01.al_advisor_oldrecording" "Oh...thank God...it's just an old recording. " "ep_01.al_advisor_outofhere" "Let's get out of here!" "ep_01.al_advisor_outofthere" "Come on, get out of there!" "ep_01.al_advisor_pain01" "*pain*" "ep_01.al_advisor_pain02" "*pain*" "ep_01.al_advisor_pain03" "*pain*" "ep_01.al_advisor_pain04" "*pain*" "ep_01.al_advisor_pain05" "*pain*" "ep_01.al_advisor_pain06" "*pain*" "ep_01.al_advisor_pinpath" "Let me see if I can pin down a path to the core." "ep_01.al_advisor_podthings" "What the hell are those things?" "ep_01.al_advisor_shaking01" "Oh..." "ep_01.al_advisor_shaking02" "I'm still shaking..." "ep_01.al_advisor_wasthatthing" "What the hell was that thing?" "ep_01.al_advisor_weirdpain01" "That was the weirdest pain I've ever felt..." "ep_01.al_advisor_weirdpain02" "Thank God it's over." "ep_01.al_advisor_weneedtotogetout" "Come on we have to get out of here." "ep_01.al_advisor_whathell" "What the hell?" "ep_01.al_advisor_whatisthisplace" "What is this place?" "ep_01.al_advisor_whatwenton" "What went on in here?" "ep_01.al_bridge_company" "We got company!" "ep_01.al_bridge_getacross" "We need to get across here." "ep_01.al_bridge_nicethinking" "Nice thinking." "ep_01.al_bridge_noidea" "Oh man, these guys have no idea what they're in for..." "ep_01.al_bridge_pupil01" "Hey, that was a good idea. " "ep_01.al_bridge_pupil02" "No wonder you were one of Dr. Kleiner's prize pupils." "ep_01.al_bridge_sneak" "So much for sneaking in." "ep_01.al_bridge_soldiers" "Soldiers! " "ep_01.al_citvista_coredownthere" "The core reactor should be down there somewhere." "ep_01.al_citvista_glad" "I'm glad we're doing this together." "ep_01.al_citvista_lasttime01" "Last time through here, I couldn't see a thing. " "ep_01.al_citvista_lasttime02" "I was in one of those pods." "ep_01.al_citvista_noidea01" "This is unbelievable..." "ep_01.al_citvista_noidea02" "I had no idea." "ep_01.al_citvista_whatdrop" "Huh, what a drop. " "ep_01.al_cit_blocked" "How are we gonna get through that?" "ep_01.al_cit_wishformap01" "We've got to find a way down to the core. " "ep_01.al_cit_wishformap02" "Huh, I wish we had a map." "ep_01.al_control_heresyourelevator01" "Well..." "ep_01.al_control_heresyourelevator02" "Here's your elevator." "ep_01.al_control_levels01" "These readings are off the chart. " "ep_01.al_control_levels02" "I hope it's not too late to reengage the containment field. " "ep_01.al_control_levels03" "Good thing you know what you're doing. " "ep_01.al_core_couldbeit01" "This could be it, Gordon. " "ep_01.al_core_couldbeit02" "Careful." "ep_01.al_doorhacks01a" "One second... " "ep_01.al_doorhacks01b" "Got it!" "ep_01.al_doorhacks02a" "Hang on... " "ep_01.al_doorhacks02b" "There we go!" "ep_01.al_doorhacks03a" "Damn it! I can't unlock this one because-" "ep_01.al_doorhacks03b" "Oops, my mistake, I got it." "ep_01.al_dropship_didyouseethat" "Did you see that?" "ep_01.al_dropship_whoa" "Whoa!" "ep_01.al_gravgun_backfire" "I'd say their security device backfired." "ep_01.al_gravgun_doingsomething" "Hey, it's doing something to the gravity gun." "ep_01.al_gravgun_handy" "It'll sure come in handy if it stays that way." "ep_01.al_gravgun_lookatthat" "Look at that..." "ep_01.al_gravgun_supercharge" "It looks like it did in Breen's portal reactor." "ep_01.al_lift_close" "That was close..." "ep_01.al_lift_getitgoing" "Let's get it going." "ep_01.al_lift_laststop" "I think we're coming to the last stop." "ep_01.al_lift_last_lookout01" "Look out! " "ep_01.al_lift_last_lookout02" "Run!" "ep_01.al_lift_last_lookup01" "Look up! " "ep_01.al_lift_last_lookup02" "Run!" "ep_01.al_lift_last_upthere01" "Up there! " "ep_01.al_lift_last_upthere02" "Run!" "ep_01.al_lift_letsgetoff" "I think I see a stop down below. Let's get off there and see where it leads." "ep_01.al_lift_righttrack" "Yeah, we must be on the right track." "ep_01.al_lift_stalkerdoing01" "Look-a stalker. " "ep_01.al_lift_stalkerdoing02" "What's it doing?" "ep_01.al_lift_tocore_new" "Looks like this could be a transport elevator to the core." "ep_01.al_lift_whatsgoingon" "What's going on?" "ep_01.al_lift_whatswrong01" "What's wrong with this lift? " "ep_01.al_lift_whatswrong02" "Can you get it going again?" "ep_01.al_platform_coast" "Coast is clear." "ep_01.al_platform_comeon" "Come on, come on!" "ep_01.al_platform_company" "Company..." "ep_01.al_platform_getaway" "Well that was a nice clean getaway." "ep_01.al_platform_getin" "Come on, Gordon-get in!" "ep_01.al_platform_getingordon" "Get in, Gordon!" "ep_01.al_platform_getready" "Get ready." "ep_01.al_platform_heretheycome" "Here they come!" "ep_01.al_platform_hurry" "Hurry! They're not going to let us alone." "ep_01.al_platform_lookatem" "Look at em go!" "ep_01.al_platform_rollers" "Rollermines!" "ep_01.al_platform_slowthem01" "That'll slow them down, " "ep_01.al_platform_slowthem02" "But not for long." "ep_01.al_platform_taketrain01" "This is our train. " "ep_01.al_platform_taketrain02" "Let's get in." "ep_01.al_platform_theyknow01" "They know where we are. " "ep_01.al_platform_theyknow02" "We gotta hurry." "ep_01.al_platform_wontexpect" "They won't be expecting this." "ep_01.al_postcore_atwindow_new02" "Gordon! " "ep_01.al_postcore_atwindow_new03" "You did it!" "ep_01.al_postcore_atwindow_new04" "The containment system's back in place. " "ep_01.al_postcore_atwindow_new05" "It won't last forever, but at least we've bought a little time." "ep_01.al_postcore_downloaddone01" "The packet's done copying. " "ep_01.al_postcore_downloaddone02" "I've got it right here. " "ep_01.al_postcore_downloaddone03" "Now let's get the hell outa here." "ep_01.al_postcore_exitelev01" "I've secured an exit elevator. " "ep_01.al_postcore_exitelev02" "It's this way! " "ep_01.al_postcore_exitelev03" "Come on!" "ep_01.al_postcore_feltthat01" "Uh oh... " "ep_01.al_postcore_feltthat02" "I think they felt that! " "ep_01.al_postcore_feltthat03" "They really don't want us to have this." "ep_01.al_postcore_getin" "Get in!" "ep_01.al_postcore_gravgun01" "Hey, the gravity gun's back to normal. " "ep_01.al_postcore_gravgun02" "Well...it was nice while it lasted." "ep_01.al_postcore_hitch01" "This lift will take us to a train platform. " "ep_01.al_postcore_hitch02" "If we can hitch a ride it should take us straight out of the city." "ep_01.al_postcore_hurry01" "Hurry, Gordon! " "ep_01.al_postcore_hurry02" "Over here! " "ep_01.al_postcore_hurry03" "This way! " "ep_01.al_postcore_hurry04" "Run!" "ep_01.al_postcore_mail" "Something tells me they don't want us reading their mail." "ep_01.al_postcore_meanwhile" "There's something else." "ep_01.al_postcore_sideeffect01" "While you were in there, I did some poking around in the control data. " "ep_01.al_postcore_sideeffect02" "They were trying to start a chain reaction, all right..." "ep_01.al_postcore_sideeffect03" "But destroying the Citadel is just a side effect. " "ep_01.al_postcore_sideeffect04" "Since we took out Breen's reactor, this is the only way they have to send a transmission packet back to wherever they came from. " "ep_01.al_postcore_sideeffect05" "I can't tell what the packet contains, but it's important enough that they're willing to sacrifice the whole Citadel to send it off. " "ep_01.al_postcore_sideeffect06" "We need to get it to my Dad and Dr. Kleiner at the outpost right away. " "ep_01.al_postcore_sideeffect07" "I've been pulling down a copy. " "ep_01.al_postcore_sideeffect08" "Whatever it is, " "ep_01.al_postcore_sideeffect09" "I have a feeling it's bad news for all of us." "ep_01.al_postcore_something" "Something tells me they don't want us to know what's in this transmission." "ep_01.al_postcore_takealook01" "It's Judith. " "ep_01.al_postcore_takealook02" "Take a look." "ep_01.al_postcore_trouble01" "She's in serious trouble. " "ep_01.al_postcore_trouble02" "We need to get this and the transmission packet to my Dad. " "ep_01.al_postcore_trouble03" "He'll know what to do with it." "ep_01.al_postcore_whereisshe" "Where the hell is she?" "ep_01.al_random01" "Ugh..." "ep_01.al_random02" "Well, that was random..." "ep_01.al_roller_cantinterrupt01" "Give me a sec!" "ep_01.al_roller_cantinterrupt02" "Hold on!" "ep_01.al_roller_cantinterrupt03" "Wait a second." "ep_01.al_roller_cantinterrupt04" "Let me finish this." "ep_01.al_roller_cantinterrupt05" "Hold on a sec." "ep_01.al_stalkcar_download01" "I don't know what's in this copy we made, but they're not thrilled about us having it. " "ep_01.al_stalkcar_download02" "That alone should interest Dad. " "ep_01.al_stalkcar_download03" "You know, all things considered, " "ep_01.al_stalkcar_download04" "We're not doing too..." "ep_01.al_stalkcar_yougoahead" "You go ahead." "ep_01.al_stalkers_anotherway01" "We don't have time to look for another way around. " "ep_01.al_stalkers_anotherway02" "How are we going to get through here?" "ep_01.al_stalkers_disable01" "Damn. " "ep_01.al_stalkers_disable02" "I can't get this down. " "ep_01.al_stalkers_disable03" "Something's..." "ep_01.al_stalkers_disable04" "It's that stalker. " "ep_01.al_stalkers_disable05" "He's holding it from the other side." "ep_01.al_stalkers_fielddown01" "Well, they shouldn't bother us if we leave them alone. " "ep_01.al_stalkers_fielddown02" "I'll just disable this field, and...." "ep_01.al_stalkers_findmeone" "Think you can find me one, Gordon?" "ep_01.al_stalkers_findroller" "See if you can find a rollermine, Gordon." "ep_01.al_stalkers_getthrunow01" "Okay..." "ep_01.al_stalkers_getthrunow02" "We can get through now." "ep_01.al_stalkers_good01" "Ah, you found one. " "ep_01.al_stalkers_good02" "Good." "ep_01.al_stalkers_hm01" "Rollermines..." "ep_01.al_stalkers_hm02" "They could help us get out of here." "ep_01.al_stalkers_holditout" "Hold it out where I can work on it." "ep_01.al_stalkers_idea01" "Can you find where those rollermines are going? " "ep_01.al_stalkers_idea02" "I've got an idea how to use one here." "ep_01.al_stalkers_letitgo01" "Let it go now. " "ep_01.al_stalkers_letitgo02" "It'll do the rest." "ep_01.al_stalkers_omg01" "Oh my God..." "ep_01.al_stalkers_omg02" "Stalkers." "ep_01.al_stalkers_pitchit" "Go ahead and pitch it through the field." "ep_01.al_stalkers_reason" "I hate to do this, but..." "ep_01.al_stalkers_thereitis" "There it is." "ep_01.al_stalkers_trick01" "Dad taught me how to reset the targeting system on these things. " "ep_01.al_stalkers_trick02" "A little extra juice in the right spot " "ep_01.al_stalkers_trick03" "And it's on our side. " "ep_01.al_stalkers_trick04" "It's a lot more unstable, but it should last long enough to take out " "ep_01.al_stalkers_trick05" "The Stalkers." "ep_01.al_unstable01" "Talk about unstable. " "ep_01.al_unstable02" "I really don't think we should hang around." "ep_01.al_van_drops" "Oh well...it was out of gas anyway. " "ep_01.al_vtex_behind" "I'll be right behind you." "ep_01.al_vtex_imadeit" "We made it! " "ep_01.al_vtex_omgcross" "Holy crap...we've got to cross through that?" "ep_01.al_weaponstripper01" "Gordon! " "ep_01.al_weaponstripper02" "What's going on in there!" "ep_01.al_allsostrange_new" "It's all so strange..." "ep_01.al_cellar_stilldunno01" "I still don't know how we got out of there. " "ep_01.al_cellar_stilldunno02" "The last thing I remember is..." "ep_01.al_cellar_stilldunno03" "Breen falling, " "ep_01.al_cellar_stilldunno04" "A huge explosion... and then..." "ep_01.al_cellar_stilldunno05" "I heard vortigaunts. " "ep_01.al_cellar_stilldunno06" "Next thing I knew, Dog was digging me out of the rubble." "ep_01.al_chasm_dogallright" "Oh, thank God! " "ep_01.al_chasm_dogideas01" "Well, Dog, " "ep_01.al_chasm_dogideas02" "What do you think? " "ep_01.al_chasm_dogideas03" "Any ideas?" "ep_01.al_chasm_getbackin" "I cannot believe we're trying to get back in that place. " "ep_01.al_chasm_noteasy" "This isn't going to be easy." "ep_01.al_chasm_nothelpful01" "All right, Dog, " "ep_01.al_chasm_nothelpful02" "That's not too helpful." "ep_01.al_chasm_scanner01" "Hey, a scanner! " "ep_01.al_chasm_scanner02" "I haven't seen one of those all day." "ep_01.al_chasm_scaredhell" "You scared the hell out of me." "ep_01.al_chasm_staywithus01" "Now stay with us..." "ep_01.al_chasm_staywithus02" "and help us find a way over." "ep_01.al_chasm_vertigo01" "Whoa!." "ep_01.al_chasm_vertigo02" "What a drop..." "ep_01.al_chasm_whatstakinghim" "Why's Dog taking so long?" "ep_01.al_chasm_wheredog01" "What about... " "ep_01.al_chasm_wheredog02" "Dog? " "ep_01.al_chasm_wheredog03" "Dog, where are you going?" "ep_01.al_cliff_afteryou01" "Whoa..." "ep_01.al_cliff_afteryou02" "After you, Gordon." "ep_01.al_cliff_careful" "Careful." "ep_01.al_itsmydad_new" "It's my Dad! " "ep_01.al_smashscanner01" "Yeah, better safe than sorry." "ep_01.al_smashscanner02" "Heh, that'll teach him." "ep_01.al_tryingtoreachhim_new" "We've been trying to reach him for hours." "ep_01.al_waittillhehears_new01" "Wait'll he hears that we found you." "ep_01.al_waittillhehears_new02" "Come on!" "ep_01.al_combat_boom01" "Boom!" "ep_01.al_combat_boom02" "Blam!" "ep_01.al_combat_boom03" "Blam!" "ep_01.al_combat_boom04" "Ka-blooie!" "ep_01.al_combat_boom05" "Ka-blooie!" "ep_01.al_combat_boom06" "Ka-boom!" "ep_01.al_combat_boom07" "Ka-boom!" "ep_01.al_combat_burnem01" "Ya! Burn em!" "ep_01.al_combat_burnem02" "Ha! Ha! Burn em!" "ep_01.al_combat_didiseethat" "Did I just see that?" "ep_01.al_combat_goodshooting01" "Hey! Good shooting!" "ep_01.al_combat_goodshooting02" "Good shooting!" "ep_01.al_combat_goodshooting03" "Great shooting!" "ep_01.al_combat_goodshot01" "Good shot! " "ep_01.al_combat_goodshot02" "Good shot! " "ep_01.al_combat_goodshot03" "Heh! Great shot!" "ep_01.al_combat_goodshot04" "Awesome shot!" "ep_01.al_combat_goodthinking01" "Good thinking!" "ep_01.al_combat_goodthinking02" "Oh! Good thinking!" "ep_01.al_combat_goodthinking03" "Good thinking!" "ep_01.al_combat_gradual01" "Here they come!" "ep_01.al_combat_gradual02" "There's more of 'em!" "ep_01.al_combat_gradual03" "More of 'em coming!" "ep_01.al_combat_gradual04" "More of 'em!" "ep_01.al_combat_gradual_quiet_01" "Here they come!" "ep_01.al_combat_gradual_quiet_02" "Here they come!" "ep_01.al_combat_gradual_quiet_03" "There's more of 'em!" "ep_01.al_combat_gradual_quiet_04" "More of em coming!" "ep_01.al_combat_gradual_quiet_05" "More of em!" "ep_01.al_combat_gradual_quiet_06" "Ah, more of em coming..." "ep_01.al_combat_iwantedthose01" "Hey! I wanted those!" "ep_01.al_combat_iwantedthose02" "Hey! I wanted those!" "ep_01.al_combat_leavesome01" "Leave some for me!" "ep_01.al_combat_leavesome02" "Leave some for me!" "ep_01.al_combat_lightem" "Light em up!" "ep_01.al_combat_mob01" "Crap!" "ep_01.al_combat_mob02" "Ah crap!" "ep_01.al_combat_mob03" "Damn it!" "ep_01.al_combat_mob04" "Help!" "ep_01.al_combat_mob05" "Hand here, please!" "ep_01.al_combat_mob06" "Ahhhhhhh got a problem!" "ep_01.al_combat_mob07" "Got a problem!" "ep_01.al_combat_mob08" "Got a problem!" "ep_01.al_combat_mob09" "Need some help!" "ep_01.al_combat_mob10" "Trouble here!" "ep_01.al_combat_mob11" "Got some trouble!" "ep_01.al_combat_nice" "Nice!" "ep_01.al_combat_nicemove01" "Nice move!" "ep_01.al_combat_nicepunt01" "Nice punt!" "ep_01.al_combat_nicepunt02" "Nice punt!" "ep_01.al_combat_niceshooting01" "Nice shooting!" "ep_01.al_combat_niceshooting02" "Nice shooting!" "ep_01.al_combat_niceshot01" "Nice shot!" "ep_01.al_combat_niceshot02" "Nice shot!" "ep_01.al_combat_niceshot03" "Nice shot!" "ep_01.al_combat_niceshot04" "Nice shot!" "ep_01.al_combat_ohsnap" "Oh snap!" "ep_01.al_combat_start01" "Look out!" "ep_01.al_combat_start02" "Look out!" "ep_01.al_combat_start03" "I'm on it!" "ep_01.al_combat_start04" "I'm on this!" "ep_01.al_combat_start05" "I got this!" "ep_01.al_combat_start06" "Over there!" "ep_01.al_combat_sudden01" "Incoming!" "ep_01.al_combat_sudden02" "Company!" "ep_01.al_combat_sudden03" "Company!" "ep_01.al_combat_sudden04" "Uh oh..." "ep_01.al_combat_sudden05" "Uh oh..." "ep_01.al_combat_sudden06" "There's a lot of em!" "ep_01.al_combat_sudden07" "There's a bunch of em!" "ep_01.al_combat_sudden08" "Let's take em down!" "ep_01.al_combat_sudden09" "Trouble!" "ep_01.al_combat_sudden10" "Trouble!" "ep_01.al_combat_sudden11" "They're all over!" "ep_01.al_combat_sudden12" "They're all over!" "ep_01.al_combat_thanks01" "Thanks!" "ep_01.al_combat_thanks02" "Hey, thanks!" "ep_01.al_combat_thanks03" "Thank you!" "ep_01.al_combat_thanks04" "Thanks a lot!" "ep_01.al_combat_whoanice01" "Whoa! Nice!" "ep_01.al_combat_whoanice02" "Whoa! Nice!" "ep_01.al_combat_yeah01" "Yeah!" "ep_01.al_combat_yeah02" "Yeah!" "ep_01.al_combat_zombq01" "Zom-B-Q!" "ep_01.al_combat_zombq02" "That's a Zom-B-Q right there!" "ep_01.al_deaf_canthearanything" "I can't hear a thing..." "ep_01.al_deaf_canthearyou" "I can't hear you!" "ep_01.al_deaf_earsringing" "My ears are ringing..." "ep_01.al_deaf_saysomething" "Did you say something?" "ep_01.al_deaf_what" "What?" "ep_01.al_grenade_warn_new_01" "Run!" "ep_01.al_grenade_warn_new_02" "Incoming!" "ep_01.al_grenade_warn_new_03" "Grenade!" "ep_01.al_grenade_warn_new_04" "Heads up!" "ep_01.al_gross01" "Gross!" "ep_01.al_gross02" "Gross!" "ep_01.al_holycrap01" "Holy crap!" "ep_01.al_laugh01" "*laughter*" "ep_01.al_laugh02" "*laughter*" "ep_01.al_laugh03" "*laughter*" "ep_01.al_laugh04" "*laughter*" "ep_01.al_laugh05" "*laughter*" "ep_01.al_laugh06" "*laughter*" "ep_01.al_laugh07" "*laughter*" "ep_01.al_laugh08" "*laughter*" "ep_01.al_laugh09" "*laughter*" "ep_01.al_laugh10" "*laughter*" "ep_01.al_light_found01" "I see it!" "ep_01.al_light_found02" "I see it!" "ep_01.al_light_found03" "Ah! I can see it!" "ep_01.al_light_found04" "There it is." "ep_01.al_light_found05" "There it is." "ep_01.al_light_found06" "Right there." "ep_01.al_light_found07" "Right there." "ep_01.al_light_found08" "Got it." "ep_01.al_light_found09" "Got it." "ep_01.al_light_found10" "Found it!" "ep_01.al_light_found11" "Found it!" "ep_01.al_light_found12" "Steady on it!" "ep_01.al_light_found13" "Hold it..." "ep_01.al_light_found14" "Hold it!" "ep_01.al_light_found15" "It sees us!" "ep_01.al_light_found16" "It sees us!" "ep_01.al_light_lost01" "Need that light!" "ep_01.al_light_lost02" "Light please!" "ep_01.al_light_lost03" "Light!" "ep_01.al_light_lost04" "Ah! Lost it!" "ep_01.al_light_lost05" "Can't see it!" "ep_01.al_light_lost06" "Light em up!" "ep_01.al_light_lost07" "Light em up!" "ep_01.al_light_lost08" "Lost em!" "ep_01.al_light_lost09" "Ah! Lost em!" "ep_01.al_light_lost10" "Lost my target!" "ep_01.al_light_lost11" "It's still out there!" "ep_01.al_light_lost12" "Need some light!" "ep_01.al_light_lost_quiet01" "Need that light!" "ep_01.al_light_lost_quiet02" "I need that