"lang"
{ 
"Language" "English" 
"Tokens" 
{ 
"BaseGrenade.Explode"	""

"scene02.cit_01_intro_snd00"	"<clr:255,212,255>Hey man! Approach here."
"scene01.cit_01_intro_snd01"	"<clr:255,212,255>Hi, man. Where way keep? I see, beside you problems with your car. Us have, who understands in technician, his call Semyonych. Sometime he here strolls. Find him, he will help you."
"scene03.cit_01_intro_snd02"	"<clr:255,212,255>I have told to you to find Semenycha. Find it, more I can help nothing!"
"scene01.cit_02_snd01"	"<clr:255,212,255>Hello... Hey, you from city? I understand, always beside you problems with technician. Okay, go. Apropos, I'm Semyonych, pleased acquaintance."
"scene02.cit_02_snd02"	"<clr:255,212,255>You silent! Your appearance scares people and you snarl. Don't scare, his name is Monster. So we his have named, (Laugh) such terrible. He appeared here very strange – words not to describe this. But this other story... He is worker."
"scene03.cit_02_snd03"	"<clr:255,212,255>Well, I see now, what here."
"scene04.cit_02_snd04"	"<clr:255,212,255>Tell me, what devil you tried to start a car, if beside you gasoline not enough? Now your battery is died, and it not charge. Though well, so its not bad, what seems. (the pause) To your car approach any battery. You find it, for certain was overlooked at my neighbours. While I checkup your car."
"scene05.cit_02_snd05"	"<clr:255,212,255>Fine! Go to the garage."
"scene06.cit_02_snd06"	"<clr:255,212,255>Petrovna! Open the garage please."
"scene07.cit_02_snd07"	"<clr:255,212,255>Damn it! Seems the wire carried away...  (Sighs) And to whom he was necessary?! That to do, it is necessary you its search for..."
"scene08.cit_02_snd08"	"<clr:255,212,255>Well. Plug battery charger to wall-plug."
"scene09.cit_02_snd09"	"<clr:255,212,255>Insert battery in battery charger now."
"scene10.cit_02_snd10"	"<clr:255,212,255>Okay, thats all, battery is charged... But is problem wherever get gasoline... Hm, you ask Mihalych, he always is near our rural shop."
"scene01.cit_03_snd01"	"<clr:255,212,255>Listen man, there is drink? O-ho-ho you needs gasoline? Tell you what: bring me bottle and I give that you needs, if you not bring - you understand..."
"scene02.cit_03_snd02"	"<clr:255,212,255>Оh good! I give you canister of gasoline. Take it in barn - there, in forest. If you don't want to go on foot, take my airsleigh, it is it the garage at Semyonych. Take keys."
"scene03.cit_03_snd03"	"<clr:255,212,255>Hey you! The bottle empty! Stand! You are a bastard..."
"scene01.cit_03_busysnd01"		"<clr:255,212,255>To me now not to you."
"scene02.cit_03_busysnd02"		"<clr:255,212,255>Leave and don't disturb to me."
"scene03.cit_03_busysnd03"		"<clr:255,212,255>Leave you me! What I to you do?"
"scene01.cits_busysnd01"	"<clr:255,212,255>Don't disturb, I'm occupied now."
"scene02.cits_busysnd02"	"<clr:255,212,255>Listen, I'm occupied now, we will talk another time."
"scene03.cits_busysnd03"	"<clr:255,212,255>I don't have time with you to talk."

"ep_02.reb_silo_reb_art9"   "No it---  So, do you know what the alternative fire method does on the AR2?  It kills hunters. How did you city folk kill hunters?"
"ep_02.reb_idles12"   "Hey, Freeman-high five!  (beat) Wow.  What a jerk."
"ep_02.cit_welderplususe_01"   "Hey, don't worry about us.  See this car?  We're fixing it up and getting the hell outta here.   Driving to Hawaii!  Beaches, babes and waves.  (in low tone) Tell you what, if you ever get sick of this rebel crap, you know who to talk to."
"ep_02.al_ambush_backtocar01"   "<clr:255,212,255>Let's get back to the car, Gordon.  "
"ep_02.al_ambush_backtocar02"   "<clr:255,212,255>We don't have time to fool around."
"ep_02.al_ambush_backupstairs"   "<clr:255,212,255>Let's go back upstairs."
"ep_02.al_ambush_basement"   "<clr:255,212,255>The basement!"
"ep_02.al_ambush_camedown"   "<clr:255,212,255>It came from downstairs."
"ep_02.al_ambush_camefront"   "<clr:255,212,255>It came from the front room."
"ep_02.al_ambush_cameup"   "<clr:255,212,255>It came from upstairs."
"ep_02.al_ambush_chimney"   "<clr:255,212,255>The chimney!  Watch out!"
"ep_02.al_ambush_comehere"   "<clr:255,212,255>Gordon, come here!"
"ep_02.al_ambush_console02"   "<clr:255,212,255>Let me see if I can disable the shields, and get you closer to the reactor."
"ep_02.al_ambush_darkdownhere"   "<clr:255,212,255>It's dark down here.  "
"ep_02.al_ambush_datapack01"   "<clr:255,212,255>They're talking about us!  "
"ep_02.al_ambush_datapack02"   "<clr:255,212,255>They're still after the data packet!"
"ep_02.al_ambush_deathtrap"   "<clr:255,212,255>This place is a deathtrap-let's get out of here!"
"ep_02.al_ambush_deserted"   "<clr:255,212,255>Seems deserted."
"ep_02.al_ambush_didyouhear"   "<clr:255,212,255>Did you just hear something about...Vance?  "
"ep_02.al_ambush_dontlikeit"   "<clr:255,212,255>I don't like it."
"ep_02.al_ambush_downhere"   "<clr:255,212,255>Down here, Gordon."
"ep_02.al_ambush_downstairs"   "<clr:255,212,255>Downstairs!"
"ep_02.al_ambush_empty"   "<clr:255,212,255>Damn...it's empty."
"ep_02.al_ambush_findpower"   "<clr:255,212,255>Let's find the power supply for this forcefield."
"ep_02.al_ambush_foundplace"   "<clr:255,212,255>Looks like you found the place."
"ep_02.al_ambush_foundwire"   "<clr:255,212,255>I think you found it, Gordon.  The wire starts here."
"ep_02.al_ambush_fresh01"   "<clr:255,212,255>Looks like there's been trouble here..."
"ep_02.al_ambush_fresh02"   "<clr:255,212,255>and not too long ago."
"ep_02.al_ambush_fried01"   "<clr:255,212,255>Eh, sorry, Gordon. This thing's fried."
"ep_02.al_ambush_fried02"   "<clr:255,212,255>Since I can't help you in there, why don't I stand outside while you disable the power cell?"
"ep_02.al_ambush_fried03"   "<clr:255,212,255>We've had enough surprises for one day."
"ep_02.al_ambush_fried04"   "<clr:255,212,255>Looks like you'll have to find another way into the reactor."
"ep_02.al_ambush_getbackoutside"   "<clr:255,212,255>Let's get back outside."
"ep_02.al_ambush_getinside"   "<clr:255,212,255>Get inside!"
"ep_02.al_ambush_getouthere"   "<clr:255,212,255>Let's get out of here!"
"ep_02.al_ambush_getready"   "<clr:255,212,255>Get ready, Gordon."
"ep_02.al_ambush_goodgoing01"   "<clr:255,212,255>Good going."
"ep_02.al_ambush_goodgoing02"   "<clr:255,212,255>Let's get back on the road."
"ep_02.al_ambush_gordiminhere"   "<clr:255,212,255>Gordon, I'm in here!"
"ep_02.al_ambush_handiwork01"   "<clr:255,212,255>This could be Combine handiwork..."
"ep_02.al_ambush_handiwork02"   "<clr:255,212,255>hard to be sure.  "
"ep_02.al_ambush_handiwork03"   "<clr:255,212,255>There are so many ways to die out here."
"ep_02.al_ambush_hearanymore01"   "<clr:255,212,255>I don't hear any more hunters.  "
"ep_02.al_ambush_hearanymore02"   "<clr:255,212,255>I hope that's the last one for a while."
"ep_02.al_ambush_hearmag"   "<clr:255,212,255>We're so close I can almost hear Dr. Magnusson."
"ep_02.al_ambush_help"   "<clr:255,212,255>Help!"
"ep_02.al_ambush_heyow01"   "<clr:255,212,255>Hey!"
"ep_02.al_ambush_heyow02"   "<clr:255,212,255>Ow!"
"ep_02.al_ambush_holdemoff"   "<clr:255,212,255>We can hold 'em off!"
"ep_02.al_ambush_hopelastwhile"   "<clr:255,212,255>Thank God...I hope that was the last one for a while.  "
"ep_02.al_ambush_housesurrounded"   "<clr:255,212,255>The house is surrounded."
"ep_02.al_ambush_howlong"   "<clr:255,212,255>I wonder how long it's been since anyone stayed here."
"ep_02.al_ambush_howyoudoing"   "<clr:255,212,255>Gordon, how you doing?"
"ep_02.al_ambush_hunterstough"   "<clr:255,212,255>God, these hunters are tough!  "
"ep_02.al_ambush_iminhere"   "<clr:255,212,255>I'm in here!"
"ep_02.al_ambush_inhere_rooms"   "<clr:255,212,255>In here!"
"ep_02.al_ambush_inhere_trap"   "<clr:255,212,255>In here!"
"ep_02.al_ambush_jump01"   "<clr:255,212,255>You're not serious?"
"ep_02.al_ambush_jump02"   "<clr:255,212,255>Look out below!"
"ep_02.al_ambush_jump03"   "<clr:255,212,255>What is up with this road?"
"ep_02.al_ambush_kidding01"   "<clr:255,212,255>Just kidding!"
"ep_02.al_ambush_kidding02"   "<clr:255,212,255>[Laugh]"
"ep_02.al_ambush_kidding03"   "<clr:255,212,255>It's a joke."
"ep_02.al_ambush_knockout01"   "<clr:255,212,255>You made it!"
"ep_02.al_ambush_knockout02"   "<clr:255,212,255>Now knock out that energy ball."
"ep_02.al_ambush_lasthunter"   "<clr:255,212,255>I think that was the last hunter."
"ep_02.al_ambush_lastofem"   "<clr:255,212,255>Oh man...I hope that was the last of em."
"ep_02.al_ambush_letsgobackdown"   "<clr:255,212,255>Let's go back downstairs.  "
"ep_02.al_ambush_linesight"   "<clr:255,212,255>Don't let em get line of sight!"
"ep_02.al_ambush_listen"   "<clr:255,212,255>Listen!"
"ep_02.al_ambush_morecoming"   "<clr:255,212,255>More of 'em coming!"
"ep_02.al_ambush_movedon01"   "<clr:255,212,255>It's awfully quiet.  "
"ep_02.al_ambush_movedon02"   "<clr:255,212,255>If the Combine were here, they've moved on."
"ep_02.al_ambush_needhelp"   "<clr:255,212,255>I need some help!"
"ep_02.al_ambush_niceonce"   "<clr:255,212,255>This place must have been nice once."
"ep_02.al_ambush_nomore"   "<clr:255,212,255>Let's hope there's no more Combine between here and White Forest."
"ep_02.al_ambush_nothinghere"   "<clr:255,212,255>Nothing here."
"ep_02.al_ambush_omg"   "<clr:255,212,255>Oh my god..."
"ep_02.al_ambush_openthem01"   "<clr:255,212,255>Okay It looks like I can open them from here but I won't be able to come in with you."
"ep_02.al_ambush_openthem02"   "<clr:255,212,255>Here goes..."
"ep_02.al_ambush_peakagain01"   "<clr:255,212,255>There's the peak again.  We're really close to the base.  "
"ep_02.al_ambush_peakagain02"   "<clr:255,212,255>Let's not take too long."
"ep_02.al_ambush_power"   "<clr:255,212,255>There's the power source for the shield."
"ep_02.al_ambush_quietsuddenly"   "<clr:255,212,255>What's going on?  It got quiet all of a sudden."
"ep_02.al_ambush_rushingus"   "<clr:255,212,255>They're rushing us."
"ep_02.al_ambush_seefielddown"   "<clr:255,212,255>That should have done it.  Let's go see if the forcefield's down."
"ep_02.al_ambush_sheds"   "<clr:255,212,255>Let's check those sheds at the top of the hill.  "
"ep_02.al_ambush_skimp"   "<clr:255,212,255>Heh. They haven't skimped on security either."
"ep_02.al_ambush_slepthere"   "<clr:255,212,255>'Dr. Magnusson slept here...''"
"ep_02.al_ambush_sniper"   "<clr:255,212,255>Sniper!"
"ep_02.al_ambush_sniperup"   "<clr:255,212,255>Watch out!  There's a sniper up there!"
"ep_02.al_ambush_soclose01"   "<clr:255,212,255>White Forest is so close, I hate to waste any more time.  "
"ep_02.al_ambush_soclose02"   "<clr:255,212,255>Let's keep going."
"ep_02.al_ambush_somethingdown"   "<clr:255,212,255>Something's downstairs!"
"ep_02.al_ambush_somethingfront"   "<clr:255,212,255>Something's in the front room!"
"ep_02.al_ambush_somethingin"   "<clr:255,212,255>Something's in the house!"
"ep_02.al_ambush_somethingup"   "<clr:255,212,255>Something's upstairs!"
"ep_02.al_ambush_spottedfromair"   "<clr:255,212,255>I don't like leaving the car...it could be spotted from the air."
"ep_02.al_ambush_stillstuck"   "<clr:255,212,255>You mean after all that, we're still stuck?"
"ep_02.al_ambush_stopfire"   "<clr:255,212,255>What's that?  They stopped firing?"
"ep_02.al_ambush_stopshoot"   "<clr:255,212,255>Why'd they stop shooting?"
"ep_02.al_ambush_stormhouse"   "<clr:255,212,255>I think they're getting ready to storm the house."
"ep_02.al_ambush_suitcharge"   "<clr:255,212,255>Lucky you!  Dr. Kleiner thought of everything."
"ep_02.al_ambush_thatwasit01"   "<clr:255,212,255>That was it!  Force field's down!  "
"ep_02.al_ambush_thatwasit02"   "<clr:255,212,255>Let's hit the road!"
"ep_02.al_ambush_theyreinhouse"   "<clr:255,212,255>They're in the house!"
"ep_02.al_ambush_theyreinside"   "<clr:255,212,255>They're inside!"
"ep_02.al_ambush_thisisit"   "<clr:255,212,255>Yep, this is it."
"ep_02.al_ambush_threeatatime01"   "<clr:255,212,255>Three at a time..."
"ep_02.al_ambush_threeatatime02"   "<clr:255,212,255>it's too much."
"ep_02.al_ambush_threeatatime03"   "<clr:255,212,255>Let's get moving before they send more."
"ep_02.al_ambush_threehopeall"   "<clr:255,212,255>Three hunters...I hope that was the last of them."
"ep_02.al_ambush_trap"   "<clr:255,212,255>It's a trap!"
"ep_02.al_ambush_trapped"   "<clr:255,212,255>We're trapped!"
"ep_02.al_ambush_turret"   "<clr:255,212,255>Look out:  They left a turret."
"ep_02.al_ambush_turretnag01"   "<clr:255,212,255>Take that turret down, Gordon."
"ep_02.al_ambush_turretnag02"   "<clr:255,212,255>I can't go in there till the turret's out of commission."
"ep_02.al_ambush_turretnag03"   "<clr:255,212,255>Disable that turret, then I can work on shutting down the forcefield."
"ep_02.al_ambush_uphere"   "<clr:255,212,255>Up here, Gordon!"
"ep_02.al_ambush_upstairs"   "<clr:255,212,255>Upstairs!"
"ep_02.al_ambush_uptosomething"   "<clr:255,212,255>They're up to something."
"ep_02.al_ambush_watchwindows"   "<clr:255,212,255>Watch the windows!"
"ep_02.al_ambush_weresurrounded"   "<clr:255,212,255>We're surrounded!"
"ep_02.al_ambush_whatnow"   "<clr:255,212,255>What now?"
"ep_02.al_ambush_whatwasthat"   "<clr:255,212,255>What was that?"
"ep_02.al_ambush_wirebuilding"   "<clr:255,212,255>The wire's coming out of this building, Gordon."
"ep_02.al_ambush_wirestarts"   "<clr:255,212,255>Yep, that's where the wire starts."
"ep_02.al_ambush_wireuphill01"   "<clr:255,212,255>The wire runs back up the hill to those buildings.  "
"ep_02.al_ambush_wireuphill02"   "<clr:255,212,255>Let's see where it's coming from."
"ep_02.al_ambush_youhearthat"   "<clr:255,212,255>Did you hear that?"
"ep_02.al_ambush_youokayinthere"   "<clr:255,212,255>You okay in there?"
"ep_02.al_barn_adv_ah"   "<clr:255,212,255>Ah!"
"ep_02.al_barn_adv_didyouseeituhoh01"   "<clr:255,212,255>That thing was hurt. Did you see it?"
"ep_02.al_barn_adv_didyouseeituhoh02"   "<clr:255,212,255>I can only imagine what it would have done if..."
"ep_02.al_barn_adv_didyouseeituhoh03"   "<clr:255,212,255>Uh oh."
"ep_02.al_barn_adv_hangong"   "<clr:255,212,255>Hang on, Gordon!"
"ep_02.al_barn_adv_hey"   "<clr:255,212,255>Look!"
"ep_02.al_barn_adv_holdong"   "<clr:255,212,255>Hold on, Gordon!"
"ep_02.al_barn_adv_no"   "<clr:255,212,255>No!"
"ep_02.al_barn_adv_omghatch01"   "<clr:255,212,255>Oh my God..."
"ep_02.al_barn_adv_omghatch02"   "<clr:255,212,255>it's hatching!"
"ep_02.al_barn_adv_panting01"   "<sfx><norepeat:20><clr:255,212,255>[out of breath]"
"ep_02.al_barn_adv_panting02"   "<sfx><norepeat:20><clr:255,212,255>[out of breath]"
"ep_02.al_barn_adv_panting03"   "<sfx><norepeat:20><clr:255,212,255>[out of breath]"
"ep_02.al_barn_adv_panting04"   "<sfx><norepeat:20><clr:255,212,255>[out of breath]"
"ep_02.al_barn_adv_panting05"   "<sfx><norepeat:20><clr:255,212,255>[out of breath]"
"ep_02.al_barn_adv_stop"   "<clr:255,212,255>Stop!"
"ep_02.al_barn_adv_struggles01"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles02"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles03"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles04"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles05"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles06"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles07"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles08"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_struggles09"   "<sfx><norepeat:10><clr:255,212,255>[struggling]"
"ep_02.al_barn_adv_thankallright01"   "<clr:255,212,255>Gordon..."
"ep_02.al_barn_adv_thankallright02"   "<clr:255,212,255>Thank God you're all right..."
"ep_02.al_barn_adv_thinkhurt"   "<clr:255,212,255>I think it's hurt!"
"ep_02.al_barn_adv_whatsitdoing"   "<clr:255,212,255>What's it doing?"
"ep_02.al_barn_advis"   "<clr:255,212,255>An advisor..."
"ep_02.al_barn_agh01"   "<clr:255,212,255>Uh!"
"ep_02.al_barn_agh02"   "<clr:255,212,255>Agh!"
"ep_02.al_barn_aghno"   "<clr:255,212,255>Ah, no!"
"ep_02.al_barn_awesome"   "<clr:255,212,255>Awesome."
"ep_02.al_barn_back"   "<clr:255,212,255>They're back!"
"ep_02.al_barn_backattower01"   "<clr:255,212,255>So that's why nobody is here."
"ep_02.al_barn_backattower02"   "<clr:255,212,255>They're looking for us back at the radio tower."
"ep_02.al_barn_backsoon01"   "<clr:255,212,255>Well, they'll be back soon."
"ep_02.al_barn_backsoon02"   "<clr:255,212,255>We better hurry up in here."
"ep_02.al_barn_body01"   "<clr:255,212,255>Oof!"
"ep_02.al_barn_body02"   "<clr:255,212,255>Looks like we weren't the first to find this place."
"ep_02.al_barn_checkotherbldg01"   "<clr:255,212,255>Nothing in here.  "
"ep_02.al_barn_checkotherbldg02"   "<clr:255,212,255>Let's check the other building."
"ep_02.al_barn_combaround01"   "<clr:255,212,255>Looks like the combine found this place."
"ep_02.al_barn_combaround02"   "<clr:255,212,255>They could still be around."
"ep_02.al_barn_explode01"   "<clr:255,212,255>Ah!"
"ep_02.al_barn_explode02"   "<clr:255,212,255>Oh my god!"
"ep_02.al_barn_explode03"   "<clr:255,212,255>My head!"
"ep_02.al_barn_explode04"   "<clr:255,212,255>Oof!"
"ep_02.al_barn_fishout01"   "<clr:255,212,255>That thing looked like a fish out of water."
"ep_02.al_barn_fishout02"   "<clr:255,212,255>It must have gone for its space suit..."
"ep_02.al_barn_fishout03"   "<clr:255,212,255>earthsuit..."
"ep_02.al_barn_fishout04"   "<clr:255,212,255>whatever."
"ep_02.al_barn_fishout05"   "<clr:255,212,255>We should get out of here before it comes back."
"ep_02.al_barn_followtracks"   "<clr:255,212,255>If we follow them, they should take us close to White Forest."
"ep_02.al_barn_foundadvisor01"   "<clr:255,212,255>I think we found our Advisor.  "
"ep_02.al_barn_foundadvisor02"   "<clr:255,212,255>The vort said we should kill them before they hatch."
"ep_02.al_barn_friends_loud01"   "<clr:255,212,255>Uh oh..."
"ep_02.al_barn_friends_loud02"   "<clr:255,212,255>Sounds like it called its friends."
"ep_02.al_barn_friends01"   "<clr:255,212,255>Uh oh..."
"ep_02.al_barn_friends02"   "<clr:255,212,255>Sounds like it called its friends."
"ep_02.al_barn_getback"   "<clr:255,212,255>Get back!"
"ep_02.al_barn_getcar"   "<clr:255,212,255>Lets get to the car."
"ep_02.al_barn_gettingaway"   "<clr:255,212,255>It's getting away."
"ep_02.al_barn_gloomy"   "<clr:255,212,255>Sure is gloomy in here."
"ep_02.al_barn_handy"   "<clr:255,212,255>Let's see what we can pull up here."
"ep_02.al_barn_lambda01"   "<clr:255,212,255>Hey, a lambda symbol!  "
"ep_02.al_barn_lambda02"   "<clr:255,212,255>That's a good sign."
"ep_02.al_barn_letgoofhim01"   "<clr:255,212,255>No!  "
"ep_02.al_barn_letgoofhim02"   "<clr:255,212,255>Let go of him!"
"ep_02.al_barn_letgoofhim03"   "<clr:255,212,255>Gordon! Get away!"
"ep_02.al_barn_letmedown"   "<clr:255,212,255>Ugh - let me down!"
"ep_02.al_barn_letsgetout"   "<clr:255,212,255>Let's get out of here!"
"ep_02.al_barn_lifesuppnags01"   "<clr:255,212,255>Come on, knock that thing out of there."
"ep_02.al_barn_lifesuppnags02"   "<clr:255,212,255>Can you use the grav-gun here, Gordon?"
"ep_02.al_barn_lifesupport01"   "<clr:255,212,255>Ah..."
"ep_02.al_barn_lifesupport02"   "<clr:255,212,255>life support."
"ep_02.al_barn_likeincitadel01"   "<clr:255,212,255>It's like...back in the Citadel.  "
"ep_02.al_barn_likeincitadel02"   "<clr:255,212,255>Back in the Citadel...those things we saw..."
"ep_02.al_barn_likeincitadel03"   "<clr:255,212,255>Advisors."
"ep_02.al_barn_locked01"   "<clr:255,212,255>It's locked"
"ep_02.al_barn_locked02"   "<clr:255,212,255>I'd really like to get a look in there."
"ep_02.al_barn_lockup01"   "<clr:255,212,255>Here we go.  "
"ep_02.al_barn_lockup02"   "<clr:255,212,255>They went to a lot of trouble to lock this place up."
"ep_02.al_barn_lockup03"   "<clr:255,212,255>All the more reason to give it a closer look."
"ep_02.al_barn_lookinbarn"   "<clr:255,212,255>Let's look in the barn, Gordon."
"ep_02.al_barn_no"   "<clr:255,212,255>No."
"ep_02.al_barn_noplug01"   "<clr:255,212,255>Hm..."
"ep_02.al_barn_noplug02"   "<clr:255,212,255>Maybe I can get this open..."
"ep_02.al_barn_ohmygod"   "<clr:255,212,255>Oh my god."
"ep_02.al_barn_oldoutpost01"   "<clr:255,212,255>Looks like an old resistance outpost.  "
"ep_02.al_barn_oldoutpost02"   "<clr:255,212,255>Maybe we can find some supplies."
"ep_02.al_barn_onearoundhere"   "<clr:255,212,255>You think there could be one around here somewhere?"
"ep_02.al_barn_oneofthose01"   "<clr:255,212,255>It is..."
"ep_02.al_barn_oneofthose02"   "<clr:255,212,255>It's one of them."
"ep_02.al_barn_oof"   "<clr:255,212,255>Oof!"
"ep_02.al_barn_oof02"   "<clr:255,212,255>Oof!"
"ep_02.al_barn_overtoyou"   "<clr:255,212,255>Over to you, Gordon."
"ep_02.al_barn_peakview01"   "<clr:255,212,255>Hey, I know that peak! You can see it from White Forest! "
"ep_02.al_barn_peakview02"   "<clr:255,212,255>We're heading the right way."
"ep_02.al_barn_podslaunched01"   "<clr:255,212,255>Hey!"
"ep_02.al_barn_podslaunched02"   "<clr:255,212,255>It's one of those Advisor pods!"
"ep_02.al_barn_podslaunched03"   "<clr:255,212,255>Yeah."
"ep_02.al_barn_podslaunched04"   "<clr:255,212,255>There's an Advisor around here someplace."
"ep_02.al_barn_powerdown01"   "<clr:255,212,255>It should start..."
"ep_02.al_barn_powerdown02"   "<clr:255,212,255>powering...down..."
"ep_02.al_barn_powerdown03"   "<clr:255,212,255>Uh oh."
"ep_02.al_barn_pullplug01"   "<clr:255,212,255>What do you say, Gordon?"
"ep_02.al_barn_pullplug02"   "<clr:255,212,255>Shall we pull the plug?"
"ep_02.al_barn_pulsewhat"   "<clr:255,212,255>Uh...what...what was that?"
"ep_02.al_barn_putusdown01"   "<clr:255,212,255>Whoa!"
"ep_02.al_barn_putusdown02"   "<clr:255,212,255>Hey!"
"ep_02.al_barn_putusdown03"   "<clr:255,212,255>Quit it!"
"ep_02.al_barn_putusdown04"   "<clr:255,212,255>Put us down!"
"ep_02.al_barn_putusdown05"   "<clr:255,212,255>Hey! Stop that!"
"ep_02.al_barn_questionhow01"   "<clr:255,212,255>The question is..."
"ep_02.al_barn_questionhow02"   "<clr:255,212,255>How?"
"ep_02.al_barn_railbed"   "<clr:255,212,255>I think I see train tracks down there."
"ep_02.al_barn_realtrouble01"   "<clr:255,212,255>[sigh]"
"ep_02.al_barn_realtrouble02"   "<clr:255,212,255>I though you were in real trouble for a minute there."
"ep_02.al_barn_rebels"   "<clr:255,212,255>I don't think rebels have been here for a while."
"ep_02.al_barn_recent"   "<clr:255,212,255>But somebody's been here recently... I wonder who."
"ep_02.al_barn_recon01"   "<clr:255,212,255>Wouldn't hurt to do a little recon."
"ep_02.al_barn_recon02"   "<clr:255,212,255>I'd like to know what they're up to."
"ep_02.al_barn_samething01"   "<clr:255,212,255>Did you feel that?"
"ep_02.al_barn_shutdownwhoa"   "<clr:255,212,255>Whoa!"
"ep_02.al_barn_soldiers01"   "<clr:255,212,255>Soldiers!"
"ep_02.al_barn_soldiers02"   "<clr:255,212,255>We gotta get outta here!"
"ep_02.al_barn_sorry01"   "<clr:255,212,255>Sorry about this."
"ep_02.al_barn_sorry02"   "<clr:255,212,255>[Oomph!]"
"ep_02.al_barn_struggle01"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]"
"ep_02.al_barn_struggle02"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]"
"ep_02.al_barn_struggle03"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]Let me go!"
"ep_02.al_barn_struggle04"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]"
"ep_02.al_barn_struggle05"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]"
"ep_02.al_barn_struggle06"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]"
"ep_02.al_barn_struggle07"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]"
"ep_02.al_barn_struggle08"   "<sfx><norepeat:10><clr:255,212,255>[sounds of struggle]"
"ep_02.al_barn_thereagain"   "<clr:255,212,255>There, again!"
"ep_02.al_barn_thereitisagain"   "<clr:255,212,255>There it is again..."
"ep_02.al_barn_therewego"   "<clr:255,212,255>There we go."
"ep_02.al_barn_thereyoug02"   "<clr:255,212,255>There you go."
"ep_02.al_barn_thereyougo"   "<clr:255,212,255>There you go."
"ep_02.al_barn_uhgordon"   "<clr:255,212,255>Uh, Gordon..."
"ep_02.al_barn_uhmygod"   "<clr:255,212,255>Uh...my God...  "
"ep_02.al_barn_umwhatsgoingon01"   "<clr:255,212,255>Umm..."
"ep_02.al_barn_umwhatsgoingon02"   "<clr:255,212,255>What's going on?"
"ep_02.al_barn_wakes"   "<clr:255,212,255>Let's kill it!"
"ep_02.al_barn_wellenough_loud01"   "<clr:255,212,255>Maybe we should have left that thing alone.  "
"ep_02.al_barn_wellenough_loud02"   "<clr:255,212,255>We didn't manage to kill it, and now they know exactly where we are."
"ep_02.al_barn_wellenough01"   "<clr:255,212,255>Maybe we should have left that thing alone.  "
"ep_02.al_barn_wellenough02"   "<clr:255,212,255>We didn't manage to kill it, and now they know exactly where we are."
"ep_02.al_barn_whatsitdoing01"   "<clr:255,212,255>Uhh."
"ep_02.al_barn_whatsitdoing02"   "<clr:255,212,255>What's it doing?"
"ep_02.al_barn_whatsthat"   "<clr:255,212,255>Whoa, what's that?"
"ep_02.al_barn_whatwasthat"   "<clr:255,212,255>What was that?"
"ep_02.al_barn_wwcd"   "<clr:255,212,255>What would the Combine want with a place like this."
"ep_02.al_barn_youdiditshutdown"   "<clr:255,212,255>You did it!  It's shutting down!"
"ep_02.al_barn_youfeltitdidntyou"   "<clr:255,212,255>You felt it too, didn't you?"
"ep_02.al_barn_youokay"   "<clr:255,212,255>Are you okay?  "
"ep_02.al_barn_youokay02"   "<clr:255,212,255>Here..."
"ep_02.al_bridge_almostcar01"   "<clr:255,212,255>Good work! You're almost to the car!"
"ep_02.al_bridge_almostcar02"   "<clr:255,212,255>You're almost there!"
"ep_02.al_bridge_better"   "<clr:255,212,255>Hey, I'm feeling a lot better."
"ep_02.al_bridge_bye01"   "<clr:255,212,255>Stay safe."
"ep_02.al_bridge_careful"   "<clr:255,212,255>Careful now."
"ep_02.al_bridge_cartalk01"   "<clr:255,212,255>What a wreck"
"ep_02.al_bridge_cartalk02"   "<clr:255,212,255>We'll be lucky if this thing even makes it to the base"
"ep_02.al_bridge_cartalk03"   "<clr:255,212,255>forget about white forest"
"ep_02.al_bridge_cartalk04"   "<clr:255,212,255>we'll be lucky if we make it to the end of the block."
"ep_02.al_bridge_coveryou"   "<clr:255,212,255>I'll cover you from up here."
"ep_02.al_bridge_deadgun"   "<clr:255,212,255>Well, okay.  If you can help me get it powered up."
"ep_02.al_bridge_found01"   "<clr:255,212,255>Oh God.  "
"ep_02.al_bridge_found02"   "<clr:255,212,255>The combine found them all right."
"ep_02.al_bridge_gooddrive"   "<clr:255,212,255>Great driving, Gordon."
"ep_02.al_bridge_goodhunt"   "<clr:255,212,255>Good hunting."
"ep_02.al_bridge_gotback"   "<clr:255,212,255>I got your back, Gordon!"
"ep_02.al_bridge_hopeokay"   "<clr:255,212,255>Well, Gordon. I guess it's all up to you."
"ep_02.al_bridge_iseeyou"   "<clr:255,212,255>There you are!"
"ep_02.al_bridge_jumpback"   "<clr:255,212,255>Well, if they got it over there, maybe we can jump it back to this side."
"ep_02.al_bridge_keeplookout"   "<clr:255,212,255>We'll keep on the lookout."
"ep_02.al_bridge_leavecarfornow"   "<clr:255,212,255>Just leave the car there for now!"
"ep_02.al_bridge_lookcar01"   "<clr:255,212,255>Hey, look!"
"ep_02.al_bridge_lookcar02"   "<clr:255,212,255>Out on that bridge..."
"ep_02.al_bridge_lookcar03"   "<clr:255,212,255>I think I see the car you were talking about."
"ep_02.al_bridge_missyou"   "<clr:255,212,255>I'm gonna miss you."
"ep_02.al_bridge_okayhere"   "<clr:255,212,255>Will you be ok here?"
"ep_02.al_bridge_openthisdoor"   "<clr:255,212,255>Can you find a way to open this door?"
"ep_02.al_bridge_openway01"   "<clr:255,212,255>Yeah, we could do that."
"ep_02.al_bridge_openway02"   "<clr:255,212,255>Here, I'll get this field down."
"ep_02.al_bridge_openway03"   "<clr:255,212,255>Good luck, Gordon."
"ep_02.al_bridge_openway04"   "<clr:255,212,255>If we're going to beat the Combine to White Forest, you'd better hurry."
"ep_02.al_bridge_roofclear"   "<clr:255,212,255>Clear that roof so I can get a shot!"
"ep_02.al_bridge_seecaryet"   "<clr:255,212,255>Gordon! Can you see the car yet?"
"ep_02.al_bridge_shotgun"   "<clr:255,212,255>Shotgun!"
"ep_02.al_bridge_startcar01"   "<clr:255,212,255>Hop in, Gordon!  "
"ep_02.al_bridge_startcar02"   "<clr:255,212,255>Let's hit the road!"
"ep_02.al_bridge_startcar03"   "<clr:255,212,255>Step on it!"
"ep_02.al_bridge_tanks01"   "<clr:255,212,255>Hey, Gordon!  "
"ep_02.al_bridge_tanks02"   "<clr:255,212,255>Watch this!  Yeah!"
"ep_02.al_bridge_thankful"   "<clr:255,212,255>I can't tell you how grateful I am."
"ep_02.al_bridge_unbelievable"   "<clr:255,212,255>That was unbelievable.  "
"ep_02.al_bridge_unlessyou"   "<clr:255,212,255>Oh...unless you want it."
"ep_02.al_bridge_vortcharge01"   "<clr:255,212,255>Hey, we got the rifle charged up!"
"ep_02.al_bridge_waytojump"   "<clr:255,212,255>There has to be a way to jump it across!"
"ep_02.al_bridge_wescored01"   "<clr:255,212,255>Oh my god..."
"ep_02.al_bridge_wescored02"   "<clr:255,212,255>We scored!"
"ep_02.al_bridge_wescored03"   "<clr:255,212,255>Look at this car!"
"ep_02.al_bridge_wescored04"   "<clr:255,212,255>We'll be driving to White Forest in style."
"ep_02.al_cache_cool"   "<clr:255,212,255>Cool."
"ep_02.al_cache1_clearedup"   "<clr:255,212,255>I guess you cleared up that little problem."
"ep_02.al_cache1_cratetype"   "<clr:255,212,255>It's one of those beacons that show on the radar."
"ep_02.al_cache1_pickup"   "<clr:255,212,255>Hey!  The radar's picking up a supply cache."
"ep_02.al_cache1_stopcar01"   "<clr:255,212,255>Stop the car, Gordon."
"ep_02.al_cache1_stopcar02"   "<clr:255,212,255>According to the radar, it looks like there's a supply cache here.  "
"ep_02.al_cache1_stopcar03"   "<clr:255,212,255>It must be this van."
"ep_02.al_canyon_army"   "<clr:255,212,255>Oh my god. The Combine's on the move "
"ep_02.al_canyon_defenseless01"   "<clr:255,212,255>North? "
"ep_02.al_canyon_defenseless02"   "<clr:255,212,255>White Forest! "
"ep_02.al_canyon_defenseless03"   "<clr:255,212,255>We have to get there ahead of them!"
"ep_02.al_canyon_eggs01"   "<clr:255,212,255>You messed with its eggs?"
"ep_02.al_canyon_eggs02"   "<clr:255,212,255>No wonder it's mad."
"ep_02.al_canyon_heaven"   "<clr:255,212,255>Oh...Antlions...now I know I'm not in heaven."
"ep_02.al_canyon_hell"   "<clr:255,212,255>Oh...Antlions...you sure I didn't die and go to hell?"
"ep_02.al_canyon_pissitoff01"   "<clr:255,212,255>Whoa!  "
"ep_02.al_canyon_pissitoff02"   "<clr:255,212,255>That was a guardian!"
"ep_02.al_canyon_pissitoff03"   "<clr:255,212,255>Somebody must have done something to piss it off!"
"ep_02.al_canyon_sawincit01"   "<clr:255,212,255>So, that's what we saw in the Citadel. "
"ep_02.al_canyon_sawincit02"   "<clr:255,212,255>They're sure in a hurry. "
"ep_02.al_canyon_thinkcomb"   "<clr:255,212,255>You think the Combine found them?"
"ep_02.al_canyon_waiting"   "<clr:255,212,255>What are we waiting for? "
"ep_02.al_canyon_walkonmyown01"   "<clr:255,212,255>I think I can walk on my own now...  "
"ep_02.al_canyon_walkonmyown02"   "<clr:255,212,255>Let me give it a shot."
"ep_02.al_canyon_walkonmyown03"   "<clr:255,212,255>Yeah... ...stiff, but..."
"ep_02.al_canyon_walkonmyown04"   "<clr:255,212,255>I think I'm okay."
"ep_02.al_car_beatsonfoot"   "<clr:255,212,255>Still beats going on foot."
"ep_02.al_car_beenawhile"   "<clr:255,212,255>Uh...guess it's been a while since you drove a car, huh?"
"ep_02.al_car_callback01"   "<clr:255,212,255>Gordon, let's go!"
"ep_02.al_car_callback02"   "<clr:255,212,255>Let's hit the road!"
"ep_02.al_car_callback03"   "<clr:255,212,255>We should keep moving!"
"ep_02.al_car_callback04"   "<clr:255,212,255>Come on back, Gordon!"
"ep_02.al_car_catchup01"   "<clr:255,212,255>Thanks for waiting."
"ep_02.al_car_catchup02"   "<clr:255,212,255>Don't wait on me or nothing."
"ep_02.al_car_catchup03"   "<clr:255,212,255>Going my way?"
"ep_02.al_car_catchup04"   "<clr:255,212,255>If I didn't know better, I'd say you were trying to ditch me."
"ep_02.al_car_clutch"   "<clr:255,212,255>Hey - easy on the clutch."
"ep_02.al_car_comments01"   "<clr:255,212,255>So in the old days, people actually kept gloves in here?"
"ep_02.al_car_comments02"   "<clr:255,212,255>99 bottles of beer on the wall, 99 bottles of beer---Sorry."
"ep_02.al_car_comments03"   "<clr:255,212,255>You know, it's a good thing I don't get carsick."
"ep_02.al_car_crash01"   "<clr:255,212,255>Ow!"
"ep_02.al_car_crash02"   "<clr:255,212,255>Careful!"
"ep_02.al_car_crash03"   "<clr:255,212,255>Whoa..."
"ep_02.al_car_crash04"   "<clr:255,212,255>[Impact sounds]"
"ep_02.al_car_crash05"   "<clr:255,212,255>[Impact sounds]"
"ep_02.al_car_crash06"   "<clr:255,212,255>[Impact sounds]"
"ep_02.al_car_crash07"   "<clr:255,212,255>[Impact sounds]"
"ep_02.al_car_crazy01"   "<clr:255,212,255>[laugh]"
"ep_02.al_car_crazy02"   "<clr:255,212,255>Gordon!"
"ep_02.al_car_crazy03"   "<clr:255,212,255>Whoa!"
"ep_02.al_car_crazy04"   "<clr:255,212,255>Easy there!"
"ep_02.al_car_crazy05"   "<clr:255,212,255>Yikes!"
"ep_02.al_car_crazy06"   "<clr:255,212,255>Wow!"
"ep_02.al_car_crazy07"   "<clr:255,212,255>Whoa!"
"ep_02.al_car_crazy08"   "<clr:255,212,255>Okay!"
"ep_02.al_car_getgoing01"   "<clr:255,212,255>Punch it!"
"ep_02.al_car_getgoing02"   "<clr:255,212,255>Hit it!"
"ep_02.al_car_getgoing03"   "<clr:255,212,255>Go for it! "
"ep_02.al_car_getgoing04"   "<clr:255,212,255>Let's go!"
"ep_02.al_car_hitit"   "<clr:255,212,255>Hit it!"
"ep_02.al_car_jumpyell01"   "<clr:255,212,255>Yeehaw!"
"ep_02.al_car_jumpyell02"   "<clr:255,212,255>Ha ha!"
"ep_02.al_car_jumpyell03"   "<clr:255,212,255>Wooo!"
"ep_02.al_car_jumpyell04"   "<clr:255,212,255>Yeah!"
"ep_02.al_car_jumpyell05"   "<clr:255,212,255>Woohoo, yeah!"
"ep_02.al_car_jumpyell06"   "<clr:255,212,255>Wow!"
"ep_02.al_car_kickoff01"   "<clr:255,212,255>Ugh!"
"ep_02.al_car_kickoff02"   "<clr:255,212,255>Get off!"
"ep_02.al_car_kickoff03"   "<clr:255,212,255>Off, get off."
"ep_02.al_car_kickoff04"   "<clr:255,212,255>Get off!"
"ep_02.al_car_killit02"   "<clr:255,212,255>We're drivin' here!"
"ep_02.al_car_killit03"   "<clr:255,212,255>Splat!"
"ep_02.al_car_killit04"   "<clr:255,212,255>Kapow"
"ep_02.al_car_killit05"   "<clr:255,212,255>Oh Gross"
"ep_02.al_car_killit06"   "<clr:255,212,255>Eww"
"ep_02.al_car_killit07"   "<clr:255,212,255>Oh!  Roadkill"
"ep_02.al_car_killit08"   "<clr:255,212,255>Jaywalkers will be prosecuted."
"ep_02.al_car_killit09"   "<clr:255,212,255>Hey!  Watch the paintjob!"
"ep_02.al_car_laughing01"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing02"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing03"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing04"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing05"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing06"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing07"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing08"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing09"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing10"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing11"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing12"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing13"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_laughing14"   "<clr:255,212,255>[Laughter, shouts]"
"ep_02.al_car_nearmiss01"   "<clr:255,212,255>Whoa!"
"ep_02.al_car_nearmiss02"   "<clr:255,212,255>Hey!"
"ep_02.al_car_nearmiss03"   "<clr:255,212,255>That was close!"
"ep_02.al_car_nearmiss04"   "<clr:255,212,255>Cuttin' it pretty close, Gordon!"
"ep_02.al_car_playerout01"   "<clr:255,212,255>Stay close, ok?"
"ep_02.al_car_playerout02"   "<clr:255,212,255>I'll stay here."
"ep_02.al_car_playerout03"   "<clr:255,212,255>I'll watch the car."
"ep_02.al_car_playerout04"   "<clr:255,212,255>Don't go too far."
"ep_02.al_car_playerout05"   "<clr:255,212,255>Careful out there!"
"ep_02.al_car_playerout06"   "<clr:255,212,255>Wake me up when you get back."
"ep_02.al_car_rolled01a"   "<clr:255,212,255>Whoa!  "
"ep_02.al_car_rolled01b"   "<clr:255,212,255>Rollover!"
"ep_02.al_car_rolled02"   "<clr:255,212,255>They made these things to last, didn't they?"
"ep_02.al_car_rolled03"   "<clr:255,212,255>This car can sure take some abuse."
"ep_02.al_car_rolled04"   "<clr:255,212,255>Whoa...dizzy..."
"ep_02.al_car_rolled05"   "<clr:255,212,255>Well, okay..."
"ep_02.al_car_rolled06"   "<clr:255,212,255>Gordon - you notice anything wrong?"
"ep_02.al_car_rolled07"   "<clr:255,212,255>Hey, Gordon... You're not gonna leave a girl hanging, are you?"
"ep_02.al_car_runafter01"   "<clr:255,212,255>Gordon, wait!"
"ep_02.al_car_runafter02"   "<clr:255,212,255>Wait for me!"
"ep_02.al_car_runafter03"   "<clr:255,212,255>Hold on!"
"ep_02.al_car_runafter04"   "<clr:255,212,255>Wait up!"
"ep_02.al_car_runafter05"   "<clr:255,212,255>Gordon!  Wait for me!"
"ep_02.al_car_runitover"   "<clr:255,212,255>Run it over!"
"ep_02.al_car_startle01"   "<clr:255,212,255>[gasps]"
"ep_02.al_car_startle02"   "<clr:255,212,255>[gasps]"
"ep_02.al_car_startle03"   "<clr:255,212,255>[gasps]"
"ep_02.al_car_startle04"   "<clr:255,212,255>What the---!"
"ep_02.al_car_stayincar01"   "<clr:255,212,255>I'll stay here."
"ep_02.al_car_stayincar02"   "<clr:255,212,255>I'll wait here."
"ep_02.al_car_stayincar03"   "<clr:255,212,255>I'm going to rest here."
"ep_02.al_car_stayincar04"   "<clr:255,212,255>Go ahead."
"ep_02.al_car_stayincar05"   "<clr:255,212,255>I'll stay with the car."
"ep_02.al_car_stayincar06"   "<clr:255,212,255>I'll watch the car."
"ep_02.al_car_stayincar07"   "<clr:255,212,255>You mind if I wait with the car?"
"ep_02.al_car_stuckup01"   "<clr:255,212,255>Think you can get us down in one piece?"
"ep_02.al_car_stuckup02"   "<clr:255,212,255>Could you maybe...bring us back to earth?"
"ep_02.al_car_stuckup03"   "<clr:255,212,255>Nice work."
"ep_02.al_car_stuckup04"   "<clr:255,212,255>That's better."
"ep_02.al_chop_alwaysgame01"   "<clr:255,212,255>Oh, he's always up for it."
"ep_02.al_chop_alwaysgame02"   "<clr:255,212,255>Right, Gordon?"
"ep_02.al_chop_anytools01"   "<clr:255,212,255>We need to get back on the road, but our engine's shot to hell.  "
"ep_02.al_chop_anytools02"   "<clr:255,212,255>I don't suppose you've got any tools for working on cars?"
"ep_02.al_chop_bonus"   "<clr:255,212,255>Not only did they help me fix the car, they threw in a bonus."
"ep_02.al_chop_cache01"   "<clr:255,212,255>Gordon!  "
"ep_02.al_chop_cache02"   "<clr:255,212,255>I found a first aid cache!"
"ep_02.al_chop_cache03"   "<clr:255,212,255>Have a medkit!"
"ep_02.al_chop_carready01"   "<clr:255,212,255>Hey, Gordon."
"ep_02.al_chop_carready02"   "<clr:255,212,255>Car's ready."
"ep_02.al_chop_carready03"   "<clr:255,212,255>Come on back and we'll get going."
"ep_02.al_chop_cheers01"   "<clr:255,212,255>Yeah!"
"ep_02.al_chop_cheers02"   "<clr:255,212,255>Awesome Gordon- way to go!"
"ep_02.al_chop_cheers03"   "<clr:255,212,255>Good work Gordon!"
"ep_02.al_chop_cheers04"   "<clr:255,212,255>Whoa!  Hey!"
"ep_02.al_chop_clearup01"   "<clr:255,212,255>Hm."
"ep_02.al_chop_clearup02"   "<clr:255,212,255>What do you think, Gordon?"
"ep_02.al_chop_clearup03"   "<clr:255,212,255>Maybe while I'm getting the car fixed up, you can see about clearing up that roadblock?"
"ep_02.al_chop_craptheengine01"   "<clr:255,212,255>Oh crap! The engine! "
"ep_02.al_chop_craptheengine02"   "<clr:255,212,255>We may have to ditch the car!"
"ep_02.al_chop_enginefire01"   "<clr:255,212,255>Whoa!  Hey!"
"ep_02.al_chop_enginefire02"   "<clr:255,212,255>Oh crap!"
"ep_02.al_chop_fewsoldiers01"   "<clr:255,212,255>Gordon,  can you take care of that gun?"
"ep_02.al_chop_fewsoldiers02"   "<clr:255,212,255>I have to fix the car if we are going to have any chance of outrunning the combine. "
"ep_02.al_chop_findmedkits01"   "<clr:255,212,255>It's not safe here. "
"ep_02.al_chop_findmedkits02"   "<clr:255,212,255>If you wanna start chipping away at that chopper, I'll poke around and see if i can find any medkits."
"ep_02.al_chop_getinthere"   "<clr:255,212,255>Let's get in there!"
"ep_02.al_chop_gladguys"   "<clr:255,212,255>Boy, are we glad to see you guys."
"ep_02.al_chop_goahead"   "<clr:255,212,255>You go ahead.  I'll look for supplies."
"ep_02.al_chop_gunnags01"   "<clr:255,212,255>I see. "
"ep_02.al_chop_gunnags02"   "<clr:255,212,255>Yeah, that's trouble all right."
"ep_02.al_chop_gunnags03"   "<clr:255,212,255>Take a look, Gordon."
"ep_02.al_chop_inhere"   "<clr:255,212,255>Gordon! In here!"
"ep_02.al_chop_mydad01"   "<clr:255,212,255>Yeah."
"ep_02.al_chop_mydad02"   "<clr:255,212,255>My dad's out there now"
"ep_02.al_chop_mydad03"   "<clr:255,212,255>Eli Vance."
"ep_02.al_chop_nagdoor01"   "<clr:255,212,255>Go ahead. Gordon, we really need to get moving."
"ep_02.al_chop_nagdoor02"   "<clr:255,212,255>He said the trap door was up there."
"ep_02.al_chop_nags01"   "<clr:255,212,255>Go on, Gordon."
"ep_02.al_chop_nags02"   "<clr:255,212,255>Someone's got to bring down that chopper..."
"ep_02.al_chop_nags03"   "<clr:255,212,255>Get the chopper, Gordon!"
"ep_02.al_chop_nokidding01"   "<clr:255,212,255>[Laugh]"
"ep_02.al_chop_nokidding02"   "<clr:255,212,255>You weren't kidding! "
"ep_02.al_chop_nokidding03"   "<clr:255,212,255>We'll be back on the road in no time."
"ep_02.al_chop_pleasure"   "<clr:255,212,255>Oh, with pleasure."
"ep_02.al_chop_reason01"   "<clr:255,212,255>Hey, do you know if it is possible to get a message to the White Forest base from here?"
"ep_02.al_chop_thanksguys01"   "<clr:255,212,255>I'll fill you in on the road, Gordon.  "
"ep_02.al_chop_thanksguys02"   "<clr:255,212,255>Thanks again, you guys!"
"ep_02.al_chop_thx"   "<clr:255,212,255>Heh.  Thanks."
"ep_02.al_chop_waving"   "<clr:255,212,255>Hey, somebody's waving us in."
"ep_02.al_combat_grim_01"   "<clr:255,212,255>Nice shot!"
"ep_02.al_combat_grim_02"   "<clr:255,212,255>Good shot!"
"ep_02.al_combat_grim_03"   "<clr:255,212,255>Great shot!"
"ep_02.al_combat_grim_04"   "<clr:255,212,255>Nice!"
"ep_02.al_combat_grim_05"   "<clr:255,212,255>Yeah!"
"ep_02.al_combat_grim_06"   "<clr:255,212,255>Nice shooting, Gordon!"
"ep_02.al_combat_grim_07"   "<clr:255,212,255>Here we go!"
"ep_02.al_combat_grim_08"   "<clr:255,212,255>Here we go..."
"ep_02.al_combat_grim_09"   "<clr:255,212,255>Let's take em out!"
"ep_02.al_combat_grim_10"   "<clr:255,212,255>Let's do it!"
"ep_02.al_combat_grim_11"   "<clr:255,212,255>I got this one!"
"ep_02.al_combat_panic01"   "<clr:255,212,255>They're everywhere!"
"ep_02.al_combat_panic02"   "<clr:255,212,255>They're all over!"
"ep_02.al_guard_itsaguardian"   "<clr:255,212,255>It's a guardian!"
"ep_02.al_guard_keepmoving01"   "<clr:255,212,255>Let's keep moving."
"ep_02.al_guard_keepmoving02"   "<clr:255,212,255>Head for the next thumper!"
"ep_02.al_guard_keepmoving03"   "<clr:255,212,255>Make a break for the thumper, Gordon.  I'll follow you!"
"ep_02.al_guard_keepmoving04"   "<clr:255,212,255>Gordon, go on!  I'll follow when I can!"
"ep_02.al_guard_keepmoving05"   "<clr:255,212,255>I'm still a little weak, but I'll catch up!"
"ep_02.al_guard_keepmoving06"   "<clr:255,212,255>I'll cover you from here."
"ep_02.al_guard_nevergetpast"   "<clr:255,212,255>We'll never get past those things.  We have to get rid of them."
"ep_02.al_guard_nicework"   "<clr:255,212,255>Nice work, Gordon.  Sorry I couldn't be more help.  I'm still a little weak."
"ep_02.al_guard_stucklift01"   "<clr:255,212,255>Looks like the elevator's stuck up there."
"ep_02.al_guard_stucklift02"   "<clr:255,212,255>See if you can get it to come down, Gordon."
"ep_02.al_guard_stucklift03"   "<clr:255,212,255>Thanks, Gordon!"
"ep_02.al_guard_stucklift04"   "<clr:255,212,255>Nice work, Gordon."
"ep_02.al_guard_takecareguardians"   "<clr:255,212,255>We're gonna have to take out those guards, Gordon."
"ep_02.al_guard_thanksg"   "<clr:255,212,255>Thanks, Gordon!"
"ep_02.al_hunter_heyworking"   "<clr:255,212,255>Hey, that's working!"
"ep_02.al_hunter_hititagain"   "<clr:255,212,255>Hit it again!"
"ep_02.al_hunter_howmanymore"   "<clr:255,212,255>How many more of these are there?"
"ep_02.al_hunter_ihate"   "<clr:255,212,255>I hate these things."
"ep_02.al_hunter_itshurtinggord"   "<clr:255,212,255>It's hurting, Gordon!"
"ep_02.al_hunter_keepafterit"   "<clr:255,212,255>Keep after it!"
"ep_02.al_hunter_nicethrow"   "<clr:255,212,255>Nice throw!"
"ep_02.al_hunter_shootit"   "<clr:255,212,255>Shoot it!"
"ep_02.al_hunter_shootitnowgord"   "<clr:255,212,255>Shoot it now, Gordon!"
"ep_02.al_hunter_thatsit"   "<clr:255,212,255>That's it!"
"ep_02.al_hunter_thatsworking"   "<clr:255,212,255>That's working!"
"ep_02.al_hunter_wedidit"   "<clr:255,212,255>We did it!"
"ep_02.al_hunter_weregettingit"   "<clr:255,212,255>Yeah, we're getting it!"
"ep_02.al_hunter_yeah01"   "<clr:255,212,255>Yeah!"
"ep_02.al_hunter_yeah02"   "<clr:255,212,255>Yeah!"
"ep_02.al_hunter_yeah03"   "<clr:255,212,255>Yeah!"
"ep_02.al_hunter_yeahwedidit"   "<clr:255,212,255>Yeah, we did it!"
"ep_02.al_inn_getinside"   "<clr:255,212,255>Gordon, come on. Get inside!"
"ep_02.al_inn_gocomeon"   "<clr:255,212,255>Let's go, come on!"
"ep_02.al_inn_roadblock01"   "<clr:255,212,255>Crap--roadblock.  "
"ep_02.al_inn_roadblock02"   "<clr:255,212,255>You know what to do!"
"ep_02.al_inn_trap"   "<clr:255,212,255>It's a trap!"
"ep_02.al_inn_wayaround"   "<clr:255,212,255>Well, let's find another way around."
"ep_02.al_inn_wayouthere"   "<clr:255,212,255>Now why would the Combine put a roadblock way out here?"
"ep_02.al_junc_ahhuh01"   "<clr:255,212,255>[Mumbling, unconscious moaning]"
"ep_02.al_junc_ahhuh02"   "<clr:255,212,255>[Mumbling, unconscious moaning]"
"ep_02.al_junc_ahhuh03"   "<clr:255,212,255>[Mumbling, unconscious moaning]"
"ep_02.al_junc_ahhuh04"   "<clr:255,212,255>[Mumbling, unconscious moaning]"
"ep_02.al_junc_ahhuh05"   "<clr:255,212,255>[Mumbling, unconscious moaning]"
"ep_02.al_junc_ahhuh06"   "<clr:255,212,255>[Mumbling, unconscious moaning]"
"ep_02.al_junc_beenout01"   "<clr:255,212,255>Ah..."
"ep_02.al_junc_beenout02"   "<clr:255,212,255>[silence]"
"ep_02.al_junc_beenout03"   "<clr:255,212,255>How long have I been out?"
"ep_02.al_junc_expectingus01"   "<clr:255,212,255>We have to get to White Forest. "
"ep_02.al_junc_expectingus02"   "<clr:255,212,255>It's vital."
"ep_02.al_junc_gettowhiteforest01"   "<clr:255,212,255>Hurry, Gordon. "
"ep_02.al_junc_gettowhiteforest02"   "<clr:255,212,255>We've got to get to White Forest."
"ep_02.al_junc_ineedto01"   "<clr:255,212,255>But..."
"ep_02.al_junc_ineedto02"   "<clr:255,212,255>I need to..."
"ep_02.al_junc_ineedto03"   "<clr:255,212,255>mmm... "
"ep_02.al_junc_ineedto04"   "<clr:255,212,255>[strained breathing]"
"ep_02.al_junc_ineedto05"   "<clr:255,212,255>[strained breathing]"
"ep_02.al_junc_luckytobehere01"   "<clr:255,212,255>Whoa..."
"ep_02.al_junc_luckytobehere02"   "<clr:255,212,255>I don't know what you did,"
"ep_02.al_junc_luckytobehere03"   "<clr:255,212,255>but I have a feeling I'm lucky to be here."
"ep_02.al_junc_nexttome01"   "<clr:255,212,255>Come on, Gordon.  "
"ep_02.al_junc_nexttome02"   "<clr:255,212,255>Next to me."
"ep_02.al_junc_notwithoutyou01"   "<clr:255,212,255>Come on Gordon, get in."
"ep_02.al_junc_notwithoutyou02"   "<clr:255,212,255>We're not leaving without you."
"ep_02.al_junc_ohgod"   "<clr:255,212,255>Oh god..."
"ep_02.al_junc_soweak"   "<clr:255,212,255>Uh... so weak..."
"ep_02.al_junc_soweak01"   "<clr:255,212,255>Hours?  "
"ep_02.al_junc_soweak02"   "<clr:255,212,255>Ah..."
"ep_02.al_junc_soweak03"   "<clr:255,212,255>We've got to get moving!"
"ep_02.al_junc_thatsg"   "<clr:255,212,255>Yeah, that's Gordon..."
"ep_02.al_junc_thoughtdead01"   "<clr:255,212,255>Oh my God.  "
"ep_02.al_junc_thoughtdead02"   "<clr:255,212,255>I thought..."
"ep_02.al_junc_thoughtdead03"   "<clr:255,212,255>Uh..."
"ep_02.al_junc_thoughtdead04"   "<clr:255,212,255>I though for sure I was dead."
"ep_02.al_junc_vomit01"   "<clr:255,212,255>[Mumbling] "
"ep_02.al_junc_vomit02"   ""
"ep_02.al_junc_vomit03"   ""
"ep_02.al_junc_vomit04"   ""
"ep_02.al_junc_vomit05"   ""
"ep_02.al_junc_vomit06"   ""
"ep_02.al_junc_vomit07"   ""
"ep_02.al_junc_vomit08"   ""
"ep_02.al_junc_vomit09"   ""
"ep_02.al_junc_vomit10"   ""
"ep_02.al_junc_vomit11"   ""
"ep_02.al_junc_vomit12"   ""
"ep_02.al_junc_vomit13"   ""
"ep_02.al_junc_vomit14"   ""
"ep_02.al_junc_vomit15"   ""
"ep_02.al_junc_whattheywere01"   "<clr:255,212,255>A Hunter!  "
"ep_02.al_junc_whattheywere02"   "<clr:255,212,255>So that's what it was!"
"ep_02.al_launch_allyours"   "<clr:255,212,255>It's all yours, Gordon."
"ep_02.al_launch_attackstart01"   "<clr:255,212,255>Gordon!"
"ep_02.al_launch_attackstart02"   "<clr:255,212,255>Help!"
"ep_02.al_launch_aw"   "<clr:255,212,255>Dad..."
"ep_02.al_launch_barrier01"   "<clr:255,212,255>Is that it then?"
"ep_02.al_launch_barrier02"   "<clr:255,212,255>The barrier's working?"
"ep_02.al_launch_beallright"   "<clr:255,212,255>Don't worry, Dad.  We'll be all right."
"ep_02.al_launch_breath01"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath02"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath03"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath04"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath05"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath06"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath07"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath08"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath09"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath10"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath11"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath12"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath13"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_breath14"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_briefed01"   "<clr:255,212,255>Doctor Kleiner briefed me on everything he learned from the data packet"
"ep_02.al_launch_briefed02"   "<clr:255,212,255>I'll fill Gordon in on the way."
"ep_02.al_launch_briefed03"   "<clr:255,212,255>God knows we'll have plenty of time."
"ep_02.al_launch_bringherback01"   "<clr:255,212,255>It's okay, Dad.  "
"ep_02.al_launch_bringherback02"   "<clr:255,212,255>Well find Judith and bring her back,"
"ep_02.al_launch_bringherback03"   "<clr:255,212,255>Come on, Gordon."
"ep_02.al_launch_bringherback04"   "<clr:255,212,255>The chopper's waiting for us."
"ep_02.al_launch_bringherback05"   "<clr:255,212,255>Come on, Gordon, the chopper's waiting for us."
"ep_02.al_launch_byedad01"   "<clr:255,212,255>We will.   "
"ep_02.al_launch_byedad02"   "<clr:255,212,255>Bye, Dad."
"ep_02.al_launch_comeon"   "<clr:255,212,255>Come on, Gordon."
"ep_02.al_launch_comeong"   "<clr:255,212,255>Come on, Gordon!"
"ep_02.al_launch_comeonin"   "<clr:255,212,255>Come on in, Gordon."
"ep_02.al_launch_comeonportal"   "<clr:255,212,255>Come on!"
"ep_02.al_launch_copterworking01"   "<clr:255,212,255>While you were out having fun, I found an old helicopter that I was able to get working."
"ep_02.al_launch_copterworking02"   "<clr:255,212,255>I've got it all packed up and ready to go. "
"ep_02.al_launch_copterworking03"   "<clr:255,212,255>I'm afraid we'll need to leave for the Borealis right after the launch."
"ep_02.al_launch_copterworking04"   "<clr:255,212,255>Never a dull moment, huh?"
"ep_02.al_launch_countingdog01"   "<clr:255,212,255>Ok, Dog!"
"ep_02.al_launch_countingdog02"   "<clr:255,212,255>Remember, I'm counting on you."
"ep_02.al_launch_cue01"   "<clr:255,212,255>Well..."
"ep_02.al_launch_cue02"   "<clr:255,212,255>Let's get going, Gordon."
"ep_02.al_launch_dadcry"   "<clr:255,212,255>Dad!  "
"ep_02.al_launch_daddad01"   "<clr:255,212,255>Dad!  "
"ep_02.al_launch_daddad02"   "<clr:255,212,255>Dad!  "
"ep_02.al_launch_dadgetaway01"   "<clr:255,212,255>Dad!  "
"ep_02.al_launch_dadgetaway02"   "<clr:255,212,255>Get away!   "
"ep_02.al_launch_dadimnot01"   "<clr:255,212,255>Dad---"
"ep_02.al_launch_dadimnot02"   "<clr:255,212,255>Don't---"
"ep_02.al_launch_dambutton"   "<clr:255,212,255>Push the damn button, Gordon!"
"ep_02.al_launch_damnit"   "<clr:255,212,255>God damn it, let go of him!"
"ep_02.al_launch_dogspot_alt1"   "<clr:255,212,255>Dog!"
"ep_02.al_launch_dogspot_alt2"   "<clr:255,212,255>Dog!"
"ep_02.al_launch_dogspot01"   "<clr:255,212,255>Ah!"
"ep_02.al_launch_dogspot02"   "<clr:255,212,255>Dog!"
"ep_02.al_launch_finalstage"   "<clr:255,212,255>The launch is in its final stages."
"ep_02.al_launch_findus01"   "<clr:255,212,255>Okay, I'll hold you to that. "
"ep_02.al_launch_findus02"   "<clr:255,212,255>You, too, Dr. Magnusson. "
"ep_02.al_launch_followme"   "<clr:255,212,255>Follow me, Gordon!"
"ep_02.al_launch_gassedup"   "<clr:255,212,255>Well, there she is...gassed up and ready to go...  "
"ep_02.al_launch_gethug"   "<clr:255,212,255>Wow, for a minute there I thought you were gonna get a hug."
"ep_02.al_launch_getmoving01"   "<clr:255,212,255>Launch the rocket, Gordon! "
"ep_02.al_launch_getmoving02"   "<clr:255,212,255>We gotta get moving."
"ep_02.al_launch_gonnamissit"   "<clr:255,212,255>Where are you two?  You're gonna miss it!"
"ep_02.al_launch_gonnawork"   "<clr:255,212,255>It's going to work, right?"
"ep_02.al_launch_goonin"   "<clr:255,212,255>Go on in."
"ep_02.al_launch_hailingfreq01"   "<clr:255,212,255>I think so."
"ep_02.al_launch_hailingfreq02"   "<clr:255,212,255>Dr. Kleiner gave us the Borealis coordinates.  "
"ep_02.al_launch_hailingfreq03"   "<clr:255,212,255>We'll keep the hailing frequency open on the chopper radio, in case Judith tries to reach us again."
"ep_02.al_launch_herewecome01"   "<clr:255,212,255>Well, Gordon,"
"ep_02.al_launch_herewecome02"   "<clr:255,212,255>I hope that suit of yours is warm because"
"ep_02.al_launch_herewecome03"   "<clr:255,212,255>Borealis"
"ep_02.al_launch_herewecome04"   "<clr:255,212,255>Here we come."
"ep_02.al_launch_heydog01"   "<clr:255,212,255>Dog?  "
"ep_02.al_launch_heydog02"   "<clr:255,212,255>Hey!  Where are you---"
"ep_02.al_launch_iloveyou"   "<clr:255,212,255>I love you!"
"ep_02.al_launch_iloveyoudad"   "<clr:255,212,255>I love you, Dad!"
"ep_02.al_launch_impaling01"   "<clr:255,212,255>Oh my God, no!"
"ep_02.al_launch_impaling01_alt"   "<clr:255,212,255>Oh my God, no!"
"ep_02.al_launch_impaling01_alt2"   "<clr:255,212,255>Oh my God, no!"
"ep_02.al_launch_inhere01"   "<clr:255,212,255>Gordon..."
"ep_02.al_launch_inhere02"   "<clr:255,212,255>In here."
"ep_02.al_launch_inhere03"   "<clr:255,212,255>We're waiting for you"
"ep_02.al_launch_judith01"   "<clr:255,212,255>Don't worry..."
"ep_02.al_launch_judith02"   "<clr:255,212,255>we're not coming back without her."
"ep_02.al_launch_lethimgo01"   "<clr:255,212,255>No...no!  Let him go!  "
"ep_02.al_launch_lethimgo02"   "<clr:255,212,255>Please let him go!"
"ep_02.al_launch_lift01"   "<clr:255,212,255>Well...here we are again."
"ep_02.al_launch_lift02"   "<clr:255,212,255>Seems like we spend half our lives in elevators."
"ep_02.al_launch_lookout"   "<clr:255,212,255>Look out!"
"ep_02.al_launch_lookout01"   "<clr:255,212,255>Dad!  Look out!"
"ep_02.al_launch_loveyoudont01"   "<clr:255,212,255>Yes "
"ep_02.al_launch_loveyoudont02"   "<clr:255,212,255>All right."
"ep_02.al_launch_loveyoudont03"   "<clr:255,212,255>Dad!"
"ep_02.al_launch_moveitnag01"   "<clr:255,212,255>Time to launch that rocket, Gordon."
"ep_02.al_launch_moveitnag02"   "<clr:255,212,255>They're all waiting for us."
"ep_02.al_launch_moveitnag03a"   "<clr:255,212,255>Let's go to the control room.  "
"ep_02.al_launch_moveitnag03b"   "<clr:255,212,255>We can get a great view of the launch from there."
"ep_02.al_launch_moveon"   "<clr:255,212,255>Everything okay?"
"ep_02.al_launch_moving01"   "<clr:255,212,255>Well, you gonna push the button?"
"ep_02.al_launch_moving02"   "<clr:255,212,255>Launch the rocket, Gordon! We gotta get moving. "
"ep_02.al_launch_no01"   "<clr:255,212,255>No!"
"ep_02.al_launch_no02a"   "<clr:255,212,255>No!"
"ep_02.al_launch_no02b"   "<clr:255,212,255>Dad!"
"ep_02.al_launch_nodad01"   "<clr:255,212,255>Dad!  "
"ep_02.al_launch_nohug"   "<clr:255,212,255>What, no hug?"
"ep_02.al_launch_noooo"   "<clr:255,212,255>Noooo!"
"ep_02.al_launch_noooo_alt1"   "<clr:255,212,255>Noooo!"
"ep_02.al_launch_noooo_alt2"   "<clr:255,212,255>Noooo!"
"ep_02.al_launch_noooo_alt3"   "<clr:255,212,255>Noooo!"
"ep_02.al_launch_ohgord"   "<clr:255,212,255>Gordon..."
"ep_02.al_launch_ohgord_alt1"   "<clr:255,212,255>Gordon..."
"ep_02.al_launch_ohgord_alt2"   "<clr:255,212,255>Gordon..."
"ep_02.al_launch_ohnodad01"   "<clr:255,212,255>Oh no.  "
"ep_02.al_launch_ohnodad02"   "<clr:255,212,255>Dad!"
"ep_02.al_launch_onelevator01"   "<clr:255,212,255>You coming, Gordon?"
"ep_02.al_launch_onelevator02"   "<clr:255,212,255>We're holding the lift for you, Gordon."
"ep_02.al_launch_onelevator03"   "<clr:255,212,255>Come on, Gordon."
"ep_02.al_launch_orders01"   "<clr:255,212,255>Now remember, Dog has strict orders to look after you."
"ep_02.al_launch_orders02"   "<clr:255,212,255>So don't get into any trouble."
"ep_02.al_launch_pieta01"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01a"   "<clr:255,212,255>Oh God!"
"ep_02.al_launch_pieta01b"   "<clr:255,212,255>Dad."
"ep_02.al_launch_pieta01c"   "<clr:255,212,255>Dad, please. Dad!"
"ep_02.al_launch_pieta01d"   "<clr:255,212,255>Oh my God!"
"ep_02.al_launch_pieta01e"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01f"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01g"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01h"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01i"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01j"   "<clr:255,212,255>No..."
"ep_02.al_launch_pieta01k"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01l"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01m"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01n"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01o"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01p"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01q"   "<clr:255,212,255>Oh my God!"
"ep_02.al_launch_pieta01r"   "<clr:255,212,255>No."
"ep_02.al_launch_pieta01s"   "<clr:255,212,255>No...don't leave me."
"ep_02.al_launch_pieta01t"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta01u"   "<clr:255,212,255>Dad."
"ep_02.al_launch_pieta01v"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02a"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02b"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02c"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02d"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02e"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02f"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02g"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02h"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02i"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02j"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02k"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02l"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_pieta02m"   "<clr:255,212,255>[sobbing]"
"ep_02.al_launch_portalclose"   "<clr:255,212,255>The portal's close to opening, but Dr. Magnusson's sure we'll be in time to stop it.  "
"ep_02.al_launch_portalwhoa01"   "<clr:255,212,255>Whoa!   "
"ep_02.al_launch_portalwhoa02"   "<clr:255,212,255>Yes! Yes!"
"ep_02.al_launch_portalwhoa03"   "<clr:255,212,255>Oh!"
"ep_02.al_launch_portalwhoa04"   "<clr:255,212,255>Oh my God!"
"ep_02.al_launch_praise01"   "<clr:255,212,255>Sweet job out there."
"ep_02.al_launch_praise02"   "<clr:255,212,255>Wow, nice work, Gordon."
"ep_02.al_launch_praise03"   "<clr:255,212,255>You're still my hero."
"ep_02.al_launch_push"   "<clr:255,212,255>Push the button, Gordon."
"ep_02.al_launch_readywaiting"   "<clr:255,212,255>The chopper's ready and waiting."
"ep_02.al_launch_rightthisway"   "<clr:255,212,255>Right this way."
"ep_02.al_launch_rushoff01"   "<clr:255,212,255>As soon as I get back, we'll start on those upgrades for Dog we've been talking about."
"ep_02.al_launch_seeusoff"   "<clr:255,212,255>Aren't you gonna see us off?"
"ep_02.al_launch_sigh01"   "<clr:255,212,255>[sigh]"
"ep_02.al_launch_sigh02"   "<clr:255,212,255>[sigh]"
"ep_02.al_launch_struggle01"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle02"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle03"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle04"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle05"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle06"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle07"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle08"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle09"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle10"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle11"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle12"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle13"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle14"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle15"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle16"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle17"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle18"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle19"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle20"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle21"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle22"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle23"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle24"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle25"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle26"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle27"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_struggle28"   "<sfx><norepeat:10><clr:255,212,255>[struggle sounds.]"
"ep_02.al_launch_theredog"   "<clr:255,212,255>Dog! There you are!"
"ep_02.al_launch_theymean"   "<clr:255,212,255>I think they want you to push the button, Gordon."
"ep_02.al_launch_thing01"   "<clr:255,212,255>It's all yours."
"ep_02.al_launch_thing02"   "<clr:255,212,255>Launch that thing."
"ep_02.al_launch_toohappy"   "<clr:255,212,255>I'll bet the Combine aren't too happy right now."
"ep_02.al_launch_upsetnut01"   "<clr:255,212,255>What a nut.  "
"ep_02.al_launch_upsetnut02"   "<clr:255,212,255>Don't go too far!"
"ep_02.al_launch_wedidit01"   "<clr:255,212,255>We did it, Gordon!  "
"ep_02.al_launch_wedidit02"   "<clr:255,212,255>We did it!"
"ep_02.al_launch_wedidit03"   "<clr:255,212,255>We Shut the portal!"
"ep_02.al_launch_wereback"   "<clr:255,212,255>We're back!"
"ep_02.al_launch_whatdoing"   "<clr:255,212,255>Oh my god!"
"ep_02.al_launch_wow"   "<clr:255,212,255>Whoa..."
"ep_02.al_launch_wowgord"   "<clr:255,212,255>Wow, Gordon.  You were amazing out there."
"ep_02.al_launch_wowgord_alt"   "<clr:255,212,255>Wow, Gordon.  You were amazing out there.  I don't know how you do it."
"ep_02.al_rad_1stpowernowtrans01"   "<clr:255,212,255>Lets go find out what we just powered up. I sure hope it was a transmitter."
"ep_02.al_rad_1stpowernowtrans02"   "<clr:255,212,255>Let's find the transmitter room before any more hunters find us."
"ep_02.al_rad_1stpowernowtrans03"   "<clr:255,212,255>The transmitter room has to be around here somewhere."
"ep_02.al_rad_allofem01"   "<clr:255,212,255>I think that's all of them. "
"ep_02.al_rad_allofem02"   "<clr:255,212,255>I hope so, anyway. "
"ep_02.al_rad_another"   "<clr:255,212,255>There's another one. "
"ep_02.al_rad_atdoor"   "<clr:255,212,255>It's at the door."
"ep_02.al_rad_awayfromdoor01"   "<clr:255,212,255>The door! "
"ep_02.al_rad_awayfromdoor02"   "<clr:255,212,255>Get away from the door!"
"ep_02.al_rad_backtocar"   "<clr:255,212,255>Let's get back to the car."
"ep_02.al_rad_bullets"   "<clr:255,212,255>Bullets aren't doing anything."
"ep_02.al_rad_carefulok"   "<clr:255,212,255>Careful, ok"
"ep_02.al_rad_caught01"   "<clr:255,212,255>Well, come on."
"ep_02.al_rad_caught02"   "<clr:255,212,255>I don't want my father to think we were caught in there when it went up."
"ep_02.al_rad_combing"   "<clr:255,212,255>Oh crap, they must be combing the hills now."
"ep_02.al_rad_comingthrough"   "<clr:255,212,255>He's coming through!"
"ep_02.al_rad_coverdoor"   "<clr:255,212,255>The door!  Cover the door, Gordon!"
"ep_02.al_rad_coverdoor01"   "<clr:255,212,255>The door! "
"ep_02.al_rad_coverdoor02"   "<clr:255,212,255>Cover the door, Gordon. "
"ep_02.al_rad_crap"   "<clr:255,212,255>Crap."
"ep_02.al_rad_datauseless01"   "<clr:255,212,255>This data's gonna be useless if we don't beat the Combine to White Forest. "
"ep_02.al_rad_datauseless02"   "<clr:255,212,255>That portal's gonna open all the way and then..."
"ep_02.al_rad_datauseless03"   "<clr:255,212,255>We'd better get moving..."
"ep_02.al_rad_detour01"   "<clr:255,212,255>Uh...isn't this the way back to the bridge?  "
"ep_02.al_rad_detour02"   "<clr:255,212,255>We should go back through the compound and see where the road goes."
"ep_02.al_rad_didyouhear"   "<clr:255,212,255>Did you hear something?"
"ep_02.al_rad_didyousee"   "<clr:255,212,255>Did you see that?"
"ep_02.al_rad_doorlock01"   "<clr:255,212,255>Well, that's it."
"ep_02.al_rad_doorlock02"   "<clr:255,212,255>The power's out."
"ep_02.al_rad_doyouread01"   "<clr:255,212,255>Hey"
"ep_02.al_rad_doyouread02"   "<clr:255,212,255>Hello?"
"ep_02.al_rad_doyouread03"   "<clr:255,212,255>Come in"
"ep_02.al_rad_doyouread04"   "<clr:255,212,255>Hello??"
"ep_02.al_rad_doyouread05"   "<clr:255,212,255>Are you there?"
"ep_02.al_rad_doyouread06"   "<clr:255,212,255>White Forest, do you read?"
"ep_02.al_rad_dreamed"   "<clr:255,212,255>I never thought I would see this day."
"ep_02.al_rad_findradroom"   "<clr:255,212,255>Now to find the radio room..."
"ep_02.al_rad_findway"   "<clr:255,212,255>Can you find a way up there?"
"ep_02.al_rad_foundcontrols01"   "<clr:255,212,255>Found the gate controls!  "
"ep_02.al_rad_foundcontrols02"   "<clr:255,212,255>Here goes!"
"ep_02.al_rad_gateclosed01"   "<clr:255,212,255>We can't get out till I open that gate.  "
"ep_02.al_rad_gateclosed02"   "<clr:255,212,255>Hold on..."
"ep_02.al_rad_gateclosed03"   "<clr:255,212,255>The controls have got to be around here someplace."
"ep_02.al_rad_gener"   "<clr:255,212,255>Generators... power.. What more do we need?"
"ep_02.al_rad_getouthere"   "<clr:255,212,255>Let's get out here."
"ep_02.al_rad_getpoweron01"   "<clr:255,212,255>We should get the power back on."
"ep_02.al_rad_getpoweron02"   "<clr:255,212,255>We'd better try to get power to the transmitter, Gordon."
"ep_02.al_rad_getready"   "<clr:255,212,255>No, not us.  The Combine!  You have to get ready!"
"ep_02.al_rad_good"   "<clr:255,212,255>Good."
"ep_02.al_rad_goodpoweron"   "<clr:255,212,255>Good...the power's on."
"ep_02.al_rad_headingyourway"   "<clr:255,212,255>Yes, I know!  But the Combine, they're heading your way!"
"ep_02.al_rad_hellodoc01"   "<clr:255,212,255>Hello - Dr. Magnusson?"
"ep_02.al_rad_hellodoc02"   "<clr:255,212,255>Hello?"
"ep_02.al_rad_hellodoc03"   "<clr:255,212,255>Are you there?"
"ep_02.al_rad_hellout"   "<clr:255,212,255>Let's get the hell out of here."
"ep_02.al_rad_help"   "<clr:255,212,255>Help, Gordon!"
"ep_02.al_rad_herecomes"   "<clr:255,212,255>Here it comes."
"ep_02.al_rad_hereitis01"   "<clr:255,212,255>Here it is."
"ep_02.al_rad_hereitis02"   "<clr:255,212,255>Okay..."
"ep_02.al_rad_hereitis03"   "<clr:255,212,255>this should do it..."
"ep_02.al_rad_hereletme"   "<clr:255,212,255>Here, let me open the gate."
"ep_02.al_rad_hideinhere"   "<clr:255,212,255>Gordon, hide. "
"ep_02.al_rad_hideinhere01"   "<clr:255,212,255>Gordon..."
"ep_02.al_rad_hideinhere02"   "<clr:255,212,255>Hide!"
"ep_02.al_rad_hopehold"   "<clr:255,212,255>Let's hope that holds long enough to power up the transmitter."
"ep_02.al_rad_inheresomewhere"   "<clr:255,212,255>There's gotta be a transmitter in here somewhere.  Let's find it."
"ep_02.al_rad_killedit"   "<clr:255,212,255>We killed it!  We killed it! "
"ep_02.al_rad_killedyeah"   "<clr:255,212,255>Yeah!"
"ep_02.al_rad_location01"   "<clr:255,212,255>No, the Combine's moving toward your location."
"ep_02.al_rad_location02"   "<clr:255,212,255>They'll be there soon!"
"ep_02.al_rad_lookforradio01"   "<clr:255,212,255>There's got to be a transmitter around here, Gordon."
"ep_02.al_rad_lookforradio02"   "<clr:255,212,255>Let's see if there's a transmitter around here."
"ep_02.al_rad_lookforradio03"   "<clr:255,212,255>Let's look for a transmitter room."
"ep_02.al_rad_lookout"   "<clr:255,212,255>I'll keep a lookout while you poke around inside."
"ep_02.al_rad_lookup"   "<clr:255,212,255>Hey, look up there! It's a radio tower."
"ep_02.al_rad_message"   "<clr:255,212,255>It's one of those things we saw in the message from Judith."
"ep_02.al_rad_musthavetrans"   "<clr:255,212,255>They must have a transmitter in one of these buildings."
"ep_02.al_rad_needdad"   "<clr:255,212,255>I need to talk to my father."
"ep_02.al_rad_needwarn01"   "<clr:255,212,255>We need to send a warning to White Forest."
"ep_02.al_rad_neverpower01"   "<clr:255,212,255>Doesn't look like the power is ever coming on again"
"ep_02.al_rad_neverpower02"   "<clr:255,212,255>We should get back on the road."
"ep_02.al_rad_nobody01"   "<clr:255,212,255>Nobody's home. "
"ep_02.al_rad_nobody02"   "<clr:255,212,255>Wonder how long it's been deserted."
"ep_02.al_rad_notthistime"   "<clr:255,212,255>Not this time. "
"ep_02.al_rad_notthistime_loud"   "<clr:255,212,255>Not this time! "
"ep_02.al_rad_nottough"   "<clr:255,212,255>They're not as tough as they look!"
"ep_02.al_rad_notwastetime"   "<clr:255,212,255>Let's not waste any more time. We need to call White Forest. "
"ep_02.al_rad_now"   "<clr:255,212,255>Now! "
"ep_02.al_rad_offagain"   "<clr:255,212,255>Hey!  It's off again!  What'd you do?"
"ep_02.al_rad_offguard"   "<clr:255,212,255>They're not gonna catch me off guard again. "
"ep_02.al_rad_oldblue"   "<clr:255,212,255>Nice work with old blue eyes."
"ep_02.al_rad_omgc17"   "<clr:255,212,255>Oh my god."
"ep_02.al_rad_omgc17a"   "<clr:255,212,255>The portal's getting bigger.  "
"ep_02.al_rad_omgc17b"   "<clr:255,212,255>I hope we still have time to shut it down."
"ep_02.al_rad_onedown"   "<clr:255,212,255>One down!"
"ep_02.al_rad_onemoredown"   "<clr:255,212,255>One more down!"
"ep_02.al_rad_onlyonemore"   "<clr:255,212,255>Only one more!"
"ep_02.al_rad_onroof"   "<clr:255,212,255>Listen--it's on the roof!"
"ep_02.al_rad_onroof01"   "<clr:255,212,255>Listen. "
"ep_02.al_rad_onroof02"   "<clr:255,212,255>It's on the roof. "
"ep_02.al_rad_onuphere"   "<clr:255,212,255>Okay!  Power's on up here!"
"ep_02.al_rad_pickuproad"   "<clr:255,212,255>Let's keep going, see if we can pick up the road somewhere ahead."