light!" "ep_01.al_light_lost_quiet03" "Light please!" "ep_01.al_light_lost_quiet04" "Light please!" "ep_01.al_light_lost_quiet05" "Light!" "ep_01.al_light_lost_quiet06" "Hm! Lost it!" "ep_01.al_light_lost_quiet07" "Lost it!" "ep_01.al_light_lost_quiet08" "Can't see it!" "ep_01.al_light_lost_quiet09" "I can't see it!" "ep_01.al_light_lost_quiet10" "Light em up!" "ep_01.al_light_lost_quiet11" "Lost em!" "ep_01.al_light_lost_quiet12" "Hm! Lost em!" "ep_01.al_light_lost_quiet13" "Lost my target!" "ep_01.al_light_lost_quiet14" "It's still out there!" "ep_01.al_light_lost_quiet15" "Ah... it's still out there." "ep_01.al_light_lost_quiet16" "Need some light!" "ep_01.al_light_lost_quiet17" "I need some light." "ep_01.al_light_lost_quiet18" "Hey Gordon, I need some light!" "ep_01.al_light_out01" "Damn flash light!" "ep_01.al_light_out02" "Damn battery!" "ep_01.al_light_out03" "Damn battery!" "ep_01.al_light_out04" "Crap, it's dark!" "ep_01.al_light_out05" "Can't see a damn thing!" "ep_01.al_light_out06" "Can't see a damn thing!" "ep_01.al_light_out07" "How much longer on that light?" "ep_01.al_light_out08" "Hey, how much long on that light?" "ep_01.al_light_out09" "It's too dark!" "ep_01.al_light_out10" "It's too dark!" "ep_01.al_light_out11" "Dark as hell in here..." "ep_01.al_light_out12" "Ugh, dark as hell in here..." "ep_01.al_light_out13" "Dark as hell..." "ep_01.al_light_out14" "It's friggin' dark..." "ep_01.al_light_out15" "It's friggin' dark..." "ep_01.al_light_out16" "There goes the light..." "ep_01.al_light_out17" "Oh, there goes the light!" "ep_01.al_light_out18" "There goes the light..." "ep_01.al_mobbed_thanks" "Thanks for getting them off me!" "ep_01.al_mobbed_thanks01" "Thanks for getting them off me!" "ep_01.al_mobbed_thanks02" "Oh! Thanks for getting them off me!" "ep_01.al_mobbed_thatwasclose" "Whew! That was close!" "ep_01.al_mobbed_thatwasclose01" "Whew! That was close!" "ep_01.al_mobbed_thatwasclose02" "Ah! That was close!" "ep_01.al_mobbed_thatwasclose03" "Whew! That was close!" "ep_01.al_outofbreath01" "[out of breath...]" "ep_01.al_outofbreath02" "[out of breath...]" "ep_01.al_outofbreath03" "[out of breath...]" "ep_01.al_outofbreath04" "[out of breath...]" "ep_01.al_outofbreath05" "[out of breath...]" "ep_01.al_outofbreath06" "[out of breath...]" "ep_01.al_outofbreath07" "[out of breath...]" "ep_01.al_outofbreath08" "[out of breath...]" "ep_01.al_outofbreath09" "[out of breath...]" "ep_01.al_outofbreath10" "[out of breath...]" "ep_01.al_outofbreath11" "[out of breath...]" "ep_01.al_outofbreath12" "[out of breath...]" "ep_01.al_outofbreath13" "[out of breath...]" "ep_01.al_outofbreath14" "[out of breath...]" "ep_01.al_outofbreath15" "[out of breath...]" "ep_01.al_positive01" "Whoa!" "ep_01.al_positive02" "Yeah!" "ep_01.al_positive03" "Yeah! Ha! Ha!" "ep_01.al_positive04" "Oh, wow!" "ep_01.al_positive05" "Oh, that was great!" "ep_01.al_post_combat01" "Oh! That was fun!" "ep_01.al_post_combat02" "Whew! Well that was close!" "ep_01.al_post_combat03" "Ya, well, we're done with that!" "ep_01.al_post_combat04" "Huh, that was a close one! Whoa..." "ep_01.al_post_combat05" "Heh, well that was fun. Heh..." "ep_01.al_post_combat06" "Whoa, hehe..well, that fun." "ep_01.al_pzcrabs_hatethings01" "Oh, I hate these things!" "ep_01.al_pzcrabs_hatethings02" "I hate these things!" "ep_01.al_pzcrabs_suck01" "These things suck!" "ep_01.al_pzcrabs_suck02" "These things suck!" "ep_01.al_pzcrabs_suck03" "These things suck!" "ep_01.al_quiet_thanks01" "Thanks..." "ep_01.al_quiet_thanks02" "Thank you." "ep_01.al_quiet_thanks03" "Thanks, Gordon." "ep_01.al_quiet_thanks04" "Thanks a lot." "ep_01.al_zombie_itsalive01" "It's alive!" "ep_01.al_zombie_liveone01" "We got a live one!" "ep_01.al_zombie_liveone02" "We got a live one!" "ep_01.al_zombine_grenadewarn01" "Grenade!" "ep_01.al_zombine_grenadewarn02" "It's got a grenade!" "ep_01.al_zombine_grenadewarn03" "That one's gonna blow!" "ep_01.ba_anothergroup" "Okay, another group of citizens coming through. Keep an eye on them." "ep_01.ba_areyoucrazy" "Are you crazy? Er, well, don't answer that." "ep_01.ba_areyousure" "Hey now, are you sure?" "ep_01.ba_asskicking" "Fantastic ass-kicking, Doc!" "ep_01.ba_beforeyougo01" "Hey, Gordon, before you go. " "ep_01.ba_beforeyougo02" "I was getting tired of carrying this around." "ep_01.ba_bestthing01" "The best thing you can do is run defense. " "ep_01.ba_bestthing02" "Ammo's in short supply; a lot of the citizens are unarmed at this point. " "ep_01.ba_bestthing03" "Now, come here. Look over here." "ep_01.ba_catchup" "Good. Now, to catch up on those beating quotas." "ep_01.ba_comeon01" "Come on!" "ep_01.ba_deceiving01" "Yeah, well looks can be deceiving. " "ep_01.ba_deceiving02" "I'm sending folks out in groups." "ep_01.ba_deceiving03" "Like I said before, if you can keep them safe and provide cover, we might actually stand a chance of reaching the escape trains." "ep_01.ba_defendcitizens01" "Take care of the citizens, Gordon! " "ep_01.ba_defendcitizens02" "They're counting on you!" "ep_01.ba_defendcitizens03" "Gordon, defend the citizens!" "ep_01.ba_defendcitizens04" "These are our people! " "ep_01.ba_defendcitizens05" "Keep them safe! " "ep_01.ba_defendcitizens06" "Defend the citizens..." "ep_01.ba_defendcitizens07" "Get them to the trains!" "ep_01.ba_doingok" "I'm doing okay, just going crazy trying to --- " "ep_01.ba_dontletmedown" "Don't let me down, Gordon." "ep_01.ba_donttakelong" "Okay then...don't take too long about it, yeah?" "ep_01.ba_finefettle" "Dr. K's in fine fettle, isn't he?" "ep_01.ba_followed01" "Oh hell, Gordon! " "ep_01.ba_followed02" "Were you followed again?" "ep_01.ba_followfreeman" "You, citizens! Follow Dr. Freeman!" "ep_01.ba_gettingaboard01" "They're getting aboard! Good work! " "ep_01.ba_gettingaboard02" "They're on! " "ep_01.ba_gettingaboard03" "That's it! " "ep_01.ba_gettingaboard04" "All aboard! " "ep_01.ba_goacross" "Go on across, Gordon." "ep_01.ba_goodjob" "Good job, Gordon! " "ep_01.ba_gordoniknow" "Now that's the Gordon Freeman I know!" "ep_01.ba_greeting01" "Gordon? " "ep_01.ba_greeting02" "Alyx! " "ep_01.ba_greeting03" "I don't believe it! " "ep_01.ba_greeting04" "How the hell did you get out of the Citadel?" "ep_01.ba_groupready01" "Okay, run this group of citizens over to the train. " "ep_01.ba_groupready02" "The next group is ready for you! " "ep_01.ba_groupready03" "Take them to the train! " "ep_01.ba_groupready04" "Take these folks to the train and keep em safe!" "ep_01.ba_guardpoint" "I'm gonna go ahead and guard this point and keep people moving toward the trains." "ep_01.ba_gunshipkill" "That's one less gunship in the world!" "ep_01.ba_head4trains" "Head for the trains, people! I'm putting you in the care of my old friend Gordon Freeman!" "ep_01.ba_headfornext" "Let's head for the next train! You guys go ahead, I'll bring the next batch of citizens around!" "ep_01.ba_hellyeah" "Hell yeah!" "ep_01.ba_herewego" "Here we go." "ep_01.ba_hightailstrider" "Okay, where the hell did that strider come from? I thought they'd all hightailed it out of town by now." "ep_01.ba_hurrytrain" "Hurry up, this train is leaving!" "ep_01.ba_ifyousayso" "Really? Well, if you say so." "ep_01.ba_justaboutfull" "Train's just about full." "ep_01.ba_kiddingstrider" "Oh, you're kidding me. A Strider? In here?" "ep_01.ba_killapc01" "Someone's gotta get rid of that APC." "ep_01.ba_killapc02" "Take out the APC. " "ep_01.ba_killapc03" "Get rid of the APCs!" "ep_01.ba_killgunship01" "We've gotta deal with that gunship before anyone else tries to get through. " "ep_01.ba_killgunship02" "Take down the gunship. " "ep_01.ba_killgunship03" "Take out that gunship, Doc! " "ep_01.ba_killgunship04" "Go for the gunship, Doc!" "ep_01.ba_killrpgsoldier01" "We've gotta take care of that guy with the rocket launcher first. " "ep_01.ba_killrpgsoldier02" "Get after that soldier with the rocket launcher! " "ep_01.ba_killrpgsoldier03" "We can't get through here till that soldier's out of the way." "ep_01.ba_kneecapping" "Good job kneecapping that strider!" "ep_01.ba_knowevac" "You guys know about the evacuation trains, right?" "ep_01.ba_laterseeyou" "All right, you two! I'll see you out there!" "ep_01.ba_luckydog" "You lucky dog you." "ep_01.ba_makeapush01" "Yeah, well, we've been planning to make a push on the trainstation. " "ep_01.ba_makeapush02" "Now it looks like we're gonna have to cut a path through every chickenshit metrocop who's having second thoughts about defending City 17." "ep_01.ba_moveemout" "Move 'em out!" "ep_01.ba_nextyard" "Okay, let's head for the next yard!" "ep_01.ba_nicework" "Nice work. " "ep_01.ba_notrophy" "Oh well...I don't have a trophy room anyway." "ep_01.ba_ohmanapc" "Oh man...APCs!" "ep_01.ba_ohyeah01" "Oh yeah!" "ep_01.ba_pressure" "Well that puts the pressure on. We gotta get moving." "ep_01.ba_runfortrains" "Run for the trains! Dr. Freeman's gonna make sure you don't come to any harm!" "ep_01.ba_safepath01" "Okay. Across this bridge, over the rooftops, is a safe path to the station. " "ep_01.ba_safepath02" "You two head that way. " "ep_01.ba_safepath03" "I'll hit the streets and round up everyone who's been waiting. " "ep_01.ba_safepath04" "We'll meet you there." "ep_01.ba_seeya" "See ya when I see ya!" "ep_01.ba_seeyouatstation" "[across the distance] See you at the station!" "ep_01.ba_seeyououtthere" "Okay then. Take care of yourselves. I'll see you out there." "ep_01.ba_sheswaiting" "She's waiting for you. " "ep_01.ba_soldierrpg" "Oh hell, it looks like that soldier found himself a rocket launcher. " "ep_01.ba_sorryguys" "Sorry, guys! Take care!" "ep_01.ba_stayandpoint" "I'll stay here and point people toward the train. " "ep_01.ba_striderknees" "Hey, see if you can bring that strider to its knees, buddy." "ep_01.ba_takedownstrider" "Take down the strider." "ep_01.ba_takeitdown" "Well, take it down, Gordon." "ep_01.ba_takeoutapc" "Okay, we've gotta take out that armored personnel carrier or no one will be able to get through." "ep_01.ba_tellemdoc" "You tell 'em, Doc!" "ep_01.ba_thereyouare01" "There you are! " "ep_01.ba_thereyouare02" "I wondered if you were gonna make it in time." "ep_01.ba_tothetrains" "To the trains, people! We'll make sure you get there safe and sound!" "ep_01.ba_trainaboutfull" "The train's about full. Let's finish up here and start getting people onto another one!" "ep_01.ba_trynottolose" "I don't have many more of these so...try not to lose this one, okay?" "ep_01.ba_woo" "Woo hoo!" "ep_01.ba_wrinkleship" "A gunship! Well this is one hell of a wrinkle." "ep_01.ba_yeah01" "He, he, yeah!" "ep_01.ba_yougothim" "You got him!" "ep_01.ba_youguyscoming" "You guys coming?" "ep_01.eli_alyxno" "Alyx, no!" "ep_01.eli_andgordon01" "And Gordon..." "ep_01.eli_andgordon02" "Take good care of my girl. I'm counting on you. " "ep_01.eli_checkin01" "Alyx, where are you? " "ep_01.eli_checkin02" "Please, God, tell me you're out of the City!" "ep_01.eli_comeinalyx01" "Alyx?" "ep_01.eli_comeinalyx02" "Alyx, are you there? " "ep_01.eli_comeinalyx03" "Alyx, come in! " "ep_01.eli_comeinalyx04" "Alyx? " "ep_01.eli_comeinalyx05" "Sweetheart, come in!" "ep_01.eli_dowhatyoumust01" "Okay, Alyx, okay... Just promise me--" "ep_01.eli_dowhatyoumust02" "Promise me that you won't take a single unnecessary risk." "ep_01.eli_isaacplease" "Isaac, please." "ep_01.eli_izzytalk" "Izzy, talk some sense into her!" "ep_01.eli_kleiner" "Kleiner." "ep_01.eli_kleinerstop" "Kleiner! Stop!" "ep_01.eli_loveyoutoo01" "I love you, too, baby. " "ep_01.eli_loveyoutoo02" "I'll be praying for you." "ep_01.eli_loveyoutoo03" "We've got a lot to do here, and I can't do it without you." "ep_01.eli_shefoundyou01" "You found Gordon?" "ep_01.eli_shefoundyou02" "I don't believe it." "ep_01.eli_shefoundyou03" "That's, that's impossible" "ep_01.eli_shefoundyou04" "But listen, you two have got to get out of the city. " "ep_01.eli_shefoundyou05" "The citadel could blow at any moment!" "ep_01.eli_uhizzy" "Izzy..." "ep_01.eli_uhizzy01" "Izzy..." "ep_01.eli_uhizzy02" "Izzy!" "ep_01.eli_uhizzy03" "Izzy?" "ep_01.eli_uhizzy04" "Izzy?" "ep_01.eli_uhizzy05" "Izzy?" "ep_01.eli_what01" "What?!" "ep_01.kl_carefullamarr01" "Careful, Lamarr! " "ep_01.kl_carefullamarr02" "These lamps are quite hot!" "ep_01.kl_citadelabove01" "Oh dear, Eli, I'm sorry, but...surely there's no need for undue alarm? " "ep_01.kl_citadelabove02" "Alyx is well out of harm's way by now." "ep_01.kl_damage" "The manner in which these exceedingly rare quantum effects percolate up into the physical plane will be fascinating to witness-however, not at first hand. The ravages to cellular material are unimaginable." "ep_01.kl_damage01" "The manner in which these exceedingly rare quantum effects percolate up into the physical plane will be fascinating to witness-" "ep_01.kl_damage02" "However, not at first hand. " "ep_01.kl_damage03" "The ravages to cellular material are unimaginable." "ep_01.kl_damage04" "Although, I suppose we really should send a foray party for specimens at some point after the event." "ep_01.kl_fellowcitizens01" "Fellow citizens...residents of City 17 and environs...by which I mean sentient residents, of course, human and otherwise, although I believe there is little need to explain recent developments to our vortigaunt allies..." "ep_01.kl_fellowcitizens02" "At any rate...First, as a matter of great urgency, if you find yourself still within the confines of City 17, you are well advised to leave the city at once by the fastest means available to you. We have restored service to much of the commuter transport system in order to carry citizens out of the city as quickly as possible. We have also established camps and triage areas in the surrounding environs." "ep_01.kl_fellowcitizens03" "I repeat, you must evacuate the city at once. " "ep_01.kl_fellowcitizens04" "While there was certainly a great benefit in destroying the Citadel's teleport core, we have detected one rather unfortunate side effect. " "ep_01.kl_fellowcitizens05" "It would appear an inevitability that very soon now, the Citadel will be consumed in a destructive event whose magnitude I cannot currently estimate with any certainty, except to say that it will almost certainly irradiate an area of many miles' radius. " "ep_01.kl_fellowcitizens06" "Therefore, I repeat, evacuate City 17 at once if not sooner! I cannot state this without enough undue emphasis!" "ep_01.kl_fellowcitizens07" "On a lighter note, if you are already in one of our designated safe zones, I feel obliged to point out that a more fortunate side-effect of the reactor's destruction is the complete removal of the Combine's reproductive suppression field. " "ep_01.kl_fellowcitizens08" "Previously, certain protein chains important to the process of embryonic development were selectively prevented from forming. This is no longer the case. For those so inclined, now would be an excellent time for procreation. Which is to say, in layman's terms, you should give serious consideration to doing your part for the revival of the species. We must make the most of the time we have, as it is by no means certain how much time we have secured ourselves before the Combine attempt to restore their dominion, as they certainly shall." "ep_01.kl_fellowcitizens09" "Since this is in fact the first opportunity we have had to speak openly of the baleful influence of the Combine, there is much ground to cover-and in fact I hope to institute a series of useful bulletins in the days ahead. However, for now, we will have to content ourselves with some relatively meager exposition. " "ep_01.kl_fellowcitizens10" "The destabilization of the City 17 reactor has had repercussions that were not entirely unexpected, although we hardly dared speak this hope ahead of time. The destructive pulse forced a damper on the entire network of linked Citadel reactors. Thus, for the time being, I believe that all Combine portals have failed completely, as well as all communication systems based on that technology. " "ep_01.kl_fellowcitizens11" "In short, the Combine are completely cut off. Combine forces currently stationed on Earth are now isolated units. Stranded. " "ep_01.kl_fellowcitizens12" "However, this is most likely a temporary state of affairs. As we once learned to our dismay, even the relatively tiny fracture at Black Mesa gave our enemies an opening which they were able to force ever wider, as they poured through in greater and greater numbers. " "ep_01.kl_fellowcitizens13" "In addition to the completely xenotheric species, there are many modified post-human allies still remaining on Earth who will be doing their utmost to re-establish lines of communication and supply with the larger forces. " "ep_01.kl_fellowcitizens14" "Even so, there is greater reason for hope now than at any time in the past decade. " "ep_01.kl_fellowcitizens15" "We have made, in secret, several technological advances which we will do our best to deploy in advance of the Combine's return. " "ep_01.kl_fellowcitizens16" "We continue to diligently assemble and train a new generation of scientists and technicians. " "ep_01.kl_fellowcitizens17" "For what the Combine fear the most is not any tangible human weapon, but our will, our intellect, our ability to respond selectively and rationally to every terror they turn against us. " "ep_01.kl_fellowcitizens18" "We place our firmest hope in the human spirit, even knowing how easily it may be shattered. We have all seen friends and family crushed by the Combine. Some of our neighbors have allowed themselves to be co-opted, and purged of their humanity, by the military machine. " "ep_01.kl_fellowcitizens19" "And those who resisted have met a most terrible fate. " "ep_01.kl_fellowcitizens20" "Still, I cannot overstate how important it is that we retain our humanity. Only this will allow us to hold together as we must for their inevitable return...and what is certain to be unimaginable retaliation." "ep_01.kl_fellowcitizens21" "And...oh yes, if you missed any part of this message, it will loop repeatedly until there is no point in looping it any longer. " "ep_01.kl_fellowcitizens22" "I apologize for any inadvertent errors or omissions. As you can imagine, we have had scarcely time to record, let alone rehearse- " "ep_01.kl_fellowcitizens23" "What's that, Eli? Oh, right. " "ep_01.kl_fellowcitizens24" "This has been Dr. Isaac Kleiner, formerly of Black Mesa, now simply a citizen, like all of you, of Earth. " "ep_01.kl_fellowcitizens25" "Let me just add to all those who can hear me now, as we struggle out of the shadow of our malefactors, welcome back to the light. " "ep_01.kl_fellowcitizens26" "Now...where did I put that