"ep_02.al_rad_posthunters01"   "<clr:255,212,255>Let's try the transmitter before any more show up."
"ep_02.al_rad_posthunters02"   "<clr:255,212,255>Let's find the transmitter before any more show up."
"ep_02.al_rad_postkill01"   "<clr:255,212,255>All right, we got all of em!  Yeah!  "
"ep_02.al_rad_postkill02"   "<clr:255,212,255>They'll think twice about messing with us again."
"ep_02.al_rad_postkill03"   "<clr:255,212,255>Right, Gordon?"
"ep_02.al_rad_postkill04"   "<clr:255,212,255>Never again."
"ep_02.al_rad_postkill05"   "<clr:255,212,255>Yeah!"
"ep_02.al_rad_postkill06"   "<clr:255,212,255>Well...even so..."
"ep_02.al_rad_postkill07"   "<clr:255,212,255>We should get our warning out and then keep moving. "
"ep_02.al_rad_powerboxagain01"   "<clr:255,212,255>Let's go check that power box again."
"ep_02.al_rad_powerboxagain02"   "<clr:255,212,255>Maybe it's just flaky."
"ep_02.al_rad_powerlines"   "<clr:255,212,255>Hey, those power lines are coming from this building."
"ep_02.al_rad_powerout01"   "<clr:255,212,255>Well, here's the transmitter. "
"ep_02.al_rad_powerout02"   "<clr:255,212,255>Mm. No power though. "
"ep_02.al_rad_powerout03"   "<clr:255,212,255>Let's see if we can get some electricity going. "
"ep_02.al_rad_ready"   "<clr:255,212,255>I'm ready! "
"ep_02.al_rad_readyforyou"   "<clr:255,212,255>I'm ready for you. "
"ep_02.al_rad_readythistime"   "<clr:255,212,255>I'm ready for them this time!"
"ep_02.al_rad_roadblock"   "<clr:255,212,255>We're gonna have to find a way around this anyway."
"ep_02.al_rad_roadpast01"   "<clr:255,212,255>Looks like the road will take us right past it."
"ep_02.al_rad_roadpast02"   "<clr:255,212,255>Let's go in."
"ep_02.al_rad_roadsout"   "<clr:255,212,255>Should have known it wouldn't be as easy as just driving down the road. Looks like we'll have to take a detour. "
"ep_02.al_rad_seeifworking"   "<clr:255,212,255>Come on, Gordon.  Let's see if the transmitter's working."
"ep_02.al_rad_seestower01"   "<clr:255,212,255>A radio tower. "
"ep_02.al_rad_seestower02"   "<clr:255,212,255>If it's working, we need to send a warning to White Forest. "
"ep_02.al_rad_seestower03"   "<clr:255,212,255>They've got no idea the Combine's heading their way. "
"ep_02.al_rad_setback"   "<clr:255,212,255>We had a bit of a set-back."
"ep_02.al_rad_sh"   "<clr:255,212,255>Shh. "
"ep_02.al_rad_shit"   "<clr:255,212,255>Shit."
"ep_02.al_rad_signweak01"   "<clr:255,212,255>The signal's really weak..."
"ep_02.al_rad_signweak02"   "<clr:255,212,255>Well, let's give it a try."
"ep_02.al_rad_stickby01"   "<clr:255,212,255>Find a way back to the power box, ok?"
"ep_02.al_rad_stickby02"   "<clr:255,212,255>I'll stick by the radio in case we get them back on the line."
"ep_02.al_rad_stickby03"   "<clr:255,212,255>We might not have much time to talk, even if you do restore the power."
"ep_02.al_rad_stunned"   "<clr:255,212,255>I think you stunned it."
"ep_02.al_rad_takedown"   "<clr:255,212,255>Take it down!"
"ep_02.al_rad_takethat01"   "<clr:255,212,255>Take that!"
"ep_02.al_rad_takethese"   "<clr:255,212,255>Gordon we can take these."
"ep_02.al_rad_thatsit"   "<clr:255,212,255>That's it."
"ep_02.al_rad_theyreback"   "<clr:255,212,255>Those things that attacked us at the mines... hunters, they're out there."
"ep_02.al_rad_theyreback01"   "<clr:255,212,255>Those things that attacked us at the mines..."
"ep_02.al_rad_theyreback02"   "<clr:255,212,255>Hunters..."
"ep_02.al_rad_theyreback03"   "<clr:255,212,255>They're out there. "
"ep_02.al_rad_thick01"   "<clr:255,212,255>That was probably a scouting party. "
"ep_02.al_rad_thick02"   "<clr:255,212,255>Let's send our warning and get out of here."
"ep_02.al_rad_thisis"   "<clr:255,212,255>This is..."
"ep_02.al_rad_thisisav01"   "<clr:255,212,255>No, this is Alyx Vance."
"ep_02.al_rad_thisisav02"   "<clr:255,212,255>Dr. Magnusson, is that you?"
"ep_02.al_rad_threedown01"   "<clr:255,212,255>Get it!."
"ep_02.al_rad_throw"   "<clr:255,212,255>Throw something at it!"
"ep_02.al_rad_timetogo01"   "<clr:255,212,255>We should get moving.  They need us at White Forest."
"ep_02.al_rad_timetogo02"   "<clr:255,212,255>Let's get driving, Gordon."
"ep_02.al_rad_tough"   "<clr:255,212,255>Damn these things are tough."
"ep_02.al_rad_trypowerbox"   "<clr:255,212,255>Try that power box, Gordon."
"ep_02.al_rad_trysignal"   "<clr:255,212,255>Seems like a long shot but we have to try to get a signal."
"ep_02.al_rad_twomore"   "<clr:255,212,255>Oh, crap.  More?"
"ep_02.al_rad_use_findtrans01"   "<clr:255,212,255>We need to find the transmitter room, so we can contact White Forest and warn them the Combine are coming their way."
"ep_02.al_rad_use_findtrans02"   "<clr:255,212,255>Nobody at White Forest has any idea the Combine are coming.  We have to warn them!"
"ep_02.al_rad_use_powertotrans01"   "<clr:255,212,255>We need to restore power to the transmitter."
"ep_02.al_rad_use_powertotrans02"   "<clr:255,212,255>We need to get the transmitter powered up."
"ep_02.al_rad_usecar"   "<clr:255,212,255>We've got to take the car if we want to beat the Combine to White Forest."
"ep_02.al_rad_useless"   "<clr:255,212,255>Bullets are useless!"
"ep_02.al_rad_usetrans"   "<clr:255,212,255>Come on, let's see if we can use their transmitter."
"ep_02.al_rad_warn"   "<clr:255,212,255>I just hope they got my warning."
"ep_02.al_rad_wecandothis"   "<clr:255,212,255>We can do this! "
"ep_02.al_rad_wfcomein01"   "<clr:255,212,255>White Forest, come in."
"ep_02.al_rad_wfcomein02"   "<clr:255,212,255>White Forest, do you read?"
"ep_02.al_rad_wfcomein03"   "<clr:255,212,255>White Forest, do you read?"
"ep_02.al_rad_whatwasthat"   "<clr:255,212,255>What the hell was that?"
"ep_02.al_rad_wonder_alt01"   "<clr:255,212,255>I wonder if he got any of that.  "
"ep_02.al_rad_wonder_alt02"   "<clr:255,212,255>We'd better get back on the road."
"ep_02.al_rad_wonder01"   "<clr:255,212,255>I wonder if he got any of that.  "
"ep_02.al_rad_wonder02"   "<clr:255,212,255>Let's get back on the road."
"ep_02.al_radar_blip01"   "<clr:255,212,255>Blip."
"ep_02.al_radar_blip02"   "<clr:255,212,255>Blip."
"ep_02.al_radar_blip03"   "<clr:255,212,255>[laughter]"
"ep_02.al_radar_blip04"   "<clr:255,212,255>Blip-blip"
"ep_02.al_radar_building01"   "<clr:255,212,255>According to the radar, there's a beacon inside this building."
"ep_02.al_radar_building02"   "<clr:255,212,255>The cache must be inside this building."
"ep_02.al_radar_building03"   "<clr:255,212,255>I'll keep watch out here if you want to look inside for the cache."
"ep_02.al_radar_colder01"   "<clr:255,212,255>Getting colder."
"ep_02.al_radar_colder02"   "<clr:255,212,255>It's moving offscreen."
"ep_02.al_radar_colder03"   "<clr:255,212,255>Gone."
"ep_02.al_radar_colder04"   "<clr:255,212,255>Lost it."
"ep_02.al_radar_followup01"   "<clr:255,212,255>You want to check it out?"
"ep_02.al_radar_followup02"   "<clr:255,212,255>Think it's worth looking at?"
"ep_02.al_radar_followup03"   "<clr:255,212,255>We should check it out."
"ep_02.al_radar_followup04"   "<clr:255,212,255>Want to give it a look?"
"ep_02.al_radar_getgoing01"   "<clr:255,212,255>Gordon, we should get going."
"ep_02.al_radar_getgoing02"   "<clr:255,212,255>Maybe we should just head out.  "
"ep_02.al_radar_getgoing03"   "<clr:255,212,255>You okay in there?"
"ep_02.al_radar_hiddencache01"   "<clr:255,212,255>Hmm... we're getting a signal but I don't see anything."
"ep_02.al_radar_hiddencache02"   "<clr:255,212,255>What do you think, Gordon?"
"ep_02.al_radar_launcherhandy"   "<clr:255,212,255>Oh, rocket launcher!  That'll come in handy!"
"ep_02.al_radar_multi"   "<clr:255,212,255>Wow, the radar is going crazy!"
"ep_02.al_radar_newdetect01"   "<clr:255,212,255>Hey-something on the radar."
"ep_02.al_radar_newdetect02"   "<clr:255,212,255>We're picking up something on the radar."
"ep_02.al_radar_newdetect03"   "<clr:255,212,255>Radar's going off, Gordon."
"ep_02.al_radar_newdetect04"   "<clr:255,212,255>There goes the radar."
"ep_02.al_radar_newdetect05"   "<clr:255,212,255>What's that?  Something on the radar."
"ep_02.al_radar_newpanel01"   "<clr:255,212,255>There goes the new radar panel."
"ep_02.al_radar_newpanel02"   "<clr:255,212,255>They told me it's keyed to rebel caches...stuff we might need."
"ep_02.al_radar_newpanel03"   "<clr:255,212,255>Maybe we should see what it's picking up."
"ep_02.al_radar_nicejob"   "<clr:255,212,255>Nice job.  That'll come in handy."
"ep_02.al_radar_plususe01"   "<clr:255,212,255>Maybe we should just head out. We need to get to White Forest."
"ep_02.al_radar_plususe02"   "<clr:255,212,255>I don't know.  This is supposed to be your area of expertise."
"ep_02.al_radar_regain01"   "<clr:255,212,255>There it is again."
"ep_02.al_radar_regain02"   "<clr:255,212,255>Picking it up again."
"ep_02.al_radar_regain03"   "<clr:255,212,255>Got a signal again."
"ep_02.al_radar_warmer01"   "<clr:255,212,255>We're getting close."
"ep_02.al_radar_warmer02"   "<clr:255,212,255>Getting warmer."
"ep_02.al_radar_warmer03"   "<clr:255,212,255>We're right on top of it."
"ep_02.al_radar_warmer04"   "<clr:255,212,255>It's around here someplace."
"ep_02.al_radar_withoutbeacon"   "<clr:255,212,255>We'd never have known this was here without the beacon."
"ep_02.al_radar_worthtrouble"   "<clr:255,212,255>Oh well...I bet that stuff wasn't worth the trouble.  Let's go."
"ep_02.al_radar_youfoundcache"   "<clr:255,212,255>Ah, you found it.  "
"ep_02.al_radar_zombiestuff"   "<clr:255,212,255>I think the zombies want their stuff back!"
"ep_02.al_rbed_aportalstorm"   "<clr:255,212,255>Portal storm! "
"ep_02.al_rbed_areyouok"   "<clr:255,212,255>Are you okay? "
"ep_02.al_rbed_backuptracks"   "<clr:255,212,255>We're going to want to get back up to the tracks and keep our original heading, but in the meantime, maybe we can find those vortigaunts."
"ep_02.al_rbed_bridge"   "<clr:255,212,255>Look out!  The bridge!"
"ep_02.al_rbed_callinggordon01"   "<clr:255,212,255>Gordon! "
"ep_02.al_rbed_callinggordon02"   "<clr:255,212,255>Gordon! "
"ep_02.al_rbed_callinggordon03"   "<clr:255,212,255>Gordon! "
"ep_02.al_rbed_callinggordon04"   "<clr:255,212,255>Gordon! "
"ep_02.al_rbed_checkin"   "<clr:255,212,255>Now, to check in. "
"ep_02.al_rbed_commctr01"   "<clr:255,212,255>Okay - a communication center. "
"ep_02.al_rbed_commctr02"   "<clr:255,212,255>Let's see if we can get out a message to my Dad. "
"ep_02.al_rbed_cover"   "<clr:255,212,255>It's good idea to take advantage of cover for now, in case they're doing fly-overs.  "
"ep_02.al_rbed_didntseeyou01"   "<clr:255,212,255>When I couldn't find you I got... "
"ep_02.al_rbed_didntseeyou02"   "<clr:255,212,255>I know, I know - I shouldn't have worried. "
"ep_02.al_rbed_didtrick"   "<clr:255,212,255>That did the trick."
"ep_02.al_rbed_didtrick02"   "<clr:255,212,255>Thanks."
"ep_02.al_rbed_didyouhear"   "<clr:255,212,255>Did you hear that?"
"ep_02.al_rbed_expectmore01"   "<clr:255,212,255>I guess we can expect more of those..."
"ep_02.al_rbed_expectmore02"   "<clr:255,212,255>It's like the First Days all over again."
"ep_02.al_rbed_findcover"   "<clr:255,212,255>We need to find some cover.  "
"ep_02.al_rbed_firstdays01"   "<clr:255,212,255>Portal storms!  "
"ep_02.al_rbed_firstdays02"   "<clr:255,212,255>It's like the First Days all over again."
"ep_02.al_rbed_gatenags01"   "<clr:255,212,255>Go on, Gordon.  Open the gate."
"ep_02.al_rbed_gatenags02"   "<clr:255,212,255>As long as they're doing aerial sweeps, we should make our way into the mines."
"ep_02.al_rbed_gatenags03"   "<clr:255,212,255>Maybe you can find a way to get this gate open.  "
"ep_02.al_rbed_gatenags04"   "<clr:255,212,255>Looks like we can get into the mines through here.  If we could just get this gate open."
"ep_02.al_rbed_gatenags05"   "<clr:255,212,255>Do you see a gate control in there, Gordon?"
"ep_02.al_rbed_gatenags06"   "<clr:255,212,255>Open the gate up, Gordon!"
"ep_02.al_rbed_giveupnow01"   "<clr:255,212,255>Well, we should keep moving. "
"ep_02.al_rbed_giveupnow02"   "<clr:255,212,255>I'm sure the Combine haven't forgotten about us. "
"ep_02.al_rbed_gladtosee"   "<clr:255,212,255>I can't tell you how glad I was to see you in there."
"ep_02.al_rbed_gordon"   "<clr:255,212,255>Gordon?"
"ep_02.al_rbed_gravgunkick"   "<clr:255,212,255>Wow - I forgot what a kick this thing has. "
"ep_02.al_rbed_gravgunstillworks"   "<clr:255,212,255>Let's hope this still works "
"ep_02.al_rbed_haven"   "<clr:255,212,255>Well, safe haven it ain't. "
"ep_02.al_rbed_heardvorts01"   "<clr:255,212,255>I heard vortigaunts a few minutes ago. Maybe they're still around. "
"ep_02.al_rbed_heardvorts02"   "<clr:255,212,255>We've got a long way to go to find my Dad. It would be nice to have some extra help. "
"ep_02.al_rbed_help"   "<clr:255,212,255>Help!"
"ep_02.al_rbed_heregoes"   "<clr:255,212,255>Here goes. "
"ep_02.al_rbed_holdonsec"   "<clr:255,212,255>Hold on a sec - I'll let you out of there. "
"ep_02.al_rbed_holdonsec_alt"   "<clr:255,212,255>Hold on a sec - I'll get you out of there. "
"ep_02.al_rbed_hopewedont01"   "<clr:255,212,255>It's like the First Days all over again. "
"ep_02.al_rbed_hopewedont02"   "<clr:255,212,255>I hope we don't get many more. "
"ep_02.al_rbed_hunter_breathing01"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing02"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing03"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing04"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing05"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing06"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing07"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing08"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing09"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing10"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing11"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing12"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_breathing13"   "<clr:255,212,255>[pained breathing]"
"ep_02.al_rbed_hunter_collapse01"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_collapse02"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_collapse03"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_collapse04"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_collapse05"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_collapse06"   "<clr:255,212,255>[pain sounds]Help me.."
"ep_02.al_rbed_hunter_collapse07"   "<clr:255,212,255>[pain sounds]Help..."
"ep_02.al_rbed_hunter_collapse08"   "<clr:255,212,255>[pain sounds]Help me..."
"ep_02.al_rbed_hunter_collapse09"   "<clr:255,212,255>[pain sounds]Gordon..."
"ep_02.al_rbed_hunter_collapse10"   "<clr:255,212,255>[pain sounds]Help..."
"ep_02.al_rbed_hunter_gordon"   "<clr:255,212,255>[pain sounds]Gordon!"
"ep_02.al_rbed_hunter_pain01"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_pain02"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_pain03"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_pain04"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_pain05"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_pain06"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_pain07"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hunter_pain08"   "<clr:255,212,255>[pain sounds]"
"ep_02.al_rbed_hurrynags01"   "<clr:255,212,255>Gordon, we're not alone!"
"ep_02.al_rbed_hurrynags02"   "<clr:255,212,255>Hurry!"
"ep_02.al_rbed_hurrynags03"   "<clr:255,212,255>Come on, we'd better hurry!"
"ep_02.al_rbed_insight"   "<clr:255,212,255>Hey, if you have any blinding insights into how to fix this, go for it. "
"ep_02.al_rbed_lookbridge"   "<clr:255,212,255>Look - the bridge! "
"ep_02.al_rbed_lookdoingbridge"   "<clr:255,212,255>Look what it's doing to the bridge!"
"ep_02.al_rbed_lookrocks"   "<clr:255,212,255>Look.  Rocks must have shifted when that shockwave hit.  "
"ep_02.al_rbed_mess"   "<clr:255,212,255>What a mess. This could take a while. "
"ep_02.al_rbed_mindplug"   "<clr:255,212,255>Would you mind plugging it in?"
"ep_02.al_rbed_mineshaft01"   "<clr:255,212,255>A mineshaft!  "
"ep_02.al_rbed_mineshaft02"   "<clr:255,212,255>Let's head in there."
"ep_02.al_rbed_notalone"   "<clr:255,212,255>Shh. Quiet!  We're not alone"
"ep_02.al_rbed_notsurehow"   "<clr:255,212,255>Not sure what I just did ...but it worked.  "
"ep_02.al_rbed_omg"   "<clr:255,212,255>Oh my God!"
"ep_02.al_rbed_omgcitadel01"   "<clr:255,212,255>Oh my God - the Citadel! "
"ep_02.al_rbed_omgcitadel02"   "<clr:255,212,255>What the hell is happening? "
"ep_02.al_rbed_plugitin"   "<clr:255,212,255>See the cord, Gordon?  You want to plug it in?"
"ep_02.al_rbed_plususe01"   "<clr:255,212,255>I'm glad to see you too."
"ep_02.al_rbed_plususe02"   "<clr:255,212,255>Okay, Gordon...let's keep moving."
"ep_02.al_rbed_plususe03"   "<clr:255,212,255>Mm-hm, we should head out."
"ep_02.al_rbed_plususe04"   "<clr:255,212,255>Amazing we survived, isn't it?"
"ep_02.al_rbed_powercord"   "<clr:255,212,255>Hey...a power cord.  How'd that get down there?"
"ep_02.al_rbed_rebel"   "<clr:255,212,255>I wouldn't be surprised if the rebels used this place. "
"ep_02.al_rbed_refugees_alt"   "<clr:255,212,255>Refugees!  I wish someone would have warned them about headcrabs."
"ep_02.al_rbed_refugees01"   "<clr:255,212,255>Refugees..."
"ep_02.al_rbed_refugees02"   "<clr:255,212,255>They could have used a crash-course in outland survival."
"ep_02.al_rbed_refugees03"   "<clr:255,212,255>I just wish someone would have warned them about headcrabs."
"ep_02.al_rbed_rocksshifted"   "<clr:255,212,255>I hadn't noticed this before; rocks must have shifted when that shockwave hit. "
"ep_02.al_rbed_rocksshifted01"   "<clr:255,212,255>I hadn't noticed this before."
"ep_02.al_rbed_rocksshifted02"   "<clr:255,212,255>Rocks must have shifted when that shockwave hit. "
"ep_02.al_rbed_seeanyway"   "<clr:255,212,255>If you can see any way to help, I'd appreciate it, Gordon."
"ep_02.al_rbed_seesgravgun01"   "<clr:255,212,255>Ah!"
"ep_02.al_rbed_seesgravgun02"   "<clr:255,212,255>The gravity gun."
"ep_02.al_rbed_shifted01"   "<clr:255,212,255>Something shifted up there..."
"ep_02.al_rbed_shifted02"   "<clr:255,212,255>I see an opening."
"ep_02.al_rbed_snooping"   "<clr:255,212,255>Gordon - there's something snooping around out here. "
"ep_02.al_rbed_standback"   "<clr:255,212,255>Stand back. "
"ep_02.al_rbed_takegravgun01"   "<clr:255,212,255>Here - you take the gravity gun. "
"ep_02.al_rbed_takegravgun02"   "<clr:255,212,255>You're better with it than I am. "
"ep_02.al_rbed_toovuln"   "<clr:255,212,255>Come on.  We're too exposed out here."
"ep_02.al_rbed_wannaplugitin"   "<clr:255,212,255>Hey, Gordon?  Want to plug it in?"
"ep_02.al_rbed_whatnow01"   "<clr:255,212,255>Damn. "
"ep_02.al_rbed_whatnow02"   "<clr:255,212,255>What now. "
"ep_02.al_rbed_whatsthat"   "<clr:255,212,255>What's that? "
"ep_02.al_rbed_whatthat"   "<clr:255,212,255>What was that? "
"ep_02.al_rbed_whoa"   "<clr:255,212,255>Whoa!"
"ep_02.al_rbed_workingagain"   "<clr:255,212,255>Let me see if I can get it working again. "
"ep_02.al_rbed_yourokay"   "<clr:255,212,255>Oh Gordon, thank God you're all right. "
"ep_02.al_rbed_zombies01"   "<clr:255,212,255>Zombies! Get ready!"
"ep_02.al_rbed_zombies02"   "<clr:255,212,255>Zombies! I got 'em!"
"ep_02.al_rbed_zombies03"   "<clr:255,212,255>Or you do..."
"ep_02.al_rbed_zombies04"   "<clr:255,212,255>Or you can get 'em..."
"ep_02.al_rdblk_field01"   "<clr:255,212,255>We're not going to get the car any further without disabling that force field."
"ep_02.al_rdblk_field02"   "<clr:255,212,255>How about I stay here and try to keep down the zombie population while you see if you can shut that thing down."
"ep_02.al_rdblk_needboth01"   "<clr:255,212,255>We don't need to both defend the car, Gordon."
"ep_02.al_rdblk_needboth02"   "<clr:255,212,255>See if you can shut off the force field."
"ep_02.al_rdblk_podhid01"   "<clr:255,212,255>so they had an advisor pod hidden in here"
"ep_02.al_rdblk_podhid02"   "<clr:255,212,255>and this one hatched"
"ep_02.al_rdblk_podhid03"   "<clr:255,212,255>better step on the gas."
"ep_02.al_silo_anotheralarm"   "<clr:255,212,255>Another alarm?"
"ep_02.al_silo_anysooner01"   "<clr:255,212,255>I'm sorry we couldn't get here any sooner, Dad.  "
"ep_02.al_silo_anysooner02"   "<clr:255,212,255>We went as fast as we could."
"ep_02.al_silo_areyouok"   "<clr:255,212,255>Dad?  Are you okay?"
"ep_02.al_silo_array01"   "<clr:255,212,255>I take it the old portal satellite array was functional after all."
"ep_02.al_silo_basesecure01"   "<clr:255,212,255>Yes, he's fine."
"ep_02.al_silo_basesecure02"   "<clr:255,212,255>And thanks to him, the base is secure "
"ep_02.al_silo_besttime01"   "<clr:255,212,255>dad...hmm"
"ep_02.al_silo_besttime02"   "<clr:255,212,255>I know this isn't the best time to ask about this"
"ep_02.al_silo_besttime03"   "<clr:255,212,255>but with everything she put us through"
"ep_02.al_silo_besttime04"   "<clr:255,212,255>the betrayal and nova prospekt"
"ep_02.al_silo_bigger"   "<clr:255,212,255>how is the project going?"
"ep_02.al_silo_borealisreal01"   "<clr:255,212,255>What?"
"ep_02.al_silo_borealisreal02"   "<clr:255,212,255>The Borealis? It's real?"
"ep_02.al_silo_breath01"   "<norepeat:10><clr:255,212,255>[breath]"
"ep_02.al_silo_breath02"   "<norepeat:10><clr:255,212,255>[breath]"
"ep_02.al_silo_bunker"   "<clr:255,212,255>That looks like a bunker entrance up ahead."
"ep_02.al_silo_bunkerentrance"   "<clr:255,212,255>There's the entrance!  "
"ep_02.al_silo_cantcome01"   "<clr:255,212,255>I'm sorry I can't come with you, Gordon.  "
"ep_02.al_silo_cantcome02"   "<clr:255,212,255>I should really help Dr. Kleiner."
"ep_02.al_silo_captured01"   "<clr:255,212,255>Gordon and I captured a raw data stream that was going out when the Citadel blew."
"ep_02.al_silo_captured02"   "<clr:255,212,255>They put everything they had into sending it"
"ep_02.al_silo_captured03"   "<clr:255,212,255>and they've been on our heels ever since."
"ep_02.al_silo_catchup"   "<clr:255,212,255>Catch up with us when you're done."
"ep_02.al_silo_comefindyou"   "<clr:255,212,255>I'll come find you in a little while."
"ep_02.al_silo_comeonin"   "<clr:255,212,255>Come on, Gordon."
"ep_02.al_silo_coming_far"   "<clr:255,212,255>Hey gordon, you coming?"
"ep_02.al_silo_coming_near"   "<clr:255,212,255>Gordon, you coming?"
"ep_02.al_silo_copied01"   "<clr:255,212,255>yeah, I copied the whole packet."
"ep_02.al_silo_copied02"   "<clr:255,212,255>Along with the transmission from Judith."
"ep_02.al_silo_dad"   "<clr:255,212,255>Dad!"
"ep_02.al_silo_dadshock01"   "<clr:255,212,255>Dad!"
"ep_02.al_silo_dadshock02"   "<clr:255,212,255>Dad!"
"ep_02.al_silo_dadtransmission"   "<clr:255,212,255>Dad."
"ep_02.al_silo_dadtransmissionno"   "<clr:255,212,255>Dad, no!"
"ep_02.al_silo_dogslowpoke"   "<clr:255,212,255>Better luck next time, slowpoke!"
"ep_02.al_silo_dogwins"   "<clr:255,212,255>Well, you won this time, Dog. "
"ep_02.al_silo_dontgiveup01"   "<clr:255,212,255>Don't give up now, Gordon.  "
"ep_02.al_silo_dontgiveup02"   "<clr:255,212,255>Let's go in."
"ep_02.al_silo_doyouneed01"   "<clr:255,212,255>Ok."
"ep_02.al_silo_doyouneed02"   "<clr:255,212,255>Do you need anything?"
"ep_02.al_silo_everythingok"   "<clr:255,212,255>Is everything all right?"
"ep_02.al_silo_finehere01"   "<clr:255,212,255>We'll be fine here, Gordon."
"ep_02.al_silo_finehere02"   "<clr:255,212,255>Dr. Kleiner needs you"
"ep_02.al_silo_fixyouup"   "<clr:255,212,255>Looks like they're set to fix you up here."
"ep_02.al_silo_gladtobeback"   "<clr:255,212,255>I'm glad to be back."
"ep_02.al_silo_gladtobehere01"   "<clr:255,212,255>Heya!"
"ep_02.al_silo_gladtobehere02"   "<clr:255,212,255>Boy, are we glad to be here."
"ep_02.al_silo_goingtobe"   "<clr:255,212,255>Everything's going to be all right."
"ep_02.al_silo_goodteam01"   "<clr:255,212,255>Yeah."
"ep_02.al_silo_goodteam02"   "<clr:255,212,255>We make a pretty good team."
"ep_02.al_silo_gordonthankgoodness01"   "<clr:255,212,255>Gordon..."
"ep_02.al_silo_gordonthankgoodness02"   "<clr:255,212,255>Thank goodness you're okay."
"ep_02.al_silo_gordonthankgoodness03"   "<clr:255,212,255>We got in here as soon as we could. "
"ep_02.al_silo_gordonthankgoodness04"   "<clr:255,212,255>We couldn't get in till you sealed off the silo and the blast doors opened up "
"ep_02.al_silo_gothruhere01"   "<clr:255,212,255>Through here, Gordon."
"ep_02.al_silo_gothruhere02"   "<clr:255,212,255>This way."
"ep_02.al_silo_gothruhere03"   "<clr:255,212,255>After you, Gordon."
"ep_02.al_silo_gotthru"   "<clr:255,212,255>Looks like our message got through after all."
"ep_02.al_silo_greetrebs01"   "<clr:255,212,255>Thanks. It's good to be here."
"ep_02.al_silo_greetrebs02"   "<clr:255,212,255>Boy am I glad to be here."
"ep_02.al_silo_greetrebs03"   "<clr:255,212,255>Safe at last!"
"ep_02.al_silo_greetrebs04"   "<clr:255,212,255>Let us in!"
"ep_02.al_silo_hellomag"   "<clr:255,212,255>Hello, Dr. Magnusson."
"ep_02.al_silo_hereyougo01"   "<clr:255,212,255>Here you go.  "
"ep_02.al_silo_hereyougo02"   "<clr:255,212,255>The kettle was hot"
"ep_02.al_silo_hereyougo03"   "<clr:255,212,255>You feeling better now?"
"ep_02.al_silo_hopegothere01"   "<clr:255,212,255>And what about the Combine?  "
"ep_02.al_silo_hopegothere02"   "<clr:255,212,255>Will we be able to launch before they attack?"
"ep_02.al_silo_howlongactive01"   "<clr:255,212,255>Do we have any idea how long until the superportal's active?"
"ep_02.al_silo_illcatchup"   "<clr:255,212,255>I'll catch up with you in a bit."
"ep_02.al_silo_imfine01"   "<clr:255,212,255>Dad, it's not what it looks like.  I'm fine."
"ep_02.al_silo_imfine02"   "<clr:255,212,255>Really, I'm fine."
"ep_02.al_silo_imherenow01"   "<clr:255,212,255>Shh.. Dad."
"ep_02.al_silo_imherenow02"   "<clr:255,212,255>I'm here now."
"ep_02.al_silo_imherenow03"   "<clr:255,212,255>Nothing's gonna happen to me."
"ep_02.al_silo_inhere"   "<clr:255,212,255>In here."
"ep_02.al_silo_inseparable"   "<clr:255,212,255>Oh, they're inseparable."
"ep_02.al_silo_install01"   "<clr:255,212,255>She said something about an installation."
"ep_02.al_silo_install02"   "<clr:255,212,255>When's the last time you heard from her?"
"ep_02.al_silo_intercomdad"   "<clr:255,212,255>Dad?"
"ep_02.al_silo_judithnorth"   "<clr:255,212,255>Doctor Kleiner told me that Judith headed north in a helicopter right after they got here but he wouldn't tell me why."
"ep_02.al_silo_justhaveto01"   "<clr:255,212,255>We'll just have to..."
"ep_02.al_silo_justhaveto02"   "<clr:255,212,255>just have to..."
"ep_02.al_silo_justwhat"   "<clr:255,212,255>I may have just what you're looking for."
"ep_02.al_silo_keepeye01"   "<clr:255,212,255>I'll be right back."
"ep_02.al_silo_keepeye02"   "<clr:255,212,255>Gordon, keep an eye on him?"
"ep_02.al_silo_leanintome01"   "<clr:255,212,255>Okay..."
"ep_02.al_silo_leanintome02"   "<clr:255,212,255>It's okay."
"ep_02.al_silo_leanintome03"   "<clr:255,212,255>Just lean into me."
"ep_02.al_silo_leanintome04"   "<clr:255,212,255>That's it."
"ep_02.al_silo_leanintome05"   "<clr:255,212,255>Let's get you off your feet."
"ep_02.al_silo_leanintome06"   "<clr:255,212,255>Lie down."
"ep_02.al_silo_leanintome07"   "<clr:255,212,255>Here you go."
"ep_02.al_silo_letdadknow"   "<clr:255,212,255>I better let my Dad know you're all right."
"ep_02.al_silo_letsgetin"   "<clr:255,212,255>Let's get in."
"ep_02.al_silo_letsgetinside"   "<clr:255,212,255>Let's get in."
"ep_02.al_silo_listentokleiner01"   "<clr:255,212,255>Listen to Dr. Kleiner, Dad.  "
"ep_02.al_silo_listentokleiner02"   "<clr:255,212,255>Gordon and I are more than able to handle this.  "
"ep_02.al_silo_listentokleiner03"   "<clr:255,212,255>We'll get her back."
"ep_02.al_silo_looklater03"   "<clr:255,212,255>It's just good to finally be here."
"ep_02.al_silo_meetincontrolroom"   "<clr:255,212,255>We'll meet you up in the control room when you're done."
"ep_02.al_silo_message"   "<clr:255,212,255>Do you mean the message didn't get through?"
"ep_02.al_silo_neverget"   "<clr:255,212,255>I thought we'd never get here."
"ep_02.al_silo_neversoglad01"   "<clr:255,212,255>I was never so glad to see him, believe me.  "
"ep_02.al_silo_neversoglad02"   "<clr:255,212,255>Isn't that right, boy?"
"ep_02.al_silo_nohiding01"   "<clr:255,212,255>So..."
"ep_02.al_silo_nohiding02"   "<clr:255,212,255>no more hiding?"
"ep_02.al_silo_noidea01"   "<clr:255,212,255>I'm sorry."
"ep_02.al_silo_noidea02"   "<clr:255,212,255>I had no idea."
"ep_02.al_silo_notatall01"   "<clr:255,212,255>Not at all."
"ep_02.al_silo_notatall02"   "<clr:255,212,255>You heard him, Dog."
"ep_02.al_silo_notatall03"   "<clr:255,212,255>I'm going to go see Dad."
"ep_02.al_silo_notatall04"   "<clr:255,212,255>I'll catch up to you later."
"ep_02.al_silo_notatall05"   "<clr:255,212,255>Take care of yourself."
"ep_02.al_silo_ohyou"   "<clr:255,212,255>[wordless exasperation]"
"ep_02.al_silo_omgdad"   "<clr:255,212,255>Dad..."
"ep_02.al_silo_ourfight"   "<clr:255,212,255>It's all of our fight, Dad."
"ep_02.al_silo_prepare"   "<clr:255,212,255>Prepare for unforeseen consequences."
"ep_02.al_silo_prepare01"   "<clr:255,212,255>Dad... "
"ep_02.al_silo_prepare02"   "<clr:255,212,255>Prepare for unforeseen consequences..."
"ep_02.al_silo_rightheredoc01"   "<clr:255,212,255>It's right here, Dr. Kleiner. "
"ep_02.al_silo_rightheredoc02"   "<clr:255,212,255>We've got a ton of data."
"ep_02.al_silo_rightheredoc03"   "<clr:255,212,255>The strange thing is, it was all attached to a transmission from Judith."
"ep_02.al_silo_safeatlastg01"   "<clr:255,212,255>Well, Gordon.  "
"ep_02.al_silo_safeatlastg02"   "<clr:255,212,255>White Forest."
"ep_02.al_silo_safeatlastg03"   "<clr:255,212,255>We made it.  Safe at last."
"ep_02.al_silo_sameold"   "<clr:255,212,255>Same old Doctor Magnusson I see."
"ep_02.al_silo_sameold01"   "<clr:255,212,255>Same old Doctor Magnusson."
"ep_02.al_silo_seedad01"   "<clr:255,212,255>Come on, "
"ep_02.al_silo_seedad02"   "<clr:255,212,255>I can't wait to see Dad!"
"ep_02.al_silo_seemag"   "<clr:255,212,255>We'd better hurry up.  Magnusson will lose it if he thinks we were fooling around."
"ep_02.al_silo_sheok01"   "<clr:255,212,255>Is she ok?"
"ep_02.al_silo_sheok02"   "<clr:255,212,255>It sounded like she was..."
"ep_02.al_silo_soafraid"   "<clr:255,212,255>I was so afraid I wouldn't see you again."
"ep_02.al_silo_somethings"   "<clr:255,212,255>Some things never change."
"ep_02.al_silo_starting"   "<clr:255,212,255>Oh no, what's that?"
"ep_02.al_silo_surething01"   "<clr:255,212,255>Sure thing."
"ep_02.al_silo_surething02"   "<clr:255,212,255>Better now! "
"ep_02.al_silo_takegoodcare"   "<clr:255,212,255>Take good care of him, ok?"
"ep_02.al_silo_thankreb"   "<clr:255,212,255>Thanks."
"ep_02.al_silo_thanksdog"   "<clr:255,212,255>Dog, good, you made it."
"ep_02.al_silo_thereitis01"   "<clr:255,212,255>[Inhalation]  "
"ep_02.al_silo_thereitis02"   "<clr:255,212,255>Wow."
"ep_02.al_silo_thereitis03"   "<clr:255,212,255>There it is."
"ep_02.al_silo_tired01"   "<clr:255,212,255>Whoa!"
"ep_02.al_silo_tired02"   "<clr:255,212,255>Sorry, heh."
"ep_02.al_silo_tired03"   "<clr:255,212,255>I must be tired"
"ep_02.al_silo_wait"   "<clr:255,212,255>Wait a minute."
"ep_02.al_silo_waithere_far"   "<clr:255,212,255>We'll wait for you here, Gordon."
"ep_02.al_silo_waithere_near"   "<clr:255,212,255>We'll wait for you here, Gordon."
"ep_02.al_silo_wellheadover01"   "<clr:255,212,255>We'll head right over."
"ep_02.al_silo_wemadeit01"   "<clr:255,212,255>This is it!"
"ep_02.al_silo_wemadeit02"   "<clr:255,212,255>We made it!"
"ep_02.al_silo_whatif"   "<clr:255,212,255>Did you ever---"
"ep_02.al_silo_whereskleiner01"   "<clr:255,212,255>Um, where's Dr. Kleiner?"
"ep_02.al_silo_whereskleiner02"   "<clr:255,212,255>We should get this data to him right away."
"ep_02.al_silo_wonder01"   "<clr:255,212,255>Well, at least we beat the Combine here."
"ep_02.al_silo_wonder02"   "<clr:255,212,255>I just hope they're ready for what's coming."
"ep_02.al_silo_wow"   "<clr:255,212,255>Wow."
"ep_02.al_silo_yougo01"   "<clr:255,212,255>you go ahead gordon.  I don't want to leave him alone just yet."
"ep_02.al_silo_yougo02"   "<clr:255,212,255>I'll catch up with you later."
"ep_02.al_silo_youshouldhelp"   "<clr:255,212,255>Gordon, I guess you should help Dr. Magnusson."
"ep_02.al_str_almosthadme"   "<clr:255,212,255>You had me worried there."
"ep_02.al_str_base01"   "<clr:255,212,255>The base is around here somewhere.  "
"ep_02.al_str_base02"   "<clr:255,212,255>I've never come in from this direction."
"ep_02.al_str_careful"   "<clr:255,212,255>Careful!"
"ep_02.al_str_carnag01"   "<clr:255,212,255>Come on, Gordon, get the car and we'll challenge Dog to a race."
"ep_02.al_str_carnag02"   "<clr:255,212,255>We should bring the car, Gordon."
"ep_02.al_str_carnag03"   "<clr:255,212,255>Mind getting the car, Gordon?"
"ep_02.al_str_catchingup"   "<clr:255,212,255>We're catching up!"
"ep_02.al_str_closethankgod"   "<clr:255,212,255>We're close, thank God."
"ep_02.al_str_detour"   "<clr:255,212,255>Looks like we're in for a detour."
"ep_02.al_str_dogfallen01"   "<clr:255,212,255>Dog!"
"ep_02.al_str_dogfallen02"   "<clr:255,212,255>Dog!"
"ep_02.al_str_dogfallen03"   "<clr:255,212,255>Are you all right?"
"ep_02.al_str_dogokay"   "<clr:255,212,255>Dog..."
"ep_02.al_str_dograce01"   "<clr:255,212,255>Go, Gordon, go!"
"ep_02.al_str_dograce02"   "<clr:255,212,255>Step on it, Gordon!"
"ep_02.al_str_dograce03"   "<clr:255,212,255>We're gonna win, Dog!"
"ep_02.al_str_dograce04"   "<clr:255,212,255>We're catching up, boy!"
"ep_02.al_str_dograce05"   "<clr:255,212,255>No, Dog!  You're supposed to let us win!"
"ep_02.al_str_dropship01"   "<clr:255,212,255>Whoa!  "
"ep_02.al_str_dropship02"   "<clr:255,212,255>A dropship!"
"ep_02.al_str_dropship03"   "<clr:255,212,255>That must have been the crash we heard.  "
"ep_02.al_str_dropship04"   "<clr:255,212,255>White Forest sentries are doing their job."
"ep_02.al_str_ew"   "<clr:255,212,255>Ewww...."
"ep_02.al_str_fine01"   "<clr:255,212,255>We're fine!"
"ep_02.al_str_fine02"   "<clr:255,212,255>Thanks for your help!"
"ep_02.al_str_gasp"   "<clr:255,212,255>[Gasp]"
"ep_02.al_str_getclear"   "<clr:255,212,255>Get clear!"
"ep_02.al_str_gettingclose01"   "<clr:255,212,255>This looks familiar.  "
"ep_02.al_str_gettingclose02"   "<clr:255,212,255>I think we're getting close."
"ep_02.al_str_gettobase"   "<clr:255,212,255>Ok, let's go."
"ep_02.al_str_getup"   "<clr:255,212,255>Get up!"
"ep_02.al_str_good"   "<clr:255,212,255>Good."
"ep_02.al_str_goodboy"   "<clr:255,212,255>Good boy."
"ep_02.al_str_gooddoggie"   "<clr:255,212,255>Good doggie..."
"ep_02.al_str_gordonoverhere"   "<clr:255,212,255>Gordon, over here!"
"ep_02.al_str_great"   "<clr:255,212,255>Grrrreat."
"ep_02.al_str_hangon"   "<clr:255,212,255>Hang on!"
"ep_02.al_str_helpagain"   "<clr:255,212,255>Looks like we need your help again."
"ep_02.al_str_holdon"   "<clr:255,212,255>Hold on!"
"ep_02.al_str_lookoutdog"   "<clr:255,212,255>Look out, Dog!"
"ep_02.al_str_no"   "<clr:255,212,255>No!"
"ep_02.al_str_ohnodog"   "<clr:255,212,255>Oh no!"
"ep_02.al_str_ohnodog02"   "<clr:255,212,255>Oh no!"
"ep_02.al_str_ohshistrid"   "<clr:255,212,255>A strider!"
"ep_02.al_str_omg"   "<clr:255,212,255>Oh my god!"
"ep_02.al_str_onfoot"   "<clr:255,212,255>Well, we're close enough to make it the rest of the way on foot if we have to."
"ep_02.al_str_onourside"   "<clr:255,212,255>I'm glad you're on our side."
"ep_02.al_str_opengate01"   "<clr:255,212,255>Hey, wait a minute."
"ep_02.al_str_opengate02"   "<clr:255,212,255>Dog, help us open this gate!"
"ep_02.al_str_outoftheway"   "<clr:255,212,255>Out of the way!"
"ep_02.al_str_overhere"   "<clr:255,212,255>Over here, Gordon."
"ep_02.al_str_overheregordon"   "<clr:255,212,255>Over here, Gordon!"
"ep_02.al_str_raceyou01"   "<clr:255,212,255>Okay, Dog."
"ep_02.al_str_raceyou02"   "<clr:255,212,255>Race you to the base!"
"ep_02.al_str_seeantenna01"   "<clr:255,212,255>Over there!  "
"ep_02.al_str_seeantenna02"   "<clr:255,212,255>I see an antenna!"
"ep_02.al_str_seeantenna03"   "<clr:255,212,255>I think that's White Forest!"
"ep_02.al_str_selfserve"   "<clr:255,212,255>I guess it's self service."
"ep_02.al_str_sentrypost"   "<clr:255,212,255>Over there--a gate. "
"ep_02.al_str_soldiers01"   "<clr:255,212,255>Hear that?  "
"ep_02.al_str_soldiers02"   "<clr:255,212,255>Must be soldiers from White Forest.  "
"ep_02.al_str_soldiers03"   "<clr:255,212,255>Let's catch up with them."
"ep_02.al_str_soundgood"   "<clr:255,212,255>That...doesn't sound good."
"ep_02.al_str_soundlikecrash01"   "<clr:255,212,255>What's that?  "
"ep_02.al_str_soundlikecrash02"   "<clr:255,212,255>Sounded like a crash!"
"ep_02.al_str_soundslikedog01"   "<clr:255,212,255>Wait!"
"ep_02.al_str_soundslikedog02"   "<clr:255,212,255>That sounds like..."
"ep_02.al_str_soundslikedog03"   "<clr:255,212,255>Dog!"
"ep_02.al_str_steponit"   "<clr:255,212,255>Step on it, Gordon!"
"ep_02.al_str_thanksagain01"   "<clr:255,212,255>All right,"
"ep_02.al_str_thanksagain02"   "<clr:255,212,255>thanks!"
"ep_02.al_str_thatsoneway"   "<clr:255,212,255>Well, that's one way."
"ep_02.al_str_uhoh"   "<clr:255,212,255>Uh oh."
"ep_02.al_str_wakeupdog01"   "<clr:255,212,255>Wake up, Dog."
"ep_02.al_str_wakeupdog02"   "<clr:255,212,255>Please..."
"ep_02.al_str_watchoutsoldiers01"   "<clr:255,212,255>Watch out!  "
"ep_02.al_str_watchoutsoldiers02"   "<clr:255,212,255>Soldiers!"
"ep_02.al_str_waypast01"   "<clr:255,212,255>If we can find a way past this..."
"ep_02.al_str_waypast02"   "<clr:255,212,255>I think White Forest is just over that ridge."
"ep_02.al_str_waytogo"   "<clr:255,212,255>Way to go, boy!"
"ep_02.al_str_waytogoboy"   "<clr:255,212,255>Way to go, boy!"
"ep_02.al_str_welcome"   "<clr:255,212,255>Well, we're close to White Forest, but I guess we'll have to leave the car, unless we can figure out a way to open this gate."
"ep_02.al_str_whatthehell"   "<clr:255,212,255>What the hell?"
"ep_02.al_str_working"   "<clr:255,212,255>Everything working all right?"
"ep_02.al_str_wouldyoumind"   "<clr:255,212,255>Would you mind..."
"ep_02.al_str_yeah01"   "<clr:255,212,255>Yeah!"
"ep_02.al_str_yeah02"   "<clr:255,212,255>Yeah!"
"ep_02.al_str_youareok01"   "<clr:255,212,255>[Laugh]"
"ep_02.al_str_youareok02"   "<clr:255,212,255>You're all right!"
"ep_02.al_str_yougothim"   "<clr:255,212,255>You've got him!"
"ep_02.al_throwmed01"   "<clr:255,212,255>Gordon, catch!"
"ep_02.al_throwmed02"   "<clr:255,212,255>Catch this, Gordon!"
"ep_02.al_throwmed03"   "<clr:255,212,255>Medkit!"
"ep_02.al_throwmed04"   "<clr:255,212,255>Gordon, here comes a medkit!"
"ep_02.al_throwmed05"   "<clr:255,212,255>Here, Gordon, you could use this!"
"ep_02.al_transmit_ahno"   "<clr:255,212,255>Ah no! "
"ep_02.al_transmit_bearings"   "<clr:255,212,255>We have to get our bearings, but we can definitely... "
"ep_02.al_transmit_bldgs01"   "<clr:255,212,255>Those buildings look like they've seen some use recently. "
"ep_02.al_transmit_bldgs02"   "<clr:255,212,255>We should find a way out there. "
"ep_02.al_transmit_breakingup01"   "<clr:255,212,255>Dad? "
"ep_02.al_transmit_breakingup02"   "<clr:255,212,255>Dad! "
"ep_02.al_transmit_breakingup03"   "<clr:255,212,255>Dad! "
"ep_02.al_transmit_breakingup04"   "<clr:255,212,255>Dad?"
"ep_02.al_transmit_breakingup05"   "<clr:255,212,255>You're breaking up - come in. "
"ep_02.al_transmit_breakingup06"   "<clr:255,212,255>Dad - are you there? "
"ep_02.al_transmit_breakingup07"   "<clr:255,212,255>Dad! "
"ep_02.al_transmit_breakthrough"   "<clr:255,212,255>Gordon - you've made a breakthrough!"
"ep_02.al_transmit_carefulupthere01"   "<clr:255,212,255>Excellent, Gordon! "
"ep_02.al_transmit_carefulupthere02"   "<clr:255,212,255>Careful up there. "
"ep_02.al_transmit_carefulupthere03"   "<clr:255,212,255>I'll keep watch out here. "
"ep_02.al_transmit_comein01"   "<clr:255,212,255>White Forest... "
"ep_02.al_transmit_comein02"   "<clr:255,212,255>White Forest - this is Alyx Vance. Do you read? "
"ep_02.al_transmit_comein03"   "<clr:255,212,255>White Forest, come in. "
"ep_02.al_transmit_comein04"   "<clr:255,212,255>White Forest, are you there? "
"ep_02.al_transmit_comein05"   "<clr:255,212,255>White Forest, come in, this is Alyx Vance, do you read?"
"ep_02.al_transmit_comeon01"   "<clr:255,212,255>Come on, this way. "
"ep_02.al_transmit_download01"   "<clr:255,212,255>I downloaded the whole packet. "
"ep_02.al_transmit_download02"   "<clr:255,212,255>They've been chasing us ever since. "
"ep_02.al_transmit_feedingdata01"   "<clr:255,212,255>In the control room..."
"ep_02.al_transmit_feedingdata02"   "<clr:255,212,255>They were feeding huge volumes of data directly into the core destruction sequence. "
"ep_02.al_transmit_gordontoo"   "<clr:255,212,255>Yes, and Gordon too. We're okay - we made it out of City Seventeen. "
"ep_02.al_transmit_grabbed01"   "<clr:255,212,255>My God. "
"ep_02.al_transmit_grabbed02"   "<clr:255,212,255>Gordon... "
"ep_02.al_transmit_grabbed03"   "<clr:255,212,255>What if that's why they were sending so much data from the Citadel?"
"ep_02.al_transmit_grabbed04"   "<clr:255,212,255>So that..."
"ep_02.al_transmit_hmm01"   "<clr:255,212,255>Hmm. "
"ep_02.al_transmit_howgetthru"   "<clr:255,212,255>How are we gonna get through here? "
"ep_02.al_transmit_huh"   "<clr:255,212,255>Huh. "
"ep_02.al_transmit_ifiwereto"   "<clr:255,212,255>If I were to... hm. "
"ep_02.al_transmit_ithinkthat"   "<clr:255,212,255>I think that... "
"ep_02.al_transmit_lemmefigure"   "<clr:255,212,255>Let me figure this out. "
"ep_02.al_transmit_lemmesee01"   "<clr:255,212,255>Hmm. Let me see... "
"ep_02.al_transmit_lemmesee02"   "<clr:255,212,255>Let me see about this. "
"ep_02.al_transmit_letmesee01"   "<clr:255,212,255>Mmm... let me see. "
"ep_02.al_transmit_oldrocket01"   "<clr:255,212,255>Doctor Magnusson has an old rocket up at White Forest. "
"ep_02.al_transmit_oldrocket02"   "<clr:255,212,255>He's been hoping for the day when he could launch a satellite, to tap into the old array they set up at Black Mesa. "
"ep_02.al_transmit_oldrocket03"   "<clr:255,212,255>But getting a launch off while the Combine was intact - there was just no way. "
"ep_02.al_transmit_oldrocket04"   "<clr:255,212,255>I'm not sure how they'll use the satellite to shut down that portal but... "
"ep_02.al_transmit_oldrocket05"   "<clr:255,212,255>I guess we'll find out when we get there. "
"ep_02.al_transmit_oldrocket06"   "<clr:255,212,255>I've been there once or twice, so it shouldn't be too hard to find. "
"ep_02.al_transmit_opengate"   "<clr:255,212,255>Hey, can you figure out a way to get this gate open? "
"ep_02.al_transmit_pickup"   "<clr:255,212,255>I hope they didn't pick up any of that. "
"ep_02.al_transmit_railcar"   "<clr:255,212,255>Whoa. "
"ep_02.al_transmit_strangecore01"   "<clr:255,212,255>Don't worry, Dad - we're fine. "
"ep_02.al_transmit_strangecore02"   "<clr:255,212,255>But something really strange is happening with the Citadel. "
"ep_02.al_transmit_thatdidtrick"   "<clr:255,212,255>Nice, That did the trick. "
"ep_02.al_transmit_thatworked"   "<clr:255,212,255>That worked. "
"ep_02.al_transmit_tracking01"   "<clr:255,212,255>They're still tracking us. "
"ep_02.al_transmit_tracking02"   "<clr:255,212,255>We need to keep moving. "
"ep_02.al_transmit_upnorth01"   "<clr:255,212,255>Doctor Kleiner and my Dad are up north at an old missile base."
"ep_02.al_transmit_upnorth02"   "<clr:255,212,255>I hope they're still using this frequency. "
"ep_02.al_transmit_upnorth03"   "<clr:255,212,255>They're trying to help launch a..."
"ep_02.al_transmit_upnorth04"   "<clr:255,212,255>Ah - here we go. "
"ep_02.al_transmit_waythrough"   "<clr:255,212,255>I can always count on you to find a way through. "
"ep_02.al_transmit_well01"   "<clr:255,212,255>Well... "
"ep_02.reb_silo_reb_art10"   "We sure as hell didn't use guns.  We would just wrestle Hunters to the ground with our bare hands.  I used to kill ten-twenty a day, just using my fists."
"ep_02.reb_silo_reb_art12"   "Out in the field?  I'm not going out in the field.  I'm a radio operator."
"ep_02.reb_silo_reb_art14"   "I'm staying right here."
"ep_02.reb_silo_reb_art2"   "AR2? Nooo... Now, an AR3, sure.  plenty of times."
"ep_02.reb_silo_reb_art4"   "Are you from the city?"
"ep_02.reb_silo_reb_art6"   "Well, see, in the city...the place was lousy with AR3s."
"ep_02.reb_silo_reb_art8"   "Yes it was."
"ep_02.reb_silo_reb_art1"   "So have you ever used an AR2 before?"
"ep_02.reb_silo_reb_art11"   "So, when you're out in the field, you're going to be punching Hunters?"
"ep_02.reb_silo_reb_art13"   "(groan) That's it.  Leave.  You don't need to be here and I'm not going to continue the lesson until you leave."
"ep_02.reb_silo_reb_art15"   "I am serious, leave."
"ep_02.reb_silo_reb_art16"   "I'm not going to continue until you leave."
"ep_02.reb_silo_reb_art3"   "There is no such thing as an AR3."
"ep_02.reb_silo_reb_art5"   "No."
"ep_02.reb_silo_reb_art7"   "No it wasn't."
"ep_02.reb_silo_reb_cpl1"   "Well what else could we do with him?  He isn't actually operating the radio, I told him to just make sure no one touches the knobs."
"ep_02.reb_silo_reb_cpl3"   "Maybe we can take the knobs off the radio?"
"ep_02.al_chop_backinsidenag01"   "<clr:255,212,255>Gordon!  The car's ready!  Come on back and we'll get going!"
"ep_02.al_chop_backinsidenag02"   "<clr:255,212,255>Let's get inside Gordon!"
"ep_02.al_chop_backinsidenag03"   "<clr:255,212,255>Gordon the car's ready! Let's go!"
"ep_02.al_chop_chanceoutrun"   "<clr:255,212,255>Any chance of outrunning it?"
"ep_02.al_chop_didweloseit"   "<clr:255,212,255>There!  Did we lose it?"
"ep_02.al_chop_ditch"   "<clr:255,212,255>It's not gonna leave us alone.  Let's see if we can find some way to ditch it."
"ep_02.al_chop_helloutrun"   "<clr:255,212,255>How the hell are we gonna outrun that thing?"
"ep_02.al_chop_itsback01"   "<clr:255,212,255>Oh no, it's back!"
"ep_02.al_chop_itsback02"   "<clr:255,212,255>It's not gonna leave us alone."
"ep_02.al_chop_shakethisthing"   "<clr:255,212,255>How the hell are we gonna shake this thing?"
"ep_02.al_chop_trytooutrun"   "<clr:255,212,255>Try to outrun it!"
"ep_02.al_chop_vannag01"   "<clr:255,212,255>Must be one of those tracking beacons in the van."
"ep_02.al_chop_vannag02"   "<clr:255,212,255>The radar's pointing right at this van."
"ep_02.al_chop_vannag03"   "<clr:255,212,255>How're we going to get in there?"
"ep_02.reb_chop_autogun01"   "Well that could be a problem."
"ep_02.reb_chop_autogun02"   "You hear that autogun going off out there?"
"ep_02.reb_chop_autogun03"   "We normally run supplies out to the White Forest base, but a few days ago the Combine cut off access."
"ep_02.reb_chop_boyfriend"   "So, uh...is that your boyfriend?"
"ep_02.reb_chop_favor01"   "Hey!  In here!"
"ep_02.reb_chop_favor02"   "Since you brought that chopper in on your tail, you wanna maybe help us take it down?"
"ep_02.reb_chop_goodluck"   "Good luck taking out that autogun!"
"ep_02.reb_chop_nagdoor"   "The door is up here."
"ep_02.reb_chop_nothankyou"   "No need to thank me."
"ep_02.reb_chop_radarintro01"   "Special, this week only."
"ep_02.reb_chop_radarintro02"   "It's like an on-board radar for you guys.  Picks up little beacon jobbers like this one here."
"ep_02.reb_chop_radarintro03"   "We've hidden a bunch of these things out there in the field to signal emergency stashes."
"ep_02.reb_chop_radarintro04"   "So keep an eye out!"
"ep_02.reb_chop_radarintro05"   "When you see your dashboard light up, you're gonna want to stop and investigate."
"ep_02.reb_chop_shipdown03"   "Shut up!"
"ep_02.reb_chop_shop"   "Tools?  We've got a whole shop over here.  Come on, we'll get you set up."
"ep_02.reb_chop_showgun01"   "Take a look over here.  I'll show you the set-up."
"ep_02.reb_chop_showgun02"   "Here, check it out."
"ep_02.reb_chop_showgun03"   "No way you're driving out past that."
"ep_02.reb_chop_trapdoor01"   "We have a trap door up here where I can let you over to the other side.  "
"ep_02.reb_chop_trapdoor02"   "That way you'll get to see the gun before it sees you."
"ep_02.reb_chop_useadrink01"   "That was amazing the way you threw their mines right back at em.  "
"ep_02.reb_chop_useadrink02"   "Well, I could sure use a drink.  Who's with me?"
"ep_02.reb_chop_zombies01"   "All the fresh zombies coming out of City 17 have kept 'em pinned down, but it's just a matter of time till the troops start pushing this way.  "
"ep_02.reb_chop_zombies02"   "If you think you're up to it, we'll let you out there."
"ep_02.cpt_battle_comecloser01"   "Over here!"
"ep_02.cpt_battle_comecloser02"   "Come closer!"
"ep_02.cpt_battle_entrust01"   "So, they've sent me Freeman, have they?  Good man."
"ep_02.cpt_battle_positions01"   "All right, people, this is it!"
"ep_02.cpt_battle_positions02"   "Defensive positions!  Go!"
"ep_02.cpt_battle_sawmillhere01"   "All right, people, gather round."
"ep_02.cpt_battle_sawmillhere02"   "We've counted a dozen striders just north of us.  "
"ep_02.cpt_battle_sawmillhere03"   "Our job is to keep them from reaching the base to the south.  "
"ep_02.cpt_battle_sawmillhere04"   "If they get close enough for one good shot at the silo"
"ep_02.cpt_battle_sawmillhere05"   "the whole launch is a bust.  "
"ep_02.cpt_battle_sawmillhere06"   "And in case striders aren't bad enough, recon indicates they're being escorted by packs of Hunters.  "
"ep_02.cpt_battle_sawmillhere07"   "Those mini-buggers are gonna make it hard for Freeman to get a clear shot with the Magnusson device.  "
"ep_02.cpt_battle_sawmillhere08"   "Now what I want you to do--- "
"ep_02.eli_launch_adv_alyx"   "<clr:255,208,172>Alyx!"
"ep_02.eli_launch_affirm01"   "<clr:255,208,172>Mm hmm."
"ep_02.eli_launch_affirm02"   "<clr:255,208,172>Yeah."
"ep_02.eli_launch_affirm03"   "<clr:255,208,172>Hmm."
"ep_02.eli_launch_affirm04"   "<clr:255,208,172>I gotcha"
"ep_02.eli_launch_ahgordon"   "<clr:255,208,172>Ah, Gordon!"
"ep_02.eli_launch_anotherattempt01"   "<clr:255,208,172>Good idea."
"ep_02.eli_launch_anotherattempt02"   "<clr:255,208,172>She could well make another attempt."
"ep_02.eli_launch_awe01"   "<clr:255,208,172>Yes! "
"ep_02.eli_launch_awe02"   "<clr:255,208,172>Fantastic."
"ep_02.eli_launch_bigpain01"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_bigpain02"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_bigpain03"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_bigpain04"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_bigpain05"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_bigpain06"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_breath01"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_breath02"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_breath03"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_breath04"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_breath05"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_breath06"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_breath07"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_brt"   "<clr:255,208,172>Be right there, Alyx. "
"ep_02.eli_launch_catchup"   "<clr:255,208,172>We'll catch up with you in a moment, sweetheart."
"ep_02.eli_launch_check11"   "<clr:255,208,172>Now, now..."
"ep_02.eli_launch_closeeyes"   "<clr:255,208,172>Close your eyes, honey."
"ep_02.eli_launch_constant01"   "<clr:255,208,172>Remember to keep in constant contact."
"ep_02.eli_launch_constant02"   "<clr:255,208,172>We have no idea what to expect."
"ep_02.eli_launch_didit"   "<clr:255,208,172>We did it!"
"ep_02.eli_launch_dontlook"   "<clr:255,208,172>Don't look."
"ep_02.eli_launch_ehh"   "<clr:255,208,172>Ehhh!!!"
"ep_02.eli_launch_fireworks01"   "<clr:255,208,172>Well, let's get outside.  "
"ep_02.eli_launch_fireworks02"   "<clr:255,208,172>I'd like a better view of the fireworks."
"ep_02.eli_launch_getstheidea01"   "<clr:255,208,172>Yeah, yeah, I think Gordon gets the idea."
"ep_02.eli_launch_getstheidea02"   "<clr:255,208,172>We really need to get going."
"ep_02.eli_launch_gimme01"   "<clr:255,208,172>We did it, Izzy!"
"ep_02.eli_launch_gimme02"   "<clr:255,208,172>Heh."
"ep_02.eli_launch_gimme03"   "<clr:255,208,172>Come on, come on, give me five."
"ep_02.eli_launch_gimme04"   "<clr:255,208,172>Hit it!"
"ep_02.eli_launch_gimme05"   "<clr:255,208,172>Come on!"
"ep_02.eli_launch_givinghonor"   "<clr:255,208,172>I believe Gordon should have the honor."
"ep_02.eli_launch_goodluck01"   "<clr:255,208,172>Good luck, both of you."
"ep_02.eli_launch_goodluck02"   "<clr:255,208,172>Take care of each other."
"ep_02.eli_launch_goodman01"   "<clr:255,208,172>Good man, Gordon."
"ep_02.eli_launch_goodman02"   "<clr:255,208,172>Couldn't have been easy out there."
"ep_02.eli_launch_gotcha"   "<clr:255,208,172>Gotcha!"
"ep_02.eli_launch_gotthatright01"   "<clr:255,208,172>You got that right, sweetheart."
"ep_02.eli_launch_gotthatright02"   "<clr:255,208,172>But we've got plenty to celebrate."
"ep_02.eli_launch_gurgle01"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_gurgle02"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_gurgle03"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_gurgle04"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_happening01"   "<clr:255,208,172>It's working!  "
"ep_02.eli_launch_happening02"   "<clr:255,208,172>Thank God."
"ep_02.eli_launch_hastowork"   "<clr:255,208,172>Dear God...this has to work..."
"ep_02.eli_launch_haveeverything"   "<clr:255,208,172>Are you sure you have everything you need?"
"ep_02.eli_launch_hellofajob"   "<clr:255,208,172>Hell of a job you did out there, son."
"ep_02.eli_launch_holdup"   "<clr:255,208,172>Gordon, hold up a second..."
"ep_02.eli_launch_holysh"   "<clr:255,208,172>Holy shit!"
"ep_02.eli_launch_iloveyou"   "<clr:255,208,172>I love you."
"ep_02.eli_launch_iloveyou_alt"   "<clr:255,208,172>I love you."
"ep_02.eli_launch_iloveyousweet"   "<clr:255,208,172>I love you, sweetheart."
"ep_02.eli_launch_info01"   "<clr:255,208,172>Now."
"ep_02.eli_launch_info02"   "<clr:255,208,172>Now Alyx do you have all the information you need?"
"ep_02.eli_launch_ithasto"   "<clr:255,208,172>It has to."
"ep_02.eli_launch_leavesosoon01"   "<clr:255,208,172>I wish you didn't have to head off so soon."
"ep_02.eli_launch_leavesosoon02"   "<clr:255,208,172>If only it weren't so critical... "
"ep_02.eli_launch_listentome01"   "<clr:255,208,172>Alyx!"
"ep_02.eli_launch_listentome02"   "<clr:255,208,172>Listen to me!"
"ep_02.eli_launch_moan01"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan02"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan03"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan04"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan05"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan06"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan07"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan08"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan09"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan10"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan11"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan12"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan13"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan14"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan15"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan16"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan17"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan18"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_moan19"   "<clr:255,208,172>[moans]"
"ep_02.eli_launch_momenttoosoon01"   "<clr:255,208,172>And not a moment too soon.  "
"ep_02.eli_launch_mother01"   "<clr:255,208,172>Your mother would be so proud..."
"ep_02.eli_launch_mother02"   "<clr:255,208,172>if she were here today."
"ep_02.eli_launch_notime01"   "<clr:255,208,172>There's no time to waste."
"ep_02.eli_launch_notime02"   "<clr:255,208,172>Get right on it."
"ep_02.eli_launch_onefire01"   "<clr:255,208,172>I just wish all this didn't have to fall on you, Alyx."
"ep_02.eli_launch_pain01"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain02"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain03"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain04"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain05"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain06"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain07"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain08"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain09"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain10"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain11"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain12"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain13"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_pain14"   "<clr:255,208,172>[pain]"
"ep_02.eli_launch_portalyes01"   "<clr:255,208,172> Yes!"
"ep_02.eli_launch_portalyes02"   "<clr:255,208,172> Yes!"
"ep_02.eli_launch_portalyes03"   "<clr:255,208,172> Yes!"
"ep_02.eli_launch_promiseme"   "<clr:255,208,172>Destroy it!"
"ep_02.eli_launch_promiseme_alt"   "<clr:255,208,172>Destroy it!"
"ep_02.eli_launch_promiseme01"   "<clr:255,208,172>Good, I just..."
"ep_02.eli_launch_promiseme02"   "<clr:255,208,172>Promise me"
"ep_02.eli_launch_promiseme03"   "<clr:255,208,172>you'll be careful."
"ep_02.eli_launch_pulleditoff01"   "<clr:255,208,172>Yep."
"ep_02.eli_launch_pulleditoff02"   "<clr:255,208,172>Magnusson pulled it off all right."
"ep_02.eli_launch_pulleditoff03"   "<clr:255,208,172>This will definitely send a clear message to the Combine."
"ep_02.eli_launch_pulleditoff04"   "<clr:255,208,172>We're not free of them yet..."
"ep_02.eli_launch_pulleditoff05"   "<clr:255,208,172>But if we can acquire a signature from the data you brought back,"
"ep_02.eli_launch_pulleditoff06"   "<clr:255,208,172>we might be able to shut them out for good."
"ep_02.eli_launch_pulleditoff07"   "<clr:255,208,172>I feel certain that when"
"ep_02.eli_launch_pulleditoff08"   "<clr:255,208,172>Judith..."
"ep_02.eli_launch_remember01"   "<clr:255,208,172>Destroy that ship!"
"ep_02.eli_launch_remember02"   "<clr:255,208,172>Whatever it takes!"
"ep_02.eli_launch_soundplan"   "<clr:255,208,172>Sounds like a plan."
"ep_02.eli_launch_sureashell"   "<clr:255,208,172>We sure as hell did!"
"ep_02.eli_launch_takecarenow"   "<clr:255,208,172>You take care now!"
"ep_02.eli_launch_talk01"   "<clr:255,208,172>That message from our mutual friend."
"ep_02.eli_launch_talk01_alt"   "<clr:255,208,172>The more I think about that warning from our friend, the more I'm convinced it has to do with Borealis."
"ep_02.eli_launch_talk02"   "<clr:255,208,172>It's got to be about the Borealis."
"ep_02.eli_launch_talk03"   "<clr:255,208,172>Don't be deceived."
"ep_02.eli_launch_talk04"   "<clr:255,208,172>That ship must never be used."
"ep_02.eli_launch_talk05"   "<clr:255,208,172>You have got to destroy it."
"ep_02.eli_launch_talk06"   "<clr:255,208,172>Whatever the cost."
"ep_02.eli_launch_terrific"   "<clr:255,208,172>Terrific!"
"ep_02.eli_launch_thanksforeverything01"   "<clr:255,208,172>Gordon... "
"ep_02.eli_launch_thanksforeverything02"   "<clr:255,208,172>Thanks for everything you've done."
"ep_02.eli_launch_thanksforeverything03"   "<clr:255,208,172>For Alyx,"
"ep_02.eli_launch_thanksforeverything04"   "<clr:255,208,172>For all of us."
"ep_02.eli_launch_thanksforeverything05"   "<clr:255,208,172>I couldn't be prouder if you were my own son."
"ep_02.eli_launch_thanksg01"   "<clr:255,208,172>Thank you, Gordon."
"ep_02.eli_launch_thanksg02"   "<clr:255,208,172>For everything."
"ep_02.eli_launch_uhizzy"   "<clr:255,208,172>Uh... Izzy"
"ep_02.eli_launch_use01"   "<clr:255,208,172>All right, all right."
"ep_02.eli_launch_use02"   "<clr:255,208,172>All right, Gordon."
"ep_02.eli_launch_use03"   "<clr:255,208,172>Hm?"
"ep_02.eli_launch_use04"   "<clr:255,208,172>Big day today, eh Gordon?"
"ep_02.eli_launch_use05"   "<clr:255,208,172>You'll just have to wait until after the launch."
"ep_02.eli_launch_wesuredid"   "<clr:255,208,172>We sure did!"
"ep_02.eli_launch_whenyougetback"   "<clr:255,208,172>Now when you get back, we've got a lot to talk about."
"ep_02.eli_launch_wontifyou"   "<clr:255,208,172>I won't if you won't."
"ep_02.eli_launch_yeah"   "<clr:255,208,172>Yeah!"
"ep_02.eli_launch_youtwo"   "<clr:255,208,172>You two really should get going."
"ep_02.eli_silo_amazing"   "<clr:255,208,172>Amazing isn't it?"
"ep_02.eli_silo_atitagain"   "<clr:255,208,172>Oh boy, they're at it again."
"ep_02.eli_silo_barrier"   "<clr:255,208,172>A barrier around the planet."
"ep_02.eli_silo_believe"   "<clr:255,208,172>believe it or not gordon, it's been in place since you sent up the final satellite from black Mesa."
"ep_02.eli_silo_blame"   "<clr:255,208,172>Can you blame an old man for wanting grandkids?"
"ep_02.eli_silo_bootstrap01"   "<clr:255,208,172>Yes."
"ep_02.eli_silo_bootstrap02"   "<clr:255,208,172>It looks like there still is."
"ep_02.eli_silo_bootstrap03"   "<clr:255,208,172>But if it's"
"ep_02.eli_silo_bootstrap04"   "<clr:255,208,172>fallen into "
"ep_02.eli_silo_bootstrap05"   "<clr:255,208,172>Combine hands."
"ep_02.eli_silo_catchingup01"   "<clr:255,208,172>Okay...  Yes, yes we should."
"ep_02.eli_silo_catchingup02"   "<clr:255,208,172>He'll be glad for a chance to get out of the silo.  "
"ep_02.eli_silo_catchingup03"   "<clr:255,208,172>The way he and Magnusson have been going at it, you'd think they were still competing for grant money."
"ep_02.eli_silo_chuckles01"   "<clr:255,208,172>[quiet laughs]"
"ep_02.eli_silo_chuckles02"   "<clr:255,208,172>[quiet laughs]"
"ep_02.eli_silo_chuckles03"   "<clr:255,208,172>[quiet laughs]"
"ep_02.eli_silo_chuckles04"   "<clr:255,208,172>[quiet laughs]"
"ep_02.eli_silo_comehereg01"   "<clr:255,208,172>Gordon... "
"ep_02.eli_silo_comehereg02"   "<clr:255,208,172>Gordon, come here."
"ep_02.eli_silo_comehereg03"   "<clr:255,208,172>Over here, Gordon."
"ep_02.eli_silo_cuedup01"   "<clr:255,208,172><I>Good, good."
"ep_02.eli_silo_cuedup02"   "<clr:255,208,172><I>We're about to watch the transmission from Judith."
"ep_02.eli_silo_cuedup03"   "<clr:255,208,172><I>Kleiner has it all cued up."
"ep_02.eli_silo_dofavor01"   "<norepeat:10><clr:255,208,172>[breath]"
"ep_02.eli_silo_dofavor02"   "<clr:255,208,172>Actually Alyx, would you mind getting me a cup of tea?"
"ep_02.eli_silo_dofavor03"   "<clr:255,208,172>There's a hot plate in the old staff room."
"ep_02.eli_silo_dofavor04"   "<norepeat:10><clr:255,208,172>[breath]"
"ep_02.eli_silo_doneenough01"   "<clr:255,208,172>I can't put this all on you two..."
"ep_02.eli_silo_doneenough02"   "<clr:255,208,172>You've done enough already."
"ep_02.eli_silo_donerunning01"   "<clr:255,208,172>That's right."
"ep_02.eli_silo_donerunning02"   "<clr:255,208,172>we're done running."
"ep_02.eli_silo_donerunning03"   "<clr:255,208,172>it's time we took back our world."
"ep_02.eli_silo_extracther01"   "<clr:255,208,172>I won't take that chance."
"ep_02.eli_silo_extracther02"   "<clr:255,208,172>I'm going after her."
"ep_02.eli_silo_feelfree"   "<clr:255,208,172>Feel free to look around, Gordon."
"ep_02.eli_silo_findherizzy01"   "<clr:255,208,172>Just find her, Izzy"
"ep_02.eli_silo_findherizzy02"   "<clr:255,208,172>We have to find her."
"ep_02.eli_silo_fineinaminute01"   "<clr:255,208,172>[sigh]"
"ep_02.eli_silo_fineinaminute02"   "<clr:255,208,172>Thank you, baby."
"ep_02.eli_silo_fineinaminute03"   "<clr:255,208,172>I'll be fine..."
"ep_02.eli_silo_fineinaminute04"   "<clr:255,208,172>In a minute or two."
"ep_02.eli_silo_fineinaminute05"   "<norepeat:10><clr:255,208,172>[breath]"
"ep_02.eli_silo_fromjudith01"   "<clr:255,208,172>Transmission?"
"ep_02.eli_silo_fromjudith02"   "<clr:255,208,172>From Judith?"
"ep_02.eli_silo_gettingclose01"   "<clr:255,208,172>We don't know for certain."
"ep_02.eli_silo_gettingclose02"   "<clr:255,208,172>We're keeping an eye on it."
"ep_02.eli_silo_good"   "<clr:255,208,172>Good."
"ep_02.eli_silo_goodback"   "<clr:255,208,172>It's so good to have you back, sweetheart."
"ep_02.eli_silo_goodback01"   "<clr:255,208,172>Don't worry, sweetheart, we're going to make it."
"ep_02.eli_silo_goodback02"   "<clr:255,208,172>I'm just so glad to have you back."
"ep_02.eli_silo_goodgod"   "<clr:255,208,172>Good God!"
"ep_02.eli_silo_goodgod01"   "<clr:255,208,172>Good God!"
"ep_02.eli_silo_goodgod02"   "<clr:255,208,172>It's worse than I feared."
"ep_02.eli_silo_goodman01"   "<clr:255,208,172>And look at you, son!"
"ep_02.eli_silo_goodman02"   "<clr:255,208,172>I knew if you both stayed together you could get through anything."
"ep_02.eli_silo_goodman03"   "<clr:255,208,172>I knew if you both stayed together you could get through anything"
"ep_02.eli_silo_hadalook01"   "<clr:255,208,172>Uh, yes."
"ep_02.eli_silo_hadalook02"   "<clr:255,208,172>Gordon... "
"ep_02.eli_silo_hadalook03"   "<clr:255,208,172>If you don't mind, I'd feel better if you had a look."
"ep_02.eli_silo_happeningagain01"   "<clr:255,208,172>Not again."
"ep_02.eli_silo_happeningagain02"   "<clr:255,208,172>I can't let it happen again."
"ep_02.eli_silo_happeningagain03"   "<clr:255,208,172>Not another Black Mesa."
"ep_02.eli_silo_heardclose01"   "<clr:255,208,172>Hey!"
"ep_02.eli_silo_heardclose02"   "<clr:255,208,172>Gordon!"
"ep_02.eli_silo_heardclose02_alt"   "<clr:255,208,172>Gordon!"
"ep_02.eli_silo_heardclose03"   "<clr:255,208,172>Man, you made it!"
"ep_02.eli_silo_helpingout"   "<clr:255,208,172>Thanks for helping out, Gordon."
"ep_02.eli_silo_holdyou"   "<clr:255,208,172>Oh, Alyx."
"ep_02.eli_silo_hurry"   "<clr:255,208,172>For god's sake, hurry."
"ep_02.eli_silo_hurryizzy"   "<clr:255,208,172>Izzy!"
"ep_02.eli_silo_iknow"   "<clr:255,208,172>I know, I know."
"ep_02.eli_silo_iknowiknow"   "<clr:255,208,172>I know, I know."
"ep_02.eli_silo_intercomok01"   "<clr:255,208,172><I>Yes, Alyx, is everything okay?"
"ep_02.eli_silo_intercomok02"   "<clr:255,208,172><I>Is Gordon all right?"
"ep_02.eli_silo_itsallrighthoney"   "<clr:255,208,172>It's all right, honey."
"ep_02.eli_silo_justgothere"   "<clr:255,208,172>Don't worry, Izzy.  They just got here."
"ep_02.eli_silo_keepmoving01"   "<clr:255,208,172>Well, we should keep moving"
"ep_02.eli_silo_keepmoving02"   "<clr:255,208,172>We don't have much time... Let's get going."
"ep_02.eli_silo_littletime01"   "<clr:255,208,172>We did."
"ep_02.eli_silo_littletime02"   "<clr:255,208,172>And thanks to your warning, we'll be ready when they get here."
"ep_02.eli_silo_littletime03"   "<clr:255,208,172>How much time have we got?"
"ep_02.eli_silo_lostforever"   "<clr:255,208,172>It should have been lost forever."
"ep_02.eli_silo_neverlether"   "<clr:255,208,172>I should have never let her go!"
"ep_02.eli_silo_nocontrol01"   "<clr:255,208,172>Hasn't Black Mesa taught you anything?"
"ep_02.eli_silo_nocontrol02"   "<clr:255,208,172>There's no controlling that kind of power!"
"ep_02.eli_silo_nonemeanthing01"   "<clr:255,208,172>None of this will"
"ep_02.eli_silo_nonemeanthing02"   "<clr:255,208,172>mean a thing if..."
"ep_02.eli_silo_notword"   "<clr:255,208,172>That's not quite the word I'd use."
"ep_02.eli_silo_nowayyou01"   "<clr:255,208,172>no no that's all right sweetheart"
"ep_02.eli_silo_nowayyou02"   "<clr:255,208,172>there's no way you could know."
"ep_02.eli_silo_ohalyx"   "<clr:255,208,172>oh"
"ep_02.eli_silo_ohbrother"   "<clr:255,208,172>Oh brother."
"ep_02.eli_silo_onething"   "<clr:255,208,172>One thing at a time, Izzy"
"ep_02.eli_silo_perfect01"   "<clr:255,208,172>Thank you, darling."
"ep_02.eli_silo_perfect02"   "<clr:255,208,172>Mmm."
"ep_02.eli_silo_perfect03"   "<clr:255,208,172>That's perfect"
"ep_02.eli_silo_perfect04"   "<clr:255,208,172>Mmm.."
"ep_02.eli_silo_quick"   "<clr:255,208,172>That was quick."
"ep_02.eli_silo_quicklyg01"   "<clr:255,208,172>Gordon, quickly..."
"ep_02.eli_silo_quicklyg02"   "<clr:255,208,172>Any help you can give him, get in there and do it."
"ep_02.eli_silo_raceclock01"   "<clr:255,208,172>It's gonna be close."
"ep_02.eli_silo_raceclock02"   "<clr:255,208,172>All it would take is one strider to destroy our rocket."
"ep_02.eli_silo_raceclock03"   "<clr:255,208,172>But we're ready for them."
"ep_02.eli_silo_remember01"   "<clr:255,208,172>And gordon freeman certainly needs no introduction."
"ep_02.eli_silo_rememberalyx"   "<clr:255,208,172>you remember alyx don't you?"
"ep_02.eli_silo_rightaway"   "<clr:255,208,172>We've got to see this right away!"
"ep_02.eli_silo_sendgordon01"   "<clr:255,208,172>Open the lock, Isaac."
"ep_02.eli_silo_sendgordon02"   "<clr:255,208,172>We'll send him over."
"ep_02.eli_silo_stillalive01"   "<clr:255,208,172>Well that means she's still alive up there."
"ep_02.eli_silo_stillalive02"   "<clr:255,208,172>But if the Combine catch her,"
"ep_02.eli_silo_stillalive03"   "<clr:255,208,172>they'll tear out everything she knows."
"ep_02.eli_silo_stillalive04"   "<clr:255,208,172>There'll be nothing left of her."
"ep_02.eli_silo_stoprightthere01"   "<clr:255,208,172>Stop right there, honey."
"ep_02.eli_silo_stoprightthere02"   "<clr:255,208,172>I'm responsible for putting her close to breen."
"ep_02.eli_silo_stoprightthere03"   "<clr:255,208,172>She wanted to stay with us but I needed her to keep an eye on him."
"ep_02.eli_silo_stoprightthere04"   "<clr:255,208,172>my biggest mistake was forgetting how persuasive he can be."
"ep_02.eli_silo_stoprightthere05"   "<clr:255,208,172>Judith made some terrible choices."
"ep_02.eli_silo_stoprightthere06"   "<clr:255,208,172>but she's paid the price"
"ep_02.eli_silo_stoprightthere07"   "<clr:255,208,172>she needs us alyx."
"ep_02.eli_silo_stoprightthere08"   "<clr:255,208,172>and I need her."
"ep_02.eli_silo_swoon"   "<clr:255,208,172>[Groans as he collapses]"
"ep_02.eli_silo_talk01"   "<clr:255,208,172>Unforeseen consequences..."
"ep_02.eli_silo_talk02"   "<clr:255,208,172>[laugh]"
"ep_02.eli_silo_talk03"   "<clr:255,208,172>The last time I heard those words was back at Black Mesa."
"ep_02.eli_silo_talk04"   "<clr:255,208,172>You had just stepped into the test chamber"
"ep_02.eli_silo_talk05"   "<clr:255,208,172>when he whispered them in my ear."
"ep_02.eli_silo_talk06"   "<clr:255,208,172>You know who I'm talking about."
"ep_02.eli_silo_talk07"   "<clr:255,208,172>Our mutual friend."
"ep_02.eli_silo_talk08"   "<clr:255,208,172>When he brought in that crystal I knew I... "
"ep_02.eli_silo_talk09"   "<clr:255,208,172>I should have aborted that damned test."
"ep_02.eli_silo_talk10"   "<clr:255,208,172>I didn't."
"ep_02.eli_silo_talk11"   "<clr:255,208,172>The whole world went to hell that day."
"ep_02.eli_silo_talk12"   "<clr:255,208,172>And now..."
"ep_02.eli_silo_talk13"   "<clr:255,208,172>Now he's using my little girl."
"ep_02.eli_silo_talk14"   "<clr:255,208,172>Putting words in her mouth."
"ep_02.eli_silo_talk15"   "<clr:255,208,172>God damn it!"
"ep_02.eli_silo_talk16"   "<clr:255,208,172>I should have know when he rescued her it was for his own damn reasons."
"ep_02.eli_silo_talk17"   "<clr:255,208,172>Gordon... "
"ep_02.eli_silo_talk18"   "<clr:255,208,172>There's so much I need to tell you."