calculator...? " "ep_01.kl_hopeyoufar" "Oh, Alyx, my dear, I do hope you are far, far away from the Citadel. " "ep_01.kl_imsorryeli01" "I'm sorry, Eli, but I don't see any other way. " "ep_01.kl_imsorryeli02" "It would help us evacuate more citizens.... " "ep_01.kl_insufficient" "What? Oh dear! But there's really no time! The core is exceedingly close to collapse. Why, there's no way to get far enough without first...well...nothing short of a direct intervention in the core could possibly retard the reaction." "ep_01.kl_intothecore" "Into the core, yes. But it's far too dangerous to consider. The chamber will be bathed in radiation. " "ep_01.kl_isthison" "Ahem...is this on? Yes? Very well, I...I am not much of a public speaker, but I'll...I'll do my best." "ep_01.kl_noquestion01" "There's no question that it will, I'm afraid. " "ep_01.kl_noquestion02" "Our remote sensors indicate the process is accelerating toward a dark-energy flare. " "ep_01.kl_noquestion03" "We are rapidly approaching the point of no return. " "ep_01.kl_vicinity" "Anyone left in the vicinity will be subjected to energetic events whose effects are beyond my powers of speculation." "ep_01.mo_intercept01" "I'm fairly sure I've pinned down the location of the Project. " "ep_01.mo_intercept02" "It's hard to say how much of it might have survived intact, or whether there's anything remaining that could compromise our work..." "ep_01.mo_intercept03" "...if it were discovered by the Combine." "ep_01.mo_intercept04" "We'll need to take a close look at it, of course, but I should be able to give a better opinion within a few hours." "ep_01.mo_intercept05" "If the site is where we think it is, then it should be no more than..." "ep_01.mo_intercept06" "What's that?" "ep_01.mo_intercept07" "I'm going to cut this short. We may have been spotted." "ep_01.gman_wellseeaboutthat" "We'll see about that." "ep1_citizen.cit_alert_antlions01_female" "Cover the burrows! " "ep1_citizen.cit_alert_antlions02_female" "Cover up the openings! " "ep1_citizen.cit_alert_antlions03_female" "Where are these things coming from? " "ep1_citizen.cit_alert_antlions04_female" "How are they getting into the city? " "ep1_citizen.cit_alert_antlions05_female" "I hate bugs! " "ep1_citizen.cit_alert_antlions06_female" "Help! " "ep1_citizen.cit_alert_antlions07_female" "As if regular bugs weren't bad enough... " "ep1_citizen.cit_alert_antlions08_female" "Here they come! " "ep1_citizen.cit_alert_antlions09_female" "I can hear 'em! " "ep1_citizen.cit_alert_antlions10_female" "These antlions must be coming from the subways. " "ep1_citizen.cit_alert_antlions11_female" "You hear 'em...underground? " "ep1_citizen.cit_alert_antlions12_female" "Combine defenses used to keep these antlions away. " "ep1_citizen.cit_alert_antlions13_female" "Antlions never got into the city in the old days. I mean, last week. " "ep1_citizen.cit_alert_antlions14_female" "At least the antlions hate the Combine as much as they hate us. " "ep1_citizen.cit_alert_antlions15_female" "First the Combine...now this! " "ep1_citizen.cit_alert_antlions16_female" "Plug those holes! " "ep1_citizen.cit_alert_antlions17_female" "They're coming out of those holes! " "ep1_citizen.cit_alert_antlions18_female" "Damn these things!" "ep1_citizen.cit_alert_gunship01_female" "Look out, it's gonna unload! " "ep1_citizen.cit_alert_gunship02_female" "It's coming for us! " "ep1_citizen.cit_alert_gunship03_female" "Take it down! " "ep1_citizen.cit_alert_gunship04_female" "We gotta take it down! " "ep1_citizen.cit_alert_gunship05_female" "Hit it before it makes another pass! " "ep1_citizen.cit_alert_gunship06_female" "It's gonna tear us apart! " "ep1_citizen.cit_alert_gunship07_female" "That thing's gonna chew us up! " "ep1_citizen.cit_alert_gunship08_female" "Kinda makes you wish we were still fighting headcrabs. " "ep1_citizen.cit_alert_head01_female" "Headcrabs! " "ep1_citizen.cit_alert_head02_female" "So that's a headcrab...huh... " "ep1_citizen.cit_alert_head03_female" "Get it off me! Get it off!" "ep1_citizen.cit_alert_head04_female" "Get it away from me! " "ep1_citizen.cit_alert_head05_female" "Yikes! " "ep1_citizen.cit_alert_head06_female" "Shit! " "ep1_citizen.cit_alert_head07_female" "What the hell is that? " "ep1_citizen.cit_alert_head08_female" "Don't let that thing get ahold of your head!" "ep1_citizen.cit_alert_rollers01_female" "Rollermines! " "ep1_citizen.cit_alert_rollers02_female" "Don't let them near you! " "ep1_citizen.cit_alert_rollers03_female" "Keep away from those things!" "ep1_citizen.cit_alert_soldier_above_female" "They're coming from above!" "ep1_citizen.cit_alert_soldier01_female" "We're all just targets to them now. " "ep1_citizen.cit_alert_soldier02_female" "Why haven't they left already? " "ep1_citizen.cit_alert_soldier03_female" "Their leader's gone! Why the hell are they sticking around? " "ep1_citizen.cit_alert_soldier04_female" "Soldiers! " "ep1_citizen.cit_alert_soldier05_female" "Overwatch soldiers!" "ep1_citizen.cit_alert_soldier06_female" "Why didn't they leave with the rest of the Combine? " "ep1_citizen.cit_alert_soldier07_female" "Traitors!" "ep1_citizen.cit_alert_zombie01_female" "Zombies! " "ep1_citizen.cit_alert_zombie02_female" "What is that...a zombie? " "ep1_citizen.cit_alert_zombie03_female" "What the hell is that? " "ep1_citizen.cit_alert_zombie04_female" "Kill it! " "ep1_citizen.cit_alert_zombie05_female" "What in god's name is that thing? " "ep1_citizen.cit_alert_zombie06_female" "Shoot 'em! " "ep1_citizen.cit_alert_zombie07_female" "Aim for the head! " "ep1_citizen.cit_alert_zombie08_female" "Holy crap! I think I know that guy!" "ep1_citizen.cit_buddykilled01_female" "You okay? " "ep1_citizen.cit_buddykilled02_female" "Oh god...I'm next...I just know it... " "ep1_citizen.cit_buddykilled03_female" "No! " "ep1_citizen.cit_buddykilled04_female" "Oh god! " "ep1_citizen.cit_buddykilled05_female" "Get up! " "ep1_citizen.cit_buddykilled06_female" "Keep moving! " "ep1_citizen.cit_buddykilled07_female" "Oh shit! " "ep1_citizen.cit_buddykilled08_female" "Man down! " "ep1_citizen.cit_buddykilled09_female" "Why? " "ep1_citizen.cit_buddykilled10_female" "I think we've made a terrible mistake... " "ep1_citizen.cit_buddykilled11_female" "We're all gonna die! " "ep1_citizen.cit_buddykilled12_female" "That's it - I'm pissed! " "ep1_citizen.cit_buddykilled13_female" "They killed the new guy!" "ep1_citizen.cit_buddykilled14_female" "Keep up! " "ep1_citizen.cit_buddykilled15_female" "Keep moving!" "ep1_citizen.cit_comehere_female" "Come here!" "ep1_citizen.cit_denytrain01_female" "Not you, Freeman! You got a job to do. " "ep1_citizen.cit_denytrain02_female" "Get back, Doc. I'm sure you want to help everyone else get to safety first. " "ep1_citizen.cit_denytrain03_female" "You're supposed to wait till everyone else is on board first. " "ep1_citizen.cit_denytrain04_female" "Hey, Freeman. Get back out there and help." "ep1_citizen.cit_evac_casualty01_female" "You can do better than that! " "ep1_citizen.cit_evac_casualty02_female" "They're dying all around me! " "ep1_citizen.cit_evac_casualty03_female" "Lost another one! " "ep1_citizen.cit_evac_casualty04_female" "Don't lose another one, Freeman! " "ep1_citizen.cit_evac_casualty05_female" "We'll never make it at this rate! " "ep1_citizen.cit_evac_casualty06_female" "Oh God, that was close! " "ep1_citizen.cit_evac_casualty07_female" "I thought you were supposed to help us! " "ep1_citizen.cit_evac_casualty08_female" "Heeellllpp!!! " "ep1_citizen.cit_evac_casualty09_female" "It's hopeless! " "ep1_citizen.cit_evac_casualty10_female" "Let's just give up now... " "ep1_citizen.cit_evac_casualty11_female" "Holy Crap - Help!" "ep1_citizen.cit_evac_defendus01_female" "You're supposed to protect us! " "ep1_citizen.cit_evac_defendus02_female" "Defend us, Freeman! " "ep1_citizen.cit_evac_defendus03_female" "Keep us covered, Freeman! " "ep1_citizen.cit_evac_defendus04_female" "We're in your care, Dr. Freeman! " "ep1_citizen.cit_evac_defendus05_female" "Where are we supposed to go again?" "ep1_citizen.cit_evac_defendus06_female" "We gotta get outta here! " "ep1_citizen.cit_evac_defendus07_female" "Make for the trains! " "ep1_citizen.cit_evac_defendus08_female" "Never thought I'd be happy to see those trains again. " "ep1_citizen.cit_evac_defendus09_female" "How 'bout a little help here, Freeman." "ep1_citizen.cit_evac_defendusvance_female" "How 'bout a little help here, Vance." "ep1_citizen.cit_evac_enemies01_female" "They're coming! " "ep1_citizen.cit_evac_enemies02_female" "They're everywhere!" "ep1_citizen.cit_evac_no01_female" "We'll follow when we can. " "ep1_citizen.cit_evac_no02_female" "We're gonna see if we can help anyone else get out. " "ep1_citizen.cit_evac_no03_female" "If there's anyone left in the city, we'll try and help them out. " "ep1_citizen.cit_evac_no04_female" "Go on without us. We've got stuff to do." "ep1_citizen.cit_evac_ok01_female" "Hell yeah, we're with you! " "ep1_citizen.cit_evac_ok02_female" "We'll come with you. " "ep1_citizen.cit_evac_ok03_female" "We're getting out as fast as we can! " "ep1_citizen.cit_evac_ok04_female" "You don't have to ask me twice. Let's go." "ep1_citizen.cit_evac_thanks01_female" "Thanks, Freeman! " "ep1_citizen.cit_evac_thanks02_female" "We made it, thanks to you! " "ep1_citizen.cit_evac_thanks03_female" "That was a close one. " "ep1_citizen.cit_evac_thanks04_female" "I thought we'd never make it. " "ep1_citizen.cit_evac_thanks05_female" "It was touch and go for a minute there." "ep1_citizen.cit_evac_thanksalyx_female" "Thanks, Alyx." "ep1_citizen.cit_getaboard01_female" "Come on, people. " "ep1_citizen.cit_getaboard02_female" "Get aboard! " "ep1_citizen.cit_getaboard03_female" "Haul ass! " "ep1_citizen.cit_getaboard04_female" "Get on here! " "ep1_citizen.cit_getaboard05_female" "Get in quick!" "ep1_citizen.cit_getoffstreet_female" "Come on! Get off the street! The Combine's moving into this area!" "ep1_citizen.cit_greatshot_female" "Great shot, Doc!" "ep1_citizen.cit_greet_alyx01_female" "Hey! You're Alyx Vance! " "ep1_citizen.cit_greet_alyx02_female" "I know you! " "ep1_citizen.cit_greet_alyx03_female" "Alyx Vance and Gordon Freeman! You stayed behind to look after us, didn't you? " "ep1_citizen.cit_greet_alyx04_female" "Who are you again? " "ep1_citizen.cit_greet_alyx05_female" "I hope you two are here to help. " "ep1_citizen.cit_greet_alyx06_female" "You're Kleiner's daughter, right? " "ep1_citizen.cit_greet_alyx07_female" "Yeah, yeah, good to see you. Now, where's Dog? " "ep1_citizen.cit_greet_alyx08_female" "Alyx, oh my god, where's Freeman!?! Oh, there he is... " "ep1_citizen.cit_greet_alyx09_female" "Oh, hey Freeman. And this is the Missus, I presume? " "ep1_citizen.cit_greet_alyx10_female" "Alyx, Gordon - thank God you made it! " "ep1_citizen.cit_greet_alyx11_female" "Alyx - honestly, do you think we have any chance? " "ep1_citizen.cit_greet_alyx12_female" "Yap, yap, yap, why don't you let Freeman get a word in for once?" "ep1_citizen.cit_gunship_female" "Oh no, gunship! Run!" "ep1_citizen.cit_heyoverhere_female" "Hey! Over here!" "ep1_citizen.cit_hurryup_female" "Hurry up!" "ep1_citizen.cit_itsaraid_female" "It's a raid!" "ep1_citizen.cit_jump_female" "Jump!" "ep1_citizen.cit_kill01_female" "Yeah! " "ep1_citizen.cit_kill02_female" "One down. " "ep1_citizen.cit_kill03_female" "One more for me. " "ep1_citizen.cit_kill04_female" "That's how it's done. " "ep1_citizen.cit_kill05_female" "Somebody shed a tear. " "ep1_citizen.cit_kill06_female" "Did you see that? " "ep1_citizen.cit_kill07_female" "I'm getting the hang of this. " "ep1_citizen.cit_kill08_female" "Bingo! " "ep1_citizen.cit_kill09_female" "Take that! " "ep1_citizen.cit_kill10_female" "Take that! " "ep1_citizen.cit_kill11_female" "Yeah. " "ep1_citizen.cit_kill12_female" "Yeah. " "ep1_citizen.cit_kill13_female" "Eat it! " "ep1_citizen.cit_kill14_female" "Die! " "ep1_citizen.cit_kill15_female" "One for the resistance! " "ep1_citizen.cit_kill16_female" "Rot in hell! If you believe in that sort of thing. " "ep1_citizen.cit_kill17_female" "Rot in hell! " "ep1_citizen.cit_kill18_female" "That's how you do it, eh Freeman?" "ep1_citizen.cit_letyouthru_female" "Okay, we'll let you through!" "ep1_citizen.cit_notice_gravgunkill01_female" "Whoa! Nice trick, Dr. Freeman! " "ep1_citizen.cit_notice_gravgunkill02_female" "That was really something, Doc! " "ep1_citizen.cit_notice_gravgunkill03_female" "What the hell did you just do? " "ep1_citizen.cit_notice_gravgunkill04_female" "Sometime you gotta show me how to do that!" "ep1_citizen.cit_pain01_female" "[Pain sounds]" "ep1_citizen.cit_pain02_female" "[Pain sounds]" "ep1_citizen.cit_pain03_female" "[Pain sounds]" "ep1_citizen.cit_pain04_female" "[Pain sounds]" "ep1_citizen.cit_pain05_female" "[Pain sounds]" "ep1_citizen.cit_pain06_female" "[Pain sounds]" "ep1_citizen.cit_pain07_female" "[Pain sounds]" "ep1_citizen.cit_pain08_female" "[Pain sounds]" "ep1_citizen.cit_pain09_female" "[Pain sounds]" "ep1_citizen.cit_pain10_female" "[Pain sounds]" "ep1_citizen.cit_raidsoldiers_female" "Soldiers!" "ep1_citizen.cit_reachtrain01_female" "We made it! " "ep1_citizen.cit_reachtrain02_female" "Get this thing moving! " "ep1_citizen.cit_reachtrain03_female" "I made it! We can leave now! " "ep1_citizen.cit_reachtrain04_female" "Hurry and let's get out of here! " "ep1_citizen.cit_reachtrain05_female" "Get the hell out of here!" "ep1_citizen.cit_remarks01_female" "I hear it's a lot better out in the country. " "ep1_citizen.cit_remarks02_female" "Everything we do seems to make things worse. " "ep1_citizen.cit_remarks03_female" "It used to be safer here. " "ep1_citizen.cit_remarks04_female" "This was such a nice neighborhood too." "ep1_citizen.cit_remarks05_female" "Somehow I thought things would be better by now. " "ep1_citizen.cit_remarks06_female" "We're sitting ducks in here. Or maybe fish in a barrel. Anyway, it's not good." "ep1_citizen.cit_remarks07_female" "So much for better living through science." "ep1_citizen.cit_remarks08_female" "Dr. Kleiner says we can mate now. Not that I needed his permission." "ep1_citizen.cit_remarks09_female" "I don't miss Dr. Breen, but I do miss his show. Remember when he had the jugglers on?" "ep1_citizen.cit_remarks10_female" "I hear they put babies in those striders." "ep1_citizen.cit_remarks11_female" "I blame Black Mesa..." "ep1_citizen.cit_remarks12_female" "I met Odessa Cubbage one time. What an idiot." "ep1_citizen.cit_remarks13_female" "I blame Odessa Cubbage..." "ep1_citizen.cit_remarks14_female" "They're always saying something's about to blow. I ain't buying it this time." "ep1_citizen.cit_remarks15_female" "I'm not going nowhere. No sir." "ep1_citizen.cit_remarks16_female" "Oh no, the Kleiner speech is starting again. CAN'T SOMEONE MAKE IT STOP!" "ep1_citizen.cit_remarks17_female" "Between you and me, I don't trust those Vortigaunts." "ep1_citizen.cit_remarks18_female" "How 'bout this weather? " "ep1_citizen.cit_remarks19_female" "They might call 'em crabs, but I'll tell you what, they don't taste like crab." "ep1_citizen.cit_remarks20_female" "This is gonna sound crazy, but I kinda miss the Combine." "ep1_citizen.cit_remarks21_female" "Sometimes I think everybody's a doctor but me." "ep1_citizen.cit_remarks22_female" "What idiot put Kleiner in charge?" "ep1_citizen.cit_remarks23_female" "We're all starving and Kleiner's headcrab's probably eating Grade A head." "ep1_citizen.cit_runforit_female" "Run for it!" "ep1_citizen.cit_safehouse_female" "The Combine's not making it easy. We're trying to get enough people together to force our way through to the trainstation. People are meeting up in a safehouse nearby. " "ep1_citizen.cit_shock01_female" "[Shock sounds]" "ep1_citizen.cit_shock02_female" "[Shock sounds]" "ep1_citizen.cit_shock03_female" "[Shock sounds]" "ep1_citizen.cit_shock04_female" "[Shock sounds]" "ep1_citizen.cit_shock05_female" "[Shock sounds]" "ep1_citizen.cit_squad_flee01_female" "You heard the old egghead! Get out of the city! " "ep1_citizen.cit_squad_flee02_female" "Everybody keep moving! " "ep1_citizen.cit_squad_flee03_female" "Don't get held up-we've gotta get to the trainstation. " "ep1_citizen.cit_squad_flee04_female" "Come on! To the stations! " "ep1_citizen.cit_squad_flee05_female" "Those last trains are leaving-we've gotta keep moving." "ep1_citizen.cit_stopburrows_female" "Hey down there! Stop up those burrows and we'll let you through!" "ep1_citizen.cit_tellmeaboutit_female" "Tell me about it. They're doing their best to trap us here." "ep1_citizen.cit_thateverybody_female" "Is that everybody?" "ep1_citizen.cit_theyfoundus_female" "They found us!" "ep1_citizen.cit_thisway_female" "This way." "ep1_citizen.cit_twopeople_female" "I heard two people were coming up. I'm gonna wait till you're both here." "ep1_citizen.cit_youbet_female" "You bet. Let's go." "ep1_citizen.cit_youknowodessa_female" "Hey, Dr. Freeman, I heard you were there when Odessa Cubbage took down the first gunship? That must have been a real honor for you. I'm proud to say I met someone who knew Odessa Cubbage." "ep1_citizen.cit_alert_antlions01_male" "Cover the burrows! " "ep1_citizen.cit_alert_antlions02_male" "Cover up the openings! " "ep1_citizen.cit_alert_antlions03_male" "Where are these things coming from? " "ep1_citizen.cit_alert_antlions04_male" "How are they getting into the city? " "ep1_citizen.cit_alert_antlions05_male" "I hate bugs! " "ep1_citizen.cit_alert_antlions06_male" "Help! " "ep1_citizen.cit_alert_antlions07_male" "As if regular bugs weren't bad enough... " "ep1_citizen.cit_alert_antlions08_male" "Here they come! " "ep1_citizen.cit_alert_antlions09_male" "I can hear 'em! " "ep1_citizen.cit_alert_antlions10_male" "These antlions must be coming from the subways. " "ep1_citizen.cit_alert_antlions11_male" "You hear 'em...underground? " "ep1_citizen.cit_alert_antlions12_male" "Combine defenses used to keep these antlions away. " "ep1_citizen.cit_alert_antlions13_male" "Antlions never got into the city in the old days. I mean, last week. " "ep1_citizen.cit_alert_antlions14_male" "At least the antlions hate the Combine as much as they hate us. " "ep1_citizen.cit_alert_antlions15_male" "First the Combine...now this! " "ep1_citizen.cit_alert_antlions16_male" "Plug those holes! " "ep1_citizen.cit_alert_antlions17_male" "They're coming out of those holes! " "ep1_citizen.cit_alert_antlions18_male" "Damn these things!" "ep1_citizen.cit_alert_gunship01_male" "Look out, it's gonna unload! " "ep1_citizen.cit_alert_gunship02_male" "It's coming for us! " "ep1_citizen.cit_alert_gunship03_male" "Take it down! " "ep1_citizen.cit_alert_gunship04_male" "We gotta take it down! " "ep1_citizen.cit_alert_gunship05_male" "Hit it before it makes another pass! " "ep1_citizen.cit_alert_gunship06_male" "It's gonna tear us apart! " "ep1_citizen.cit_alert_gunship07_male" "That thing's gonna chew us up! " "ep1_citizen.cit_alert_gunship08_male" "Kinda makes you wish we were still fighting headcrabs. " "ep1_citizen.cit_alert_head01_male" "Headcrabs! " "ep1_citizen.cit_alert_head02_male" "So that's a headcrab...huh... " "ep1_citizen.cit_alert_head03_male" "Get it off me! Get it off!" "ep1_citizen.cit_alert_head03a_male" "Get it off me! Get it off!" "ep1_citizen.cit_alert_head04_male" "Get it away from me! " "ep1_citizen.cit_alert_head05_male" "Yikes! " "ep1_citizen.cit_alert_head06_male" "Shit! " "ep1_citizen.cit_alert_head07_male" "What the hell is that? " "ep1_citizen.cit_alert_head08_male" "Don't let that thing get ahold of your head!" "ep1_citizen.cit_alert_rollers01_male" "Rollermines! " "ep1_citizen.cit_alert_rollers02_male" "Don't let them near you! " "ep1_citizen.cit_alert_rollers03_male" "Keep away from those things!" "ep1_citizen.cit_alert_rollers04_male" "Help!" "ep1_citizen.cit_alert_soldier_above_male" "They're coming from above!" "ep1_citizen.cit_alert_soldier01_male" "We're all just targets to them now. " "ep1_citizen.cit_alert_soldier02_male" "Why haven't they left already? " "ep1_citizen.cit_alert_soldier03_male" "Their leader's gone! Why the hell are they sticking around? " "ep1_citizen.cit_alert_soldier04_male" "Soldiers! " "ep1_citizen.cit_alert_soldier05_male" "Overwatch soldiers!" "ep1_citizen.cit_alert_soldier06_male" "Why didn't they leave with the rest of the Combine? " "ep1_citizen.cit_alert_soldier07_male" "Traitors!" "ep1_citizen.cit_alert_zombie01_male" "Zombies! " "ep1_citizen.cit_alert_zombie02_male" "What is that...a zombie? " "ep1_citizen.cit_alert_zombie03_male" "What the hell is that? " "ep1_citizen.cit_alert_zombie04_male" "Kill it! " "ep1_citizen.cit_alert_zombie05_male" "What in god's name is that thing? " "ep1_citizen.cit_alert_zombie06_male" "Shoot 'em! " "ep1_citizen.cit_alert_zombie07_male" "Aim for the head! " "ep1_citizen.cit_alert_zombie08_male" "Holy crap! I think I know that guy!" "ep1_citizen.cit_alert_zombie09_male" "Kill it!" "ep1_citizen.cit_behindyousfx01_male" " " "ep1_citizen.cit_behindyousfx02_male" " " "ep1_citizen.cit_buddykilled01_male" "You okay? " "ep1_citizen.cit_buddykilled02_male" "Oh god...I'm next...I just know it... " "ep1_citizen.cit_buddykilled03_male" "No! " "ep1_citizen.cit_buddykilled04_male" "Oh god! " "ep1_citizen.cit_buddykilled05_male" "Get up! " "ep1_citizen.cit_buddykilled06_male" "Keep moving! " "ep1_citizen.cit_buddykilled07_male" "Oh shit! " "ep1_citizen.cit_buddykilled08_male" "Man down! " "ep1_citizen.cit_buddykilled09_male" "Why? " "ep1_citizen.cit_buddykilled10_male" "I think we've made a terrible mistake... " "ep1_citizen.cit_buddykilled11_male" "We're all gonna die! " "ep1_citizen.cit_buddykilled12_male" "That's it - I'm pissed! " "ep1_citizen.cit_buddykilled13_male" "They killed the new guy!" "ep1_citizen.cit_comehere_male" "Come here!" "ep1_citizen.cit_denytrain01_male" "Not you, Freeman! You got a job to do. " "ep1_citizen.cit_denytrain02_male" "Get back, Doc. I'm sure you want to help everyone else get to safety first. " "ep1_citizen.cit_denytrain03_male" "You're supposed to wait till everyone else is on board first. " "ep1_citizen.cit_denytrain04_male" "Hey, Freeman. Get back out there and help." "ep1_citizen.cit_evac_casualty01_male" "You can do better than that! " "ep1_citizen.cit_evac_casualty02_male" "They're dying all around me! " "ep1_citizen.cit_evac_casualty03_male" "Lost another one! " "ep1_citizen.cit_evac_casualty04_male" "Don't lose another one, Freeman! " "ep1_citizen.cit_evac_casualty05_male" "We'll never make it at this rate! " "ep1_citizen.cit_evac_casualty06_male" "Oh God, that was close! " "ep1_citizen.cit_evac_casualty07_male" "I thought you were supposed to help us! " "ep1_citizen.cit_evac_casualty08_male" "Heeellllpp!!! " "ep1_citizen.cit_evac_casualty09_male" "It's hopeless! " "ep1_citizen.cit_evac_casualty10_male" "Let's just give up now... " "ep1_citizen.cit_evac_casualty11_male" "Holy Crap - Help!" "ep1_citizen.cit_evac_defendus01_male" "You're supposed to protect us! " "ep1_citizen.cit_evac_defendus02_male" "Defend us, Freeman! " "ep1_citizen.cit_evac_defendus03_male" "Keep us covered, Freeman! " "ep1_citizen.cit_evac_defendus04_male" "We're in your care, Dr. Freeman! " "ep1_citizen.cit_evac_defendus05_male" "Where are we supposed to go again?" "ep1_citizen.cit_evac_defendus06_male" "We gotta get outta here! " "ep1_citizen.cit_evac_defendus07_male" "Make for the trains! " "ep1_citizen.cit_evac_defendus08_male" "Never thought I'd be happy to see those trains again. " "ep1_citizen.cit_evac_defendus09_male" "How 'bout a little help here, Freeman." "ep1_citizen.cit_evac_defendusvance_male" "How 'bout a little help here, Vance." "ep1_citizen.cit_evac_enemies01_male" "They're coming! " "ep1_citizen.cit_evac_enemies02_male" "They're everywhere!" "ep1_citizen.cit_evac_no01_male" "We'll follow when we can. " "ep1_citizen.cit_evac_no02_male" "We're gonna see if we can help anyone else get out. " "ep1_citizen.cit_evac_no03_male" "If there's anyone left in the city, we'll try and help them out. " "ep1_citizen.cit_evac_no04_male" "Go on without us. We've got stuff to do." "ep1_citizen.cit_evac_ok01_male" "Hell yeah, we're with you! " "ep1_citizen.cit_evac_ok02_male" "We'll come with you. " "ep1_citizen.cit_evac_ok03_male" "We're getting out as fast as we can! " "ep1_citizen.cit_evac_ok04_male" "You don't have to ask me twice. Let's go." "ep1_citizen.cit_evac_thanks01_male" "Thanks, Freeman! " "ep1_citizen.cit_evac_thanks02_male" "We made it, thanks to you! " "ep1_citizen.cit_evac_thanks03_male" "That was a close one. " "ep1_citizen.cit_evac_thanks04_male" "I thought we'd never make it. " "ep1_citizen.cit_evac_thanks05_male" "It was touch and go for a minute there." "ep1_citizen.cit_evac_thanksalyx_male" "Thanks, Alyx." "ep1_citizen.cit_getaboard01_male" "Come on, people. " "ep1_citizen.cit_getaboard02_male" "Get aboard! " "ep1_citizen.cit_getaboard03_male" "Haul ass! " "ep1_citizen.cit_getaboard04_male" "Get on here! " "ep1_citizen.cit_getaboard05_male" "Get in quick!" "ep1_citizen.cit_getoffstreet_male" "Come on! Get off the street! The Combine's moving into this area!" "ep1_citizen.cit_greatshot_male" "Great shot, Doc!" "ep1_citizen.cit_greet_alyx01_male" "Hey! You're Alyx Vance! " "ep1_citizen.cit_greet_alyx02_male" "I know you! " "ep1_citizen.cit_greet_alyx03_male" "Alyx Vance and Gordon Freeman! You stayed behind to look after us, didn't you? " "ep1_citizen.cit_greet_alyx04_male" "Who are you again? " "ep1_citizen.cit_greet_alyx05_male" "I hope you two are here to help. " "ep1_citizen.cit_greet_alyx06_male" "You're Kleiner's daughter, right? " "ep1_citizen.cit_greet_alyx07_male" "Yeah, yeah, good to see you. Now, where's Dog? " "ep1_citizen.cit_greet_alyx08_male" "Alyx, oh my god, where's Freeman!?! Oh, there he is... " "ep1_citizen.cit_greet_alyx09_male" "Oh, hey Freeman. And this is the Missus, I presume? " "ep1_citizen.cit_greet_alyx10_male" "Alyx, Gordon - thank God you made it! " "ep1_citizen.cit_greet_alyx11_male" "Alyx - honestly, do you think we have any chance? " "ep1_citizen.cit_greet_alyx12_male" "Yap, yap, yap, why don't you let Freeman get a word in for once?" "ep1_citizen.cit_greet_alyx13_male" "Oh, hey Freeman. And this must be the little lady." "ep1_citizen.cit_gunship_male" "Oh no, gunship! Run!" "ep1_citizen.cit_heyoverhere_male" "Hey! Over here!" "ep1_citizen.cit_hurryup_male" "Hurry up!" "ep1_citizen.cit_itsaraid_male" "It's a raid!" "ep1_citizen.cit_jump_male" "Jump!" "ep1_citizen.cit_kill01_male" "Yeah! " "ep1_citizen.cit_kill02_male" "One down. " "ep1_citizen.cit_kill03_male" "One more for me. " "ep1_citizen.cit_kill04_male" "That's how it's done. " "ep1_citizen.cit_kill05_male" "Somebody shed a tear. " "ep1_citizen.cit_kill06_male" "Did you see that? " "ep1_citizen.cit_kill07_male" "I'm getting the hang of this. " "ep1_citizen.cit_kill08_male" "Bingo! " "ep1_citizen.cit_kill09_male" "Take that! " "ep1_citizen.cit_kill10_male" "Take that! " "ep1_citizen.cit_kill11_male" "Yeah. " "ep1_citizen.cit_kill12_male" "Yeah. " "ep1_citizen.cit_kill13_male" "Eat it! " "ep1_citizen.cit_kill14_male" "Die! " "ep1_citizen.cit_kill15_male" "One for the resistance! " "ep1_citizen.cit_kill16_male" "Rot in hell! If you believe in that sort of thing. " "ep1_citizen.cit_kill17_male" "Rot in hell! " "ep1_citizen.cit_kill18_male" "That's how you do it, eh Freeman?" "ep1_citizen.cit_kill19_male" "See what I just did there?" "ep1_citizen.cit_kill20_male" "[Giddy laughter]" "ep1_citizen.cit_letyouthru_male" "Okay, we'll let you through!" "ep1_citizen.cit_notice_gravgunkill01_male" "Whoa! Nice trick, Dr. Freeman! " "ep1_citizen.cit_notice_gravgunkill02_male" "That was really something, Doc! " "ep1_citizen.cit_notice_gravgunkill03_male" "What the hell did you just do? " "ep1_citizen.cit_notice_gravgunkill04_male" "Sometime you gotta show me how to do that!" "ep1_citizen.cit_pain01_male" "[Pain sounds]" "ep1_citizen.cit_pain02_male" "[Pain sounds]" "ep1_citizen.cit_pain03_male" "[Pain sounds]" "ep1_citizen.cit_pain04_male" "[Pain sounds]" "ep1_citizen.cit_pain05_male" "[Pain sounds]" "ep1_citizen.cit_pain06_male" "[Pain sounds]" "ep1_citizen.cit_pain07_male" "[Pain sounds]" "ep1_citizen.cit_pain08_male" "[Pain sounds]" "ep1_citizen.cit_pain09_male" "[Pain sounds]" "ep1_citizen.cit_pain10_male" "[Pain sounds]" "ep1_citizen.cit_pain11_male" "[Pain sounds]" "ep1_citizen.cit_pain12_male" "[Pain sounds]" "ep1_citizen.cit_pain13_male" "[Pain sounds]" "ep1_citizen.cit_raidsoldiers_male" "Soldiers!" "ep1_citizen.cit_reachtrain01_male" "We made it! " "ep1_citizen.cit_reachtrain02_male" "Get this thing moving! " "ep1_citizen.cit_reachtrain03_male" "I made it! We can leave now! " "ep1_citizen.cit_reachtrain04_male" "Hurry and let's get out of here! " "ep1_citizen.cit_reachtrain05_male" "Get the hell out of here!" "ep1_citizen.cit_remarks01_male" "I hear it's a lot better out in the country. " "ep1_citizen.cit_remarks02_male" "Everything we do seems to make things worse. " "ep1_citizen.cit_remarks03_male" "It used to be safer here. " "ep1_citizen.cit_remarks04_male" "This was such a nice neighborhood too." "ep1_citizen.cit_remarks05_male" "Somehow I thought things would be better by now. " "ep1_citizen.cit_remarks06_male" "We're sitting ducks in here. Or maybe fish in a barrel. Anyway, it's not good." "ep1_citizen.cit_remarks07_male" "So much for better living through science." "ep1_citizen.cit_remarks08_male" "Dr. Kleiner says we can mate now. Not that I needed his permission." "ep1_citizen.cit_remarks09_male" "I don't miss Dr. Breen, but I do miss his show. Remember when he had the jugglers on?" "ep1_citizen.cit_remarks10_male" "I hear they put babies in those striders." "ep1_citizen.cit_remarks11_male" "I blame Black Mesa..." "ep1_citizen.cit_remarks12_male" "I met Odessa Cubbage one time. What an idiot." "ep1_citizen.cit_remarks13_male" "I blame Odessa Cubbage..." "ep1_citizen.cit_remarks14_male" "They're always saying something's about to blow. I ain't buying it this time." "ep1_citizen.cit_remarks15_male" "I'm not going nowhere. No sir." "ep1_citizen.cit_remarks16_male" "Oh no, the Kleiner speech is starting again. CAN'T SOMEONE MAKE IT STOP!" "ep1_citizen.cit_remarks17_male" "Between you and me, I don't trust those Vortigaunts." "ep1_citizen.cit_remarks18_male" "How 'bout this weather? " "ep1_citizen.cit_remarks19_male" "They might call 'em crabs, but I'll tell you what. They don't taste like crab." "ep1_citizen.cit_remarks20_male" "This is gonna sound crazy, but I kinda miss the Combine." "ep1_citizen.cit_remarks21_male" "Sometimes I think everybody's a doctor but me." "ep1_citizen.cit_remarks22_male" "What idiot put Kleiner in charge?" "ep1_citizen.cit_remarks23_male" "We're all starving and Kleiner's headcrab is probably eating Grade A head." "ep1_citizen.cit_runforit_male" "Run for it!" "ep1_citizen.cit_safehouse_male" "The Combine's not making it easy. We're trying to get enough people together to force our way through to the trainstation. People are meeting up in a safehouse nearby. " "ep1_citizen.cit_shock01_male" "[Shock sounds]" "ep1_citizen.cit_shock02_male" "[Shock sounds]" "ep1_citizen.cit_shock03_male" "[Shock sounds]" "ep1_citizen.cit_shock04_male" "[Shock sounds]" "ep1_citizen.cit_shock05_male" "[Shock sounds]" "ep1_citizen.cit_shock06_male" "[Shock sounds]" "ep1_citizen.cit_shock07_male" "[Shock sounds]" "ep1_citizen.cit_shock08_male" "[Shock sounds]" "ep1_citizen.cit_shock09_male" "[Shock sounds]" "ep1_citizen.cit_shock10_male" "[Shock sounds]" "ep1_citizen.cit_shock11_male" "[Shock sounds]" "ep1_citizen.cit_squad_flee01_male" "You heard the old egghead! Get out of the city! " "ep1_citizen.cit_squad_flee02_male" "Everybody keep moving! " "ep1_citizen.cit_squad_flee03_male" "Don't get held up-we've gotta get to the trainstation. " "ep1_citizen.cit_squad_flee04_male" "Come on! To the stations! " "ep1_citizen.cit_squad_flee05_male" "Those last trains are leaving-we've gotta keep moving." "ep1_citizen.cit_stopburrows_male" "Hey down there! Stop up those burrows and we'll let you through!" "ep1_citizen.cit_tellmeaboutit_male" "Tell me about it. They're doing their best to trap us here." "ep1_citizen.cit_thateverybody_male" "Is that everybody?" "ep1_citizen.cit_thesearesomuchfun_male" "[Laughing] These are so much fun, man!" "ep1_citizen.cit_theyfoundus_male" "They found us!" "ep1_citizen.cit_thisway_male" "This way." "ep1_citizen.cit_twopeople_male" "I heard two people were coming up. I'm gonna wait till you're both here." "ep1_citizen.cit_youbet_male" "You bet. Let's go." "ep1_citizen.cit_youknowodessa_male" "Hey, Dr. Freeman, I heard you were there when Odessa Cubbage took down the first gunship? That must have been a real honor for you. I'm proud to say I met someone who knew Odessa Cubbage." // Placeholder citizen strings. Do not remove. // The actual citizen strings will have _male or _female appended to the string (above) "ep1_citizen.cit_alert_antlions01" " " "ep1_citizen.cit_alert_antlions02" " " "ep1_citizen.cit_alert_antlions03" " " "ep1_citizen.cit_alert_antlions04" " " "ep1_citizen.cit_alert_antlions05" " " "ep1_citizen.cit_alert_antlions06" " " "ep1_citizen.cit_alert_antlions07" " " "ep1_citizen.cit_alert_antlions08" " " "ep1_citizen.cit_alert_antlions09" " " "ep1_citizen.cit_alert_antlions10" " " "ep1_citizen.cit_alert_antlions11" " " "ep1_citizen.cit_alert_antlions12" " " "ep1_citizen.cit_alert_antlions13" " " "ep1_citizen.cit_alert_antlions14" " " "ep1_citizen.cit_alert_antlions15" " " "ep1_citizen.cit_alert_antlions16" " " "ep1_citizen.cit_alert_antlions17" " " "ep1_citizen.cit_alert_antlions18" " " "ep1_citizen.cit_alert_gunship01" " " "ep1_citizen.cit_alert_gunship02" " " "ep1_citizen.cit_alert_gunship03" " " "ep1_citizen.cit_alert_gunship04" " " "ep1_citizen.cit_alert_gunship05" " " "ep1_citizen.cit_alert_gunship06" " " "ep1_citizen.cit_alert_gunship07" " " "ep1_citizen.cit_alert_gunship08" " " "ep1_citizen.cit_alert_head01" " " "ep1_citizen.cit_alert_head02" " " "ep1_citizen.cit_alert_head03" " " "ep1_citizen.cit_alert_head03a" " " "ep1_citizen.cit_alert_head04" " " "ep1_citizen.cit_alert_head05" " " "ep1_citizen.cit_alert_head06" " " "ep1_citizen.cit_alert_head07" " " "ep1_citizen.cit_alert_head08" " " "ep1_citizen.cit_alert_rollers01" " " "ep1_citizen.cit_alert_rollers02" " " "ep1_citizen.cit_alert_rollers03" " " "ep1_citizen.cit_alert_rollers04" " " "ep1_citizen.cit_alert_soldier_above" " " "ep1_citizen.cit_alert_soldier01" " " "ep1_citizen.cit_alert_soldier02" " " "ep1_citizen.cit_alert_soldier03" " " "ep1_citizen.cit_alert_soldier04" " " "ep1_citizen.cit_alert_soldier05" " " "ep1_citizen.cit_alert_soldier06" " " "ep1_citizen.cit_alert_soldier07" " " "ep1_citizen.cit_alert_zombie01" " " "ep1_citizen.cit_alert_zombie02" " " "ep1_citizen.cit_alert_zombie03" " " "ep1_citizen.cit_alert_zombie04" " " "ep1_citizen.cit_alert_zombie05" " " "ep1_citizen.cit_alert_zombie06" " " "ep1_citizen.cit_alert_zombie07" " " "ep1_citizen.cit_alert_zombie08" " " "ep1_citizen.cit_alert_zombie09" " " "ep1_citizen.cit_behindyousfx01" " " "ep1_citizen.cit_behindyousfx02" " " "ep1_citizen.cit_buddykilled01" " " "ep1_citizen.cit_buddykilled02" " " "ep1_citizen.cit_buddykilled03" " " "ep1_citizen.cit_buddykilled04" " " "ep1_citizen.cit_buddykilled05" " " "ep1_citizen.cit_buddykilled06" " " "ep1_citizen.cit_buddykilled07" " " "ep1_citizen.cit_buddykilled08" " " "ep1_citizen.cit_buddykilled09" " " "ep1_citizen.cit_buddykilled10" " " "ep1_citizen.cit_buddykilled11" " " "ep1_citizen.cit_buddykilled12" " " "ep1_citizen.cit_buddykilled13" " " "ep1_citizen.cit_buddykilled14" " " "ep1_citizen.cit_buddykilled15" " " "ep1_citizen.cit_comehere" " " "ep1_citizen.cit_denytrain01" " " "ep1_citizen.cit_denytrain02" " " "ep1_citizen.cit_denytrain03" " " "ep1_citizen.cit_denytrain04" " " "ep1_citizen.cit_evac_casualty01" " " "ep1_citizen.cit_evac_casualty02" " " "ep1_citizen.cit_evac_casualty03" " " "ep1_citizen.cit_evac_casualty04" " " "ep1_citizen.cit_evac_casualty05" " " "ep1_citizen.cit_evac_casualty06" " " "ep1_citizen.cit_evac_casualty07" " " "ep1_citizen.cit_evac_casualty08" " " "ep1_citizen.cit_evac_casualty09" " " "ep1_citizen.cit_evac_casualty10" " " "ep1_citizen.cit_evac_casualty11" " " "ep1_citizen.cit_evac_defendus01" " " "ep1_citizen.cit_evac_defendus02" " " "ep1_citizen.cit_evac_defendus03" " " "ep1_citizen.cit_evac_defendus04" " " "ep1_citizen.cit_evac_defendus05" " " "ep1_citizen.cit_evac_defendus06" " " "ep1_citizen.cit_evac_defendus07" " " "ep1_citizen.cit_evac_defendus08" " " "ep1_citizen.cit_evac_defendus09" " " "ep1_citizen.cit_evac_defendusvance" " " "ep1_citizen.cit_evac_enemies01" " " "ep1_citizen.cit_evac_enemies02" " " "ep1_citizen.cit_evac_no01" " " "ep1_citizen.cit_evac_no02" " " "ep1_citizen.cit_evac_no03" " " "ep1_citizen.cit_evac_no04" " " "ep1_citizen.cit_evac_ok01" " " "ep1_citizen.cit_evac_ok02" " " "ep1_citizen.cit_evac_ok03" " " "ep1_citizen.cit_evac_ok04" " " "ep1_citizen.cit_evac_thanks01" " " "ep1_citizen.cit_evac_thanks02" " " "ep1_citizen.cit_evac_thanks03" " " "ep1_citizen.cit_evac_thanks04" " " "ep1_citizen.cit_evac_thanks05" " " "ep1_citizen.cit_evac_thanksalyx" " " "ep1_citizen.cit_getaboard01" " " "ep1_citizen.cit_getaboard02" " " "ep1_citizen.cit_getaboard03" " " "ep1_citizen.cit_getaboard04" " " "ep1_citizen.cit_getaboard05" " " "ep1_citizen.cit_getoffstreet" " " "ep1_citizen.cit_greatshot" " " "ep1_citizen.cit_greet_alyx01" " " "ep1_citizen.cit_greet_alyx02" " " "ep1_citizen.cit_greet_alyx03" " " "ep1_citizen.cit_greet_alyx04" " " "ep1_citizen.cit_greet_alyx05" " " "ep1_citizen.cit_greet_alyx06" " " "ep1_citizen.cit_greet_alyx07" " " "ep1_citizen.cit_greet_alyx08" " " "ep1_citizen.cit_greet_alyx09" " " "ep1_citizen.cit_greet_alyx10" " " "ep1_citizen.cit_greet_alyx11" " " "ep1_citizen.cit_greet_alyx12" " " "ep1_citizen.cit_greet_alyx13" " " "ep1_citizen.cit_gunship" " " "ep1_citizen.cit_heyoverhere" " " "ep1_citizen.cit_hurryup" " " "ep1_citizen.cit_itsaraid" " " "ep1_citizen.cit_jump" " " "ep1_citizen.cit_kill01" " " "ep1_citizen.cit_kill02" " " "ep1_citizen.cit_kill03" " " "ep1_citizen.cit_kill04" " " "ep1_citizen.cit_kill05" " " "ep1_citizen.cit_kill06" " " "ep1_citizen.cit_kill07" " " "ep1_citizen.cit_kill08" " " "ep1_citizen.cit_kill09" " " "ep1_citizen.cit_kill10" " " "ep1_citizen.cit_kill11" " " "ep1_citizen.cit_kill12" " " "ep1_citizen.cit_kill13" " " "ep1_citizen.cit_kill14" " " "ep1_citizen.cit_kill15" " " "ep1_citizen.cit_kill16" " " "ep1_citizen.cit_kill17" " " "ep1_citizen.cit_kill18" " " "ep1_citizen.cit_kill19" " " "ep1_citizen.cit_kill20" " " "ep1_citizen.cit_letyouthru" " " "ep1_citizen.cit_notice_gravgunkill01" " " "ep1_citizen.cit_notice_gravgunkill02" " " "ep1_citizen.cit_notice_gravgunkill03" " " "ep1_citizen.cit_notice_gravgunkill04" " " "ep1_citizen.cit_pain01" " " "ep1_citizen.cit_pain02" " " "ep1_citizen.cit_pain03" " " "ep1_citizen.cit_pain04" " " "ep1_citizen.cit_pain05" " " "ep1_citizen.cit_pain06" " " "ep1_citizen.cit_pain07" " " "ep1_citizen.cit_pain08" " " "ep1_citizen.cit_pain09" " " "ep1_citizen.cit_pain10" " " "ep1_citizen.cit_pain11" " " "ep1_citizen.cit_pain12" " " "ep1_citizen.cit_pain13" " " "ep1_citizen.cit_raidsoldiers" " " "ep1_citizen.cit_reachtrain01" " " "ep1_citizen.cit_reachtrain02" " " "ep1_citizen.cit_reachtrain03" " " "ep1_citizen.cit_reachtrain04" " " "ep1_citizen.cit_reachtrain05" " " "ep1_citizen.cit_remarks01" " " "ep1_citizen.cit_remarks02" " " "ep1_citizen.cit_remarks03" " " "ep1_citizen.cit_remarks04" " " "ep1_citizen.cit_remarks05" " " "ep1_citizen.cit_remarks06" " " "ep1_citizen.cit_remarks07" " " "ep1_citizen.cit_remarks08" " " "ep1_citizen.cit_remarks09" " " "ep1_citizen.cit_remarks10" " " "ep1_citizen.cit_remarks11" " " "ep1_citizen.cit_remarks12" " " "ep1_citizen.cit_remarks13" " " "ep1_citizen.cit_remarks14" " " "ep1_citizen.cit_remarks15" " " "ep1_citizen.cit_remarks16" " " "ep1_citizen.cit_remarks17" " " "ep1_citizen.cit_remarks18" " " "ep1_citizen.cit_remarks19" " " "ep1_citizen.cit_remarks20" " " "ep1_citizen.cit_remarks21" " " "ep1_citizen.cit_remarks22" " " "ep1_citizen.cit_remarks23" " " "ep1_citizen.cit_runforit" " " "ep1_citizen.cit_safehouse" " " "ep1_citizen.cit_shock01" " " "ep1_citizen.cit_shock02" " " "ep1_citizen.cit_shock03" " " "ep1_citizen.cit_shock04" " " "ep1_citizen.cit_shock05" " " "ep1_citizen.cit_shock06" " " "ep1_citizen.cit_shock07" " " "ep1_citizen.cit_shock08" " " "ep1_citizen.cit_shock09" " " "ep1_citizen.cit_shock10" " " "ep1_citizen.cit_shock11" " " "ep1_citizen.cit_squad_flee01" " " "ep1_citizen.cit_squad_flee02" " " "ep1_citizen.cit_squad_flee03" " " "ep1_citizen.cit_squad_flee04" " " "ep1_citizen.cit_squad_flee05" " " "ep1_citizen.cit_stopburrows" " " "ep1_citizen.cit_tellmeaboutit" " " "ep1_citizen.cit_thateverybody" " " "ep1_citizen.cit_thesearesomuchfun" " " "ep1_citizen.cit_theyfoundus" " " "ep1_citizen.cit_thisway" " " "ep1_citizen.cit_twopeople" " " "ep1_citizen.cit_youbet" " " "ep1_citizen.cit_youknowodessa" " " "ep_01.al_advisor_breen" "Breen!? " "ep_01.al_advisor_findmap" "Ugh...." "ep_01.al_advisor_gonenow" "Oh..." "ep_01.al_advisor_shaking" "Oh..." "ep_01.al_anotherway" "I'd like to find another way around these buildings, " "ep_01.al_bridge_sneak01" "So much for sneaking in." "ep_01.al_chasm_dogideas" "Well, Dog, " "ep_01.al_chasm_nothelpful" "All right, Dog, " "ep_01.al_chasm_scanner" "Hey, a scanner! " "ep_01.al_chasm_staywithus" "Now stay with us..." "ep_01.al_chasm_wheredog" "What about... " "ep_01.al_cit_wishformap" "We've got to find a way down to the core. " "ep_01.al_citvista_lasttime" "Last time through here, I couldn't see a thing. " "ep_01.al_citvista_noidea" "This is unbelievable..." "ep_01.al_comeherehelpme01" "A little help here, Gordon? " "ep_01.al_comeherehelpme02" "Oh, crap!" "ep_01.al_comeherehelpme03" "GORDON! " "ep_01.al_control_heresyourelevator" "Well..." "ep_01.al_core_couldbeit" "This could be it, Gordon. " "ep_01.al_dog_uhhuh" "Uh huh. " "ep_01.al_doorhacks01" "One second... " "ep_01.al_doorhacks02" "Hang on... " "ep_01.al_doorhacks03" "Damn it! I can't unlock this one because-" "ep_01.al_elev_hearsomething" "Hey, did you hear something? " "ep_01.al_elev_thatwasclose" "Whew!" "ep_01.al_evac_ontous" "Oh boy...they're onto us. " "ep_01.al_finale_otherside" "Whatever's in that transmission packet, " "ep_01.al_finale_wediditg" "Here we go. " "ep_01.al_flood_floodroom" "Ugh..." "ep_01.al_gship_holyterror" "Wow... " "ep_01.al_hospital_fallthru" "Oh no! " "ep_01.al_hospital_foundshotgun" "So much for medical supplies " "ep_01.al_hospital_swamped" "Sorry about leaving you alone down there, Gordon. " "ep_01.al_lift_last_lookup" "Look up! " "ep_01.al_lift_last_upthere" "Up there! " "ep_01.al_lift_stalkerdoing" "Look-a stalker. " "ep_01.al_lift_whatswrong" "What's wrong with this lift? " "ep_01.al_meltdown" "Oh God..." "ep_01.al_pbox_nicejobandgun" "Nice job! " "ep_01.al_platform_slowthem" "That'll slow them down, " "ep_01.al_platform_taketrain" "This is our train. " "ep_01.al_platform_theyknow" "They know where we are. " "ep_01.al_plaza_view" "Finally, fresh air... " "ep_01.al_postcore_downloaddone" "The packet's done copying. " "ep_01.al_postcore_exitelev" "I've secured an exit elevator. " "ep_01.al_postcore_feltthat" "Uh oh... " "ep_01.al_postcore_hitch" "This lift will take us to a train platform. " "ep_01.al_postcore_takealook" "It's Judith. " "ep_01.al_random" "Ugh..." "ep_01.al_rappel_hoping01" "I was hoping we'd get a bit farther before they noticed us again. " "ep_01.al_rappel_looking" "They're looking for something..." "ep_01.al_sniper_headoff" "Nice toss, Gordon. " "ep_01.al_sniper_runpoint01" "You run point, okay? " "ep_01.al_sniper_runpoint02" "I'll cover you from up here till you reach the far end. " "ep_01.al_sniper_runpoint03" "When the coast is clear, I'll catch up. " "ep_01.al_sniper_runpoint04" "Sound good?" "ep_01.al_stalk1_poursouls" "Poor souls. " "ep_01.al_stalkers_anotherway" "We don't have time to look for another way around. " "ep_01.al_stalkers_fielddown" "Well, they shouldn't bother us if we leave them alone. " "ep_01.al_stalkers_getthrunow" "Okay..." "ep_01.al_stalkers_good" "Ah, you found one. " "ep_01.al_stalkers_letitgo" "Let it go now. " "ep_01.al_stalkers_omg" "Oh my God..." "ep_01.al_stalkers_reason01" "I hate to do this, but..." "ep_01.al_strider_hurting" "Ah! It's hurting, Gordon! " "ep_01.al_strider_pummel" "Good shot! " "ep_01.al_train_omg_finale" "Oh my God..." "ep_01.al_tunnel_catchbreath" "I uh..." "ep_01.al_tunnel_noteasy" "Okay..." "ep_01.al_unstable" "Talk about unstable. " "ep_01.al_waittillhehears02" "Come on!" "ep_01.al_intro_gasp" "Ohh! " "citadel.br_deliver" "It's me you should be concerned about! I can still deliver Earth, but not without your help. " "citadel.br_untenable" "The portal destination is untenable. Surely you can set the relay elsewhere. There's no way I can survive in that environment. " "citadel.br_hostbody" "A host body? You must be joking, I can't possibly--- " "citadel.br_whatittakes" "Oh all right, damn it, if that's what it takes! " "citadel.br_justhurry" "Just hurry, he's right behind me! " "citadel.br_ohshit" "Oh shit! " // ep1_citadel_00_commentary "#commentary\intro.wav" "[Gabe Newell] Welcome to Half-Life 2, Episode One. We received a great deal of positive feedback on the commentary track in The Lost Coast, and so we've included the same feature in this episode. To listen to a commentary node, put your crosshair over the floating commentary symbol and press your use key. To stop a commentary node, put your crosshair over the rotating node and press the use key again. Some commentary nodes may take control of the game in order to show something to you. In these cases, simply press your use key again to stop the commentary. With episodic content, we are hoping to release games much more frequently than has been possible with the monolithic development schedules of the past. Game developers and game customers have been wanting to try this for years. Please let me know what you think after you have had a chance to play this, our latest installment in the ongoing adventures of Gordon Freeman. I can be reached at gaben@valvesoftware.com. Thanks, and have fun!" "#commentary\intro_design.wav" "[Greg Coomer] This intro sequence establishes some important initial pieces of Episode One's story and setting. Our earlier versions of the intro sequence were heavy on graphic effects and relatively light on storytelling. When we showed those early versions to playtesters, they thought it was cool, but rarely had any idea what was supposed to be happening. We went through several iterations, each time simplifying the editing and tightening the effects. We eventually arrived at a good middle ground between the sort of psychedelic look we were shooting for and basic comprehension of what was actually taking place." "#commentary\citadel_skybox.wav" "[Jay Stelly] The Citadel is supposed to be a building of unprecedented scale - so out of scale with the rest of the world, in fact, that we couldn't render it without our 3d skybox technology. This technology allows us to build the Citadel as a 1/16th scale model off in an unreachable corner of the map and seamlessly merge it into the scene. We also use this technology to create the illusion of vast spaces and distant horizons." "#commentary\monitor_scene.wav" "[Marc Laidlaw] Right off the bat, we needed to hammer home some story points, reintroduce the cast of characters, and explain the player's immediate goal. It was a pretty intimidating chunk of non-interactive exposition. We generally approach these scenes by writing way too much, and then, through constant playtesting, trimming the scene to more manageable levels. In this case, even after some heroic pruning, the opening scene still felt too long. We ended up splitting the introductory sequence into three scenes, separated by some gravity gun puzzle solving and then a dramatic walk across a crumbling ledge." "#commentary\dog_dropship.wav" "[Bill Van Buren] Sometimes, we need to keep the player in an area so that we can deliver some critical dialog or run an important sequence of events. In these cases, we temporarily block the player's path using what we call a 'gate'. These gates generally take the form of some obstacle that can only be removed or opened by some character or event. In this case, the obstacle is a crashed gunship that can only be moved out of the way by Dog. Though the final scene looks pretty straightforward, a lot of care had to be taken to make sure that Dog hit his marks and played his sequences without trampling and damaging the player." "#commentary\alyx_ledge.wav" "[Robin Walker] This ledge is a really tricky spot for NPCs to navigate. While we wanted Alyx to be able to maneuver dynamically through any complex environment, in certain navigation situations we're faced with a trade off between flexibility and visual quality. In this particular case, she navigates this ledge with a combination of AI and scripted animations. We continue to evolve the systems of Half-Life 2 whereby characters move fluidly through dynamic AI and scripted navigation, but ultimately what matters most is how it looks to the player." "#commentary\falling_debris.wav" "[Matt T. Wood] Since we never take control away from the player, it can be a real pain to get them to notice important environmental events. It's a constant design challenge for us. The Citadel will be erupting in a massive light show that took ten of us two months to orchestrate, and, if we're not careful, the player will end up facing the other direction staring at a tire. In this case, to establish that the Citadel is coming apart at the seams, we wanted the player to notice the debris falling off of it. We used a pretty straightforward method here - Alyx explicitly mentions the citadel while pointing at it. Like most of these solutions, it's not foolproof, but it has a high success rate." "#commentary\dog_throw.wav" "[Bill Van Buren] Our games are created by design collectives that we call 'cabals'. When the idea to have you and Alyx sit in a van and then have Dog toss it across the gorge was first suggested during a cabal meeting, everyone thought it was funny - and then we moved on to more serious solutions for the gorge crossing. As the design progressed, though, we kept coming back to the van idea, and eventually everyone agreed that we should give it a try. Even though the idea was kind of outrageous, it satisfied some key goals we had for the scene: Alyx and the player get across the impassable gorge and Dog is able to play a key role in the mission while also plausibly getting left behind. There were still some problems to solve, though: attaching animated models to the van was tricky, making sure the van didn't kill the player took some thought, and it took a number of tries before we were able to really illuminate Dog's thinking, as he went from testing his idea with chunks of debris to finally presenting the plan to Alyx. Ultimately, we were able to create a scene that solved some tricky game design issues, provided an intimate view of the relationship between Alyx and Dog, and delivered a surprising and visceral entrance to the Citadel." "#commentary\youdidthemath.wav" "[Yahn Bernier] It's really important to us to create scenes that showcase strong relationships between our characters. The relationship between Alyx and Dog seems to be especially satisfying to players. In the scene leading up to the van toss, we had a bug before the animation was complete where Dog's head would shake as he looked back at Alyx. In a happy accident, his head shook right after she asked him, 'You did do the math, right?' In playtests, players thought this was intentional and always laughed. Because of that, we worked it into the animation and it ended up being a terrific little moment between Dog and Alyx." "#commentary\alyxnag.wav" "[Matt T. Wood] To convey a sense of urgency, we originally designed Alyx to nag the player pretty frequently. She'd say things like 'Hurry up!' and 'Keep moving!' Whether or not this created a sense of urgency is debatable. But after about three minutes of this, the one thing it definitely did was make the player hate Alyx. This was one of the observations that eventually led us to switch Alyx from generally leading players to almost always following. Through playtesting we discovered that players much preferred to set the pace themselves and that they especially disliked virtually any hint of bossiness from Alyx." "#commentary\alyx_specular.wav" "[Jason Mitchell] Alyx travels through much of Episode One with the player and consequently passes through a wider variety of lighting conditions than she did in Half-Life 2. This meant that we had to improve the quality of the lighting algorithms used on Alyx to look realistic in any situation, from the eerie hallways of the Citadel to the streets of City 17 at sunset. For this episode, we added a specular lighting term to the shaders used on Alyx, which provides a realistic shiny look to her skin, her leather jacket and even her teeth. In these new lighting calculations, we chose to specifically emphasize bright highlights caused by illumination from grazing angles. This type of lighting, also referred to as 'rim lighting' is particularly dramatic when coming from low-angle light sources such as this bright sunset. You'll also note that the rim lighting is further enhanced by our high-dynamic range postprocessing, which causes the specular highlights to bloom in a striking and dramatic fashion. We have found that the move to an episodic development cycle allows us to take advantage of the fast pace of graphics hardware innovation by incrementally adding new features, such as Alyx's new lighting techniques, to the Source engine with each new episode." "#commentary\intro_effects.wav" "[Gary McTaggart] We used an upgrade of the refract shader from Half-Life 2 to make the Vortigaunts warp into the intro. The major difference is that this time we are refracting only pixels that come from the Vortigaunts themselves. We placed a large sheet of refractive geometry in front of each Vortigaunt to achieve this effect." "#commentary\charactersys.wav" "[Ken Birdwell] When we designed the Half-Life 2 facial system back in 2000, our goal was to get a natural looking performance at a moderate distance. Given our realtime polygon and texture budgets, we chose fairly reserved or constrained performance over ever having the actors faces get into a bad looking or unnatural expression. For Episode One, we wanted to extend the characters' facial systems to support more intense performances with a wider range of facial expressions, that would hold up better at close range. These facial improvements included increasing the detail around the eyes and mouth, increasing the number of facial shape targets - think of these as movements of muscle groups - by about 50%, rewriting the rules that control how these shapes blend, and increasing the intensity of many of our existing shapes. In addition, we added support for controlling the amplitude of the facial movement for lip-sync animation, which let us dampen or amplify the mouth shapes based on the volume or intensity of the dialogue." "#commentary\dogmyhero.wav" "[Bill Fletcher] Players love Dog, so we made sure that he was the first thing you see when you wake up in Episode One. We also wanted players to get a glimpse of the crippled Citadel. When Dog lifts you out of the rubble, it's one of the few instances in the game where we take control of the player's view. This allowed us to ensure the player's view lingered briefly on the Citadel before Dog set them down." "#commentary\justhavetodoit.wav" "[Matt Scott] This area was redesigned several times in order to keep the player in this space while Alyx delivers some exposition. As much as we hated to do it, the final solution was to have Alyx climb out while the player looks for an alternate route. We portray Alyx as more athletic and nimble than