"ep_02.eli_silo_talk19"   "<clr:255,208,172>Between us we may finally have a chance to---"
"ep_02.eli_silo_talk20"   "<clr:255,208,172>what else was on his agenda."
"ep_02.eli_silo_talk21"   "<clr:255,208,172>but there's still so much."
"ep_02.eli_silo_thankyou01"   "<norepeat:10><clr:255,208,172>[breath]"
"ep_02.eli_silo_thankyou02"   "<clr:255,208,172>Thank you, baby."
"ep_02.eli_silo_thankyou03"   "<clr:255,208,172>Thank you."
"ep_02.eli_silo_thankyou04"   "<clr:255,208,172>We're not going anywhere."
"ep_02.eli_silo_thankyou05"   "<norepeat:10><clr:255,208,172>[breath]"
"ep_02.eli_silo_there01"   "<clr:255,208,172>There, there, sweetheart. We're together now."
"ep_02.eli_silo_there02"   "<clr:255,208,172>That's all that matters."
"ep_02.eli_silo_theygoagain"   "<clr:255,208,172>There they go again."
"ep_02.eli_silo_thiswayg01"   "<clr:255,208,172>This way, Gordon."
"ep_02.eli_silo_thiswayg02"   "<clr:255,208,172>Come on, man."
"ep_02.eli_silo_uh"   "<clr:255,208,172>Oh, it's nothing, honey."
"ep_02.eli_silo_underwraps01"   "<clr:255,208,172>better than we thought"
"ep_02.eli_silo_underwraps02"   "<clr:255,208,172>magnusson's done a remarkable job here."
"ep_02.eli_silo_underwraps03"   "<clr:255,208,172>we're almost ready to put our first big piece into play."
"ep_02.eli_silo_underwraps04"   "<clr:255,208,172>the combine won't see this coming."
"ep_02.eli_silo_useit01"   "<clr:255,208,172>Use it?"
"ep_02.eli_silo_useit02"   "<clr:255,208,172>That thing has to be destroyed!"
"ep_02.eli_silo_welltalklater"   "<clr:255,208,172>We'll talk later, Gordon."
"ep_02.eli_silo_whahappen"   "<clr:255,208,172>What happened to you?"
"ep_02.eli_silo_whatisit"   "<clr:255,208,172>What is it, Izzy?  What have you got?"
"ep_02.eli_silo_whatsay"   "<clr:255,208,172>What did you say?"
"ep_02.eli_silo_wheresalyx01"   "<clr:255,208,172>Where's Alyx?"
"ep_02.eli_silo_wheresalyx02"   "<clr:255,208,172>Alyx!"
"ep_02.eli_silo_youheardkleiner01"   "<clr:255,208,172>Well, that's good, because, well..."
"ep_02.eli_silo_youheardkleiner02"   "<clr:255,208,172>now that the suppression field is down..."
"ep_02.eli_silo_youheardkleiner03"   "<clr:255,208,172>we all have to do our part."
"ep_02.eli_silo_yousure01"   "<clr:255,208,172>Are you sure?  "
"ep_02.eli_silo_yousure02"   "<clr:255,208,172>Shouldn't we have that looked at?"
"ep_02.eli_transmit_believe01"   "<clr:255,208,172><I>Alyx! "
"ep_02.eli_transmit_believe02"   "<clr:255,208,172><I>Thank God! "
"ep_02.eli_transmit_believe03"   "<clr:255,208,172><I>I can hardly believe it. "
"ep_02.eli_transmit_crawl01"   "<clr:255,208,172><I>It's the Combine. "
"ep_02.eli_transmit_crawl02"   "<clr:255,208,172><I>They're trying to open another gateway. "
"ep_02.eli_transmit_goodgod"   "<clr:255,208,172><I>Good God. "
"ep_02.eli_transmit_rash01"   "<clr:255,208,172><I>Get here as quickly as you can, you two. "
"ep_02.eli_transmit_rash02"   "<clr:255,208,172><I>But for God's sake, be careful. "
"ep_02.eli_transmit_rash03"   "<clr:255,208,172><I>I'll be waiting for you.  "
"ep_02.eli_transmit_rash04"   "<clr:255,208,172><I>Can't wait to see you."
"ep_02.eli_transmit_sevenminutes01"   "<clr:255,208,172><I>It'll be the Seven Hour War, all over again. "
"ep_02.eli_transmit_sevenminutes02"   "<clr:255,208,172><I>Except this time we won't last seven minutes. "
"ep_02.gman_har"   "Ha ha..."
"ep_02.gman_mono01"   "Doctor Freeman. "
"ep_02.gman_mono02"   "I realize this moment may not be the most convenient for a heart-to-heart,"
"ep_02.gman_mono03"   "but I had to wait until your friends were otherwise occupied. "
"ep_02.gman_mono04"   "Hm. "
"ep_02.gman_mono05"   "There was a time they cared nothing for Miss Vance..."
"ep_02.gman_mono06"   "When their only experience of humanity was a crowbar coming at them down a steel corridor. "
"ep_02.gman_mono07"   "It seems they've grown to share my estimation of her worth."
"ep_02.gman_mono08"   "When I plucked her from Black Mesa, I acted in the face of objections that she was a mere child and of no practical use to anyone. "
"ep_02.gman_mono09"   "I have learned to ignore such naysayers when quelling them was out of the question. "
"ep_02.gman_mono10"   "[breathing]"
"ep_02.gman_mono11"   "Still, I am not one to squander my investments..."
"ep_02.gman_mono12"   "and I remain confident she was worth far more than the initial..."
"ep_02.gman_mono13"   "appraisal. "
"ep_02.gman_mono14"   "That's why I must now "
"ep_02.gman_mono15"   "extract "
"ep_02.gman_mono16"   "from you "
"ep_02.gman_mono17"   "some small repayment owed for your own survival. "
"ep_02.gman_mono18"   "I'm not asking for anything that goes against your nature."
"ep_02.gman_mono19"   "Merely the favor of her continued protection,"
"ep_02.gman_mono20"   "while she acts as"
"ep_02.gman_mono21"   "medium for a message of some importance."
"ep_02.gman_mono22"   "See her safely to White Forest, Doctor Freeman. "
"ep_02.gman_mono23"   "She may require more care than was previously the case."
"ep_02.gman_mono24"   "[breathing]"
"ep_02.gman_mono25"   "I wish I could do more than keep an eye on you,"
"ep_02.gman_mono26"   "but I have agreed to abide by certain... "
"ep_02.gman_mono27"   "restrictions. "
"ep_02.gman_mono28"   "Mmm."
"ep_02.gman_mono29"   "Well..."
"ep_02.gman_mono30"   "Now..."
"ep_02.gman_mono31"   "Listen carefully, my dear."
"ep_02.gman_mono32"   "When you see your father "
"ep_02.gman_mono33"   "relay these words:"
"ep_02.gman_mono34"   "Prepare for unforeseen consequences. "
"ep_02.griggs_12crazy"   "<clr:255,216,150>12's going crazy!"
"ep_02.griggs_24lit"   "<clr:255,216,150>24's lit up!"
"ep_02.griggs_24swarm"   "<clr:255,216,150>Swarm at 24!"
"ep_02.griggs_36again"   "<clr:255,216,150>36 again!"
"ep_02.griggs_36majorswarm"   "<clr:255,216,150>Major swarm!"
"ep_02.griggs_36overthere"   "<clr:255,216,150>Over there!"
"ep_02.griggs_afteralyx"   "<clr:255,216,150>They're going after Alyx!"
"ep_02.griggs_ahcrap"   "<clr:255,216,150>Ahh crap!"
"ep_02.griggs_altvortarrive"   "<clr:255,216,150>Get ready, oh God, get ready, three lights, this is going to be bad...."
"ep_02.griggs_and12"   "<clr:255,216,150>And 12!"
"ep_02.griggs_and24"   "<clr:255,216,150>And 24!"
"ep_02.griggs_and36"   "<clr:255,216,150>And 36!"
"ep_02.griggs_andbreach"   "<clr:255,216,150>And the Breach!"
"ep_02.griggs_at12"   "<clr:255,216,150>They're at 12!"
"ep_02.griggs_at12again"   "<clr:255,216,150>They're at 12 again!"
"ep_02.griggs_atbreach"   "<clr:255,216,150>They're at the breach!"
"ep_02.griggs_awayfromvort"   "<clr:255,216,150>Get em away from the vort!"
"ep_02.griggs_badturret"   "<clr:255,216,150>Oh, sorry.  We shoulda warned you about that turret."
"ep_02.griggs_beadequate"   "<clr:255,216,150>Okay, Freeman!  Be adequate!"
"ep_02.griggs_betweenwave_01"   "<clr:255,216,150>Freeman, you did avoid the grubs on the way in here, right?"
"ep_02.griggs_betweenwave_02"   "<clr:255,216,150>Freeman, how many grubs did you step on?"
"ep_02.griggs_betweenwave_03"   "<clr:255,216,150>I wasn't even supposed to be here."
"ep_02.griggs_betweenwave_04"   "<clr:255,216,150>No offense Freeman, but things were pretty quiet until you showed up."
"ep_02.griggs_betweenwave_05"   "<clr:255,216,150>I don't think that was the last of them."
"ep_02.griggs_betweenwave_06"   "<clr:255,216,150>We'll be okay as long as they stick to one tunnel."
"ep_02.griggs_betweenwave_07"   "<clr:255,216,150>If they start comin' out of more than one tunnel, we're cooked."
"ep_02.griggs_betweenwave_08"   "<clr:255,216,150>You ready Freeman?"
"ep_02.griggs_betweenwave_09"   "<clr:255,216,150>We can do this, right guys? Yeah, sure, we can do this."
"ep_02.griggs_betweenwave_conver1_01"   "<clr:255,216,150>I got ten!"
"ep_02.griggs_betweenwave_conver2_01"   "<clr:255,216,150>Sheckley!"
"ep_02.griggs_betweenwave_conver2_02"   "<clr:255,216,150>Sheckley!"
"ep_02.griggs_betweenwave_conver2_03"   "<clr:255,216,150>Forget it..."
"ep_02.griggs_betweenwave_conver3_01"   "<clr:255,216,150>There can't be many more."
"ep_02.griggs_betweenwave_conver4_01"   "<clr:255,216,150>I didn't see it."
"ep_02.griggs_breachagain"   "<clr:255,216,150>The breach again!"
"ep_02.griggs_bye01"   "<clr:255,216,150>See ya!  "
"ep_02.griggs_bye02"   "<clr:255,216,150>Good luck out there"
"ep_02.griggs_calvary"   "<clr:255,216,150>Looks like the calvary's here!"
"ep_02.griggs_cantholdout"   "<clr:255,216,150>We can't hold out much longer."
"ep_02.griggs_coming01"   "<clr:255,216,150>They're coming!"
"ep_02.griggs_coming02"   "<clr:255,216,150>One light..."
"ep_02.griggs_comingfrom24"   "<clr:255,216,150>They're coming from 24 again!"
"ep_02.griggs_cover12"   "<clr:255,216,150>Cover 12!"
"ep_02.griggs_cover24"   "<clr:255,216,150>Cover 24!"
"ep_02.griggs_cover36"   "<clr:255,216,150>Cover 36!"
"ep_02.griggs_covervort"   "<clr:255,216,150>Cover the vort!"
"ep_02.griggs_dochelpvort"   "<clr:255,216,150>Doc, help the vort!"
"ep_02.griggs_doctorin"   "<clr:255,216,150>Oh yeah.  Down there by the vort.  Everything you need for doctorin'."
"ep_02.griggs_everywhere"   "<clr:255,216,150>Oh God, they're coming from everywhere!"
"ep_02.griggs_fightlion_01"   "<clr:255,216,150>AHHHHH!"
"ep_02.griggs_fightlion_02"   "<clr:255,216,150>Cover me, Sheck!"
"ep_02.griggs_fightlion_03"   "<clr:255,216,150>Sheckley look out!"
"ep_02.griggs_fightlion_04"   "<clr:255,216,150>Sheck, look out!"
"ep_02.griggs_fightlion_05"   "<clr:255,216,150>Ah!  Ah!  AH! AH! AH!"
"ep_02.griggs_followed01"   "<clr:255,216,150>Hey, Doc"
"ep_02.griggs_followed02"   "<clr:255,216,150>on your way here...  "
"ep_02.griggs_followed03"   "<clr:255,216,150>You weren't followed, were you?"
"ep_02.griggs_following01"   "<clr:255,216,150>I'm with ya, I'm with ya."
"ep_02.griggs_following02"   "<clr:255,216,150>I'm comin', I'm comin'."
"ep_02.griggs_following03"   "<clr:255,216,150>I'm right behind ya."
"ep_02.griggs_following04"   "<clr:255,216,150>Let's just stay here."
"ep_02.griggs_followme01"   "<clr:255,216,150>C'mon, Sheckley, move it."
"ep_02.griggs_followme02"   "<clr:255,216,150>Let's go, Sheck."
"ep_02.griggs_followme03"   "<clr:255,216,150>Over here, Sheckley."
"ep_02.griggs_followvortnag_01"   "<clr:255,216,150>Better get moving, Doc. Follow the Vort."
"ep_02.griggs_followvortnag_02"   "<clr:255,216,150>Seriously, Freeman, you need to get going."
"ep_02.griggs_followvortnag_03"   "<clr:255,216,150>Ms. Vance doesn't look so great, Doc. You better hurry up and follow the Vort."
"ep_02.griggs_followvortnag_04"   "<clr:255,216,150>We're all tired, Freeman, but you can't just sit around here. Follow the Vort!"
"ep_02.griggs_gohelpvort"   "<clr:255,216,150>Freeman, go help the vort!"
"ep_02.griggs_gosheckley"   "<clr:255,216,150>Nice one, Sheckley!"
"ep_02.griggs_grubs"   "<clr:255,216,150>The vort says as long as we don't step on their grubs, they shouldn't hear us this far from the nest..."
"ep_02.griggs_gunnags01"   "<clr:255,216,150>Hey, Doc...spare gun here if you want it."
"ep_02.griggs_gunnags02"   "<clr:255,216,150>Hey, Doc, you might want to grab a gun, down by the vort!"
"ep_02.griggs_gunnags03"   "<clr:255,216,150>Hey, Doc, if you need a gun there's some down by the elevator.  Plenty for all!"
"ep_02.griggs_incom36"   "<clr:255,216,150>Incoming at 36! "
"ep_02.griggs_junc_extrahand"   "<clr:255,216,150>Hey, vorts, thanks!  We're sure glad for the extra hand!"
"ep_02.griggs_junc_freemanlaughed"   "<clr:255,216,150>Ah, Freeman laughed a little.  I saw him."
"ep_02.griggs_kaput"   "<clr:255,216,150>Oh no!  A turret just went kaput!"
"ep_02.griggs_keepeye"   "<clr:255,216,150>Freeman! Keep your eye on the lights!"
"ep_02.griggs_killlion_01"   "<clr:255,216,150>Hey Sheck, am I gonna have to kill all of these myself?"
"ep_02.griggs_killlion_02"   "<clr:255,216,150>Yeah!"
"ep_02.griggs_killlion_03"   "<clr:255,216,150>Yeah!"
"ep_02.griggs_killlion_04"   "<clr:255,216,150>Stinkin' bugs!"
"ep_02.griggs_lookalive"   "<clr:255,216,150>Look alive!"
"ep_02.griggs_moreat12"   "<clr:255,216,150>More at 12!"
"ep_02.griggs_moreat24"   "<clr:255,216,150>More at 24!"
"ep_02.griggs_moreat36"   "<clr:255,216,150>More at 36!"
"ep_02.griggs_moreatbreach"   "<clr:255,216,150>More at the breach!"
"ep_02.griggs_needagun"   "<clr:255,216,150>Hey Doc, if you need a gun, there's extras around."
"ep_02.griggs_needsomehelp"   "<clr:255,216,150>I might need some help on this one."
"ep_02.griggs_nestbigger"   "<clr:255,216,150>That nest must be bigger than we thought."
"ep_02.griggs_neverseen"   "<clr:255,216,150>Never seen this many all at once."
"ep_02.griggs_onelight"   "<clr:255,216,150>One light!"
"ep_02.griggs_onenoproblem"   "<clr:255,216,150>No problem."
"ep_02.griggs_pickturretup"   "<clr:255,216,150>Pick your turret up!"
"ep_02.griggs_protectvort"   "<clr:255,216,150>Protect the vort!"
"ep_02.griggs_rightturret"   "<clr:255,216,150>Right that turret!"
"ep_02.griggs_samediff"   "<clr:255,216,150>What's the difference?"
"ep_02.griggs_sparegun"   "<clr:255,216,150>You might want to grab that extra gun, Doc!"
"ep_02.griggs_swarmatbreach"   "<clr:255,216,150>Swarm at the breach!"
"ep_02.griggs_thosevortswant"   "<clr:255,216,150>Don't look at me, I don't know what those vorts want"
"ep_02.griggs_threelights"   "<clr:255,216,150>Three lights!  We got three lights!"
"ep_02.griggs_threeomg"   "<clr:255,216,150>Oh my God!"
"ep_02.griggs_threeswarm"   "<clr:255,216,150>Swarm!"
"ep_02.griggs_thrubreach"   "<clr:255,216,150>They're coming through the breach!"
"ep_02.griggs_toomany"   "<clr:255,216,150>Too many!"
"ep_02.griggs_tryingtoscare"   "<clr:255,216,150>Yeah, I knew, I knew it, I was just tryin' to scare you, Sheck."
"ep_02.griggs_tunnelpanic_01"   "<clr:255,216,150>Oh shit, the whole place is lit up. Grab a tunnel!"
"ep_02.griggs_tunnelpanic_02"   "<clr:255,216,150>The whole place is lightin' up, grab a tunnel!"
"ep_02.griggs_turretdown01"   "<clr:255,216,150>We got a turret down!"
"ep_02.griggs_turretdown02"   "<clr:255,216,150>Turret, Doc!"
"ep_02.griggs_turretfeet"   "<clr:255,216,150>Get those turrets back on their feet!"
"ep_02.griggs_turretsturrets"   "<clr:255,216,150>Turrets!  Turrets!"
"ep_02.griggs_twolights"   "<clr:255,216,150>Two lights."
"ep_02.griggs_twothatmeans"   "<clr:255,216,150>That means two or three, right?"
"ep_02.griggs_underest"   "<clr:255,216,150>I think we misunderestimated."
"ep_02.griggs_vortintrouble"   "<clr:255,216,150>The VORT needs help!"
"ep_02.griggs_vortscalling"   "<clr:255,216,150>The vorts are calling you."
"ep_02.griggs_vortswantyou"   "<clr:255,216,150>I think the vorts want you down there."
"ep_02.griggs_vortswouldsay"   "<clr:255,216,150>Ah, I dunno, sounds like something the vorts would say."
"ep_02.griggs_watchall"   "<clr:255,216,150>Got to watch all the tunnels, Freeman!"
"ep_02.griggs_watchvorts_01"   "<clr:255,216,150>Sheck! Stay back and give the Vorts room to work!"
"ep_02.griggs_watchvorts_02"   "<clr:255,216,150>The Vorts are tearin' 'em up!"
"ep_02.griggs_watchvorts_03"   "<clr:255,216,150>Those bugs sure messed with the wrong slugs."
"ep_02.griggs_watchvorts_04"   "<clr:255,216,150>Jesus, I've never seen the Vorts this pissed."
"ep_02.griggs_wecandothis"   "<clr:255,216,150>More lights, we can do this."
"ep_02.griggs_wegot_12_01"   "<clr:255,216,150>We got 12!"
"ep_02.griggs_wegot_12_02"   "<clr:255,216,150>We'll take 12!"
"ep_02.griggs_wegot_24_01"   "<clr:255,216,150>We got 24!"
"ep_02.griggs_wegot_24_02"   "<clr:255,216,150>We'll take 24!"
"ep_02.griggs_wegot_36_01"   "<clr:255,216,150>We got 36!"
"ep_02.griggs_wegot_36_02"   "<clr:255,216,150>We'll take 36!"
"ep_02.griggs_wegot_breach01"   "<clr:255,216,150>We got the breach!"
"ep_02.griggs_wegot_breach02"   "<clr:255,216,150>We'll take the breach!"
"ep_02.griggs_wegotantlions01"   "<clr:255,216,150>Sheckley!"
"ep_02.griggs_wegotantlions02"   "<clr:255,216,150>We got antlions!"
"ep_02.griggs_whysomany"   "<clr:255,216,150>Why are there so many?"
"ep_02.griggs_wronghole"   "<clr:255,216,150>What was wrong with that hole?"
"ep_02.griggs_youtake_12_01"   "<clr:255,216,150>Hey doc, you cover 12!"
"ep_02.griggs_youtake_12_02"   "<clr:255,216,150>You handle 12, Doc!"
"ep_02.griggs_youtake_24_01"   "<clr:255,216,150>Hey doc, you cover 24!"
"ep_02.griggs_youtake_24_02"   "<clr:255,216,150>You handle 24, Doc!"
"ep_02.griggs_youtake_36_01"   "<clr:255,216,150>Hey doc, you cover 36!"
"ep_02.griggs_youtake_36_02"   "<clr:255,216,150>You handle 36, Doc!"
"ep_02.griggs_youtake_breach_01"   "<clr:255,216,150>Hey doc, you cover the breach!"
"ep_02.griggs_youtake_breach_02"   "<clr:255,216,150>You handle the breach, Doc!"
"ep_02.griggs_youturrets"   "<clr:255,216,150>Dr. Freeman, you take care of the turrets."
"ep_02.kl_launch_1"   "<clr:255,255,200>One..."
"ep_02.kl_launch_10"   "<clr:255,255,200>T minus ten..."
"ep_02.kl_launch_2"   "<clr:255,255,200>Two..."
"ep_02.kl_launch_3"   "<clr:255,255,200>Three..."
"ep_02.kl_launch_4"   "<clr:255,255,200>Four..."
"ep_02.kl_launch_5"   "<clr:255,255,200>Five..."
"ep_02.kl_launch_6"   "<clr:255,255,200>Six..."
"ep_02.kl_launch_7"   "<clr:255,255,200>Seven..."
"ep_02.kl_launch_8"   "<clr:255,255,200>Eight..."
"ep_02.kl_launch_9"   "<clr:255,255,200>Nine..."
"ep_02.kl_launch_anomaly01"   "<clr:255,255,200>Wait a moment..."
"ep_02.kl_launch_anomaly02"   "<clr:255,255,200>I'm seeing a payload anomaly of approximately eight and a half pounds."
"ep_02.kl_launch_atlast"   "<clr:255,255,200>At last!"
"ep_02.kl_launch_awe01"   "<clr:255,255,200>[Sounds of wordless awe]"
"ep_02.kl_launch_awe02"   "<clr:255,255,200>Great Scott!"
"ep_02.kl_launch_awe03"   "<clr:255,255,200>Look at it go!"
"ep_02.kl_launch_awe04"   "<clr:255,255,200>Yes!"
"ep_02.kl_launch_awe05"   "<clr:255,255,200>Yes!"
"ep_02.kl_launch_awe06"   "<clr:255,255,200>[Sounds of wordless awe]"
"ep_02.kl_launch_awe07"   "<clr:255,255,200>Look!"
"ep_02.kl_launch_awe08"   "<clr:255,255,200>Look!"
"ep_02.kl_launch_awe09"   "<clr:255,255,200>Fly, you beautiful bird!"
"ep_02.kl_launch_awe10"   "<clr:255,255,200>Oh..."
"ep_02.kl_launch_awe11"   "<clr:255,255,200>There it goes..."
"ep_02.kl_launch_awe12"   "<clr:255,255,200>We're off!"
"ep_02.kl_launch_awe13"   "<clr:255,255,200>Yes."
"ep_02.kl_launch_awe14"   "<clr:255,255,200>Yes."
"ep_02.kl_launch_bestofluck01"   "<clr:255,255,200>Of course."
"ep_02.kl_launch_bestofluck02"   "<clr:255,255,200>Best of luck, you two."
"ep_02.kl_launch_button01"   "<clr:255,255,200>The button, Gordon?  "
"ep_02.kl_launch_button02"   "<clr:255,255,200>Oh...  "
"ep_02.kl_launch_button03"   "<clr:255,255,200>If you don't mind?"
"ep_02.kl_launch_check01a"   "<clr:255,255,200><I>Tested and operational."
"ep_02.kl_launch_check01b"   "<clr:255,255,200><I>What's this one? ''Flight termination system...check links with backup range safety sites...''?"
"ep_02.kl_launch_check02"   "<clr:255,255,200><I>Pre-flight alignment complete."
"ep_02.kl_launch_check03"   "<clr:255,255,200><I>Check."
"ep_02.kl_launch_check04"   "<clr:255,255,200><I>Check-check-check."
"ep_02.kl_launch_check05"   "<clr:255,255,200><I>Did you do that?"
"ep_02.kl_launch_check06"   "<clr:255,255,200><I>Completed, of course."
"ep_02.kl_launch_check07"   "<clr:255,255,200><I>Well, the precision of those readings is not to my liking, but we'll have to make do with what we have."
"ep_02.kl_launch_check08"   "<clr:255,255,200><I>Reporting normal."
"ep_02.kl_launch_check09"   "<clr:255,255,200><I>Naturally, some time ago."
"ep_02.kl_launch_check10"   "<clr:255,255,200><I>Of course."
"ep_02.kl_launch_check11"   "<clr:255,255,200><I>No, of course not."
"ep_02.kl_launch_check12"   "<clr:255,255,200><I>Yes, yes."
"ep_02.kl_launch_congrats01"   "<clr:255,255,200><I>attention, your attention please. Congratulations to the staff and residents of white forest."
"ep_02.kl_launch_congrats02"   "<clr:255,255,200><I>woodland creatures excepted"
"ep_02.kl_launch_curtail01"   "<clr:255,255,200><I>although we hate to curtail the spontaneous festivities or otherwise interfere with the celebratory air"
"ep_02.kl_launch_curtail02"   "<clr:255,255,200><I>we must ask all personnel to take cover immediately in order to ensure the vicinity is clear for launch"
"ep_02.kl_launch_curtail03"   "<clr:255,255,200><I>it would certainly put a dampen on the natural outpourings of goodwill if any of our stalwarts were rendered crispy in the super-heated flames of the victory launch"
"ep_02.kl_launch_excuseme01"   "<clr:255,255,200>Excuse me."
"ep_02.kl_launch_excuseme02"   "<clr:255,255,200>Pardon me."
"ep_02.kl_launch_excuseme03"   "<clr:255,255,200>Excuse me, Gordon."
"ep_02.kl_launch_fever01"   "<clr:255,255,200>I believe I've just learned the meaning of the phenomenon described as feverish anticipation"
"ep_02.kl_launch_fever02"   "<clr:255,255,200>I've always believed it a figure of speech"
"ep_02.kl_launch_fever03"   "<clr:255,255,200>but suddenly I'm"
"ep_02.kl_launch_fever04"   "<clr:255,255,200>quite warm"
"ep_02.kl_launch_finger"   "<clr:255,255,200>We await only the push of a highly trained finger."
"ep_02.kl_launch_fruition01"   "<clr:255,255,200>the fruition of your many years of service and devotion are about to reach their culmination"
"ep_02.kl_launch_fruition02"   "<clr:255,255,200>we fully expect this to be a glorious and transcendent moment for human civilization."
"ep_02.kl_launch_high5a"   "<clr:255,255,200>Well, I, oh--"
"ep_02.kl_launch_high5b"   "<clr:255,255,200>yes indeed"
"ep_02.kl_launch_high5c"   "<clr:255,255,200>very nice"
"ep_02.kl_launch_high5d"   "<clr:255,255,200>I suppose there's something to be said for physical reinforcement of the intellectual bond."
"ep_02.kl_launch_high5e"   "<clr:255,255,200>[sniff]"
"ep_02.kl_launch_lamarr01"   "<clr:255,255,200>Now...hm...  "
"ep_02.kl_launch_lamarr02"   "<clr:255,255,200>Has anyone seen Lamarr?"
"ep_02.kl_launch_lookup01"   "<clr:255,255,200><I>Eli!  Gordon! Alyx!  Look at the portal"
"ep_02.kl_launch_lookup02"   "<clr:255,255,200><I>We've activated the resonator."
"ep_02.kl_launch_lookup03"   "<clr:255,255,200><I>This is it!  "
"ep_02.kl_launch_morelamarr01"   "<clr:255,255,200>Lamarr?"
"ep_02.kl_launch_morelamarr02"   "<clr:255,255,200>Lamarr?"
"ep_02.kl_launch_morelamarr03"   "<clr:255,255,200>Lamarr?"
"ep_02.kl_launch_morelamarr04"   "<clr:255,255,200>Where the devil have you gotten to?"
"ep_02.kl_launch_morelamarr05"   "<clr:255,255,200>Hedy?"
"ep_02.kl_launch_morelamarr06"   "<clr:255,255,200>Oh dear..."
"ep_02.kl_launch_morelamarr07"   "<clr:255,255,200>Has anyone seen Lamarr?"
"ep_02.kl_launch_neverfear01"   "<clr:255,255,200>Just as soon as this is wrapped up."
"ep_02.kl_launch_neverfear02"   "<clr:255,255,200>I wouldn't dream of letting you go without a proper goodbye!"
"ep_02.kl_launch_palamarr"   "<clr:255,255,200>Attention, attention, all personnel.  Has anyone seen Lamarr?"
"ep_02.kl_launch_permorbit01"   "<clr:255,255,200>the payload capsule itself will not enter a permanent orbit until sometime afterward"
"ep_02.kl_launch_permorbit02"   "<clr:255,255,200>here."
"ep_02.kl_launch_permorbit03"   "<clr:255,255,200>at which point we can test the stability of the system"
"ep_02.kl_launch_permorbit04"   "<clr:255,255,200>however, we should see the first effects almost immediately."
"ep_02.kl_launch_portalclosing01"   "<clr:255,255,200><I>My goodness..."
"ep_02.kl_launch_portalclosing02"   "<clr:255,255,200><I>Oh - look at that!"
"ep_02.kl_launch_portalclosing03"   "<clr:255,255,200><I>The resonator seems to be taking hold."
"ep_02.kl_launch_portalclosing04"   "<clr:255,255,200><I>The portal has been neutralized!"
"ep_02.kl_launch_portalclosing05"   "<clr:255,255,200><I>Spectacular"
"ep_02.kl_launch_portalclosing06"   "<clr:255,255,200><I>What a relief."
"ep_02.kl_launch_portalclosing07"   "<clr:255,255,200><I>Marvelous."
"ep_02.kl_launch_portalclosing08"   "<clr:255,255,200><I>Well doesn't that beat all."
"ep_02.kl_launch_portalclosing09"   "<clr:255,255,200><I>There's hope after all."
"ep_02.kl_launch_portalclosing10"   "<clr:255,255,200><I>Safe again...for a time."
"ep_02.kl_launch_portalclosing11"   "<clr:255,255,200><I>I confess, I...had my doubts."
"ep_02.kl_launch_portalclosing12"   "<clr:255,255,200><I>Yes, yes, we can all be proud of the effort---"
"ep_02.kl_launch_portalclosing13"   "<clr:255,255,200><I>Now, Magnusson---"
"ep_02.kl_launch_right01"   "<clr:255,255,200>That's right.  "
"ep_02.kl_launch_right02"   "<clr:255,255,200>If you please."
"ep_02.kl_launch_shortly01"   "<clr:255,255,200>I'm sure he'll be along shortly."
"ep_02.kl_launch_shortly02"   "<clr:255,255,200>This is rather unlike him."
"ep_02.kl_launch_show01"   "<clr:255,255,200>Once the rocket is in range of the portal, we'll be able to switch on the xenium resonator.  "
"ep_02.kl_launch_show02"   "<clr:255,255,200>There should be quite a show.  Regrettably, I can't come out with you."
"ep_02.kl_launch_show03"   "<clr:255,255,200>Magnusson and I will need to keep a close eye on the rocket's trajectory"
"ep_02.kl_launch_show04"   "<clr:255,255,200>So you can see"
"ep_02.kl_launch_show05"   "<clr:255,255,200>here"
"ep_02.kl_launch_show06"   "<clr:255,255,200>once we reach altitude, the existing satellite array will begin to reactivate."
"ep_02.kl_launch_sigh"   "<clr:255,255,200>[sigh...]"
"ep_02.kl_launch_signoff01"   "<clr:255,255,200>All right, just let us secure our instruments and we will be over to see you off."
"ep_02.kl_launch_signoff02"   "<clr:255,255,200>Thank you, everyone.  Signing off."
"ep_02.kl_launch_skyawe01"   "<clr:255,255,200>Oh!"
"ep_02.kl_launch_skyawe02"   "<clr:255,255,200>Marvelous"
"ep_02.kl_launch_skyawe03"   "<clr:255,255,200>Magnificent!"
"ep_02.kl_launch_skyawe04"   "<clr:255,255,200>Ah, spectacular!"
"ep_02.kl_launch_skyawe05"   "<clr:255,255,200>Oh, I hope Lamarr is watching"
"ep_02.kl_launch_skyawe06"   "<clr:255,255,200>Oh..."
"ep_02.kl_launch_skyawe07"   "<clr:255,255,200>Beautiful"
"ep_02.kl_launch_skyawe08"   "<clr:255,255,200>splendid!  Magnificent!"
"ep_02.kl_launch_skyawe09"   "<clr:255,255,200>Oh, the corona!"
"ep_02.kl_launch_theirsuccess"   "<clr:255,255,200>Yes, well, I think perhaps Gordon had something to do with their success."
"ep_02.kl_launch_ticking01"   "<clr:255,255,200>Too right!  "
"ep_02.kl_launch_ticking02"   "<clr:255,255,200>The clock is ticking."
"ep_02.kl_launch_use01"   "<clr:255,255,200>I can't be bothered right now."
"ep_02.kl_launch_use02"   "<clr:255,255,200>You will just have to wait until after the launch."
"ep_02.kl_launch_valiant01"   "<clr:255,255,200>You'll hear no objection from me."
"ep_02.kl_launch_valiant02"   "<clr:255,255,200>The launch would be all but impossible without his valiant efforts."
"ep_02.kl_launch_waxing01"   "<clr:255,255,200>[sniff]"
"ep_02.kl_launch_waxing02"   "<clr:255,255,200>Gracious!"
"ep_02.kl_launch_wedidit"   "<clr:255,255,200>We did it!"
"ep_02.kl_launch_wogordon"   "<clr:255,255,200>Well, we can't proceed without Gordon."
"ep_02.kl_silo_agreed01"   "<clr:255,255,200>Agreed!"
"ep_02.kl_silo_agreed02"   "<clr:255,255,200>The Combine encroaches."
"ep_02.kl_silo_arrived"   "<clr:255,255,200>Good grief!  Eli!  Why didn't you tell me they'd arrived?"
"ep_02.kl_silo_auxil"   "<clr:255,255,200>and then we can view it in the auxiliary control room."
"ep_02.kl_silo_auxil02"   "<clr:255,255,200>and then we can view it in the auxiliary control room."
"ep_02.kl_silo_berightthere"   "<clr:255,255,200>I'll hurry it along, Magnusson. "
"ep_02.kl_silo_auxil01"   "<clr:255,255,200>Just let me start the decoding process,"
"ep_02.kl_silo_comein"   "<clr:255,255,200>Eli, Eli?  Are you there?"
"ep_02.kl_silo_delight"   "<clr:255,255,200>My dear, what a relief--not to mention a delight--to see you here at last!  "
"ep_02.kl_silo_devised01"   "<clr:255,255,200>Indeed yes."
"ep_02.kl_silo_devised02"   "<clr:255,255,200>magnusson designed a xenium resonator that once in orbital range will activate the old array and effectively turn it into a shield."
"ep_02.kl_silo_devised03"   "<clr:255,255,200>with sub dimensional properties."
"ep_02.kl_silo_emergency01"   "<clr:255,255,200>oh dear.  On second thought, maybe you shouldn't send gordon just yet."
"ep_02.kl_silo_emergency02"   "<clr:255,255,200>what's that?"
"ep_02.kl_silo_emergency03"   "<clr:255,255,200>well I can't let him in"
"ep_02.kl_silo_emergency04"   "<clr:255,255,200>the emergency doors will have sealed up tight."
"ep_02.kl_silo_emergency05"   "<clr:255,255,200>oh fie!"
"ep_02.kl_silo_emergency06"   "<clr:255,255,200>There's been a breach"
"ep_02.kl_silo_emergency07"   "<clr:255,255,200>I hope magnusson's provided for contingencies"
"ep_02.kl_silo_fiethecode01"   "<clr:255,255,200>Oh fie, the code.   "
"ep_02.kl_silo_fiethecode02"   "<clr:255,255,200>Yes, Magnusson, it just needs a little bit longer! "
"ep_02.kl_silo_findus"   "<clr:255,255,200>You'll find us in the auxiliary control room."
"ep_02.kl_silo_fond01"   "<clr:255,255,200>As you're so fond of pointing out"
"ep_02.kl_silo_fond02"   "<clr:255,255,200>you've gotten this far without us."
"ep_02.kl_silo_givenup01"   "<clr:255,255,200>Oh yes, quite real, despite its almost legendary stature.  "
"ep_02.kl_silo_givenup02"   "<clr:255,255,200>Our peers at Aperture Science were at work on a project of some promise, but in their rush to beat Black Mesa for funding, they must have compromised ordinary standards of risk.  We heard their research vessel had simply disappeared.  Vanished-with all hands... even part of the dry dock!"
"ep_02.kl_silo_givenup03"   "<clr:255,255,200>Few believed the Borealis would ever be seen again."
"ep_02.kl_silo_goingover01"   "<clr:255,255,200>yes, I'll give it a thorough going over when time permits but first..."
"ep_02.kl_silo_goingover02"   "<clr:255,255,200>let me find the transmission"
"ep_02.kl_silo_goldmine01"   "<clr:255,255,200>Well, yes, there's always a risk, Eli."
"ep_02.kl_silo_goldmine01a"   "<clr:255,255,200>Well..."
"ep_02.kl_silo_goldmine01b"   "<clr:255,255,200>Yes..."
"ep_02.kl_silo_goldmine01c"   "<clr:255,255,200>There's always a risk, Eli."
"ep_02.kl_silo_goldmine02"   "<clr:255,255,200>But my goodness, we have coordinates...blueprints...hailing frequencies...  "
"ep_02.kl_silo_goldmine03"   "<clr:255,255,200>Quite ingenious of Dr. Mossman, to hide it all in the carrier wave."
"ep_02.kl_silo_headway01"   "<clr:255,255,200>Well, it's all but certain she found borealis"
"ep_02.kl_silo_headway02"   "<clr:255,255,200>It bears all the hallmarks of Aperture Science."
"ep_02.kl_silo_headway03"   "<clr:255,255,200>however, I've made very little headway with the data itself"
"ep_02.kl_silo_headway04"   "<clr:255,255,200>I could use Gordon's assistance, if you could spare him."
"ep_02.kl_silo_hev"   "<clr:255,255,200>And Gordon.  I see you and the HEV suit have taken excellent care of each other."
"ep_02.kl_silo_hm"   "<clr:255,255,200>Hmmm."
"ep_02.kl_silo_idontbelieveit01"   "<clr:255,255,200>[Gasp!]  It's the...Borealis!  "
"ep_02.kl_silo_incredible"   "<clr:255,255,200>Incredible!"
"ep_02.kl_silo_inorder01"   "<clr:255,255,200>Everything seems to be in order.  "
"ep_02.kl_silo_inorder02"   "<clr:255,255,200>I only wonder..."
"ep_02.kl_silo_ionlymeant"   "<clr:255,255,200>Good grief, I only meant they might..."
"ep_02.kl_silo_ireally"   "<clr:255,255,200>But  we don't know for sure---"
"ep_02.kl_silo_keeponthis"   "<clr:255,255,200>I'll be back as soon as I finish."
"ep_02.kl_silo_least"   "<clr:255,255,200>The least he could do is say hello."
"ep_02.kl_silo_lookaround01"   "<clr:255,255,200>it appears gordon wishes to examine the so called spearhead missile."
"ep_02.kl_silo_lookaround02"   "<clr:255,255,200>Why, his restless spirit embodies the very essence of scientific inquiry."
"ep_02.kl_silo_lookaround03"   "<clr:255,255,200>He reminds me so much of myself at his age."
"ep_02.kl_silo_neverfear01"   "<clr:255,255,200>and so we shall."
"ep_02.kl_silo_neverfear02"   "<clr:255,255,200>I'll get right to work on the analysis"
"ep_02.kl_silo_nevermind"   "<clr:255,255,200>Well, never mind him."
"ep_02.kl_silo_nostoppingher"   "<clr:255,255,200>There was no stopping her, Eli."
"ep_02.kl_silo_noweli01"   "<clr:255,255,200>Now, Eli...  The only thing worse than Judith falling into their hands would be if they should get a hold of you.  She may know the particulars of the Borealis, but you...you know everything about the resistance!"
"ep_02.kl_silo_nowfound"   "<clr:255,255,200>Ah, but now that we've found it, we can use it against the Combine!"
"ep_02.kl_silo_nowmag"   "<clr:255,255,200>Now listen here, Magnusson, there's no call for hurtful comments."
"ep_02.kl_silo_nowmag01"   "<clr:255,255,200>Now listen here, Magnusson."
"ep_02.kl_silo_nowmag02"   "<clr:255,255,200>There's no call for hurtful comments."
"ep_02.kl_silo_nownow01"   "<clr:255,255,200>Don't worry, Eli."
"ep_02.kl_silo_nownow02"   "<clr:255,255,200>I'm sure Dr. Mossman is all right."
"ep_02.kl_silo_nownow03"   "<clr:255,255,200>She's nothing if not resourceful."
"ep_02.kl_silo_onceinplace01"   "<clr:255,255,200>once in place, it will block combine access to earth, even if they do manage to restore their portal network"
"ep_02.kl_silo_onceinplace02"   "<clr:255,255,200>which is starting to seem ever more likely."
"ep_02.kl_silo_rawtrans01"   "<clr:255,255,200>why, even a fragment of a raw transmission will give us penetrating insight into"
"ep_02.kl_silo_rawtrans02"   "<clr:255,255,200>well, it's unimaginable."
"ep_02.kl_silo_rawtrans03"   "<clr:255,255,200>and it's all right here you say?"
"ep_02.kl_silo_reunion01"   "<clr:255,255,200>I can't get over this"
"ep_02.kl_silo_reunion02"   "<clr:255,255,200>it's as if we've brought back the original black mesa science team for a grand reunion."
"ep_02.kl_silo_reunion03"   "<clr:255,255,200>minus one or two titular functionaries we are almost certainly better without"
"ep_02.kl_silo_samearray01"   "<clr:255,255,200>yes, the array has lain dormant since you so ably annihilated the nihilanth."
"ep_02.kl_silo_samearray02"   "<clr:255,255,200>however, recently we've hit upon a brilliant plan to reverse the portal's polarity"
"ep_02.kl_silo_sayinghello01"   "<clr:255,255,200>All right, all right.  "
"ep_02.kl_silo_sayinghello02"   "<clr:255,255,200>I was just saying hello to Alyx and Gordon."