Gordon, so the player shouldn't get too irritated by the fact that she can get to places they can't. Honestly, we're not especially happy with this crutch, but it's a trade-off we sometimes have to make so that we can get Alyx out of the way of interesting player challenges." "#commentary\monitorscene.wav" "[Bill Fletcher] Monitor scenes are especially difficult to make interesting, since they tend to involve literally just talking heads. By interweaving critical expository information - like how dangerous the Citadel has become - with some dramatic character interactions between Alyx, Eli, and Dr. Kleiner, we were able to convert a potential liability into one of the strongest scenes in the game. A great way to illustrate characters' relationships to each other is to have one of the characters in danger and show the others' reactions to it, which is what this scene is all about." // ep1_citadel_01_commentary "#commentary\firstvista.wav" "[Charlie Brown] We populate our environments with spots where players can take a break to look out over an expanse of cool scenery. We call these 'vistas'. This particular vista was designed to give anyone familiar with the Citadel interior from Half-Life 2 a good view of what it looks like now that everything's falling apart. The pods that are sliding off their track and into the abyss really sell the idea that the Citadel is half-abandoned and in chaos." "#commentary\alyxconsole.wav" "[Matt T. Wood] In an early version of this map, Alyx led the player through the whole thing. To make Alyx seem less omniscient, we had her access a console here to 'get her bearings'. It exploded, which helped drive home the point that the Citadel was in bad shape, but, generally, it was a long pause in the action without a lot of payoff. After we made the high level decision to have Alyx follow the player, this entire scene became irrelevant, and we happily cut the whole thing." "#commentary\rollertraining.wav" "[Matt T. Wood] Training is one of the fundamental tenets of our design philosophy. Before the player is required to utilize some new game mechanic or new weapon, or face a new monster under pressure in a dangerous situation, we always introduce the concept in a relatively calm but ideally still entertaining way. This entire scene teaches the player that Alyx can convert rollermines so that they can be used as a friendly weapon. Later, the player is required to do this in more pressing circumstances, but at this point everything's still pretty calm. In the original design, the player retrieved a rollermine from a dispenser and used it to take out a Combine soldier who was holding the field from the other side. Eventually, we scrapped that idea and combined the rollermine training with some stalker exposition that originally occurred in a separate scene." "#commentary\rolleradventure.wav" "[Steve Bond] In a good puzzle, the player is presented with an overall goal and then faces a number of smaller challenges in pursuit of that goal. In the case of the Stalker puzzle, we start with 'How do I open the door?' From there we move to 'How do I get to the Stalker?', then to 'How do I get to the rollermines?', 'How do I get the rollermine back to Alyx?', and, finally, 'How do I use the rollermine to disable the stalker?'" "#commentary\vortexoflove.wav" "[Matt T. Wood] The primary goal of the first Citadel map is to communicate to players that the Citadel is falling apart. The vortex was a late addition to the map in an effort to beef up the idea that the Citadel was becoming a very dangerous place. We had particular difficulty in conveying the 'danger zone' here. In early playtests, players thought that the entire bridge was dangerous at all times. Some additional effects work helped let players know where the dangerous areas were. We would have loved to base more gameplay on this vortex idea, but we just didn't have the time." "#commentary\podroomlook.wav" "[Randy Lundeen] We decided this space needed to look unique and appear to have more significance than the rest of the Citadel areas the player had already traveled through, while at the same time feeling as though it was still made with Combine technology. This room introduces a story point that plays a big role in Episode Two, so the player has to feel like something important is going on in here. A different fog setting as well as different light styles and configurations helped achieve this. The red lighting is a good contrast to the traditional blue/green colors of the Citadel." "#commentary\podrising.wav" "[Ted Backman] We revealed the pod here to let players see it up close. At the same time, we didn't want the player to get too good a look at what's inside. An old version of this scene had the pod simply hanging from the ceiling. It would burst open and then charge up your gravity gun, but not do much else. The current scene gives us a much more dramatic reveal of the pod and an opportunity to introduce the mind blast it's capable of emitting. Though they don't play a large role in Episode One, these guys were a functional requirement of Episode Two, which meant we effectively had to ship a piece of that episode early." "#commentary\citadellook.wav" "[Randy Lundeen] We created a new Citadel destruction set of 'broken' Combine panels and prefabs for the interior spaces to help make the Citadel look like it was on the verge of exploding. We also introduced a strong ambient orange color to help sell the fact that the Citadel was in a much different state from the last time the player passed through. The orange atmosphere was justified due to all the fires and smoke inside the Citadel." "#commentary\alyxcitadeltone.wav" "[Bill Van Buren] We wanted to create an atmosphere of urgency in the Citadel, with Alyx and the player focused on getting to the core to stop the impending collapse. Initially, we tried to reflect that urgency through Alyx's behavior and acting. This proved to be unsustainable, however; if the player didn't choose to advance, Alyx eventually ran out of lines or animations and was forced into her very non-urgent idle states. We found that the best approach was for Alyx to have such implicit trust in, and sympathy with, the player that she is always content to proceed at whatever pace the player chooses. Once we adopted this principle, lines where Alyx sounded impatient or frustrated with the pace of progress quickly stood out and were cut." "#commentary\whatwasthatthing.wav" "[Keith Huggins] It's important that the player has some empathy for Alyx, rather than just seeing her as a bullet-spitting robot. The brief recovery scene after the pod mind attack reminds the player that Alyx is affected by events in the world." // ep1_citadel_02_commentary "#commentary\3stepapproach.wav" "[Scott Dalton] The light bridge ball sockets are a clear example of our training approach to new gameplay elements. We train players with a leading example, confirm they understand the concept, then switch up the problem set and make them use it in a new way. The first bridge shows players the solution, the second one confirms they understand, the third, knowing they understand the gameplay mechanic, challenges them in a new way using that mechanism." "#commentary\puzzlerefinement.wav" "[Scott Dalton] Having trained the player that balls fit into sockets, we wanted to introduce a puzzle where the question was HOW to get the ball into the socket. The puzzle we came up with involved a socket with an object blocking it, so that the player would have to ricochet the ball into place. That sounded simple until we actually tried to implement it. If we made the covering opaque, playtesters didn't realize that there was a socket behind it. When we made it translucent, they often didn't see it was there and were confused when their shot bounced off. Making it movable was a red herring making people think they could knock it away. A couple of subtle art changes helped. We added some more prominent shadowing and made the glass panel flash whenever it was hit with a ball. Some playtesters consistently searched for a position to get a direct shot, which we didn't discourage as an alternate solution." "#commentary\citdestruction.wav" "[Scott Dalton] Impending destruction is a recurring theme in the Citadel. From story, mood, and visual standpoints, this changes the Citadel. The destruction needed to feel natural rather than entirely scripted on the player's actions. Not showing the destructive events dynamically makes the player assume the level of damage is static. However, if the events are too obviously triggered by player movement, the destruction feels too scripted. We found the solution was to give the player glimpses of things happening at the periphery of the player space, as well as in their immediate vicinity, to give the feeling that this stuff is happening whether the player is present or not." "#commentary\drawingattention.wav" "[Brian Jacobson] This dropship scene was another case where we had to be clever about drawing the player's attention to something cool that was about to happen, which the player could easily miss if they weren't looking in the right direction. We used a solitary soldier firing at the player to draw their attention to where the dropship climbs into view. Once the player notices the dropship, there's a good chance they'll watch it until the payoff when it crashes." "#commentary\alyxrunspeed.wav" "[Doug Wood] There are some little practical details that take a surprising amount of time and testing to get just right. For instance, it took us many playtests to figure out how fast Alyx should move. It turns out that her following behavior looks and feels the best when she's moving faster than the player's normal speed, but slower than the player's sprint speed." // ep1_citadel_02b_commentary "#commentary\puzzlearc.wav" "[John Guthrie] This is where some player training pays off. After earlier training players on the use of ballsockets, they get a sort of 'live fire' test here starting the elevator. This is the beginning of this level's puzzle arc, where a basic gameplay mechanic is made increasingly more complex by layering other puzzle elements on it. This first puzzle only requires that the player find a combine ball and put it in the socket." "#commentary\stalkerball.wav" "[John Guthrie] Here we're presenting the player with a now-familiar ballsocket challenge, but we're also bridging into some new training, showing the player that Stalkers can destroy the Combine energy balls." "#commentary\coredoors.wav" "[John Morello] Late in development, we changed the art for these doors so that players understood that they were entering the core area. It turned out that having Alyx talk about the area wasn't enough to give playtesters the sense that they'd finally arrived at the core." // ep1_citadel_03_commentary "#commentary\ohmygod.wav" "[Doug Wood] This is another key vista - this time showing the core. It's a visual payoff for the player's success in getting here and, simultaneously, a way to present the player with a view of the next challenge." "#commentary\whereisshe.wav" "[Doug Wood] Monitor scenes, such as this video transmission from Dr. Mossman, aren't simply prerendered video. These scenes actually unfold live in an inaccessible section of the map, while being projected onto the monitor screen. Here's Dr. Mossman in the small arctic base set. It's not nearly as far away from the Citadel's core control room as it appears to be in the level." "#commentary\thecore.wav" "[Dhabih Eng] The core design posed a lot of difficult challenges. Generally speaking, if the gameplay in a particular map isn't working, we can simply cut the entire area. That wasn't true of the core, because we knew it was critical to the story. On top of that, designing Citadel gameplay is often a bigger challenge than working out areas in City 17, largely because Citadel levels have a narrower set of gameplay tools; There are less enemy types available and the player is usually only armed with the gravity gun. Because of this, we had to go through many iterations of the core design. One of the early prototypes was a kind of futuristic version of 'Operation' where players had to use the gravity gun to cleanly manipulate rods into slots in the core. That didn't work partly because playtesters found that their view was obstructed by the rods, which made it frustratingly difficult to manipulate them with any kind of precision. We prototyped, playtested, and abandoned several other designs until we finally arrived at one that was fun while still being challenging enough to give players the sense that they'd accomplished a significant goal." "#commentary\coresphere.wav" "[Gary McTaggart] The core sphere was one of the last special effects that we finished. To achieve its effect, the core uses animated textures, flowmaps, normalmapped refraction and specularity, as well as volumetric particulate matter rendering, which takes advantage of the core being a sphere." "#commentary\corecolorscheme.wav" "[Randy Lundeen] The higher contrast white Combine motif of the core sets it apart from the rest of the Citadel and heightens its importance within the visual style of Combine aesthetics. It also helps enhance the sense of heat and radiation in the space." "#commentary\balltubes.wav" "[Scott Dalton] The ball tubes are an example of us working within our available toolkit to create a puzzle around a recognized concept. As a physical navigation puzzle, it's different from what the player has experienced before, and it's challenging while not being a binary succeed or fail situation. There are a number of ways to approach this puzzle. In addition to simply dodging, jumping and ducking the balls, the player can grab or deflect them with his gravity gun, or pick up the hatch and use it as a shield to block the incoming barrage." "#commentary\corepaths.wav" "[Greg Coomer] The core was a central element of this part of the game, and, as much as possible, we wanted to constantly reinforce its importance. Zigzagging through the space in three dimensions while navigating a variety of challenges let us present a few different visual and gameplay perspectives on the same space. By letting the player see the core from a bunch of different angles, we were able to give them a real sense of its scale." "#commentary\secondballtube.wav" "[Scott Dalton] The second ball tube presents a variation of the pattern the player learned in the first ball tube. While the first tube can be crossed slowly by crouching and maneuvering your way up, the second ratchets up the pace, requiring a quicker, more responsive approach." "#commentary\finalcontrolroompuzzle.wav" "[Scott Dalton] The goal of this logic puzzle isn't figuring out that you need to put balls in the batteries, it's coming to the realization that by filling all of them, you've denied yourself an exit, and that you have to desocket one, climb on the lift, and then resocket it. Sparks guide the player to the source of the balls, which happens to be the tube they just passed through." "#commentary\skilllevelchange.wav" "[Steve Bond] The difference between skill levels isn't just a matter of damage dealt and received. For instance, in easy mode, we increase the length of time a Combine ball survives before exploding, putting less pressure on the player to get the ball into a socket." "#commentary\combinecorelook.wav" "[Dhabih Eng] The Combine core was another new space that needed to stand out from the rest of the environment. We wanted the core to look hot and dangerous, but still be distinct from the fires and the cool blues of the rest of the Citadel. The core became the primary light source in this space and in conjunction with the white set of Combine materials, we created an extreme contrast with the normally dark values of the Citadel metals." "#commentary\hurryback.wav" "[Bill Fletcher] Creating a believable, interesting relationship between Gordon and Alyx is made a lot tougher by the fact that Gordon never talks. This elevator scene presented a nice little opportunity to have Alyx express some emotion in a situation where Gordon isn't really in a position to respond." // ep1_citadel_04_commentary "#commentary\hackingrollers.wav" "[Matt T. Wood] Usually, the second step of our training arcs involve a threatening training area. This is the second step in the rollermine training, and true to form, there's a threat. The indestructible rollermines endlessly attack the player in a gated space. The only way to defeat them is to have Alyx convert them, which means there's no way the player can miss the point of the training. Players also like to see the AI characters fight each other, so after reminding the player about Alyx's rollermine hacking talent, we let you sic them on a pack of Combine soldiers." "#commentary\stalkertrainmodels.wav" "[Matt T. Wood] In much the same way that movie effects often utilize different versions of the same model, there are actually three trains that make up the stalker scene. The first one is the moving train you see arrive at the platform. The one you're in right now is a static interior with lights moving outside of it to give the illusion of motion. The third train is the crashed version. It's a tilted, banged up, and totally separate area from the moving version. The transition from moving to crashed is disguised by a brief fade to black." "#commentary\crashedstalkercar.wav" "[Matt T. Wood] We wanted the crashed train car to be very disorienting. In early tests, though, players felt that it was too confusing and too hard to navigate. That feedback prompted us to tone it down a bit. By rearranging some of the geometry, we were able to create a banged up, tilted environment that still offered a relatively unobstructed path to Alyx." "#commentary\stalkeriteration.wav" "[Bill Fletcher] Alyx's reactions to the Stalkers went through a number of iterations. In very early versions, Alyx was frightened by the Stalkers. That didn't work because it didn't fit with Alyx's earlier reactions to Stalkers in the Citadel. We changed it so that she expressed anger at the Stalkers' predicament. Early versions of this new direction failed because Alyx's transition from generally upbeat to blind rage was simply too abrupt. Ultimately, through rewrites and rigorous testing, we found the right tone for the scene - a simmering anger level that was more in tune with the situation." // ep1_c17_00_commentary "#commentary\holdupasec.wav" "[Bill Fletcher] This is another multipurpose scene. First, Alyx is visibly shaken, which once again humanizes her. But she also states the player's goal for the second half of the game: climb to the surface and get to the train station." "#commentary\flashlightgameplay.wav" "[Steve Bond] Initially, the player wasn't going to have a weapon here. The combination of no weapon and near total darkness forced the player to use the flashlight to direct Alyx's fire. We liked the idea that you could interact with Alyx in a meaningful way using elements that were already built into the interface. Unfortunately, playtesters didn't like not having a weapon. So we added weapons back in. Luckily, it turned out that, even armed, players tended to still use and enjoy the flashlight mechanic." "#commentary\weaponpickup.wav" "[Jim Dose] Before we armed players with traditional weapons, we wanted to give them a chance to appreciate Alyx's combat abilities. Toward that goal, we created a very specific combat style for the early parts of the journey outside the Citadel - dark, tense, surrounded by zombies, and either weaponless or starved for ammo so that players needed to rely on the gravity gun and, more importantly, Alyx. This is where players finally get a weapon. Since the door only opens when the padlock is shot, players can't proceed without finding the pistol. It's effectively a weapon gate - once players are through the door, we can be sure they've got a pistol." "#commentary\powerboxes.wav" "[Jake Nicholson] Originally, the player couldn't operate the power boxes and would have to wait for Alyx to do it. We thought it'd be entertaining to watch Alyx do some cool thing while you protected her. Unfortunately, that didn't work out. Playtesters were more annoyed than entertained. The other problem was that having Alyx committed to a particular activity while action was still going on in the world tended to quickly expose her most robotic tendencies. She'd either ignore what was going on or completely stop whatever activity the player was waiting for her to finish. Either way, it was unconvincing and frustrating. We learned that whenever Alyx commits to some action in a dynamic environment, she needs to finish it quickly and move on." "#commentary\benefitsofdarkness.wav" "[John Guthrie] The darkness in this area has a few real gameplay benefits. It slows the player down, which most of the time keeps Alyx at your side. The claustrophobia, the close in combat, and Alyx's constant presence and reliance on your flashlight help enhance the tension and your sense of camaraderie. In the dark, the limited flashlight battery adds an extra layer of resource management to the tactics of combat." "#commentary\likeablealyx.wav" "[Erik Wolpaw] If you don't like Alyx, you're not going to have much fun with Episode One. So Alyx being likeable was one of our most crucial design goals. Little moments like the Zombine joke are designed to make Alyx more endearing. Since we like to multitask, it also had the practical purpose of introducing a new monster. The success of the scene relied on a combination of dialog, voice acting, and animation. Surprisingly, lighting was really important too. Under red light, Alyx's self-deprecating groan looked more like she was sneering at the player for not getting the joke. Changing the lighting to blue and then adjusting the direction of the light so that it changed the shadows on her face fixed the problem." "#commentary\monsterintro.wav" "[Adrian Finol] It's important that monsters get very deliberate introductions since players are going to interact with them a lot. Generally, we let the player first see a new monster in a safe environment, so that they can start thinking about it before they have to fight it." "#commentary\zombinemusic.wav" "[Kelly Bailey] The soundtrack here was created for the introduction of a new adversary, the Combine zombie, or Zombine. Dischordant guitar tones and bends, and a low-fi, fast beat work in the background of this encounter to create an off balance and disturbing mood." "#commentary\responserules.wav" "[Jim Dose] For Episode One, we implemented a scripting component, called the 'Response Rules System', for dynamically managing NPC speech. We wanted to take NPC speech out of the hands of the programmers and let the writers control it. The writers were able to set up a wide range of situationally triggered character responses. For instance, Alyx has different reactions to different enemies, can warn the player of danger, calls for help when she's mobbed, and will ask for light. The combat responses worked out great, but it's especially satisfying when Alyx's comments on some situation mirror your own thoughts. The writers really went crazy with this, so be on the lookout for lots of little easter egg responses to unusual situations." "#commentary\flares.wav" "[Robin Walker] We always try to exploit a feature as much as possible throughout a game. For instance, these flares. They're an exploration reward, they've got a simple, satisfying interaction with the gravity gun, and they're a good tactical alternative to the flashlight. Finally, they're a weapon that will ignite zombies, which in turn become a new light source." "#commentary\poisonambush.wav" "[John Guthrie] Poison headcrabs are ideal for ambushes, because they startle you, but can't actually kill you. Here, after a series of right hand turns, you round a corner into a dead end. While you're cracking open a box of goodies, you're ambushed by a poison headcrab. Constructing the ambush this way increased the odds that you wouldn't see the crab, but would hear it just in time to turn around as it leapt at your head." "#commentary\holetraining.wav" "[Jason Deakins] The antlion hole training is unusual, because it requires the player to learn a new skill in combat. This is a rare case where training occurs under duress, so Alyx states the problem and helps in the fight without giving away the solution." "#commentary\dynamicss.wav" "[Robin Walker] You fight alongside Alyx for much of Episode One, so her combat really needed to look varied and exciting. We especially wanted to get her into some convincing physical contact with her enemies. We'd always wanted to do this kind of dynamic character interaction, but getting the NPCs into position for their interactions has a wide-ranging set of problems. We ended up taking an opportunistic approach for Episode One; Instead of figuring out how to maneuver characters into proximity, the system monitors their positions, and fires the appropriate animations whenever it notices that they're correctly aligned. Given how well these interactions worked out between Alyx and zombies, headcrabs, and antlions, we're looking forward to extending this kind of behavior to all of our NPCs." // ep1_c17_00a_commentary "#commentary\burrowblocking.wav" "[John Guthrie] This three level parking garage is where the antlion burrow training pays off. Because we've taught the player the burrow blocking mechanic earlier in a less hectic environment, the problem here becomes not what to do with the burrows, but where to find the cars to block them while fighting off a horde of antlions. The burrows themselves went through several iterations. At first, playtesters had a hard time seeing them, and once they'd pushed a car onto one, they often weren't sure if the hole was actually sealed. We eventually solved both of these problems by adding a particle effect to the burrows. This effect makes them recognizable even at a distance, and its absence is a clear indication that a burrow is blocked." "#commentary\artpassgarage.wav" "[Gautam Babbar] We generally design and prototype the basic gameplay in a level before we apply much art to it. Throughout the first several months of playtesting this garage map, the geometry was nothing more than basic shapes and textures. After we'd finalized most of the gameplay elements, we began to flesh out the visuals for the area. For this level, we left the office and took reference pictures of various garages. From these shots, we pulled out everything we liked and that we thought we could pull off well. We combined these visual highlights into what we call a 'styleguide map', which is a standalone map with no gameplay that we use strictly as a visual reference. For this level, we actually made two styleguides - one a destroyed garage, the other intact. After the look was established, we brought the playable map's visual quality up to the level of the styleguides. Often, a map's geometry needs to be changed as the art goes in because areas that worked in the abstract version no longer make sense in a map that now looks like a real place. For instance, the side rooms where two of the cars are hidden were moved several times in order to make them feel more naturally part of a parking garage." "#commentary\hdrcomment.wav" "[Chris Green] Episode One is our first project to use HDR lighting heavily in dark, indoor environments. The interaction between the flashlight and the auto-exposure calculations done for HDR presented a real technical challenge. In dark areas where the flashlight was the only source of illumination, we found that we'd often end up with grossly over-exposed views. We ended up compensating for this by using a different set of exposure parameters when the flashlight was turned on. In particular, we drastically shrunk the region of the screen examined for exposure calculations, which permitted us to concentrate only on the much smaller area lit by the flashlight." "#commentary\followthewire.wav" "[Gautam Babbar] This area is the dramatic culmination of all the lightless combat that comes before it. We wanted to create a dynamic fight that lasted several minutes while you waited for the elevator to arrive. The first iteration of this battle was very different from what we eventually shipped. The space was larger, had water in it, and wasn't completely dark. Water is relatively expensive, performance-wise, so we cut that in favor of more zombies. We made the level smaller to ensure that the player would see the elevator and recognize the problem that needed to be solved before the fight started. We killed the lights both to enhance tension and to make this scene a final test of the dark-fighting skills that the player develops over the course of the episode. Finally, we added a wire running along the ceiling from the elevator to the powerbox to give players a guide as they familiarize themselves with the area." "#commentary\alyxthekey.wav" "[Chet Faliszek] In early versions of the episode, Alyx was much more vocal about giving the player hints. However, playtests showed it was much more satisfying for players when Alyx stated a goal and then stepped aside until that goal was accomplished. Because of that feedback, almost all of Alyx's hint lines were cut. Eventually, though, we discovered through more playtesting that although players didn't like having Alyx hand them unsolicited hints, they did want to be able to explicitly request help from her. We added some of the hint dialog back in, but it's only accessible at the player's request by plus-using Alyx. Unfortunately, we learned these hint lessons late in the development cycle and didn't have time to properly train players for this feature. We plan to integrate the hint-on-demand dialog more thoroughly in future episodes." "#commentary\artgameplaystandards.wav" "[Ted Backman] Our art and gameplay standards encourage players to build a visual dictionary that defines how they expect things to work in the Half-Life world. For instance, even though the door to the powerbox room is metal, and would probably have a metal crossbar holding it shut, we barred it with a wooden plank. Because we've been consistent throughout the game, the player should recognize that a wooden plank can be both broken and manipulated with the gravity gun, properties that wouldn't be immediately apparent about a metal bar." "#commentary\zombinegrenades.wav" "[Adrian Finol] We're really happy with the zombine's grenade behavior. It adds sudden danger spikes to the zombie horde, which force players to quickly re-prioritize their targets. And since the player can grab a grenade out of the zombine's hand with the gravity gun, these danger spikes can be converted into offensive opportunities. This kind of turnaround skill shot creates some dynamic, satisfying hero moments for the player. Originally, we didn't allow the player to snatch zombine grenades because we felt it broke the fiction of the gravity gun - if players could grab a zombine's grenade, why couldn't they grab the Combine soldiers' guns? After playtesting the grenade steal, though, fun won out over consistency." // ep1_c17_01_commentary "#commentary\c17vista.wav" "[Gautam Babbar] This City 17 vista is an explicit visual reward for surviving the elevator battle. Since early playtesters told us that we weren't communicating just how damaged the city was, this sweeping view of an extremely messed up City 17 serves a practical purpose as well as being a nice moment of calm between storms. The framing of your first view of the Citadel in this vista space is very deliberate. We included various leading elements, such as wires and light poles, that all drive the player's eye to the Citadel." "#commentary\kleinercast.wav" "[Marc Laidlaw] One thing we try to do when we're integrating storytelling and gameplay, something that has become a hallmark of ours, is to include non-linear bits of narrative - things that action-oriented players don't have to sit through, but that are available to players who want to learn more about the background of the story. Kleiner's broadcasts on the public address monitors are a good example of this method. Apart from the strong visual image of Dr. Kleiner replacing his former boss on the giant screens, his speech conveys a lot of dense information about the state of the world and how things have changed due to the events of Half-Life 2. We settled on this particular location for the Kleinercast as one of the few logical places where players can watch it in peace or move on to the next encounter. It's essentially a footnote embedded in the world. Which makes this a footnote on a footnote." "#commentary\metalplates.wav" "[Ido Magal] Later in the level, there's a Combine gunner protected behind some metal plates, just like the ones blocking the player's way here. We placed them here as a training tool to remind players that the gravity gun can grab and detach these things." "#commentary\silhouette.wav" "[Ken Birdwell] Rappelling soldiers presented a difficult training problem, because we've found that it's tough to focus the player's attention upward. This entire alley was carefully designed to ensure that the player would see the descending soldiers. First, we framed the soldiers with a straight line of buildings. Then we had them run across the rooftops so that they were starkly silhouetted against the sky before they dropped down in front of lightly colored buildings. Finally, we added a distinctive sound to the rappelling action so that players would recognize it later in the game." "#commentary\citylook.wav" "[Randy Lundeen] The post-Half-Life 2 look of City 17 was difficult to nail down and went through many changes. We wanted to establish several things; Primarily that this was a different part of the same city with a slightly different atmosphere and that it had been severely damaged. This street was a test bed for a lot of our visual design work. First, we built an intact city street and then we beat up certain buildings, in some cases removing them entirely so that more destruction was visible in the distance. We did an initial lighting pass in the game engine, and then took screenshots of various locations. Using Photoshop, we manipulated those screenshots to establish a color scheme. Photoshop lets us quickly iterate through all kinds of skies, lighting styles, and color schemes. The environmental lighting colors that we ended up with were based on some photo references of the sun filtering through the smoke from a forest fire. Some falling ash effects and a closer-than-usual fog plane helped sell the effect." "#commentary\crouchingalyx.wav" "[Robin Walker] Character AI is all about putting on a good show. As we neared the end of production, we were still unhappy with the way that Alyx handled herself in combat. The most common thing she did was to run backwards while shooting at enemies. It was realistic, but boring. We added crouching and aiming at the last minute, and though it didn't change her combat effectiveness in any functional way, it made her a whole lot more fun to watch. This is a great example of how relatively minor presentation and behavior changes can have a major impact on entertainment value." "#commentary\tripminetraps.wav" "[Ido Magal] Tripmine traps are great, but they were sort of hard to justify given the total chaos of City 17. Even though we couldn't use tripmines a lot, they made sense in this interrupted ambush scene." "#commentary\sealingoffcafe.wav" "[Ido Magal] This explosion permanently seals the cafe door, which has a few benefits. From a design perspective, we've found that when we limit the amount of backtracking players can do, it gives them confidence to venture forward. From a practical standpoint, we can clean up the now unreachable entities, giving us a big reduction in overhead. It also helps to minimize potential bugs and exploits." "#commentary\noammo.wav" "[Ido Magal] Originally, the player didn't get any weapons until the end of this map, so rollermines were the only way to kill the soldiers. As we added more content to previous levels, it became impractical for players to be without a gun for so long. As a result, players get weapons much earlier now." "#commentary\alyxsniper.wav" "[Steve Kalning] One of the primary design goals of Episode One was to convey the sense that Alyx and the player are a team. This sniper sequence provides an opportunity for Alyx to offer combat support in a cool new way. It also gives the player a chance to watch zombies get sniped up close and from various angles." "#commentary\skybridgezombies.wav" "[Ido Magal] Players didn't have any weapons in the original version of this map. That made it a lot more important to remove the boards with the gravity gun so that Alyx could snipe the zombies. Once weapons were added, though, the skybridge became less of a puzzle and more of straightforward a combat event. We added more zombies to increase the challenge, but pulling the boards off is still the most fun way to get through this section." // ep1_c17_02_commentary "#commentary\garrisonapproach.wav" "[Tom Leonard] Our AI is inherently unscripted, which means that