"ep_02.kl_silo_sendhim"   "<clr:255,255,200>go ahead and send him through."
"ep_02.kl_silo_shoulddoit"   "<clr:255,255,200>ah, this should do it."
"ep_02.kl_silo_signature01"   "<clr:255,255,200>unfortunately, it's impossible to do more than guess at that portal's specific signature."
"ep_02.kl_silo_signature02"   "<clr:255,255,200>at least until they've reestablished contact with the combine overworld."
"ep_02.kl_silo_signature03"   "<clr:255,255,200>at which time it would be too late to prevent reinvasion."
"ep_02.kl_silo_signature04"   "<clr:255,255,200>if we knew the signal characteristics we could selectively block combine access while allowing ourselves to teleport freely."
"ep_02.kl_silo_signature05"   "<clr:255,255,200>but, that is such a remote possibility"
"ep_02.kl_silo_signature06"   "<clr:255,255,200>none dare bank upon it."
"ep_02.kl_silo_smallcrew"   "<clr:255,255,200>she took a small crew and flew north... shortly after we flew to white forest."
"ep_02.kl_silo_somethingelse01"   "<clr:255,255,200>Wait a moment..."
"ep_02.kl_silo_somethingelse02"   "<clr:255,255,200>There's something else here."
"ep_02.kl_silor_superb"   "<clr:255,255,200>superb work in delaying the citadel core reaction, you two! It must have been quite exciting."
"ep_02.kl_silo_thereweare"   "<clr:255,255,200>There we are."
"ep_02.kl_silo_tour"   "<clr:255,255,200>you can give him the full tour later, magnusson"
"ep_02.kl_silo_trove01"   "<clr:255,255,200>well, this is quite the treasure trove"
"ep_02.kl_silo_trove02"   "<clr:255,255,200>it would appear you've plundered the citadel storehouse like a pair of latter-day data pirates"
"ep_02.kl_silo_trove02_alt"   "<clr:255,255,200>it would appear you've plundered the citadel storehouse like a"
"ep_02.kl_silo_waste01"   "<clr:255,255,200>But think of the advantage for humanity! We can't simply waste all that potential.  "
"ep_02.kl_silo_wellseeyou"   "<clr:255,255,200>We'll see you in the auxiliary control room."
"ep_02.kl_silo_whatmean"   "<clr:255,255,200>my dear, what do you mean?"
"ep_02.kl_silo_whatsthis"   "<clr:255,255,200>what's this?"
"ep_02.kl_silo_wheredata01"   "<clr:255,255,200>Oh, never mind him."
"ep_02.kl_silo_wheredata02"   "<clr:255,255,200>Now, my dear, where is this data packet you've been carrying? "
"ep_02.kl_silo_wheredata03"   "<clr:255,255,200>If I delay a single moment, I'll never hear the end of it."
"ep_02.kl_transmit_callmag01"   "<clr:255,255,200><I>Magnusson, did you hear that? "
"ep_02.kl_transmit_callmag02"   "<clr:255,255,200><I>I'll bet it's the Combine portal code! "
"ep_02.kl_transmit_data"   "<clr:255,255,200><I>Data? From the Citadel? "
"ep_02.kl_transmit_goodness"   "<clr:255,255,200><I>Alyx - my goodness - is that really you? "
"ep_02.kl_transmit_monitor"   "<clr:255,255,200><I>Oh yes, we've been monitoring the situation. The raw discharge of the melt-down has been focused into a coherent beam of portal energy. "
"ep_02.kl_transmit_neversaid"   "<clr:255,255,200><I>Well, I can see that, I never said- "
"ep_02.kl_transmit_superportal01"   "<clr:255,255,200><I>Yes. What you're seeing is the infancy of a superportal. "
"ep_02.kl_transmit_superportal02"   "<clr:255,255,200><I>If it attains full strength... "
"ep_02.kl_silo_yesyes"   "<clr:255,255,200>Yes, yes!  Of course!"
"ep_02.kl_silo_resume"   "<clr:255,255,200>Shall we resume?"
"ep_02.mag_aband_apex01"   "<clr:209,178,178><I>Freeman"
"ep_02.mag_aband_apex02"   "<clr:209,178,178><I>Freeman can you hear me?"
"ep_02.mag_aband_apex03"   "<clr:209,178,178><I>The base is vulnerable until you find the controls and shut the overhead door assembly."
"ep_02.mag_aband_assume01"   "<clr:209,178,178><I>Freeman..."
"ep_02.mag_aband_assume02"   "<clr:209,178,178><I>Freeman, I'm going to assume you are in the secondary silo and able to hear me."
"ep_02.mag_aband_assume03"   "<clr:209,178,178><I>I have identified the overhead launch door assembly as the source of the breach."
"ep_02.mag_aband_assume04"   "<clr:209,178,178><I>Move toward the top of the launch tube and take all necessary steps to seal the area."
"ep_02.mag_aband_critical"   "<clr:209,178,178><I>Attention, Freeman!  It is critical that you seal the overhead silo doors and stop this infiltration!"
"ep_02.mag_aband_dearbreach"   "<clr:209,178,178><I>Oh my god!  Oh dear.  This is a breach.  A breach!"
"ep_02.mag_aband_decom01"   "<clr:209,178,178><I>Freeman, I repeat!  There has been a breach of the secondary silo by way of the overhead launch doors."
"ep_02.mag_aband_decom02"   "<clr:209,178,178><I>I will trust you to seal the silo doors."
"ep_02.mag_aband_dontanswer"   "<clr:209,178,178><I>If not...don't answer."
"ep_02.mag_aband_fiends01"   "<clr:209,178,178><I>These feathered fiends are the most persistent I've ever...  "
"ep_02.mag_aband_fiends02"   "<clr:209,178,178><I>Wait... What is this?"
"ep_02.mag_aband_forgordsake"   "<clr:209,178,178><I>If you can hear me, Freeman, for god's sake close the overhead silo doors!"
"ep_02.mag_aband_freeman"   "<clr:209,178,178><I>Freeman? Freeman, I hope you can hear me.  This is Dr. Magnusson."
"ep_02.mag_aband_notcrows"   "<clr:209,178,178><I>Not crows, people!  Combine!"
"ep_02.mag_aband_ominous"   "<clr:209,178,178><I>I'm beginning to think that something more ominous than crows is..."
"ep_02.mag_aband_onceagain01"   "<clr:209,178,178><I>Freeman!"
"ep_02.mag_aband_onceagain02"   "<clr:209,178,178><I>Freeman!  Have you heard a word I've been saying?  "
"ep_02.mag_aband_onceagain03"   "<clr:209,178,178><I>It's up to you to seal the launch doors!"
"ep_02.mag_aband_pinpoint"   "<clr:209,178,178><I>Attention! Attention, personnel!  This is Dr. Magnusson.  We are experiencing a breach of internal base defenses.  Please bear with us while we pinpoint the location of the breach.  "
"ep_02.mag_aband_pleased"   "<clr:209,178,178><I>This is Dr. Magnusson. And I am pleased to announce the secondary silo has been sealed.  Well!  Back to work!"
"ep_02.mag_aband_popular01"   "<clr:209,178,178><I>Attention, personnel."
"ep_02.mag_aband_popular02"   "<clr:209,178,178><I>This is Dr. Magnusson!"
"ep_02.mag_aband_popular03"   "<clr:209,178,178><I>Since the secondary silo staff seem incapable of solving their little crow problem, you will be happy to hear we have put the popular Dr. Freeman on the job.  We all look forward to his remedy.  "
"ep_02.mag_aband_popular04"   "<clr:209,178,178><I>And I look forward to hearing the staff's excuses for why they couldn't handle it themselves."
"ep_02.mag_aband_popular05"   "<clr:209,178,178><I>Thank you for your patience."
"ep_02.mag_aband_racket"   "<clr:209,178,178><I>For God's sake, Freeman, what is taking you so long?  Oh, I cannot concentrate with all of this racket!"
"ep_02.mag_aband_stillalive"   "<clr:209,178,178><I>Is anyone still alive in there?"
"ep_02.mag_aband_stillthere"   "<clr:209,178,178><I>Freeman!  Are you still in the secondary silo?"
"ep_02.mag_launch_check01"   "<clr:209,178,178><I>Telemetry data links."
"ep_02.mag_launch_check02"   "<clr:209,178,178><I>That must be an ancient entry.  There are no backup sites.  If we fail, the best we can hope is that the rocket falls on the enemy.  Now...inertial navigation systems..."
"ep_02.mag_launch_check03"   "<clr:209,178,178><I>Tracking beacon...there's another bit of cruft we can ignore.  Support equipment powered down."
"ep_02.mag_launch_check04"   "<clr:209,178,178><I>Satellite payload powered and ready..."
"ep_02.mag_launch_check05"   "<clr:209,178,178><I>Already closed out launch support equipment checklist..."
"ep_02.mag_launch_check06"   "<clr:209,178,178><I>Safety test of FTS..."
"ep_02.mag_launch_check07"   "<clr:209,178,178><I>Ground and high-altitude winds..."
"ep_02.mag_launch_check08"   "<clr:209,178,178><I>Guidance computer voltages and currents..."
"ep_02.mag_launch_check09"   "<clr:209,178,178><I>FTS switched over to internal power."
"ep_02.mag_launch_check10"   "<clr:209,178,178><I>And armed?"
"ep_02.mag_launch_check11"   "<clr:209,178,178><I>Don't ever say ''of course.''  We can't take anything for granted!"
"ep_02.mag_launch_check12a"   "<clr:209,178,178><I>[Sigh]"
"ep_02.mag_launch_check12b"   "<clr:209,178,178><I>Avionics to internal power?"
"ep_02.mag_launch_chitchat01"   "<clr:209,178,178>Ahem... Well, that's enough chitchat. "
"ep_02.mag_launch_chitchat02"   "<clr:209,178,178>I've got a rocket to launch. "
"ep_02.mag_launch_cutclose"   "<clr:209,178,178><I>We couldn't have cut it any closer if that was our intention. "
"ep_02.mag_launch_doitmyself"   "<clr:209,178,178><I>Hurry up or I'll do it myself! "
"ep_02.mag_launch_flawless01"   "<clr:209,178,178>Ah, Freeman. "
"ep_02.mag_launch_flawless02"   "<clr:209,178,178>Well, I see the Magnusson Device performed flawlessly. "
"ep_02.mag_launch_forgetmd01"   "<clr:209,178,178>Ah, let's not forget that with the Magnusson device, those striders practically destroy themselves. "
"ep_02.mag_launch_haventseenhim"   "<clr:209,178,178><I>No, no - haven't seen him. "
"ep_02.mag_launch_holdon"   "<clr:209,178,178>Hold on a moment, Kleiner. "
"ep_02.mag_launch_indeed"   "<clr:209,178,178><I>Indeed. "
"ep_02.mag_launch_launchsequence01"   "<clr:209,178,178><I>Silo doors open. "
"ep_02.mag_launch_launchsequence02"   "<clr:209,178,178><I>Stations everyone. "
"ep_02.mag_launch_launchsequence03"   "<clr:209,178,178><I>Power to main thrusters. "
"ep_02.mag_launch_launchsequence04"   "<clr:209,178,178><I>Steady on. "
"ep_02.mag_launch_launchsequence05"   "<clr:209,178,178><I>We are launching. "
"ep_02.mag_launch_launchsequence06"   "<clr:209,178,178><I>Steady, steady. "
"ep_02.mag_launch_launchsequence07"   "<clr:209,178,178><I>We... we have lift-off. "
"ep_02.mag_launch_launchsequence08a"   "<clr:209,178,178><I>We have lift-off. "
"ep_02.mag_launch_launchsequence08b"   "<clr:209,178,178><I>Lift-off. "
"ep_02.mag_launch_launchsequence08c"   "<clr:209,178,178><I>Lift-off! Oh, it worked... it worked! "
"ep_02.mag_launch_launchsequence08d"   "<clr:209,178,178><I>Oh, oh I must I must get control of myself.  Oh, deep breaths, deep breaths."
"ep_02.mag_launch_launchsequence09a"   "<clr:209,178,178><I>Oh my rocket! Oh my rocket works! Ah... "
"ep_02.mag_launch_launchsequence09b"   "<clr:209,178,178><I>I'm a genius! "
"ep_02.mag_launch_launchsequence09c"   "<clr:209,178,178><I>I told you it would all work! I knew it would work! "
"ep_02.mag_launch_launchsequence09d"   "<clr:209,178,178><I>Thank you, Freeman. "
"ep_02.mag_launch_onlyabutton"   "<clr:209,178,178><I>Oh, for God's sake. It's only a button. Just press it, that's all I ask. "
"ep_02.mag_launch_portalresponse01"   "<clr:209,178,178>"
"ep_02.mag_launch_portalresponse02"   "<clr:209,178,178>"
"ep_02.mag_launch_portalresponse03"   "<clr:209,178,178>"
"ep_02.mag_launch_portalresponse04"   "<clr:209,178,178>"
"ep_02.mag_launch_premature01"   "<clr:209,178,178><I>Now... now, it's still too early to celebrate. "
"ep_02.mag_launch_premature02"   "<clr:209,178,178><I>We need to reach altitude and transmit the signal. "
"ep_02.mag_launch_premature03"   "<clr:209,178,178><I>Assuming Kleiner decoded it correctly. "
"ep_02.mag_launch_pushingit"   "<clr:209,178,178><I>That's it then - I'm pushing it. Try and stop me! "
"ep_02.mag_launch_readytostartauto"   "<clr:209,178,178><I>I believe we're ready to start the autosequence. "
"ep_02.mag_launch_solong01"   "<clr:209,178,178><I>What could possibly be taking him so long. "
"ep_02.mag_launch_solong02"   "<clr:209,178,178><I>Where the hell has he gotten to. "
"ep_02.mag_launch_standaround"   "<clr:209,178,178><I>Well, doesn't everyone have more important things to do than stand around? "
"ep_02.mag_launch_startauto01"   "<clr:209,178,178><I>Ready to start autosequence. "
"ep_02.mag_launch_startauto02"   "<clr:209,178,178><I>I suggest we adjourn this meeting of the mutual admiration society until after we have launched our rocket. "
"ep_02.mag_launch_thankyou01"   "<clr:209,178,178>I feel compelled to thank you, personally, for saving my rocket. "
"ep_02.mag_launch_thankyou02"   "<clr:209,178,178>So, um... "
"ep_02.mag_launch_thankyou03"   "<clr:209,178,178>Thank you. "
"ep_02.mag_launch_tolerance01"   "<clr:209,178,178><I>Well... that's within tolerance, certainly not worth scuttling the ... "
"ep_02.mag_launch_tolerance02"   "<clr:209,178,178><I>Ah, Gordon Freeman! "
"ep_02.mag_launch_what"   "<clr:209,178,178><I>What? "
"ep_02.mag_launch_wherewerewe"   "<clr:209,178,178><I>Now, where were we? "
"ep_02.mag_launch_whose"   "<clr:209,178,178><I>Just launch the damn thing! "
"ep_02.mag_post_pa01"   "<clr:209,178,178><I>That's it!  The last strider has been destroyed!"
"ep_02.mag_post_pa02"   "<clr:209,178,178><I>The Combine have been repelled!"
"ep_02.mag_post_pa03"   "<clr:209,178,178><I>Everyone return to base!  Repeat!  All personnel, return to base immediately!  This rocket must launch!"
"ep_02.mag_post_pa04"   "<clr:209,178,178><I>Clear the field!  White Forest personnel, please clear the field!"
"ep_02.mag_post_pa05"   "<clr:209,178,178><I>Evacuate the area!  All personnel, return to base or take shelter immediately.  We must clear the area for launch!"
"ep_02.mag_post_pa06"   "<clr:209,178,178><I>Freeman, if you're still out there, return to base immediately!"
"ep_02.mag_post_pa07a"   "<clr:209,178,178><I>All personnel, return to base!  "
"ep_02.mag_post_pa07b"   "<clr:209,178,178><I>And if you see Gordon Freeman, tell him to get his butt in here!"
"ep_02.mag_rad_expectedyou01"   "<I><clr:209,178,178>Alyx? "
"ep_02.mag_rad_expectedyou02"   "<I><clr:209,178,178>Alyx Vance? "
"ep_02.mag_rad_expectedyou03"   "<I><clr:209,178,178>Where are you? "
"ep_02.mag_rad_expectedyou04"   "<I><clr:209,178,178>I expected you hours ago. "
"ep_02.mag_rad_gravity01"   "<I><clr:209,178,178>Don't you understand the gravity of the situation? "
"ep_02.mag_rad_gravity02"   "<I><clr:209,178,178>The survival of Earth depends on the data you carry. "
"ep_02.mag_rad_hopeso01"   "<I><clr:209,178,178>What - what's that? What? "
"ep_02.mag_rad_hopeso02"   "<I><clr:209,178,178>You're heading our way? Well I should hope so! "
"ep_02.mag_rad_hopeso03"   "<I><clr:209,178,178>What? What was that? "
"ep_02.mag_rad_hopeso04"   "<I><clr:209,178,178>Oh."
"ep_02.mag_rad_hopeso05"   "<I><clr:209,178,178>You're breaking up, Alyx. "
"ep_02.mag_rad_hopeso06"   "<I><clr:209,178,178>I cannot hear you. "
"ep_02.mag_rad_whatwhat01"   "<I><clr:209,178,178>What? "
"ep_02.mag_rad_whatwhat02"   "<I><clr:209,178,178>What? "
"ep_02.mag_silo_backtowork01"   "<clr:209,178,178><I>All right, back to work, everyone!  "
"ep_02.mag_silo_backtowork02"   "<clr:209,178,178><I>It's just another false alarm in the secondary silo."
"ep_02.mag_silo_changeplans01"   "<clr:209,178,178>All right, people - change of plans. "
"ep_02.mag_silo_changeplans02"   "<clr:209,178,178>There is no way we can launch before those striders are - "
"ep_02.mag_silo_datapeople"   "<clr:209,178,178>The data, people, the data! "
"ep_02.mag_silo_excuseme01"   "<clr:209,178,178>Oh - oh, excuse me if I'm interrupting tea time. "
"ep_02.mag_silo_excuseme02"   "<clr:209,178,178>I'll just step out until you've finished if that's more convenient. "
"ep_02.mag_silo_falsealarms01"   "<clr:209,178,178>Hello. "
"ep_02.mag_silo_falsealarms02"   "<clr:209,178,178>Hello, is anyone there? "
"ep_02.mag_silo_falsealarms03"   "<clr:209,178,178>Anyone? "
"ep_02.mag_silo_falsealarms04"   "<clr:209,178,178>False alarms all day - damn crows have been nesting in the tracks. I do not know how I am supposed to concentrate with all of this racket. "
"ep_02.mag_silo_follownags01"   "<clr:209,178,178>Now, follow me. "
"ep_02.mag_silo_follownags02"   "<clr:209,178,178>Freeman! "
"ep_02.mag_silo_follownags03"   "<clr:209,178,178>Follow me "
"ep_02.mag_silo_follownags04"   "<clr:209,178,178>Follow me, Freeman. "
"ep_02.mag_silo_follownags05"   "<clr:209,178,178>Freeman! "
"ep_02.mag_silo_follownags06"   "<clr:209,178,178>Freeman - follow and quickly! "
"ep_02.mag_silo_follownags07"   "<clr:209,178,178>Freeman - where the hell are you? "
"ep_02.mag_silo_followquick01"   "<clr:209,178,178>Well, Freeman."
"ep_02.mag_silo_followquick02"   "<clr:209,178,178>I believe I've found the perfect use for you."
"ep_02.mag_silo_followquick03"   "<clr:209,178,178>Follow me. "
"ep_02.mag_silo_followquick04"   "<clr:209,178,178>Quickly."
"ep_02.mag_silo_goahead"   "<clr:209,178,178><I>If you're waiting for the Combine's go-ahead, they'll soon be here to give it to you in person! "
"ep_02.mag_silo_guarant"   "<clr:209,178,178>You have my word on it! "
"ep_02.mag_silo_kleinercert01"   "<clr:209,178,178>The last thing on my mind was submitting it for the Kleiner certificate of approval. "
"ep_02.mag_silo_kleinercert02"   "<clr:209,178,178>Whatever troubles we might have had were the result of staffing and supply deficiencies. "
"ep_02.mag_silo_laddernags01"   "<clr:209,178,178>Take this ladder down. "
"ep_02.mag_silo_laddernags02"   "<clr:209,178,178>Quickly man - the ladder. "
"ep_02.mag_silo_laddernags03"   "<clr:209,178,178>Hurry and get down that ladder. "
"ep_02.mag_silo_laddernags04"   "<clr:209,178,178>The ladder's here. "
"ep_02.mag_silo_lamarr"   "<clr:209,178,178>And get your cranio-conjugal parasite away from my nose cone! "
"ep_02.mag_silo_makeuseful"   "<clr:209,178,178>Freeman - Freeman, you're not doing anything. Make yourself useful and find out what the hell is going on in there. "
"ep_02.mag_silo_needahand01"   "<clr:209,178,178><I>Kleiner, where are you? "
"ep_02.mag_silo_needahand02"   "<clr:209,178,178><I>Why isn't the decoding finished? "
"ep_02.mag_silo_needyouhere"   "<clr:209,178,178><I>I need you over here."
"ep_02.mag_silo_notagain"   "<clr:209,178,178>Oh, not again. What the hell is going on in the secondary silo? "
"ep_02.mag_silo_parade01"   "<clr:209,178,178>Oh, what next in the parade of constant interruptions? "
"ep_02.mag_silo_redcarpet"   "<clr:209,178,178>Oh, fine - no one grants me a moment's peace, but by all means - unroll the red carpet. "
"ep_02.mag_silo_reunion"   "<clr:209,178,178>Kleiner, are you going to sync up the satellite? Or should I postpone the launch to make time for a family reunion? "
"ep_02.mag_silo_sendtosecondsilo01"   "<clr:209,178,178>I'll open this hatch to let you down. "
"ep_02.mag_silo_sendtosecondsilo02"   "<clr:209,178,178>The blast doors will have sealed due to the alert, so you'll have to go through the bottom of the launch tube. "
"ep_02.mag_silo_sendtosecondsilo03"   "<clr:209,178,178>Now, once you're down there, I'll have Uriah let you into the secondary silo. "
"ep_02.mag_silo_thisway"   "<clr:209,178,178>This way, Freeman. "
"ep_02.mag_silo_waitingforhug01"   "<clr:209,178,178>Well what are you waiting for Freeman, a hug? "
"ep_02.mag_silo_waitingforhug02"   "<clr:209,178,178>The situation is not going to investigate itself! "
"ep_02.mag_silo_wheregoing"   "<clr:209,178,178>Where do you think you're going, Freeman? "
"ep_02.mag_transmit_linchpin"   "<clr:209,178,178><I>Well, of course they have. You see, Kleiner, it's the linchpin of all of their plans. "
"ep_02.mag_transmit_nodoubt01"   "<clr:209,178,178><I>Now, if I'm right about this - and I have no reason to doubt myself - you are carrying the very code Doctor Mossman had hoped to recover. "
"ep_02.mag_transmit_nodoubt02"   "<clr:209,178,178><I>Now, how soon can you get here? "
"ep_02.mag_transmit_nowaste01"   "<clr:209,178,178><I>There is no time to waste. "
"ep_02.mag_transmit_nowaste02"   "<clr:209,178,178><I>We'll need to step up the launch schedule. "
"ep_02.mag_transmit_nowaste03"   "<clr:209,178,178><I>Now as soon as you get here with the signature data, we'll encode the satellite and get the damn thing into orbit. "
"ep_02.mag_transmit_sequence01"   "<clr:209,178,178><I>Somewhere in that sequence, they would have had to establish a connection with the far side "
"ep_02.mag_transmit_sequence02"   "<clr:209,178,178><I>What you have there young lady, is the specific contact code for the Combine Overworld. "
"ep_02.mag_transmit_whatnow"   "<clr:209,178,178><I>Yes, yes, I'm not deaf. "
"ep_02.mag_tutor_aimforcarap"   "<clr:209,178,178>Aim for the carapace. "
"ep_02.mag_tutor_aimforupperbody"   "<clr:209,178,178>Aim for the upper body, man. "
"ep_02.mag_tutor_amplesupply"   "<clr:209,178,178>Now, every building in the valley has its own dispenser port so you'll have ample supply of explosives. "
"ep_02.mag_tutor_anothermiss"   "<clr:209,178,178>And... another miss. "
"ep_02.mag_tutor_attach"   "<clr:209,178,178>You needn't attach more than one. "
"ep_02.mag_tutor_backtorocket"   "<clr:209,178,178>Now, I must get back to my rocket, Freeman. "
"ep_02.mag_tutor_bitmore"   "<clr:209,178,178>A bit more challenging at this range, isn't it. "
"ep_02.mag_tutor_brawn01"   "<clr:209,178,178>Now, you've proved yourself capable, and the staff seem to respect you. Therefore, I'm putting defense of White Forest, and this ingenious new weapon of mine, in your hands. "
"ep_02.mag_tutor_carapfreeman"   "<clr:209,178,178>The carapace. Freeman. "
"ep_02.mag_tutor_darelaunch01"   "<clr:209,178,178>Freeman, striders are coming. "
"ep_02.mag_tutor_darelaunch02"   "<clr:209,178,178>A single one of those damn things could shoot down our rocket. "
"ep_02.mag_tutor_darelaunch03"   "<clr:209,178,178>We don't dare launch until all striders are destroyed. "
"ep_02.mag_tutor_debacle"   "<clr:209,178,178>Oh, and Freeman! If you pull this off, I might just forgive you for that debacle at Black Mesa. You know the one I mean - involving a certain microwave casserole. "
"ep_02.mag_tutor_debacle_dist"   "<clr:209,178,178>Oh, and Freeman! If you pull this off, I might just forgive you for that debacle at Black Mesa. You know the one I mean... involving a certain microwave casserole. "
"ep_02.mag_tutor_exprop"   "<clr:209,178,178>I said we should expropriate that hazard suit and give it to Doctor Mossman. Maybe now they'll listen to me. "
"ep_02.mag_tutor_fartarget"   "<clr:209,178,178>Uriah, send the target to the far end of the rails. "
"ep_02.mag_tutor_figuratively"   "<clr:209,178,178>When I remarked that with the Magnusson Device the striders would destroy themselves, I was speaking figuratively. "
"ep_02.mag_tutor_finally"   "<clr:209,178,178>Finally. "
"ep_02.mag_tutor_firearm"   "<clr:209,178,178>Good. Now take out the firearm of your choice and shoot the device. "
"ep_02.mag_tutor_fragile"   "<clr:209,178,178>As you can see, the Magnussons are fragile. They will disintegrate immediately if they miss their target. "
"ep_02.mag_tutor_fueled"   "<clr:209,178,178>Your car is fueled and ready to go. "
"ep_02.mag_tutor_getinpractice"   "<clr:209,178,178>Follow me and we'll let you get in some practice while we still have time. "
"ep_02.mag_tutor_giveitathrow"   "<clr:209,178,178>Give it a throw. "
"ep_02.mag_tutor_gravitygun01"   "<clr:209,178,178>Hmm? The Gravity gun? "
"ep_02.mag_tutor_gravitygun02"   "<clr:209,178,178>What those loafers back there would call your gravity gun. "
"ep_02.mag_tutor_hadenough"   "<clr:209,178,178>Had enough? "
"ep_02.mag_tutor_homing"   "<clr:209,178,178>The device has an inbuilt homing function...if you get it in close range of the strider, it will close the gap and affix itself to the carapace. "
"ep_02.mag_tutor_impaling"   "<clr:209,178,178>Don't be alarmed, Freeman. This strider's days of impaling your friends are a thing of the past. "
"ep_02.mag_tutor_longasyoulike"   "<clr:209,178,178>Practice as long as you like. "
"ep_02.mag_tutor_looklively"   "<clr:209,178,178>Now look lively in there. Warm up the delivery port. "
"ep_02.mag_tutor_magdevice01"   "<clr:209,178,178>We call it the Magnusson Device. "
"ep_02.mag_tutor_magdevice02"   "<clr:209,178,178>Not my chosen label you understand, but it seemed to please the personnel. "
"ep_02.mag_tutor_magnif"   "<clr:209,178,178>Magnificent device, isn't it? "
"ep_02.mag_tutor_miss01"   "<clr:209,178,178>Miss. "
"ep_02.mag_tutor_miss02"   "<clr:209,178,178>Miss! "
"ep_02.mag_tutor_miss03"   "<clr:209,178,178>Miss! "
"ep_02.mag_tutor_moveon"   "<clr:209,178,178>Now, let's move on to a more challenging task. "
"ep_02.mag_tutor_noisaidcarap"   "<clr:209,178,178>No, I said the - the carapace! "
"ep_02.mag_tutor_notshot"   "<clr:209,178,178>You've ably demonstrated what happens when the device is not shot. Now shoot it. "
"ep_02.mag_tutor_nottoohard01"   "<clr:209,178,178>There you go. "
"ep_02.mag_tutor_nottoohard02"   "<clr:209,178,178>Not too difficult at this range, is it? Gets a bit harder when it's moving about and firing at you, of course. "
"ep_02.mag_tutor_onedevice01"   "<clr:209,178,178>One device at a time is sufficient, Freeman. "
"ep_02.mag_tutor_onedevice02"   "<clr:209,178,178>Don't waste them. Each one is a marvel of craftsmanship. "
"ep_02.mag_tutor_outinfield"   "<clr:209,178,178>Now, out in the field, we'll supply you with all the Magnusson Devices you need through delivery ports like this one. "
"ep_02.mag_tutor_overhere"   "<clr:209,178,178>I'll be right over here when you are ready to head out. "
"ep_02.mag_tutor_perfect"   "<clr:209,178,178>More than adequate. "
"ep_02.mag_tutor_rdu01"   "<clr:209,178,178>Now, what it is, is a sort of a sticky-bomb, although cleverer than that makes it sound. "
"ep_02.mag_tutor_rdu02"   "<clr:209,178,178>From your point of view, you merely pitch the device at the strider's hull, then blow it up. "
"ep_02.mag_tutor_rdu03"   "<clr:209,178,178>I've struggled with a mechanism for launching the device, but... well, your Zero Point Energy Field Manipulator clears up that little problem. "
"ep_02.mag_tutor_rocketsci"   "<clr:209,178,178>This isn't rocket science. Well, my contribution is. All you need to do is shoot the device. "
"ep_02.mag_tutor_settarget"   "<clr:209,178,178>Uriah - set the target for close range practice. "
"ep_02.mag_tutor_shell"   "<clr:209,178,178>Good God, man. Carapace. It means 'shell.' Aim for it! "
"ep_02.mag_tutor_shootthemagdev"   "<clr:209,178,178>Shoot. The. Magnusson. Device. "
"ep_02.mag_tutor_squander"   "<clr:209,178,178>I'm relying on you not to squander my trust... or my Magnussons! "
"ep_02.mag_tutor_takeoutdevice"   "<clr:209,178,178>Go ahead and take the device out of the dispenser. "
"ep_02.mag_tutor_takeyourtime"   "<clr:209,178,178>The Combine are nearly upon us. But by all means, take your time. "
"ep_02.mag_tutor_thatsright"   "<clr:209,178,178>That's right. "
"ep_02.mag_tutor_thereuare"   "<clr:209,178,178>There you are."
"ep_02.mag_tutor_timeforrealthing"   "<clr:209,178,178>Go ahead now. It's time for the real thing. "
"ep_02.mag_tutor_tossatbody"   "<clr:209,178,178>That's right. Now toss it at the main body of the strider. "
"ep_02.mag_tutor_unless"   "<clr:209,178,178>Well, unless there's something else... "
"ep_02.mag_tutor_verywell"   "<clr:209,178,178>Very well, Freeman. Try it now. "
"ep_02.mag_tutor_wanttousegravgun"   "<clr:209,178,178>Now you'll want to use your gravity gun to throw it. "
"ep_02.mag_tutor_welldone"   "<clr:209,178,178>Good enough. "
"ep_02.mag_tutor_wearedoomed"   "<clr:209,178,178>We are doomed. "
"MISSING"   "<clr:209,178,178>Consider yourself encouraged with all the usual aphorisms regarding practice.  I'll be right over here."
"ep_02.mirt_battle_anomalies01"   "<I>Picking up some kind of anomalous troop movements...  "
"ep_02.mirt_battle_anomalies02"   "<I>Can't quite get a bead on em.   Maybe just uh..."
"ep_02.mirt_battle_anomalies03"   "<I>Well, stay tuned."
"ep_02.mirt_battle_keepalert"   "<I>Keep alert."
"ep_02.mirt_battle_northbreach"   "<I>Attention!  North perimeter breach!  We have a strider, approaching from the cranes!"
"ep_02.mirt_battle_periclear"   "<I>Perimeters clear.  Still no sign of incursion."
"ep_02.mirt_brief_keepyoucurrent01"   "I'll be staying here to watch the field and send status updates.  "
"ep_02.mirt_brief_keepyoucurrent02"   "Good luck out there!"
"ep_02.mirt_brief_mapquicklook01"   "Now, check this map.  "
"ep_02.mirt_brief_mapquicklook02"   "We're right here at the south end of the valley.  "
"ep_02.mirt_brief_mapquicklook03"   "Rest of the gang's up north by the old sawmill-here.  "
"ep_02.mirt_brief_mapquicklook04"   "Head on up there and they'll fill you in on the battle plan."
"ep_02.mirt_brief_overhere01"   "Dr. Freeman, over here!  "
"ep_02.mirt_brief_overhere02"   "I've taken a few liberties with your car."
"ep_02.mirt_brief_ports01"   "I tweaked your onboard radar so that Combine show up red on the dashboard unit now.  "
"ep_02.mirt_brief_ports02"   "Plus, it'll send a homing signal to your HEV suit, in case you get separated from your car.  "
"ep_02.mirt_brief_ports03"   "No need to thank me."
"ep_02.mirt_brief_yanktrunk01"   "Check it out-"
"ep_02.mirt_brief_yanktrunk02"   "I added a rack for Magnusson Devices back here."
"ep_02.mirt_post_waytogo01"   "Way to go, Freeman!  The Combine's falling back!  "
"ep_02.mirt_post_waytogo02"   "I wouldn't say we've got them on the run, but...hell, it's a start!"
"ep_02.mirt_silo_dogpatrol"   "Mind if we keep Dog patrolling out here?"
"ep_02.mirt_silo_eliknows01"   "I don't think Eli knows you're here yet."
"ep_02.mirt_silo_eliknows02"   "He's in the silo 1 access unit.  Right through here."
"ep_02.mirt_silo_overhere"   "Alyx!  Dr. Freeman!  You made it."
"ep_02.mirt_silo_trouble01"   "Yeah, we heard you ran into a little trouble out there. "
"ep_02.mirt_silo_trouble02"   "Combine's been trying to head in the front door. "
"ep_02.mirt_silo_trouble03"   "I think they learned their lesson. "
"ep_02.mirt_silo_walk"   "Okay, Dog.  Let's take a walk!"
"ep_02.over_barn"   "<clr:255,73,24><I> OVERWATCH VOICE:  VITAL ALERT.  AUTONOMOUS UNITS SUBSUMED.  MANDATORY COMPLIANCE WITH ALL TENENTS OF ADVISORIAL ASSISTANCE ACT.  THREAT LEVEL ADJUSTMENT.  PROBE.  EXPUNGE."
"ep_02.over_camp"   "<clr:255,73,24><I> OVERWATCH VOICE:  ONGOING SECTOR SWEEP.  BIOTICS CONFIRMED.  CONTINUE SURFACE SECTOR SWEEP.  REMOTE COMPLIANCE.  EXTERMINATE.  SEEK PASSIVE SIGNATURE IMPRINT.  MANDATE SUBLEVEL RESTRICTIONS."
"ep_02.over_inne"   "<clr:255,73,24><I> OVERWATCH VOICE:  ALERT.  ANTICITIZEN ONE ENGAGED.  VANCE SUBPRIME ENGAGED.   EXPUNGE.  MANDATE REMOVAL OF ACTIVE SIGNATURE IMPRINT.  CAUTERIZE AND EXPUNGE."
"ep_02.over_vista"   "<clr:255,73,24><I> OVERWATCH VOICE:  ALL AUTONOMOUS UNITS:  ACCEPT MANDATORY SECTOR ASSIMILATION.  COORDINATED CONSTRICTION UNDERWAY.  DEBRIDE AND CAUTERIZE.  ENTERING PHASE NINE, ENHANCED COMPLIANCE.  DEPLOY ADVISORY CONTROL AND OVERSIGHT.  SUBMIT AND BE SUBSUMED."
"ep_02.cit_loudspeaker_01"   "<I>Strider coming in from the cranes."
"ep_02.cit_loudspeaker_02"   "<I>Strider at the sawmill."
"ep_02.cit_loudspeaker_03"   "<I>Another strider coming towards the sawmill."
"ep_02.cit_loudspeaker_04"   "<I>A strider has been spotted by the cranes."
"ep_02.cit_loudspeaker_05"   "<I>Another strider coming in towards what used to be the sawmill."
"ep_02.cit_loudspeaker_06"   "<I>Now we have a strider coming in from the water tower."
"ep_02.cit_loudspeaker_07"   "<I>Strider spotted at the cranes."
"ep_02.cit_loudspeaker_08"   "<I>Another strider from the water tower."
"ep_02.cit_loudspeaker_09"   "<I>We have a strider coming in from the cranes."
"ep_02.cit_loudspeaker_10"   "<I>Now there's one at the sawmill."
"ep_02.cit_loudspeaker_11"   "<I>They are coming from everywhere--strider spotted at the water tower."
"ep_02.cit_loudspeaker_12"   "<I>Heads up people, we aren't done yet.  Another strider was just spotted at the sawmill."
"ep_02.cit_loudspeaker_13"   "<I>One more at the cranes!"
"ep_02.cit_loudspeaker_atbase"   "<I>Strider at the silo! Strider at the base!"
"ep_02.cit_loudspeaker_closetobase"   "<I>Alert!  There's a strider getting close to the base!"
"ep_02.cit_loudspeaker_dropships"   "<I>Looks like that was the last one---Wait a minute!  Get ready, everyone!  We've spotted dropships carrying even more striders!  We have about a minute before they hit, so gear up!  This is going to get ugly before it's over."
"ep_02.cit_loudspeaker_failure01"   "<I>No!"
"ep_02.cit_loudspeaker_failure02"   "<I>Oh my god!"
"ep_02.cit_loudspeaker_failure03"   "<I>They've hit the bunker!"
"ep_02.cit_loudspeaker_failure04"   "<I>The rocket's destroyed!"
"ep_02.cit_loudspeaker_failure05"   "<I>We're finished"
"ep_02.cit_loudspeaker_failure06"   "<I>Oh dear God nooo..."
"ep_02.cit_loudspeaker_failure07"   "<I>Oh hell.."
"ep_02.cit_loudspeaker_failure08"   "<I>Well that tears it."
"ep_02.cit_loudspeaker_failure09"   "<I>I'm sorry Dr. Magnusson.  We let you down."
"ep_02.cit_loudspeaker_failure10"   "<I>Oh god... Magnusson's gonna be pissed!"
"ep_02.cit_loudspeaker_fewleft"   "<I>Keep up the good work!  Only a few striders left!"
"ep_02.cit_loudspeaker_hereyougo"   "<I>I think-uh, yessir, Dr. Magnusson.  Here you go."
"ep_02.cit_loudspeaker_packs"   "<I>Keep an eye out.  It looks like hunters are traveling with the striders.  They're working in packs!"
"ep_02.cit_loudspeaker_returntobase01"   "<I>Striders!  Approaching the silo! "
"ep_02.cit_loudspeaker_returntobase02"   "<I>Fall back and defend the silo!"
"ep_02.cit_loudspeaker_returntobase03"   "<I>They're getting too close to the silo!"
"ep_02.cit_loudspeaker_returntobase04"   "<I>We need more defense at the silo!"
"ep_02.cit_loudspeaker_returntobase05"   "<I>They're closing in on the silo!  Hold them off!"
"ep_02.cit_loudspeaker_returntobase06"   "<I>Drop what you're doing and get to the base!  Defend the silo!"
"ep_02.cit_loudspeaker_returntobase07"   "<I>All personnel, get back to the base!  The silo is under attack!"
"ep_02.cit_loudspeaker_returntobase08"   "<I>That's the base alarm, people!  Fall back and defend the silo!"
"ep_02.cit_loudspeaker_victory"   "<I>Attention! Attention!  The striders have been defeated!  All personnel return to base immediately.  Repeat. All personnel return to base immediately."
"ep_02.cit_loudspeaker_wedidit"   "<I>We did it! We held them off!  Good work everyone!"
"ep_02.cit_loudspeakeralt_05"   "<I>Another strider coming in towards the sawmill wreckage."
"ep_02.cit_tothesawmill_01"   "You'll find the sawmill at the far end of the valley!"
"ep_02.cit_tothesawmill_02"   "The sawmill is that way.  They're expecting you."
"ep_02.cit_tothesawmill_03"   "They're waiting for you in the sawmill-that way!"
"ep_02.cit_tothesawmill_04"   "If you're looking for the sawmill, it's thataway!"
"ep_02.reb_1stwave01"   "Did we do it?  Was that it?  Somebody please tell me that was all of them!"
"ep_02.reb_1stwave02"   "I think we've seen the last of the Combine!  We should have beat their asses years ago!"
"ep_02.reb_1stwave03"   "Something tells me we haven't seen the last of them."
"ep_02.reb_1stwave04"   "That's it, we won! WHOOOO! "
"ep_02.reb_1stwave05"   "I guess it's time to rebuild the sawmill."
"ep_02.reb_1stwave06"   "I need a nap."
"ep_02.reb_1stwave07"   "Well, I'll see everyone back at base."
"ep_02.reb_1stwave08"   "[panting]Is that it?"
"ep_02.reb_1stwave09"   "That can't be it..."
"ep_02.reb_1stwave10"   "I don't think we're through yet."
"ep_02.reb_1stwave11"   "Stay sharp. We're not done yet."
"ep_02.reb_altfireprompt01"   "The supercharged AR2 ammo really messes up those hunters."
"ep_02.reb_altfireprompt02"   "That supercharged ammo for your AR2 will kill hunters with one shot!"
"ep_02.reb_altfireprompt03"   "Use that Combine pulse ammo against em, Freeman!"
"ep_02.reb_altfireprompt04"   "Alt-fire, Freeman!  Alt-fire!"
"ep_02.reb_ammocall01"   "Rockets over here!"
"ep_02.reb_ammocall02"   "Magnussons over here, Freeman!"
"ep_02.reb_ammocall03"   "More ammo over here!"
"ep_02.reb_basedestroyed01"   "Nooooooooo!"
"ep_02.reb_basedestroyed02"   "Oh god no."
"ep_02.reb_basedestroyed03"   "The rocket! We're dead!"
"ep_02.reb_basedestroyed04"   "We're history!"
"ep_02.reb_basesaved01"   "We did it!"
"ep_02.reb_basesaved02"   "Thanks for your help, Freeman!"
"ep_02.reb_basesaved03"   "I did it!  I saved the base!  I'm a hero!  Oh, and Dr. Freeman's a hero too!"