we have to design spaces that permit our characters to make good choices. The AI is better able to make intelligent decisions when there are alternate routes through a combat space. This hallway started out as a straight-shot corridor with a door at the end for soldiers to enter through, but this design didn't provide the AI with enough choices to make the soldier behavior very interesting. Adding an additional space on the side allowed them to find cover and flank the player, both of which dramatically improved the entertainment value of this encounter." "#commentary\doorblasts.wav" "[Charlie Burgin] The first prototype of Episode One's door-blast effect was here in the Combine garrison. Being peppered with chunks of wood while soldiers poured into the room through a haze of smoke proved to be an effective dramatic tool. It was also an excellent way to simultaneously ungate the player and flood the area with enemies. It was so unanimously successful in playtests that we ended up adding it in several places throughout the episode." "#commentary\alg_vs_apc.wav" "[Scott Dalton] At this point in the action, we really felt that we needed a combat crescendo. Antlion guards make great boss challenges, and we decided to add some combine forces to the mix because watching AI characters fight each other is always entertaining. This setup had a few other benefits as well. Since players had previously only fought alone against the guards, this was the first time they'd actually witness second hand the effects of a Guard headbutt. They'd also see an APC in action, and, in case there was any doubt, get definite proof that Combine soldiers and antlion guards don't get along, underscoring the collapse of Combine dominance in City 17." "#commentary\ALG_strategy.wav" "[Steve Bond] Antlion guard arenas have a few specific design requirements. For instance, since the guard is only armed with a melee attack, we can't let the player reach any place that's inaccessible to the guard, such as rooftops and other high perches that the player could only arrive at after being launched by a guard headbutt. The arenas also need plenty of physics objects for the guard to toss, and at least one unlimited ammo crate so that the player can't run out of ammunition before killing the guard. For this battle, we also introduced a steady stream of regular antlions to limit the player's ability to constantly circle the antlion guard." "#commentary\spacerefinement.wav" "[Charlie Burgin] In early versions of this area, there was no side passage off the street and the gash in the road was created by the gunship that the player later fights in the hospital attic. As development progressed, however, gameplay, story, and performance requirements made this initial design unworkable. The new side passage provided a short break in the combat tension after the boss battle and also helped us to stay within our performance budget." "#commentary\airventcollapse.wav" "[John Guthrie] After the antlion guard fight, playtesters were reporting some combat fatigue. We decided to include an environmental puzzle here to break up the pacing before the subsequent street battle. We originally worried that a densely packed room full of hopper mines, tripmines, and explosive barrels was a little too implausible. But playtesters loved the sudden reveal of the room and then enjoyed navigating it, so this ended up being another case where we accepted a trade-off between fun and maintaining a strictly consistent fiction." "#commentary\collapsingelevator.wav" "[John Guthrie] At one point, this was the site of a physically simulated elevator puzzle. It was kind of neat, but it caused a lot of problems in playtests. Even though the puzzle mostly obeyed the laws of physics, it wasn't at all in line the with the way we'd trained players to expect elevators to work in our world. We considered adding some earlier training to support it, but quickly abandoned the idea in favor of a redesign that was more immediately understandable while still being fun." // ep1_c17_02a_commentary "#commentary\foreshadowgunship.wav" "[Gautam Babbar] Whenever possible, we like to foreshadow impending boss battles by introducing the enemy before the actual fight. In this case, you know you're going to be seeing that gunship again pretty soon." "#commentary\gunshipcloseup.wav" "[Gautam Babbar] Instead of letting the gunship AI have its own way here, we forced the ship to crash right into the attic. It's a dramatic payoff for winning the battle, and it gives players an opportunity to examine a gunship up close at their leisure." "#commentary\gunshipdesign.wav" "[Scott Dalton] We designed this gunship battle to create a dynamic evolving experience while still keeping the player within a constrained area. Initially, this space appears straightforward, and provides plenty of cover. As the environment gets progressively more damaged, combat becomes more challenging; players are increasingly open to enemy fire and the path to the rocket crate becomes more difficult to navigate. As the roof breaks apart, however, the gunship also becomes more visible and therefore easier to hit, keeping things relatively in balance. The lighting in this area was tuned to play off of the HDR tonemapping effects, between the dark inner spaces and the progressively open bright sky above." "#commentary\hospitalart.wav" "[Randy Lundeen] The hospital was a completely new interior space that we had to design pretty much from scratch. Like most of City 17's visuals, it was inspired by Eastern European architecture. The surgery lamps and the overall white and yellow color scheme were drawn from photos of a hospital in Chernobyl. The tile work and the high archways were chosen to give the area the institutional feel of an old European hospital, and the beds were based on some old World War 2 images. In fact, we avoided modern-looking fixtures and furniture altogether in order to differentiate the place from a contemporary hospital." "#commentary\shotgunalyx.wav" "[Robin Walker] We designed this area to be an entertaining showcase for NPC combat. Because of our dynamic AI, these kinds of battles never play out the same way twice. Players often like to sit back, watch the show, and then dive into the fray at their own discretion. We also felt it was time to introduce a new combat ability for Alyx, so we gave her a shotgun here. Not only are shotguns terrific for zombie hunting, their size and ponderous handling characteristics make for some great combat animations." "#commentary\bangingzombies.wav" "[Gautam Babbar] The door-banging zombies were supposed to give players a safe glimpse of a threat they'd have to face later in the level. In the original design, players couldn't open the door; The zombies would burst through on their own after the player had done a little exploring. We abandoned that plan when many playtesters exhibited a pretty much singleminded fascination with opening the door as soon as they saw it. We made the door openable, though if players ignore it the zombies will eventually break it down themselves." "#commentary\hospitalprops.wav" "[Laura Dubuk] To make the set of empty corridors look like a hospital, we chose some iconic hospital props that could be used multiple times throughout the level. Then we built the models with details, multiple skins, and vertical and horizontal elements that would be visually interesting in the space." "#commentary\hospitalrespite.wav" "[Gautam Babbar] Too much of the same type of uninterrupted gameplay causes fatigue. Through repeated playtests, we learned that by the time players reached this part of the hospital, they were ready for a break from intense combat. In response to that feedback, we inserted this relatively calm exploration puzzle as a change of pace. It gives players a respite from combat while still presenting them with an interesting challenge." "#commentary\turrets.wav" "[Gautam Babbar] This turret scenario was designed to showcase Alyx's ability to provide cover for players in combat. She always hangs back a little, blasting anything that moves. In the original version, players could knock over the lightly protected turrets with a single rocket fired from the safe end of the corridor. We thought it'd be a nice way for players to feel like they'd pulled one over on the Combine. Unfortunately, playtesters routinely thought that they'd discovered a bug or, at best, an exploit that had arisen from sloppy design. So, in this case, a situation we'd deliberately created to make players feel clever actually caused them to think we weren't doing our job very well. As a result of this feedback, we added a force field and additional grating to better protect the turrets." "#commentary\nodegraph.wav" "[Robin Walker] What you're seeing here is a visual representation of a nodegraph - a set of nodes and the connections between them. Nodegraphs tell our NPCs how they can move around the world. It's not a specific set of instructions, but rather a sort of information repository. Among other things, NPCs use the nodegraph to dynamically chart paths to distant areas, find cover, and scout out firing positions with a clear line of sight to their enemy." // ep1_c17_02b_commentary "#commentary\zombietrap.wav" "[John Guthrie] This space was designed to lure players onto a section of breakable floor that drops them into a room full of zombies. Players are enticed into the trap by some reward items and a chance to peek into a hole. We like to surprise players, but we never want them to feel that they've been treated unfairly." "#commentary\oldschool.wav" "[Marc Laidlaw] Barney, like Dr. Kleiner, is one of the characters with the deepest roots in Half-Life 1. His personality is more iconic, and retains more of the comic stylization of the first game. This type of character allows us to mix up the mood a little bit - to inject some absurd humor into the otherwise grim scenarios of the Half-Life universe. While characters such as Alyx and Eli Vance have allowed us to explore more realistic dramatic possibilities, we are still very much attached to our roots in satire and black humor." "#commentary\barneysbigcrowbar.wav" "[Jake Nicholson] Barney's big crowbar scene required a few tricks to pull off. There are actually three separate crowbar models in the sequence. First, there's one stuck in the machine. When Barney grabs that one, we remove it from the world and switch on a crowbar that's been in Barney's hand the entire time, only invisible. Both of these models are purely decorative, so as soon as Barney makes his tossing motion, we hide his crowbar again and create a third, useable crowbar that then bounces to the ground." // ep1_c17_05_commentary "#commentary\advisorsighting.wav" "[Matt Scott] We wanted players to realize that they've been spotted and the Combine are now aware of their arrival at the train station. It sounds like a simple task, but it actually took a lot of thought to draw the player's attention to the various events that communicate this message. First, a train horn sounds, which gives Alyx an opportunity to mention that the station is in sight. Next, the lights go off to grab the player's attention and to make the monitors stand out in the dark. At this point, the player should be looking at one of the monitors, so, finally, the Kleiner transmission is interrupted briefly by a Combine advisor. Originally, the advisor appeared on a jumbotron outside, but we were never able to reliably make playtesters look at it. The flashing Combine camera should also provide some indication that trouble is brewing. Though it's not a proper gate, the zombie draped over the exit is designed to slow the player down just long enough for Alyx to finish her lines." "#commentary\strollwithbarney.wav" "[Wade Schin] Originally, Barney started off in this map in the doorway down by the citizens, but playtesters tended to wander around for a while before stumbling across him. We moved him up here to guarantee that his scene with Alyx would unfold before players began any exploration. He's standing over a dead metrocop because it's a plausible-looking long term activity, in case players don't move directly down to him. Nearby reward items also tend to draw players toward him." "#commentary\escortmap.wav" "[Ido Magal] Here we wanted to include something a little different - an escort mission. Most of our gameplay involves constant forward motion, so we wanted to design a situation where players would fight through the same basic area multiple times. This temporary backtracking would create a series of encounters where players had a full tactical awareness of their surroundings. Once again, all of this turned out to be more easily said than done, and this sequence went through a lot of iterations. Originally, the train yard was one big space. This approach had a couple of problems. Since players had a constant, unbroken view of the entire area, it was virtually impossible to maneuver enemies into position for staged combat events. And because they could always see the goal, players didn't get much of a sense that they were leading citizens somewhere the citizens couldn't get to on their own. Ultimately, we broke the environment into two different spaces, a parking lot and a maintenance building. Because neither area can be seen from the other, we're able to repopulate the spaces with new, more deadly combinations of enemies while the player isn't looking. It also makes the journey feel lengthier and more significant." "#commentary\plausiblerepopulation.wav" "[Ido Magal] We wrestled with the problem of plausibly repopulating this area with soldiers between each trip. After several iterations, we decided to have the soldiers jump in through some high windows. This solution has several advantages beyond maintaining a credible fiction. It makes the incoming enemies more immediately visible and, since the windows are unreachable from the ground, players aren't able to exit through them. Plus, leaping soldiers turn into tumbling ragdolls when shot, which is always entertaining." // ep1_c17_06_commentary "#commentary\newtrainstation.wav" "[Randy Lundeen] We needed a train station, but we didn't want something that was too similar to the one in Half-Life 2. We decided to give this station a more industrial look, to make it a place where trains were repaired and freight was offloaded. We included some Combine elements to help explain why the strider can't fire through the various strategic barricades required by the game design." "#commentary\separatefromalyx.wav" "[Ido Magal] We separate Alyx from the player here to make the strider battle a more intimate combat experience. While we generally want Alyx to be useful to the player, bosses tend to require a specific combat style to beat, and we've found that it usually doesn't make gameplay sense to keep her around. Plus, boss battles are the player's big hero moments, and having too much help dilutes the sense of individual accomplishment. Alyx more or less sits out all of our boss encounters." "#commentary\newstrider.wav" "[Steve Bond] For this climactic battle, we created a new AI that makes the strider a more interesting opponent. It has a snappier cannon attack, can better track the player's movements, and it now has the ability to target the environment in dangerous ways. For instance, its cannon fire can shove heavy shipping containers straight into the player." "#commentary\padlockmistakes.wav" "[Erik Johnson] This shipping container used to be accessible only after the player destroyed a padlock. Given the amount of stress during this part of the game, even a simple puzzle (in this case, destroying a lock) would be completely missed by the player. In the end, we felt like the arena we had built for the player to fight the strider was fun enough without this added element, so we removed it." "#commentary\crumbtrail.wav" "[Jeff Hameluck] We often use goodies - such as this crate and the scanner battery around the corner - to guide players along a preset route. We want players to hit their marks during a battle without drawing attention to the fact that they're being subtly manipulated down a particular path." "#commentary\tempcover.wav" "[Chet Faliszek] We wanted to keep the tension high in this fight, but we also realized that players would need some cover. These destructible panels satisfied both of those design goals. Effectively, they're timed shelters. Players can hide behind the panels, but the strider will target them until they're destroyed. This gives players brief periods of safety during which they can plan their next move." "#commentary\battleofreflexes.wav" "[Steve Bond] We noticed during playtesting that players were often too afraid of the strider's weapons to stand in front of it and fire rockets. This was kind of a problem because rockets are virtually the only way to kill a strider. To help players, we modified the strider's AI so that a player-launched rocket will significantly delay the strider's attack. This 'battle of reflexes' lets players guide their missiles in safety, as long as they get their shot off before the strider does." "#commentary\youremynewhero.wav" "[Doug Wood] Along with vistas, positive feedback from Alyx is one of our primary means of rewarding players. In this case, Alyx's excitement over the strider's destruction adds a sense of closure to the battle and gives players the satisfaction that someone witnessed and appreciated their heroics." "#commentary\traincarmodel.wav" "[Laura Dubuk] The train the player rides out of City 17 had two major design goals. It had to visually connect the end of Episode One to the beginning of Episode Two, and it also needed to address some functional gameplay requirements of the second episode. Using reference material we'd collected on European train cars from the 1980's, we built a basic version of the train that level designers could test. Once we got the thumbs-up from them, we added textures and lots of little details. The result is basically a caboose combined with rounder, more streamlined elements from a passenger car." "#commentary\finalereqs.wav" "[Lars Jensvold] Apart from being a big visual payoff to the episode, there were several story requirements that this ending sequence needed to convey. It had to make it very clear that the Citadel was destroyed, that the Citadel pods had escaped, and it needed to imply that a data transmission beam was streaming out of the ruins. We discovered that Alyx had to be mostly silent during this scene or else players tended to look at her instead of all of the chaos around them." } }