"ep_02.reb_basesaved04"   "Fantastic, Freeman!"
"ep_02.reb_basesaved05"   "Head on in there, Freeman!"
"ep_02.reb_basesaved06"   "Here he comes!  Here comes Freeman!"
"ep_02.reb_basesaved07"   "Free-man! Free-man! Free-man!"
"ep_02.reb_basesaved08"   "You came through again, Doc."
"ep_02.reb_battle_needyourcar01"   "You'll need that cool-ass car of yours, Freeman!"
"ep_02.reb_battle_needyourcar02"   "Don't forget your car, Freeman!  As if anyone could!"
"ep_02.reb_battle_needyourcar03"   "Use your car, Freeman!"
"ep_02.reb_battle_needyourcar04"   "Get back to your car!"
"ep_02.reb_battle_needyourcar05"   "Why are you walkin, man?  You got that car!"
"ep_02.reb_buildingexplo01"   "Hey, I was living there!"
"ep_02.reb_buildingexplo02"   "Home sweet-aw, shit!"
"ep_02.reb_buildingexplo03"   "All right, now it's personal!"
"ep_02.reb_buildingexplo04"   "Jeez, that place was full of antiques!"
"ep_02.reb_buildingexplo05"   "Ah Christ."
"ep_02.reb_buildingexplo06"   "Shit!"
"ep_02.reb_buildingexplo07"   "I think they're pissed about the citadel."
"ep_02.reb_calmplususe_01"   "No time now, Doc."
"ep_02.reb_calmplususe_02"   "Hey, Doc, time for that later."
"ep_02.reb_calmplususe_03"   "Hey, come on."
"ep_02.reb_calmplususe_04"   "Little busy right now, Doc."
"ep_02.reb_cannon_thanks"   "Thanks for clearing out the yard, Freeman!  Heck of a job!"
"ep_02.reb_chop_alyxinside01"   "Hey Doc, she's in there."
"ep_02.reb_chop_alyxinside02"   "The car's ready, Freeman.  Alyx is waiting inside."
"ep_02.reb_chop_alyxinside03"   "Alyx is right in there, Dr. Freeman."
"ep_02.reb_chop_cheers01"   "[cheering]"
"ep_02.reb_chop_cheers02"   "Yeah!"
"ep_02.reb_chop_cheers03"   "[cheering]"
"ep_02.reb_chop_chopper_hint01"   "Our guns aren't cutting it."
"ep_02.reb_chop_chopper_hint02"   "Keep trying, we might get lucky."
"ep_02.reb_chop_chopper_hint03"   "These mines are killing us."
"ep_02.reb_chop_chopper_hint04"   "Freeman, clear out those mines!"
"ep_02.reb_chop_chopper_hint05"   "Damn these mines!"
"ep_02.reb_chop_chopper_hint06"   "Let Freeman handle the mines!"
"ep_02.reb_chop_chopper_hint07"   "Freeman, you have anything to take down a chopper?"
"ep_02.reb_chop_chopper_hint08"   "Doc, can that grav gun help us?"
"ep_02.reb_chop_chopper_hint09"   "Hey, Freeman, try throwing those mines back at the chopper!"
"ep_02.reb_chop_goodgoing"   "Good going!"
"ep_02.reb_chop_nowonder"   "Hey, it's Gordon Freeman!  No wonder!"
"ep_02.reb_chop_roadclear"   "All right, the road's clear!"
"ep_02.reb_combatuse01"   "Busy now, Doc!"
"ep_02.reb_combatuse02"   "No time now!"
"ep_02.reb_combatuse03"   "Not right now!"
"ep_02.reb_complaint01"   "Dr. Magnuisance, I call him.  That's why he sent me out here."
"ep_02.reb_complaint02"   "We call em Magnussons cause it doesn't take much to set em off."
"ep_02.reb_complaint03"   "Hey, this ain't so bad.  We could be inside getting browbeat."
"ep_02.reb_complaint04"   "You think this is bad, you should spend a day working in Magnusson's nursery. "
"ep_02.reb_complaint05"   "Sometimes I like to get Magnusson mad just for the fun of it.  Course, it's not much of a challenge."
"ep_02.reb_healthcall01"   "More health over here!"
"ep_02.reb_healthcall02"   "Health over here!"
"ep_02.reb_healthcall03"   "We'll keep this place stocked with health"
"ep_02.reb_healthcall04"   "We'll keep the outposts stocked with health"
"ep_02.reb_hunters01"   "Hunters!"
"ep_02.reb_hunters02"   "Hunters!"
"ep_02.reb_hunters03"   "They're like striders... but smaller."
"ep_02.reb_hunters04"   "Oh my god, HUNTERS!"
"ep_02.reb_hunters05"   "Damn it. Hunters!"
"ep_02.reb_hunters06"   "Look out, hunters"
"ep_02.reb_hunters07"   "Eyes of blue and three feet, too."
"ep_02.reb_huntprompt01"   "You gotta take those hunters out first!"
"ep_02.reb_huntprompt02"   "Throw something at the hunters!"
"ep_02.reb_huntprompt03"   "Throw a log at those hunters!"
"ep_02.reb_huntprompt04"   "Those hunters don't do well against a well-aimed radiator!"
"ep_02.reb_huntprompt05"   "One time, back in the city, I saw a guy take down a hunter with his bare fists!"
"ep_02.reb_idles01"   "So...what now?"
"ep_02.reb_idles02"   "So what happens next?"
"ep_02.reb_idles03"   "I knew it would end like this."
"ep_02.reb_idles04"   "Here's where we turn it all around, eh, Freeman?"
"ep_02.reb_idles05"   "I can handle the truth, Doc.  Should I be worried?"
"ep_02.reb_idles06"   "Next portal I see, I'm jumping through it.  Anywhere's gotta be better than this."
"ep_02.reb_idles07"   "Let's take the fight to the Combine, Doc.  Straight to their universe.  Whaddaya say?"
"ep_02.reb_idles08"   "You know what I'd give for a shower?  I'd give you up to the Combine!  Just kidding."
"ep_02.reb_idles09"   "Word to the wise, don't eat the k-rations.  They put something in 'em to make you forget the suppression field's down."
"ep_02.reb_idles10"   "Long time no see.  In fact, we've never met."
"ep_02.reb_idles11"   "Dr. Freeman.  I'm not a big fan of your work at Black Mesa, but you've been doing a bang-up job lately.  "
"ep_02.reb_idles13"   "Magnusson said whatever you say, goes."
"ep_02.reb_idles14"   "You ever miss Black Mesa?  I do.  And I was never even there."
"ep_02.reb_idles15"   "Well, this place is hell, but at least it's not North America."
"ep_02.reb_idles16"   "I could get used to living out here."
"ep_02.reb_lastwave01"   "That seals it. We're dead!"
"ep_02.reb_lastwave02"   "Defend the base, people!  Don't let 'em near the base!"
"ep_02.reb_lastwave03"   "They must've brought in every strider on the continent!"
"ep_02.reb_lastwave04"   "Ah, Freeman, you seein' this?"
"ep_02.reb_lastwave05"   "Now they're flyin' em in. Great."
"ep_02.reb_lastwave06"   "Dropships incoming!"
"ep_02.reb_lastwave07"   "We got dropships!"
"ep_02.reb_lastwave08"   "Here they come again!"
"ep_02.reb_lastwave09"   "Incoming!!!"
"ep_02.reb_lastwave10"   "They're not making this easy!"
"ep_02.reb_lastwaveannounced01"   "I knew it was too good to last."
"ep_02.reb_lastwaveannounced02"   "Oh man.  Here we go again."
"ep_02.reb_lastwaveannounced03"   "God. Damn. It."
"ep_02.reb_lastwaveannounced04"   "[to self]All right, all right. You're gonna be fine."
"ep_02.reb_lastwaveannounced05"   "[to self]I'm gonna make it. I am gonna make it."
"ep_02.reb_lastwaveannounced06"   "It's gonna take a damn miracle to get us out of this."
"ep_02.reb_lastwaveannounced07"   "These Combine bastards just don't give up..."
"ep_02.reb_lastwaveannounced08"   "Uh oh..."
"ep_02.reb_lastwaveannounced09"   "That rocket better work..."
"ep_02.reb_lastwaveannounced10"   "I don't freakin' believe it."
"ep_02.reb_lastwaveannounced11"   "No freakin' way."
"ep_02.reb_lull01"   "It's quiet...too quiet."
"ep_02.reb_lull02"   "That was too easy."
"ep_02.reb_lull03"   "I've got a baaaaad feeling about this."
"ep_02.reb_lull04"   "Freeman, are we done?"
"ep_02.reb_lull05"   "Thanks for the help, Freeman."
"ep_02.reb_lull06"   "What do you think, Freeman? They comin' back?"
"ep_02.reb_lull07"   "Nice work out there, Doc."
"ep_02.reb_lull08"   "You're an inspiration, Doc."
"ep_02.reb_magblasted01"   "Don't give up, Freeman!  You're doing great!"
"ep_02.reb_magblasted02"   "If I had a gravity gun, I'd be right there with you, Doc!"
"ep_02.reb_magblasted03"   "Take out the Hunters!"
"ep_02.reb_magblasted04"   "Goddamn Hunters..."
"ep_02.reb_magblasted05"   "Aim for the Hunters!"
"ep_02.reb_magblasted06"   "They sure hate these Magnusson devices!"
"ep_02.reb_magblasted07"   "Those hunters keep shooting the Magnussons!"
"ep_02.reb_magblasted08"   "That hunter targeted the Magnusson!"
"ep_02.reb_magblasted09"   "I hate those freakin things!"
"ep_02.reb_packs01"   "They're traveling in packs!"
"ep_02.reb_packs02"   "The striders and hunters are working together."
"ep_02.reb_packs03"   "Watch out for the hunters!"
"ep_02.reb_packs04"   "The hunters aren't making this easy."
"ep_02.reb_prepare_battle_01"   "Oh boy, here we go!"
"ep_02.reb_prepare_battle_02"   "Everyone ready?"
"ep_02.reb_prepare_battle_03"   "We need to stop em here!"
"ep_02.reb_prepare_battle_04"   "Good luck, you guys!"
"ep_02.reb_prepare_battle_05"   "There they are!"
"ep_02.reb_prepare_battle_06"   "Remember, keep em distracted while Freeman takes em down!"
"ep_02.reb_prepare_battle_07"   "Where's the water tower again?"
"ep_02.reb_prepare_battle_08"   "Oh man, this is gonna be bad!"
"ep_02.reb_prepare_battle_09"   "Hey, stay focused!  Get to cover and start shootin!"
"ep_02.reb_prepare_battle_10"   "Freeman'll do the hard work!"
"ep_02.reb_runover01"   "Nice driving, Freeman!"
"ep_02.reb_runover02"   "There goes your paintjob!"
"ep_02.reb_runover03"   "Frickin three legged jaywalkers!"
"ep_02.reb_runover04"   "Oh man, that was cool!"
"ep_02.reb_runover05"   "[Derisive laughter]"
"ep_02.reb_runover06"   "BAM!"
"ep_02.reb_runover07"   "I don't think that one's getting up again."
"ep_02.reb_runover08"   "Back over it!"
"ep_02.reb_runover09"   "Take that, Dumbass!"
"ep_02.reb_runover10"   "Heh heh!"
"ep_02.reb_sawmillexplo01"   "Oh my god-not the sawmill!  Is nothing sacred?"
"ep_02.reb_sawmillexplo02"   "Look out!"
"ep_02.reb_sawmillexplo03"   "Ho-ly shit!"
"ep_02.reb_sawmillexplo04"   "Duck!"
"ep_02.reb_sawmillexplo05"   "AHHH!"
"ep_02.reb_sawmillexplo06"   "Goddamn it, TAKE IT DOWN!"
"ep_02.reb_sawmillexplo07"   "What the-?"
"ep_02.reb_shootmag01"   "Aim for the Mag Device!"
"ep_02.reb_shootmag02"   "Aim for the device!"
"ep_02.reb_shootmag03"   "Now take it down!"
"ep_02.reb_shootmag04"   "Finish it, Freeman!"
"ep_02.reb_shootmag05"   "Finish it, Doc!"
"ep_02.reb_shootmag06"   "Shoot the Mag Device!"
"ep_02.reb_shootmag07"   "Take it down!"
"ep_02.reb_shootmag08"   "Finish the goddamn thing!"
"ep_02.reb_silo_bailout"   "Wow!  Wait'll I tell the gang I actually helped bail out Gordon Freeman! (chastenend) I'll be quiet now."
"ep_02.reb_silo_evacuee"   "Hey, Doc-I just wanted to say thanks.  I was on that train you helped evacuate from City 17."
"ep_02.reb_silo_extrahands"   "Hey...an extra pair of hands."
"ep_02.reb_silo_heretheycome"   "Here they come!  It's Alyx and Gordon Freeman!"
"ep_02.reb_silo_letemthru"   "Yo!  Let em through!"
"ep_02.reb_silo_magsentyou"   "Magnusson must've sent you, eh?"
"ep_02.reb_silo_reb_cpl2"   "And who is going to watch him?"
"ep_02.reb_silo_thruhere"   "Right through here."
"ep_02.reb_silo_youwereclose"   "We had a feeling you were close when we saw Dog take off like that."
"ep_02.reb_str_brains01"   "Oh, man!  Brains!"
"ep_02.reb_str_brains02"   "Whoa!"
"ep_02.reb_str_brains03"   "Oh my god!"
"ep_02.reb_str_dogcheers01"   "Yeah!"
"ep_02.reb_str_dogcheers02"   "Wow!"
"ep_02.reb_str_dogcheers03"   "Go, Dog!"
"ep_02.reb_str_dogcheers04"   "Woo hoo"
"ep_02.reb_str_dogcheers05"   "Ho, yeah!"
"ep_02.reb_str_dogcheers06"   "Get him, Dog!"
"ep_02.reb_str_dogcheers07"   "Get that thing!"
"ep_02.reb_str_dogcheers08"   "Bring it down!"
"ep_02.reb_str_dogcheers09"   "On your knees, Strider!"
"ep_02.reb_str_godog01"   "Go get em, boy!"
"ep_02.reb_str_godog02"   "Look at him go!"
"ep_02.reb_str_godog03"   "Make way!"
"ep_02.reb_str_strider"   "Strider!"
"ep_02.reb_str_upriver"   "We've been waiting for you.  Just follow the stream, then head up the other side.  White Forest is right there.  You can't miss it!"
"ep_02.reb_str_youallright"   "You all right down there?  Is Dog okay?"
"ep_02.reb_striderdown01"   "Nice one, Freeman!"
"ep_02.reb_striderdown02"   "You've really got a way with those Magnussons!"
"ep_02.reb_striderdown03"   "Magnusson would be proud!"
"ep_02.reb_striderdown04"   "Keep up the good work, Doc!"
"ep_02.reb_striderdown05"   "HAHAHA YEAH!"
"ep_02.reb_striderdown06"   "YES!"
"ep_02.reb_striderdown07"   "Yeah!"
"ep_02.reb_striderdown08"   "Whoo hoo!"
"ep_02.reb_striderdown09"   "Nice shot, Doc!"
"ep_02.reb_striderdown10"   "Right in the melon!"
"ep_02.reb_striderdown11"   "Die! [to self] Freakin' bug."
"ep_02.reb_striderdown12"   "Eat it!"
"ep_02.reb_striderdown13"   "Keep it up, Doc!"
"ep_02.rebel_rad_id"   "<I>This is White forest. Identify yourself."
"MISSING"   "Would you please just shut up."
"ep_02.cit_tothesawmill_01"   "You'll find the sawmill at the far end of the valley!"
"ep_02.cit_tothesawmill_02"   "The sawmill is that way.  They're expecting you."
"ep_02.cit_tothesawmill_03"   "They're waiting for you in the sawmill-that way!"
"ep_02.cit_tothesawmill_04"   "If you're looking for the sawmill, it's thataway!"
"ep_02.reb_1stwave01"   "Did we do it?  Was that it?  Somebody please tell me that was all of them!"
"ep_02.reb_1stwave02"   "I think we've seen the last of the Combine!  We should have beat their asses years ago!"
"ep_02.reb_1stwave03"   "Something tells me we haven't seen the last of them."
"ep_02.reb_1stwave04"   "That's it, we won! WHOOOO! "
"ep_02.reb_1stwave05"   "I guess it's time to rebuild the sawmill."
"ep_02.reb_1stwave06"   "I need a nap."
"ep_02.reb_1stwave07"   "Well, I'll see everyone back at base."
"ep_02.reb_1stwave08"   "[panting]Is that it?"
"ep_02.reb_1stwave09"   "That can't be it..."
"ep_02.reb_1stwave10"   "I don't think we're through yet."
"ep_02.reb_1stwave11"   "Stay sharp. We're not done yet."
"ep_02.reb_altfireprompt01"   "The supercharged AR2 ammo really messes up those hunters."
"ep_02.reb_altfireprompt02"   "That supercharged ammo for your AR2 will kill hunters with one shot!"
"ep_02.reb_altfireprompt03"   "Use that Combine pulse ammo against em, Freeman!"
"ep_02.reb_altfireprompt04"   "Alt-fire, Freeman!  Alt-fire!"
"ep_02.reb_ammocall01"   "Rockets over here!"
"ep_02.reb_ammocall02"   "Magnussons over here, Freeman!"
"ep_02.reb_ammocall03"   "More ammo over here!"
"ep_02.reb_basedestroyed01"   "Nooooooooo!"
"ep_02.reb_basedestroyed02"   "Oh god no."
"ep_02.reb_basedestroyed03"   "The rocket! We're dead!"
"ep_02.reb_basedestroyed04"   "We're history!"
"ep_02.reb_basesaved01"   "We did it!"
"ep_02.reb_basesaved02"   "Thanks for your help, Freeman!"
"ep_02.reb_basesaved03"   "I did it!  I saved the base!  I'm a hero!  Oh, and Dr. Freeman's a hero too!"
"ep_02.reb_basesaved04"   "Fantastic, Freeman!"
"ep_02.reb_basesaved05"   "Head on in there, Freeman!"
"ep_02.reb_basesaved06"   "Here he comes!  Here comes Freeman!"
"ep_02.reb_basesaved07"   "Free-man! Free-man! Free-man!"
"ep_02.reb_basesaved08"   "You came through again, Doc."
"ep_02.reb_battle_needyourcar01"   "You'll need that cool-ass car of yours, Freeman!"
"ep_02.reb_battle_needyourcar02"   "Don't forget your car, Freeman!  As if anyone could!"
"ep_02.reb_battle_needyourcar03"   "Use your car, Freeman!"
"ep_02.reb_battle_needyourcar04"   "Get back to your car!"
"ep_02.reb_battle_needyourcar05"   "Why are you walkin, man?  You got that car!"
"ep_02.reb_buildingexplo01"   "Hey, I was living there!"
"ep_02.reb_buildingexplo02"   "Home sweet-aw, shit!"
"ep_02.reb_buildingexplo03"   "All right, now it's personal!"
"ep_02.reb_buildingexplo04"   "Jeez, that place was full of antiques!"
"ep_02.reb_buildingexplo05"   "Ah Christ."
"ep_02.reb_buildingexplo06"   "Shit!"
"ep_02.reb_buildingexplo07"   "I think they're pissed about the citadel."
"ep_02.reb_calmplususe_01"   "No time now, Doc."
"ep_02.reb_calmplususe_02"   "Hey, Doc, time for that later."
"ep_02.reb_calmplususe_03"   "Hey, come on."
"ep_02.reb_calmplususe_04"   "Little busy right now, Doc."
"ep_02.reb_cannon_thanks"   "Thanks for clearing out the yard, Freeman!  Heck of a job!"
"ep_02.reb_chop_alyxinside01"   "Hey Doc, she's in there."
"ep_02.reb_chop_alyxinside02"   "The car's ready, Freeman.  Alyx is waiting inside."
"ep_02.reb_chop_alyxinside03"   "Alyx is right in there, Dr. Freeman."
"ep_02.reb_chop_cheers01"   "[cheering]"
"ep_02.reb_chop_cheers02"   "[cheering]"
"ep_02.reb_chop_cheers03"   "[cheering]"
"ep_02.reb_chop_chopper_hint01"   "Our guns aren't cutting it."
"ep_02.reb_chop_chopper_hint02"   "Keep trying, we might get lucky."
"ep_02.reb_chop_chopper_hint03"   "These mines are killing us."
"ep_02.reb_chop_chopper_hint04"   "Freeman, clear out those mines!"
"ep_02.reb_chop_chopper_hint05"   "Damn these mines!"
"ep_02.reb_chop_chopper_hint06"   "Let Freeman handle the mines!"
"ep_02.reb_chop_chopper_hint07"   "Freeman, you have anything to take down a chopper?"
"ep_02.reb_chop_chopper_hint08"   "Doc, can that grav gun help us?"
"ep_02.reb_chop_chopper_hint09"   "Hey, Freeman, try throwing those mines back at the chopper!"
"ep_02.reb_chop_goodgoing"   "Good going!"
"ep_02.reb_chop_nowonder"   "Hey, it's Gordon Freeman!  No wonder!"
"ep_02.reb_chop_roadclear"   "All right, the road's clear!"
"ep_02.reb_combatuse01"   "Busy now, Doc!"
"ep_02.reb_combatuse02"   "No time now!"
"ep_02.reb_combatuse03"   "Not right now!"
"ep_02.reb_complaint01"   "Dr. Magnuisance, I call him.  That's why he sent me out here."
"ep_02.reb_complaint02"   "We call em Magnussons cause it doesn't take much to set em off."
"ep_02.reb_complaint03"   "Hey, this ain't so bad.  We could be inside getting browbeat."
"ep_02.reb_complaint04"   "You think this is bad, you should spend a day working in Magnusson's nursery. "
"ep_02.reb_complaint05"   "Sometimes I like to get Magnusson mad just for the fun of it.  Course, it's not much of a challenge."
"ep_02.reb_healthcall01"   "More health over here!"
"ep_02.reb_healthcall02"   "Health over here!"
"ep_02.reb_healthcall03"   "We'll keep this place stocked with health"
"ep_02.reb_healthcall04"   "We'll keep the outposts stocked with health"
"ep_02.reb_hunters01"   "Hunters!"
"ep_02.reb_hunters02"   "Hunters!"
"ep_02.reb_hunters03"   "They're like striders... but smaller."
"ep_02.reb_hunters04"   "Oh my god, HUNTERS!"
"ep_02.reb_hunters05"   "Damn it. Hunters!"
"ep_02.reb_hunters06"   "Look out, hunters"
"ep_02.reb_hunters07"   "Eyes of blue and three feet two."
"ep_02.reb_huntprompt01"   "You gotta take those hunters out first!"
"ep_02.reb_huntprompt02"   "Throw something at the hunters!"
"ep_02.reb_huntprompt03"   "Throw a log at those hunters!"
"ep_02.reb_huntprompt04"   "Those hunters don't do well against a well-aimed radiator!"
"ep_02.reb_huntprompt05"   "One time, back in the city, I saw a guy take down a hunter with his bare fists!"
"ep_02.reb_idles01"   "So...what now?"
"ep_02.reb_idles02"   "So what happens next?"
"ep_02.reb_idles03"   "I knew it would end like this."
"ep_02.reb_idles04"   "Here's where we turn it all around, eh, Freeman?"
"ep_02.reb_idles05"   "I can handle the truth, Doc.  Should I be worried?"
"ep_02.reb_idles06"   "Next portal I see, I'm jumping through it.  Anywhere's gotta be better than this."
"ep_02.reb_idles07"   "Let's take the fight to the Combine, Doc.  Straight to their universe.  Whaddaya say?"
"ep_02.reb_idles08"   "You know what I'd give for a shower?  I'd give you up to the Combine!  Just kidding."
"ep_02.reb_idles09"   "Word to the wise, don't eat the k-rations.  They put something in 'em to make you forget the suppression field's down."
"ep_02.reb_idles10"   "Long time no see.  In fact, we've never met."
"ep_02.reb_idles11"   "Dr. Freeman.  I'm not a big fan of your work at Black Mesa, but you've been doing a bang-up job lately.  "
"ep_02.reb_idles12"   "Hey, Freeman-high five! (beat) Wow. What a jerk."
"ep_02.reb_idles13"   "Magnusson said whatever you say, goes."
"ep_02.reb_idles14"   "You ever miss Black Mesa?  I do.  And I was never even there."
"ep_02.reb_idles15"   "Well, this place is hell, but at least it's not North America."
"ep_02.reb_idles16"   "I could get used to living out here."
"ep_02.reb_lastwave01"   "That seals it. We're dead!"
"ep_02.reb_lastwave02"   "Defend the base, people!  Don't let 'em near the base!"
"ep_02.reb_lastwave03"   "They must've brought in every strider on the continent!"
"ep_02.reb_lastwave04"   "Ah, Freeman, you seein' this?"
"ep_02.reb_lastwave05"   "Now they're flyin' em in. Great."
"ep_02.reb_lastwave06"   "Dropships incoming!"
"ep_02.reb_lastwave07"   "We got dropships!"
"ep_02.reb_lastwave08"   "Here they come again!"
"ep_02.reb_lastwave09"   "Incoming!!!"
"ep_02.reb_lastwave10"   "They're not making this easy!"
"ep_02.reb_lastwaveannounced01"   "I knew it was too good to last."
"ep_02.reb_lastwaveannounced02"   "Oh man.  Here we go again."
"ep_02.reb_lastwaveannounced03"   "God. Damn. It."
"ep_02.reb_lastwaveannounced04"   "[to self]All right, all right. You're gonna be fine."
"ep_02.reb_lastwaveannounced05"   "[to self]I'm gonna make it. I am gonna make it."
"ep_02.reb_lastwaveannounced06"   "It's gonna take a damn miracle to get us out of this."
"ep_02.reb_lastwaveannounced07"   "These Combine bastards just don't give up..."
"ep_02.reb_lastwaveannounced08"   "Uh oh..."
"ep_02.reb_lastwaveannounced09"   "That rocket better work..."
"ep_02.reb_lastwaveannounced10"   "I don't freakin' believe it."
"ep_02.reb_lastwaveannounced11"   "No freakin' way."
"ep_02.reb_lull01"   "It's quiet...too quiet."
"ep_02.reb_lull02"   "That was too easy."
"ep_02.reb_lull03"   "I've got a baaaaad feeling about this."
"ep_02.reb_lull04"   "Freeman, are we done?"
"ep_02.reb_lull05"   "Thanks for the help, Freeman."
"ep_02.reb_lull06"   "What do you think, Freeman? They comin' back?"
"ep_02.reb_lull07"   "Nice work out there, Doc."
"ep_02.reb_lull08"   "You're an inspiration, Doc."
"ep_02.reb_magblasted01"   "Don't give up, Freeman!  You're doing great!"
"ep_02.reb_magblasted02"   "If I had a gravity gun, I'd be right there with you, Doc!"
"ep_02.reb_magblasted03"   "Take out the Hunters!"
"ep_02.reb_magblasted04"   "Goddamn Hunters..."
"ep_02.reb_magblasted05"   "Aim for the Hunters!"
"ep_02.reb_magblasted06"   "They sure hate these Magnusson devices!"
"ep_02.reb_magblasted07"   "Those hunters keep shooting the Magnussons!"
"ep_02.reb_magblasted08"   "That hunter targeted the Magnusson!"
"ep_02.reb_magblasted09"   "I hate those freakin things!"
"ep_02.reb_packs01"   "They're traveling in packs!"
"ep_02.reb_packs02"   "The striders and hunters are working together."
"ep_02.reb_packs03"   "Watch out for the hunters!"
"ep_02.reb_packs04"   "The hunters aren't making this easy."
"ep_02.reb_prepare_battle_01"   "Oh boy, here we go!"
"ep_02.reb_prepare_battle_02"   "Everyone ready?"
"ep_02.reb_prepare_battle_03"   "We need to stop em here!"
"ep_02.reb_prepare_battle_04"   "Good luck, you guys!"
"ep_02.reb_prepare_battle_05"   "There they are!"
"ep_02.reb_prepare_battle_06"   "Remember, keep em distracted while Freeman takes em down!"
"ep_02.reb_prepare_battle_07"   "Where's the water tower again?"
"ep_02.reb_prepare_battle_08"   "Oh man, this is gonna be bad!"
"ep_02.reb_prepare_battle_09"   "Hey, stay focused!  Get to cover and start shootin!"
"ep_02.reb_prepare_battle_10"   "Freeman will to the hard work."
"ep_02.reb_runover01"   "Nice driving, Freeman!"
"ep_02.reb_runover02"   "There goes your paintjob!"
"ep_02.reb_runover03"   "Frickin three legged jaywalkers!"
"ep_02.reb_runover04"   "Oh man, that was cool!"
"ep_02.reb_runover05"   "[Derisive laughter]"
"ep_02.reb_runover06"   "BAM!"
"ep_02.reb_runover07"   "I don't think that one's getting up again."
"ep_02.reb_runover08"   "Back over it!"
"ep_02.reb_runover09"   "Take that, Dumbass!"
"ep_02.reb_runover10"   "Heh heh!"
"ep_02.reb_sawmillexplo01"   "Oh my god-not the sawmill!  Is nothing sacred?"
"ep_02.reb_sawmillexplo02"   "If they can blow up an old wood building like that, just imagine what they'll do to a hard nuclear bunker."
"ep_02.reb_sawmillexplo03"   "Look out!"
"ep_02.reb_sawmillexplo04"   "Holy shit!"
"ep_02.reb_sawmillexplo05"   "Duck!"
"ep_02.reb_sawmillexplo06"   "AHHH!"
"ep_02.reb_sawmillexplo07"   "Goddamn it, TAKE IT DOWN!"
"ep_02.reb_shootmag01"   "Aim for the Mag Device!"
"ep_02.reb_shootmag02"   "Aim for the device!"
"ep_02.reb_shootmag03"   "Now take it down!"
"ep_02.reb_shootmag04"   "Finish it, Freeman!"
"ep_02.reb_shootmag05"   "Finish it, Doc!"
"ep_02.reb_shootmag06"   "Shoot the Mag Device!"
"ep_02.reb_shootmag07"   "Take it down!"
"ep_02.reb_shootmag08"   "Finish the goddamn thing!"
"ep_02.reb_silo_bailout"   "Wow!  Wait'll I tell the gang I actually helped bail out Gordon Freeman!  (chastened) I'll be quiet now."
"ep_02.reb_silo_evacuee"   "Hey, Doc-I just wanted to say thanks.  I was on that train you helped evacuate from City 17."
"ep_02.reb_silo_extrahands"   "Hey...an extra pair of hands."
"ep_02.reb_silo_heretheycome"   "Here they come!  It's Alyx and Gordon Freeman!"
"ep_02.reb_silo_letemthru"   "Yo!  Let em through!"
"ep_02.reb_silo_magsentyou"   "Magnusson must've sent you, eh?"
"ep_02.reb_silo_youwereclose"   "We had a feeling you were close when we saw Dog take off like that."
"ep_02.reb_str_brains01"   "Oh, man!  Brains!"
"ep_02.reb_str_brains02"   "Whoa!"
"ep_02.reb_str_brains03"   "Oh my god!"
"ep_02.reb_str_dogcheers01"   "Yeah!"
"ep_02.reb_str_dogcheers02"   "Wow!"
"ep_02.reb_str_dogcheers03"   "Go, Dog!"
"ep_02.reb_str_dogcheers04"   "Woo hoo"
"ep_02.reb_str_dogcheers05"   "Ho, yeah!"
"ep_02.reb_str_dogcheers06"   "Get him, Dog!"
"ep_02.reb_str_dogcheers07"   "Get that thing!"
"ep_02.reb_str_dogcheers08"   "Bring it down!"
"ep_02.reb_str_dogcheers09"   "On your knees, Strider!"
"ep_02.reb_str_godog01"   "Go get em, boy!"
"ep_02.reb_str_godog02"   "Look at him go!"
"ep_02.reb_str_godog03"   "Make way!"
"ep_02.reb_str_strider"   "Strider!"
"ep_02.reb_str_upriver"   "We've been waiting for you.  Just follow the stream, then head up the other side.  White Forest is right there.  You can't miss it!"
"ep_02.reb_str_youallright"   "You all right down there?  Is Dog okay?"
"ep_02.reb_striderdown01"   "Nice one, Freeman!"
"ep_02.reb_striderdown02"   "You've really got a way with those Magnussons!"
"ep_02.reb_striderdown03"   "Magnusson would be proud!"
"ep_02.reb_striderdown04"   "Keep up the good work, Doc!"
"ep_02.reb_striderdown05"   "HAHAHA YEAH!"
"ep_02.reb_striderdown06"   "YES!"
"ep_02.reb_striderdown07"   "Yeah!"
"ep_02.reb_striderdown08"   "Whoooo!"
"ep_02.reb_striderdown09"   "Nice shot, Doc!"
"ep_02.reb_striderdown10"   "Right in the melon!"
"ep_02.reb_striderdown11"   "Die! [to self] Freakin' bug."
"ep_02.reb_striderdown12"   "Eat it!"
"ep_02.reb_striderdown13"   "Keep it up, Doc!"
"ep_02.silo_reb_thruhere"   "Right through here."
"ep2_rebel.reb_ammo01"   "Here, ammo."
"ep2_rebel.reb_ammo02"   "Take this ammo."
"ep2_rebel.reb_ammo03"   "Ammo, Freeman."
"ep2_rebel.reb_ammo04"   "Freeman, ammo."
"ep2_rebel.reb_ammo05"   "You can use this."
"ep2_rebel.reb_ammo06"   "Lock and load Doc."
"ep2_rebel.reb_ammo07"   "Got some ammo for you doc."
"ep2_rebel.reb_antlions01"   "Antlions."
"ep2_rebel.reb_antlions02"   "Antlions!"
"ep2_rebel.reb_antlions03"   "Damn bugs."
"ep2_rebel.reb_antlions04"   "Damn bugs!"
"ep2_rebel.reb_antlions05"   "Spray em"
"ep2_rebel.reb_antlions06"   "Hate bugs."
"ep2_rebel.reb_antlions07"   "I HATE BUGS"
"ep2_rebel.reb_antlions08"   "get em off me."
"ep2_rebel.reb_antlions09"   "Ah. Get em off me. "
"ep2_rebel.reb_antlions10"   "Bugs!"
"ep2_rebel.reb_antlions11"   "Bugs."
"ep2_rebel.reb_antlions12"   "Damn these things."
"ep2_rebel.reb_antlions13"   "More antlions."
"ep2_rebel.reb_buddykilled01"   "Ah man, they got em."
"ep2_rebel.reb_buddykilled02"   "No!"
"ep2_rebel.reb_buddykilled03"   "Oh god I'm next."
"ep2_rebel.reb_buddykilled04"   "They killed whatshisface."
"ep2_rebel.reb_buddykilled05"   "That's it, I'm pissed."
"ep2_rebel.reb_buddykilled06"   "How many more are going to have to die?"
"ep2_rebel.reb_buddykilled07"   "Man Down."
"ep2_rebel.reb_buddykilled08"   "Noo"
"ep2_rebel.reb_buddykilled09"   "Ah shit!"
"ep2_rebel.reb_buddykilled10"   "Ah crap"
"ep2_rebel.reb_buddykilled11"   "Dammit!"
"ep2_rebel.reb_buddykilled12"   "Bastards!!!"
"ep2_rebel.reb_buddykilled13"   "Rarrgh!"
"ep2_rebel.reb_combine01"   "Combine!"
"ep2_rebel.reb_combine02"   "Combine coming!"
"ep2_rebel.reb_combine03"   "Combine over there!"
"ep2_rebel.reb_die01"   "[death sounds]"
"ep2_rebel.reb_die02"   "[death sounds]"
"ep2_rebel.reb_die03"   "[death sounds]"
"ep2_rebel.reb_die04"   "[death sounds]"
"ep2_rebel.reb_die05"   "[death sounds]"
"ep2_rebel.reb_following01"   "I'll follow you."
"ep2_rebel.reb_following02"   "I'm following you."
"ep2_rebel.reb_following03"   "Lead the way."
"ep2_rebel.reb_following04"   "Mind if I tag along?"
"ep2_rebel.reb_greet01"   "Hey doc."
"ep2_rebel.reb_greet02"   "Doctor Freeman."
"ep2_rebel.reb_greet03"   "Gordon Freeman."
"ep2_rebel.reb_greet04"   "Howdy Doc."
"ep2_rebel.reb_greet05"   "Hi."
"ep2_rebel.reb_greet06"   "Hey there Freeman."
"ep2_rebel.reb_greet07"   "Hey there Doc."
"ep2_rebel.reb_headcrabs01"   "Heads up for headcrabs."
"ep2_rebel.reb_headcrabs02"   "Headcrabs!"
"ep2_rebel.reb_headcrabs03"   "Head humpers."
"ep2_rebel.reb_headcrabs04"   "Heads up!  Hahaha."
"ep2_rebel.reb_headcrabs05"   "These things can have my head when they chew it off my cold, dead neck."
"ep2_rebel.reb_headcrabs06"   "Don't let em near your head."
"ep2_rebel.reb_headcrabs07"   "Crabs."
"ep2_rebel.reb_headcrabs08"   "Watch your heads."
"ep2_rebel.reb_headcrabs09"   "The colors on this head don't run you bastards."
"ep2_rebel.reb_hunters01"   "Can we get a move on?"
"ep2_rebel.reb_hunters02"   "Well now what?"
"ep2_rebel.reb_hunters03"   "What are we waiting for?"
"ep2_rebel.reb_hunters04"   "That's a nice suit."
"ep2_rebel.reb_hunters05"   "You know, orange is your color; looks good on you."
"ep2_rebel.reb_hunters06"   "I hear things are better back in the city."
"ep2_rebel.reb_imhurt01"   "I'm hurt."
"ep2_rebel.reb_imhurt02"   "I'm hurt."
"ep2_rebel.reb_killshots01"   "Yeah,"
"ep2_rebel.reb_killshots02"   "Yeah."
"ep2_rebel.reb_killshots03"   "Yeah."
"ep2_rebel.reb_killshots04"   "Yeah."
"ep2_rebel.reb_killshots05"   "Got one."
"ep2_rebel.reb_killshots06"   "Got one!"
"ep2_rebel.reb_killshots07"   "Got one."
"ep2_rebel.reb_killshots08"   "Like that?"
"ep2_rebel.reb_killshots09"   "Like that?"
"ep2_rebel.reb_killshots10"   "One down."
"ep2_rebel.reb_killshots11"   "One down."
"ep2_rebel.reb_killshots12"   "That's one down."
"ep2_rebel.reb_killshots13"   "Take that!"
"ep2_rebel.reb_killshots14"   "Whoo take that."
"ep2_rebel.reb_killshots15"   "Die!"
"ep2_rebel.reb_killshots16"   "Die."
"ep2_rebel.reb_killshots17"   "Die!"
"ep2_rebel.reb_killshots18"   "Yeah."
"ep2_rebel.reb_killshots19"   "Yeah."
"ep2_rebel.reb_killshots20"   "Yeah."
"ep2_rebel.reb_killshots21"   "Oooh yeah!"
"ep2_rebel.reb_killshots22"   "[laugh]"
"ep2_rebel.reb_killshots23"   "[laugh]"
"ep2_rebel.reb_killshots24"   "Eat it!"
"ep2_rebel.reb_killshots25"   "Hey, eat this."
"ep2_rebel.reb_killshots26"   "Eat it!"
"ep2_rebel.reb_laugh01"   "[laugh]"
"ep2_rebel.reb_laugh02"   "[laugh]"
"ep2_rebel.reb_laugh03"   "[laugh]"
"ep2_rebel.reb_laugh04"   "[laugh]"
"ep2_rebel.reb_leading01"   "This way freeman."
"ep2_rebel.reb_leading02"   "You want to follow me?"
"ep2_rebel.reb_leading03"   "Come on Freeman."
"ep2_rebel.reb_leading04"   "Come on Doc."
"ep2_rebel.reb_manhacks01"   "Manhacks!"
"ep2_rebel.reb_manhacks02"   "Here come the hacks!"
"ep2_rebel.reb_manhacks03"   "Here come the hacks!"
"ep2_rebel.reb_medkit01"   "Here have a medkit."
"ep2_rebel.reb_medkit02"   "Here have a medkit."
"ep2_rebel.reb_medkit03"   "Medkit coming your way."
"ep2_rebel.reb_medkit04"   "Take a medkit."
"ep2_rebel.reb_medkit05"   "Here's a medkit doc."
"ep2_rebel.reb_medkit06"   "You better heal up doc."
"ep2_rebel.reb_medkit07"   "You better heal up doc."
"ep2_rebel.reb_medkit08"   "Here take this."
"ep2_rebel.reb_medkit09"   "Here you go doc."
"ep2_rebel.reb_nevergonnamakeit01"   "I'm never gonna make it."
"ep2_rebel.reb_nevergonnamakeit02"   "I'm never gonna make it."
"ep2_rebel.reb_nevergonnamakeit03"   "I'm never gonna make it."
"ep2_rebel.reb_nevergonnamakeit04"   "I'm never gonna make it."
"ep2_rebel.reb_newweapon01"   "Oh man, I've been wanting one of these."
"ep2_rebel.reb_newweapon02"   "Nice."
"ep2_rebel.reb_newweapon03"   "Oh yeah."
"ep2_rebel.reb_newweapon04"   "Look what I found."
"ep2_rebel.reb_newweapon05"   "This is like a power up."
"ep2_rebel.reb_newweapon06"   "This'll even theodds."
"ep2_rebel.reb_newweapon07"   "Oh cool."
"ep2_rebel.reb_newweapon08"   "Now I'm ready"
"ep2_rebel.reb_newweapon09"   "Heh. I'll take this."
"ep2_rebel.reb_newweapon10"   "This'll work."
"ep2_rebel.reb_newweapon11"   "Anyone mind if I take this?"
"ep2_rebel.reb_newweapon12"   "Mine now, mine."
"ep2_rebel.reb_pain01"   "[pain]"
"ep2_rebel.reb_pain02"   "[pain]"
"ep2_rebel.reb_pain03"   "[pain]"
"ep2_rebel.reb_pain04"   "[pain]"
"ep2_rebel.reb_pain05"   "[pain]"
"ep2_rebel.reb_pain06"   "[pain]"
"ep2_rebel.reb_pain07"   "[pain]"
"ep2_rebel.reb_pain08"   "[pain]"
"ep2_rebel.reb_pain09"   "[pain]"
"ep2_rebel.reb_pain10"   "[pain]"
"ep2_rebel.reb_pain11"   "[pain]"
"ep2_rebel.reb_pain12"   "[pain]"
"ep2_rebel.reb_pain13"   "[pain]"
"ep2_rebel.reb_pain14"   "[pain]"
"ep2_rebel.reb_pain15"   "[pain]"
"ep2_rebel.reb_pain16"   "[pain]"
"ep2_rebel.reb_pain17"   "[pain]"
"ep2_rebel.reb_pain18"   "[pain]"
"ep2_rebel.reb_pain19"   "[pain]"
"ep2_rebel.reb_pain20"   "[pain]"
"ep2_rebel.reb_pain21"   "[pain]"
"ep2_rebel.reb_pain22"   "[pain]"
"ep2_rebel.reb_pain23"   "[pain]"
"ep2_rebel.reb_pain24"   "[pain]"
"ep2_rebel.reb_pain25"   "[pain]"
"ep2_rebel.reb_pain26"   "[pain]"
"ep2_rebel.reb_pain27"   "[pain]"
"ep2_rebel.reb_pain28"   "[pain]"
"ep2_rebel.reb_pardon01"   "Sorry doc."
"ep2_rebel.reb_pardon02"   "Excuse me."
"ep2_rebel.reb_pardon03"   "Sorry."
"ep2_rebel.reb_pardon04"   "Whoops."
"ep2_rebel.reb_pardon05"   "My fault."
"ep2_rebel.reb_pardon06"   "I'm sorry about that doc."
"ep2_rebel.reb_playerdeath01"   "Oh man, not Freeman."
"ep2_rebel.reb_playerdeath02"   "Hey, that guy, what his name? Just died."
"ep2_rebel.reb_playerdeath03"   "[empty]"
"ep2_rebel.reb_playerdeath04"   "That's it, I quit."
"ep2_rebel.reb_playerdeath05"   "Runnnn!"
"ep2_rebel.reb_playerdeath06"   "Every man for himself. Every man for himself."
"ep2_rebel.reb_playerdeath07"   "Is Freeman ok?"
"ep2_rebel.reb_playerdeath08"   "You ok doc?"
"ep2_rebel.reb_playerdeath09"   "Doc.. Doc... doc!"
"ep2_rebel.reb_reload01"   "Gotta reload."
"ep2_rebel.reb_reload02"   "Gotta reload."
"ep2_rebel.reb_reload03"   "Reloading!"
"ep2_rebel.reb_reload04"   "Reloading!"
"ep2_rebel.reb_reload05"   "Reloading!"
"ep2_rebel.reb_reload06"   "Reloading!"
"ep2_rebel.reb_reload07"   "Reloading!"
"ep2_rebel.reb_reload08"   "One sec, I gotta reload."
"ep2_rebel.reb_reload09"   "One sec, I gotta reload."
"ep2_rebel.reb_striders01"   "Oh god, strider!"
"ep2_rebel.reb_striders02"   "Striders!"
"ep2_rebel.reb_striders03"   "Strider!"
"ep2_rebel.reb_striders04"   "Strider!"
"ep2_rebel.reb_striders05"   "Striderrr!"
"ep2_rebel.reb_striders06"   "Oh god, strider!"
"ep2_rebel.reb_striders07"   "Striders!"
"ep2_rebel.reb_striders08"   "Strider!"
"ep2_rebel.reb_striders09"   "Striderrr!"
"ep2_rebel.reb_striders10"   "Striderr!"
"ep2_rebel.reb_thatsitforme01"   "That's it for me."
"ep2_rebel.reb_thatsitforme02"   "That's it for me."
"ep2_rebel.reb_thatsitforme03"   "That's it... That's it for me."
"ep2_rebel.reb_turretdown01"   "Got a turret down."
"ep2_rebel.reb_turretdown02"   "Turret down."
"ep2_rebel.reb_turretdown03"   "That turret's had it."
"ep2_rebel.reb_turretdown04"   "That turret's cooked."
"ep2_rebel.reb_turretdown05"   "Watch your turret Doc!"
"ep2_rebel.reb_use_deny01"   "No."
"ep2_rebel.reb_use_deny02"   "Nah."
"ep2_rebel.reb_use_deny03"   "I don't think so."
"ep2_rebel.reb_use_deny04"   "Ain't gonna happen."
"ep2_rebel.reb_use_deny05"   "No thanks I'm good."
"ep2_rebel.reb_use_deny06"   "Nope."
"ep2_rebel.reb_use_deny07"   "uh-huh."
"ep2_rebel.reb_use_deny08"   "Not right now."
"ep2_rebel.reb_use_deny09"   "Hell no."
"ep2_rebel.reb_use_deny10"   "Hell no!"
"ep2_rebel.reb_warnings01"   "Look out. "
"ep2_rebel.reb_warnings02"   "Watch out."
"ep2_rebel.reb_warnings03"   "Oh no!  A turret just went kaput!"
"ep2_rebel.reb_warnings04"   "Uh oh"
"ep2_rebel.reb_warnings05"   "Uh oh"
"ep2_rebel.reb_warnings06"   "Shit"
"ep2_rebel.reb_warnings07"   "Get back!"
"ep2_rebel.reb_warnings08"   "Get Down!"
"ep2_rebel.reb_warnings09"   "Duck!"
"ep2_rebel.reb_warnings10"   "Take cover"
"ep2_rebel.reb_warnings11"   "Head up."
"ep2_rebel.reb_zombies01"   "Oh god, Zombies."
"ep2_rebel.reb_zombies02"   "Zombies!"
"ep2_rebel.reb_zombies03"   "Zombies."
"ep2_rebel.reb_zombies04"   "Here come zombies."
"ep2_rebel.reb_zombies05"   "It's a zombie."
"ep2_rebel.reb_zombies06"   "It's a... hey! I used to know that guy."
"MISSING"   "[cheering]"
"ep_02.sheckley_12crazy"   "<clr:251,218,194>12's going crazy!"
"ep_02.sheckley_24lit"   "<clr:251,218,194>24's lit up!"
"ep_02.sheckley_24swarm"   "<clr:251,218,194>Swarm at 24!"
"ep_02.sheckley_36again"   "<clr:251,218,194>36 again!"
"ep_02.sheckley_36majorswarm"   "<clr:251,218,194>Major swarm!"
"ep_02.sheckley_36overthere"   "<clr:251,218,194>Over there!"
"ep_02.sheckley_aboutthat"   "<clr:251,218,194>Yeah, well, about that... "
"ep_02.sheckley_aboutthat_alt"   "<clr:251,218,194>Yeah, well, about that... "
"ep_02.sheckley_afteralyx"   "<clr:251,218,194>They're going after Alyx!"
"ep_02.sheckley_ahcrap"   "<clr:251,218,194>Ahh crap!"
"ep_02.sheckley_altvortarrive"   "<clr:251,218,194>Hey! It's the vorts!  They made it!"
"ep_02.sheckley_and12"   "<clr:251,218,194>And 12!"
"ep_02.sheckley_and24"   "<clr:251,218,194>And 24!"
"ep_02.sheckley_and36"   "<clr:251,218,194>And 36!"
"ep_02.sheckley_andbreach"   "<clr:251,218,194>And the Breach!"
"ep_02.sheckley_at12"   "<clr:251,218,194>They're at 12!"
"ep_02.sheckley_at12again"   "<clr:251,218,194>They're at 12 again!"
"ep_02.sheckley_atbreach"   "<clr:251,218,194>They're at the breach!"
"ep_02.sheckley_awayfromvort"   "<clr:251,218,194>Get em away from the vort!"
"ep_02.sheckley_badturret"   "<clr:251,218,194>That's the one we call the Great Satan."
"ep_02.sheckley_badturret_alt"   "<clr:251,218,194>That's the one we like to call the Great Satan"
"ep_02.sheckley_betweenwave_01"   "<clr:251,218,194>All right, doc!"
"ep_02.sheckley_betweenwave_02"   "<clr:251,218,194>Doc, you ever see an antlion before?"
"ep_02.sheckley_betweenwave_03"   "<clr:251,218,194>Yeah!"
"ep_02.sheckley_betweenwave_04"   "<clr:251,218,194>All right!"
"ep_02.sheckley_betweenwave_05"   "<clr:251,218,194>I hope that was the last wave."
"ep_02.sheckley_betweenwave_06"   "<clr:251,218,194>We're doin' pretty good."
"ep_02.sheckley_betweenwave_conver1_01"   "<clr:251,218,194>Yeah, we all got ten, there's hundreds of 'em."
"ep_02.sheckley_betweenwave_conver2_01"   "<clr:251,218,194>What?"
"ep_02.sheckley_betweenwave_conver2_02"   "<clr:251,218,194>WHAT?"
"ep_02.sheckley_betweenwave_conver3_01"   "<clr:251,218,194>What the hell makes you think that?"
"ep_02.sheckley_betweenwave_conver4_01"   "<clr:251,218,194>If you see a bug on me, how about you try and get it off next time."
"ep_02.sheckley_betweenwave_conver4_02"   "<clr:251,218,194>Yeah. No. Sure. They're only like five feet tall. "
"ep_02.sheckley_breachagain"   "<clr:251,218,194>The breach again!"
"ep_02.sheckley_bye01"   "<clr:251,218,194>See ya!  "
"ep_02.sheckley_bye02"   "<clr:251,218,194>Good luck out there"
"ep_02.sheckley_cantholdout"   "<clr:251,218,194>We can't hold out much longer."
"ep_02.sheckley_cavalry"   "<clr:251,218,194>I think you mean cavalry."
"ep_02.sheckley_comingfrom24"   "<clr:251,218,194>They're coming from 24 again!"
"ep_02.sheckley_cover12"   "<clr:251,218,194>Cover 12!"
"ep_02.sheckley_cover24"   "<clr:251,218,194>Cover 24!"
"ep_02.sheckley_cover36"   "<clr:251,218,194>Cover 36!"
"ep_02.sheckley_covervort"   "<clr:251,218,194>Cover the vort!"
"ep_02.sheckley_dochelpvort"   "<clr:251,218,194>Doc, help the vort!"
"ep_02.sheckley_dontcount01"   "<clr:251,218,194>Let's move!  "
"ep_02.sheckley_dontcount02"   "<clr:251,218,194>We have to defend the vort."
"ep_02.sheckley_downhere01"   "<clr:251,218,194>As long as you're down here, Freeman, maybe you can give us a hand.  "
"ep_02.sheckley_downhere02"   "<clr:251,218,194>Let me show you how the antlion sensors work."
"ep_02.sheckley_everywhere"   "<clr:251,218,194>Oh God, they're coming from everywhere!"
"ep_02.sheckley_fightlion_01"   "<clr:251,218,194>Hey Griggs, did you see that?"
"ep_02.sheckley_fightlion_02"   "<clr:251,218,194>Griggs, over there!"
"ep_02.sheckley_following01"   "<clr:251,218,194>On my way."
"ep_02.sheckley_following02"   "<clr:251,218,194>Yeah, yeah."
"ep_02.sheckley_followme01"   "<clr:251,218,194>C'mon, Griggsy, move it."
"ep_02.sheckley_followme02"   "<clr:251,218,194>Let's go Griggs."
"ep_02.sheckley_followme03"   "<clr:251,218,194>Over here Griggs.  Hustle it."
"ep_02.sheckley_followme04"   "<clr:251,218,194>Come on, come on, let's go."
"ep_02.sheckley_followme05"   "<clr:251,218,194>Come on, try to keep up."
"ep_02.sheckley_followme06"   "<clr:251,218,194>Are you coming or what?"
"ep_02.sheckley_gogriggs"   "<clr:251,218,194>All right, Griggs!"
"ep_02.sheckley_gohelpvort"   "<clr:251,218,194>Freeman, go help the vort!"
"ep_02.sheckley_helldoesthatmean"   "<clr:251,218,194>What the hell does that mean, anyway?"
"ep_02.sheckley_idiot02"   "<clr:251,218,194>You idiot, "
"ep_02.sheckley_idiot03"   "<clr:251,218,194>that's Gordon Freeman"
"ep_02.sheckley_incom36"   "<clr:251,218,194>Incoming at 36! "
"ep_02.sheckley_junc_followvortnag01"   "<clr:251,218,194>Better get moving, Doc. Follow the Vort."
"ep_02.sheckley_junc_followvortnag02"   "<clr:251,218,194>Seriously, Freeman, you need to get going."
"ep_02.sheckley_junc_followvortnag03"   "<clr:251,218,194>Ms. Vance doesn't look so great, Doc. You better hurry up and follow the Vort."
"ep_02.sheckley_junc_followvortnag04"   "<clr:251,218,194>We're all tired, Freeman, but you can't just sit around here. Follow the Vort!"
"ep_02.sheckley_junc_yousaidthat"   "<clr:251,218,194>I can't believe you said that."
"ep_02.sheckley_keepeye"   "<clr:251,218,194>Freeman! Keep your eye on the lights!"
"ep_02.sheckley_keepmoving"   "<clr:251,218,194>Just shut up and keep movin'."
"ep_02.sheckley_keepsupplies"   "<clr:251,218,194>Hey Griggs, you might want to show Dr. Freeman where we keep all the supplies, huh?"
"ep_02.sheckley_killlion_01"   "<clr:251,218,194>Hahah."
"ep_02.sheckley_killlion_02"   "<clr:251,218,194>Should I leave some for you Griggs, huh?"
"ep_02.sheckley_killlion_03"   "<clr:251,218,194>Yeah. Yeah!"
"ep_02.sheckley_lookalive"   "<clr:251,218,194>Look alive!"
"ep_02.sheckley_moreat12"   "<clr:251,218,194>More at 12!"
"ep_02.sheckley_moreat1breach"   "<clr:251,218,194>More at the breach!"
"ep_02.sheckley_moreat24"   "<clr:251,218,194>More at 24!"
"ep_02.sheckley_moreat36"   "<clr:251,218,194>More at 36!"
"ep_02.sheckley_needagun"   "<clr:251,218,194>Hey Doc, if you need a gun, there's extras around."
"ep_02.sheckley_needsomehelp"   "<clr:251,218,194>I might need some help on this one."
"ep_02.sheckley_nestbigger"   "<clr:251,218,194>That nest must be bigger than we thought."
"ep_02.sheckley_neverseen"   "<clr:251,218,194>Never seen this many all at once."
"ep_02.sheckley_onedge01"   "<clr:251,218,194>Don't listen to him, Doc.  "
"ep_02.sheckley_onedge02"   "<clr:251,218,194>We're on edge because this place is riddled with antlions."
"ep_02.sheckley_onelight"   "<clr:251,218,194>One light!"
"ep_02.sheckley_onenoproblem"   "<clr:251,218,194>No problem."
"ep_02.sheckley_pickturretup"   "<clr:251,218,194>Pick your turret up!"
"ep_02.sheckley_protectvort"   "<clr:251,218,194>Protect the vort!"
"ep_02.sheckley_quietyou"   "<clr:251,218,194>Quiet you."
"ep_02.sheckley_rightturret"   "<clr:251,218,194>Right that turret!"
"ep_02.sheckley_somesupplies"   "<clr:251,218,194>Got some supplies over here if you need em.  Health and ammo.  That sort of thing."
"ep_02.sheckley_swarmatbreach"   "<clr:251,218,194>Swarm! Swarm at the breach!"
"ep_02.sheckley_theory01"   "<clr:251,218,194>Yeah, well, that's a theory I'd rather not test. "
"ep_02.sheckley_theory02"   "<clr:251,218,194>We're down to our last two turrets, "
"ep_02.sheckley_theory03"   "<clr:251,218,194>and even these are held together by baling wire and duct tape at this point.  "
"ep_02.sheckley_theory04"   "<clr:251,218,194>Nice to have em in a pinch, "
"ep_02.sheckley_theory05"   "<clr:251,218,194>but I wouldn't exactly trust em with my life."
"ep_02.sheckley_thosevortswant"   "<clr:251,218,194>Don't look at me, I don't know what those vorts want"
"ep_02.sheckley_threelights"   "<clr:251,218,194>Three lights!  We got three lights!"
"ep_02.sheckley_threeomg"   "<clr:251,218,194>Oh my God!"
"ep_02.sheckley_threeswarm"   "<clr:251,218,194>Swarm!"
"ep_02.sheckley_thrubreach"   "<clr:251,218,194>They're coming through the breach!"
"ep_02.sheckley_toomany"   "<clr:251,218,194>Too many!"
"ep_02.sheckley_training01"   "<clr:251,218,194>This sensor will light up if an antlion is coming down this tunnel."
"ep_02.sheckley_training02"   "<clr:251,218,194>More lights means more antlions."
"ep_02.sheckley_training03"   "<clr:251,218,194>When a tunnel lights up, we move a few turrets in front of it.  "
"ep_02.sheckley_training04"   "<clr:251,218,194>Pretty simple, eh, Doc?"
"ep_02.sheckley_trainingnags01"   "<clr:251,218,194>Hey, Freeman, come on over here."
"ep_02.sheckley_trainingnags02"   "<clr:251,218,194>Hey, Doc!  Over here."
"ep_02.sheckley_trainingnags03"   "<clr:251,218,194>Done looking around?  We really gotta get ready."
"ep_02.sheckley_trainingnags04"   "<clr:251,218,194>This is serious, Doc.  I need to show you how the defense system works before the next attack."
"ep_02.sheckley_trainingnags05"   "<clr:251,218,194>Hey Griggs, you might want to show Dr. Freeman where we keep all the supplies, huh?"
"ep_02.sheckley_tunnelpanic_01"   "<clr:251,218,194>Oh shit, the whole place is lit up. Grab a tunnel!"
"ep_02.sheckley_tunnelpanic_02"   "<clr:251,218,194>The whole place is lightin' up, grab a tunnel!"
"ep_02.sheckley_turretbroke"   "<clr:251,218,194>Ahh!  The last turret just broke!"
"ep_02.sheckley_turretdown01"   "<clr:251,218,194>Turret down!"
"ep_02.sheckley_turretdown02"   "<clr:251,218,194>One of the turrets got knocked over."
"ep_02.sheckley_turretfeet"   "<clr:251,218,194>Get those turrets back on their feet!"
"ep_02.sheckley_turretsturrets"   "<clr:251,218,194>Turrets!  Turrets!"
"ep_02.sheckley_twolights"   "<clr:251,218,194>Two lights."
"ep_02.sheckley_twothatmeans"   "<clr:251,218,194>That means two or three, right?"
"ep_02.sheckley_underest"   "<clr:251,218,194>I think we misunderestimated."
"ep_02.sheckley_vortintrouble"   "<clr:251,218,194>The VORT needs help!"
"ep_02.sheckley_vortsaidonway01"   "<clr:251,218,194>The vortigaunt said he was on the way.  "
"ep_02.sheckley_vortsaidonway02"   "<clr:251,218,194>Dr. Freeman, Alyx Vance is over here."
"ep_02.sheckley_vortsaidonway03"   "<clr:251,218,194>The vort's trying to patch her up."
"ep_02.sheckley_vortscalling"   "<clr:251,218,194>The vorts are calling you."
"ep_02.sheckley_vortswantyou"   "<clr:251,218,194>Ah, I think the vorts want you down there."
"ep_02.sheckley_watchall"   "<clr:251,218,194>Got to watch all the tunnels, Freeman!"
"ep_02.sheckley_watchvorts_01"   "<clr:251,218,194>I'm glad they're on our side."
"ep_02.sheckley_watchvorts_02"   "<clr:251,218,194>Look at 'em go!"
"ep_02.sheckley_watchvorts_03"   "<clr:251,218,194>Griggsy, don't get near the green lightning."
"ep_02.sheckley_watchvorts_04"   "<clr:251,218,194>Eat the Vortessence, you ant bastards!"
"ep_02.sheckley_wecandothis"   "<clr:251,218,194>More lights, we can do this."
"ep_02.sheckley_wegot_12_01"   "<clr:251,218,194>We got 12!"
"ep_02.sheckley_wegot_12_02"   "<clr:251,218,194>We'll take 12!"
"ep_02.sheckley_wegot_24_01"   "<clr:251,218,194>We got 24!"
"ep_02.sheckley_wegot_24_02"   "<clr:251,218,194>We'll take 24!"
"ep_02.sheckley_wegot_36_01"   "<clr:251,218,194>We got 36!"
"ep_02.sheckley_wegot_36_02"   "<clr:251,218,194>We'll take 36!"
"ep_02.sheckley_wegot_breach_01"   "<clr:251,218,194>We got the breach!"
"ep_02.sheckley_wegot_breach_02"   "<clr:251,218,194>We'll take the breach!"
"ep_02.sheckley_whysomany"   "<clr:251,218,194>Why are there so many?"
"ep_02.sheckley_youtake_12_01"   "<clr:251,218,194>Hey doc, you cover 12!"
"ep_02.sheckley_youtake_12_02"   "<clr:251,218,194>You handle 12, Doc!"
"ep_02.sheckley_youtake_24_01"   "<clr:251,218,194>Hey doc, you cover 24!"
"ep_02.sheckley_youtake_24_02"   "<clr:251,218,194>You handle 24, Doc!"
"ep_02.sheckley_youtake_36_01"   "<clr:251,218,194>Hey doc, you cover 36!"
"ep_02.sheckley_youtake_36_02"   "<clr:251,218,194>You handle 36, Doc!"
"ep_02.sheckley_youtake_breach_01"   "<clr:251,218,194>Hey doc, you cover the breach!"
"ep_02.sheckley_youtake_breach_02"   "<clr:251,218,194>You handle the breach, Doc!"
"ep_02.sheckley_youturrets"   "<clr:251,218,194>Dr. Freeman, you take care of the turrets."
"ep_02.rebc_chop_bootsmysize4"   "Do you think those boots are my size?"
"ep_02.rebc_chop_hit01"   "Return to sender."
"ep_02.rebc_chop_hit02"   "That's gonna leave a mark."
"ep_02.rebc_chop_hit03"   "Doc, you're really puttin on a clinic."
"ep_02.rebc_chop_hit04"   "How do you like a taste of your own medicine?"
"ep_02.rebc_chop_shipdown01"   "It's all over but the shouting!"
"ep_02.rebc_chop_shipdown02"   "I give the Combine a lot of credit, though. They're tough competitors, a real class act."
"ep_02.reb_tvwatching_01"   "Hey, I was watching that!"
"ep_02.reb_tvwatching_02"   "Thanks, Freeman."
"ep_02.reb_tvwatching_03"   "[Groan...]"
"ep_02.reb_tvwatching_04"   "I hate my life."
"ep_02.vort_03_urgent_idle_01"   "<clr:188,241,174>I sense the Alyx Vance's thread unraveling. "
"ep_02.vort_03_urgent_idle_02"   "<clr:188,241,174>Let us hurry, Freeman.  "
"ep_02.vort_03_urgent_idle_03"   "<clr:188,241,174>We must make haste."
"ep_02.vort_03_urgent_idle_04"   "<clr:188,241,174>The Alyx Vance depends on our success."
"ep_02.vort_03_urgent_idle_05"   "<clr:188,241,174>I feel it - she fades."
"ep_02.vort_03_urgent_idle_06"   "<clr:188,241,174>Onward, Freeman!"
"ep_02.vort_03_urgent_idle_07"   "<clr:188,241,174>The Alyx Vance cannot remain corporeal for much longer."
"ep_02.vort_03_urgent_idle_08"   "<clr:188,241,174>We must hasten.  "
"ep_02.vort_04_elevator_descend_01"   "<clr:188,241,174>I descend!"
"ep_02.vort_04_elevator_descend_02"   "<clr:188,241,174>Abide a moment longer, Freeman, that we may proceed together!"
"ep_02.vort_04_enter_elevator_01"   "<clr:188,241,174>Freeman!"
"ep_02.vort_04_enter_elevator_02"   "<clr:188,241,174>Attend!"
"ep_02.vort_04_enter_elevator_03"   "<clr:188,241,174>Summon the elevator!"
"ep_02.vort_acid_01"   "<clr:188,241,174>Beware, Freeman, acid!"
"ep_02.vort_acid_02"   "<clr:188,241,174>These ones burn flesh!"
"ep_02.vort_antlions_arrive_01"   "<clr:188,241,174>Antlions!"
"ep_02.vort_antlions_arrive_02"   "<clr:188,241,174>Antlions approach!"
"ep_02.vort_basket_puzzle_01"   "<clr:188,241,174>That appears to have had some effect."
"ep_02.vort_basket_puzzle_02"   "<clr:188,241,174>The Freeman's plan is working!"
"ep_02.vort_basket_puzzle_03"   "<clr:188,241,174>Continue that line of action, Freeman."
"ep_02.vort_basket_success_01"   "<clr:188,241,174>Well done. "
"ep_02.vort_basket_success_02"   "<clr:188,241,174>The way is unbarred. "
"ep_02.vort_basket_success_03"   "<clr:188,241,174>We must press forward! "
"ep_02.vort_breakweb01"   "<clr:188,241,174>Others of your kind less fortunate must have sheltered here."
"ep_02.vort_breakweb02"   "<clr:188,241,174>The sad fate of these others is our good fortune."
"ep_02.vort_breakweb03"   "<clr:188,241,174>Grim piñata...."
"ep_02.vort_bridge_attempt"   "<clr:188,241,174>It appears they attempted an escape, but made it no farther than the abyss"
"ep_02.vort_bridge_depleted01"   "<clr:188,241,174>Its power supply is depleted."
"ep_02.vort_bridge_depleted02"   "<clr:188,241,174>The gun would appear to be powerless."
"ep_02.vort_bridge_farewell"   "<clr:188,241,174>Likewise!  And farewell!  It has been an honor!"
"ep_02.vort_bridge_gofm01"   "<clr:188,241,174>Go, Freeman."
"ep_02.vort_bridge_gofm02"   "<clr:188,241,174>I will look after the Alyx Vance."
"ep_02.vort_bridge_gunlacks"   "<clr:188,241,174>It is conceivable I can supply the power this gun lacks."
"ep_02.vort_bridge_honored"   "<clr:188,241,174>Our bonds are of nature and require no gratitude."
"ep_02.vort_bridge_host01"   "<clr:188,241,174>I detect numerous host-parasites in the depths."
"ep_02.vort_bridge_host02"   "<clr:188,241,174>The recent refugees have had no experience in repelling common predators."
"ep_02.vort_bridge_hunt01"   "<clr:188,241,174>I fear a more urgent errand demands our attention:  "
"ep_02.vort_bridge_hunt02"   "<clr:188,241,174>There are Advisors yet unhatched. "
"ep_02.vort_bridge_hunt03"   "<clr:188,241,174>We must see to it that they remain so."
"ep_02.vort_bridge_nogoodend01"   "<clr:188,241,174>But came to no good end themselves."
"ep_02.vort_bridge_nogoodend02"   "<clr:188,241,174>Headcrabs have had their way with both parties."
"ep_02.vort_bridge_recommend"   "<clr:188,241,174>We recommend the Freeman for this task."
"ep_02.vort_bridge_takeupaim01"   "<clr:188,241,174>That condition will not last long if you plunge into the toxins below.  "
"ep_02.vort_bridge_takeupaim02"   "<clr:188,241,174>We would do well to lend our protection from above, while Freeman skirts the hazards in the pit."
"ep_02.vort_bridge_thismountgun"   "<clr:188,241,174>This mounted gun may prove useful."
"ep_02.vort_bridge_thisroad"   "<clr:188,241,174>This road will take you near White Forest, but be wary that others may use it as well."
"ep_02.vort_canyon_advisor01"   "<clr:188,241,174>Ah yes, that is an advisor"
"ep_02.vort_canyon_advisor02"   "<clr:188,241,174>Many were dispersed from the citadel when its destruction was imminent"
"ep_02.vort_canyon_advisor03"   "<clr:188,241,174>Now with overwatch decapitated they will mobilize local forces until ties are reestablished with the realm of command."
"ep_02.vort_canyon_enclavesentries01"   "<clr:188,241,174>The humans have their enclave on the rim of this canyon.  "
"ep_02.vort_canyon_enclavesentries02"   "<clr:188,241,174>I do not see their sentries."
"ep_02.vort_canyon_farfetch"   "<clr:188,241,174>Such a theory is hardly far-fetched."
"ep_02.vort_canyon_guardianrage01"   "<clr:188,241,174>The guardian is enraged over our theft of the extract."
"ep_02.vort_canyon_guardianrage02"   "<clr:188,241,174>If it tries to hinder our progress, we will have no choice but to kill it."
"ep_02.vort_canyon_podparade01"   "<clr:188,241,174>Yes, and they carry Shu'ulathoi.  Advisors, still in incubation pods."
"ep_02.vort_canyon_podparade02"   "<clr:188,241,174>They gather and unite the scattered Combine forces."
"ep_02.vort_canyon_podparade03"   "<clr:188,241,174>That is why we must hunt and kill all we can before they emerge and gain their full power."
"ep_02.vort_canyon_purpose"   "<clr:188,241,174>They move north with great purpose."
"ep_02.vort_canyon_puzzling"   "<clr:188,241,174>Puzzling.  The sentries should have spotted us by now."
"ep_02.vort_canyon_reside01"   "<clr:188,241,174>I know of humans with a vehicle, not far from here."
"ep_02.vort_canyon_reside02"   "<clr:188,241,174>They will understand our urgent need."
"ep_02.vort_canyon_towf"   "<clr:188,241,174>I fear at first, to white forest."
"ep_02.vort_combat_combined01"   "<clr:188,241,174>It is unfortunate the Freeman's suit permits external harm."
"ep_02.vort_combat_combined02"   "<clr:188,241,174>Your suit shows signs of stress, Freeman!"
"ep_02.vort_extract_accompany"   "<clr:188,241,174>Now, Freeman.  Accompany!"
"ep_02.vort_extract_aciddamage01"   "<clr:188,241,174>We have learned to exterminate the acid-lions from a distance."
"ep_02.vort_extract_aciddamage02"   "<clr:188,241,174>Beware their caustic spray!"
"ep_02.vort_extract_aciddamage03"   "<clr:188,241,174>Avoid close contact, Freeman!"
"ep_02.vort_extract_aciddamage04"   "<clr:188,241,174>Explosive pest!"
"ep_02.vort_extract_aciddamage05"   "<clr:188,241,174>Direct contact with such a foe is hardly wise."
"ep_02.vort_extract_aciddamage06"   "<clr:188,241,174>Save your skills in melee for less explosive enemies."
"ep_02.vort_extract_acidinfo01"   "<clr:188,241,174>Beware, the acid-lions spit from a distance!"
"ep_02.vort_extract_acidinfo02"   "<clr:188,241,174>Guard yourself against the corrosive spray!"
"ep_02.vort_extract_acidinfo03"   "<clr:188,241,174>Such spittle-it burns."
"ep_02.vort_extract_acidinfo04"   "<clr:188,241,174>From afar, they squirt their acid!"
"ep_02.vort_extract_acidinfo05"   "<clr:188,241,174>Beware the acid-lions.  Their corrosive spray permits quick carving of rock passages, but also serves as a strong deterrent to hive robbers like ourselves."
"ep_02.vort_extract_agreed"   "<clr:188,241,174>Agreed!"
"ep_02.vort_extract_agreed02"   "<clr:188,241,174>Agreed!"
"ep_02.vort_extract_ahyes"   "<clr:188,241,174>Ah, yes!"
"ep_02.vort_extract_almosthere"   "<clr:188,241,174>The lift, Freeman!  It is almost here!"
"ep_02.vort_extract_amusing"   "<clr:188,241,174>Well, this is all very amusing, but we must not forget the gravity of our errand to heal the Alyx Vance."
"ep_02.vort_extract_ancientguard"   "<clr:188,241,174>Ah-the ancient guardian!  Retrieving the extract may not be unchallenging."
"ep_02.vort_extract_antsahead01"   "<clr:188,241,174>Careful, Freeman, although far from clever, the antlions will ambush us where they can."
"ep_02.vort_extract_antsahead02"   "<clr:188,241,174>They lurk, just ahead!"
"ep_02.vort_extract_antsahead03"   "<clr:188,241,174>Be cautious at each turn!"
"ep_02.vort_extract_bond01"   "<clr:188,241,174>Truly, Freeman, well done.  "
"ep_02.vort_extract_bond02"   "<clr:188,241,174>You bear some traits we thought innate to vortikind.  "
"ep_02.vort_extract_bond03"   "<clr:188,241,174>Antlion husbandry was once our ancestral practice."
"ep_02.vort_extract_bond04"   "<clr:188,241,174>The creatures exude many valuable compounds, but the extract is the most prized by far."
"ep_02.vort_extract_bond05"   "<clr:188,241,174>It dissolves the false veils that divide the vortessence."
"ep_02.vort_extract_bond06"   "<clr:188,241,174>All this you shall witness when---"
"ep_02.vort_extract_bounty01"   "<clr:188,241,174>Ah, excellent-a bounty of larval extract.  "
"ep_02.vort_extract_bounty02"   "<clr:188,241,174>This should only take a moment."
"ep_02.vort_extract_bravely"   "<clr:188,241,174>Bravely done, Freeman!  When you reach the lower chamber, you must find a way to summon me!"
"ep_02.vort_extract_chairman"   "<clr:188,241,174>A poignant scene.  An eternity's repose.  It brings peaceful thoughts, does it not?"
"ep_02.vort_extract_constantobst"   "<clr:188,241,174>What next in the parade of constant obstacles?"
"ep_02.vort_extract_counterintuitive"   "<clr:188,241,174>Although it seems counterintuitive, I believe we must ascend to reach the nectarium."
"ep_02.vort_extract_covert"   "<clr:188,241,174>This calls for covert progress rather than confrontation."
"ep_02.vort_extract_densrundeep01"   "<clr:188,241,174>Freeman, attend.  "
"ep_02.vort_extract_densrundeep02"   "<clr:188,241,174>These antlion dens run deep.  "
"ep_02.vort_extract_densrundeep03"   "<clr:188,241,174>In every nest, there is a great nectarium where the creatures store their most precious glandular extract.   "
"ep_02.vort_extract_densrundeep04"   "<clr:188,241,174>We vortikind possess an ancient affinity with this peculiar secretion, and know how to transmute its properties."
"ep_02.vort_extract_densrundeep05"   "<clr:188,241,174>But the route is bound to be hazardous."
"ep_02.vort_extract_densrundeep06"   "<clr:188,241,174>Your aide is most appreciated."
"ep_02.vort_extract_dire"   "<clr:188,241,174>Dire sublimity!"
"ep_02.vort_extract_donotkill"   "<clr:188,241,174>Remember, do not kill the guardian or the extract will be ruined!"
"ep_02.vort_extract_dreamsdonotfollow01"   "<clr:188,241,174>So many crates into the abyss."
"ep_02.vort_extract_dreamsdonotfollow02"   "<clr:188,241,174>I only hope our dreams do not follow them. "
"ep_02.vort_extract_elude"   "<clr:188,241,174>The Freeman must not kill the guardian!  Its death cries would curdle the extract!"
"ep_02.vort_extract_emergency"   "<clr:188,241,174>---But hold!  The Alyx Vance is slipping away...  We must hurry!"
"ep_02.vort_extract_fallingtrap01"   "<clr:188,241,174>What did the Freeman expect to find down there?"
"ep_02.vort_extract_fallingtrap02"   "<clr:188,241,174>Truly, the Freeman leaves no path unexplored."
"ep_02.vort_extract_findaway01"   "<clr:188,241,174>Surely the Freeman can find a way to activate this lift.  "
"ep_02.vort_extract_findaway02"   "<clr:188,241,174>The Alyx Vance depends on us."
"ep_02.vort_extract_findnectarium01"   "<clr:188,241,174>Press on to the nectarium!"
"ep_02.vort_extract_findnectarium02"   "<clr:188,241,174>I sense the extract grows near.  We must hurry!"
"ep_02.vort_extract_findnectarium03"   "<clr:188,241,174>We are on the right path to the nectarium."
"ep_02.vort_extract_findnectarium04"   "<clr:188,241,174>Do you smell it, Freeman?  The extract?  The nectarium is near."
"ep_02.vort_extract_findnectarium05"   "<clr:188,241,174>Each step brings us nearer to the nectarium.  We must not tarry."
"ep_02.vort_extract_findnectarium06"   "<clr:188,241,174>Forward, Freeman!  To the nectarium!"
"ep_02.vort_extract_findnectarium07"   "<clr:188,241,174>The route is circuitous, but arrival in the nectarium is guaranteed."
"ep_02.vort_extract_finequality01"   "<clr:188,241,174>Secretions of the finest quality.  "
"ep_02.vort_extract_finequality02"   "<clr:188,241,174>Let us return now to the Alyx Vance."
"ep_02.vort_extract_flipants01"   "<clr:188,241,174>We make an admirable team with the Freeman."
"ep_02.vort_extract_flipants02"   "<clr:188,241,174>The Freeman is a worthy companion."
"ep_02.vort_extract_flipants03"   "<clr:188,241,174>We work well together!"
"ep_02.vort_extract_flipants04"   "<clr:188,241,174>Ably done!"
"ep_02.vort_extract_flipants05"   "<clr:188,241,174>What skill!"
"ep_02.vort_extract_fmhurry"   "<clr:188,241,174>The Freeman must hurry!"
"ep_02.vort_extract_fmitistime"   "<clr:188,241,174>Freeman, it is time!"
"ep_02.vort_extract_fmnotime"   "<clr:188,241,174>There is no time to tarry!"
"ep_02.vort_extract_fortunately"   "<clr:188,241,174>Fortunately we have the Freeman..."
"ep_02.vort_extract_haltattend"   "<clr:188,241,174>Halt, Freeman!  And attend!"
"ep_02.vort_extract_hardwork01"   "<clr:188,241,174>The scent of ripe perfection beckons.  "
"ep_02.vort_extract_hardwork02"   "<clr:188,241,174>Follow, Freeman, while I track it to the source.  "
"ep_02.vort_extract_hardwork03"   "<clr:188,241,174>You have done the hardest work, admitting entrance to this chamber.  "
"ep_02.vort_extract_hardwork04"   "<clr:188,241,174>Truly, the life of Alyx Vance is in able hands."
"ep_02.vort_extract_hence"   "<clr:188,241,174>Hence, Freeman!"
"ep_02.vort_extract_howdescend"   "<clr:188,241,174>But how...how shall we descend?"
"ep_02.vort_extract_humanmark"   "<clr:188,241,174>A human is needed..."
"ep_02.vort_extract_imbibe"   "<clr:188,241,174>Join now as we imbibe the extract."
"ep_02.vort_extract_injuriesdeep01"   "<clr:188,241,174>Her injuries are grave.  "
"ep_02.vort_extract_injuriesdeep02"   "<clr:188,241,174>This will necessitate deep submersion in the vortessence."
"ep_02.vort_extract_joinmefm01"   "<clr:188,241,174>Please, Freeman.  "
"ep_02.vort_extract_joinmefm02"   "<clr:188,241,174>Join me."
"ep_02.vort_extract_joinusfree"   "<clr:188,241,174>Join us, Freeman!"
"ep_02.vort_extract_journeydeep01"   "<clr:188,241,174>I will make the journey to seek the extract deep within the nest, in the sacred nectarium.  "
"ep_02.vort_extract_journeydeep02"   "<clr:188,241,174>But I cannot hope to bring it back alone."
"ep_02.vort_extract_keen01"   "<clr:188,241,174>The antlions are keen to our presence.  "
"ep_02.vort_extract_keen02"   "<clr:188,241,174>Expect ever greater resistance as we proceed."
"ep_02.vort_extract_laddertop"   "<clr:188,241,174>Ahah!  No pit would be complete without a Freeman climbing out of it."
"ep_02.vort_extract_larvalaroma"   "<clr:188,241,174>Ah!  Such quantities of the larvae... such a heady aroma."
"ep_02.vort_extract_liftalone"   "<clr:188,241,174>That lift is too small to hold us both.  Go on alone.  I will join you when I can!"
"ep_02.vort_extract_liftarrived"   "<clr:188,241,174>The lift has arrived!  Go quickly!"
"ep_02.vort_extract_liftmovesnot01"   "<clr:188,241,174>The power has been restored, but still the lift moves not.  "
"ep_02.vort_extract_liftmovesnot02"   "<clr:188,241,174>There must be something more the Freeman can do!"
"ep_02.vort_extract_liftnags01"   "<clr:188,241,174>The lift, Freeman!"
"ep_02.vort_extract_liftnags02"   "<clr:188,241,174>The lift has arrived!"
"ep_02.vort_extract_liftnags03"   "<clr:188,241,174>The lift awaits, Freeman!"
"ep_02.vort_extract_liftnags04"   "<clr:188,241,174>Hurry, Freeman, take the lift aloft!"
"ep_02.vort_extract_liftnags05"   "<clr:188,241,174>To the lift, Freeman!  Do not wait on me!"
"ep_02.vort_extract_logic"   "<clr:188,241,174>I detect a dawning light of logic in the Freeman's eyes!"
"ep_02.vort_extract_magnificently"   "<clr:188,241,174>The Freeman has done his task magnificently!"
"ep_02.vort_extract_makehaste"   "<clr:188,241,174>Make haste!"
"ep_02.vort_extract_merge"   "<clr:188,241,174>Merge with the vortessence!"
"ep_02.vort_extract_nearness"   "<clr:188,241,174>The guardian's presence guarantees the nearness of larval clusters.  They are commonly posted near the young."
"ep_02.vort_extract_nocrates"   "<clr:188,241,174>Those crates were almost certainly of no value."
"ep_02.vort_extract_notwise"   "<clr:188,241,174>That was not perhaps the wisest of the Freeman's decisions."
"ep_02.vort_extract_observefight"   "<clr:188,241,174>Observe how they fight on below, heedless of our escape."
"ep_02.vort_extract_pharynx"   "<clr:188,241,174>Miraculous secretion!"
"ep_02.vort_extract_pitythegen"   "<clr:188,241,174>Pity the generator that requires a vortigaunt to operate it."
"ep_02.vort_extract_promising"   "<clr:188,241,174>The density of antlions is most promising.  It all but ensures that we will find larval extract in the lower reaches."
"ep_02.vort_extract_puzzling01"   "<clr:188,241,174>Ah, a puzzling predicament of the sort which the Freeman is famed for swiftly solving. "
"ep_02.vort_extract_puzzling02"   "<clr:188,241,174>I will observe with great anticipation!"
"ep_02.vort_extract_recalcitrance01"   "<clr:188,241,174>Freeman, it would be good to counteract the lift's recalcitrance, that we may proceed."
"ep_02.vort_extract_recalcitrance02"   "<clr:188,241,174>The life of Alyx Vance is in our keeping!"
"ep_02.vort_extract_rejoinplayer01"   "<clr:188,241,174>I am with you, Freeman!"
"ep_02.vort_extract_rejoinplayer02"   "<clr:188,241,174>Fear not, Freeman, for I follow!"
"ep_02.vort_extract_rejoinplayer03"   "<clr:188,241,174>I follow the Freeman!"
"ep_02.vort_extract_reunite01"   "<clr:188,241,174>Ah, Freeman!"
"ep_02.vort_extract_reunite02"   "<clr:188,241,174>Ahoy, Freeman."
"ep_02.vort_extract_reunite03"   "<clr:188,241,174>Well met, Freeman."
"ep_02.vort_extract_reunite04"   "<clr:188,241,174>The Freeman has been missed."
"ep_02.vort_extract_reunite05"   "<clr:188,241,174>Truly, Freeman - too long have we been apart."
"ep_02.vort_extract_savedcrates01"   "<clr:188,241,174>The Freeman is a quick thinker and fast mover.  "
"ep_02.vort_extract_savedcrates02"   "<clr:188,241,174>I think you will be very glad you saved those crates."
"ep_02.vort_extract_secure"   "<clr:188,241,174>We should proceed secure in the belief of copious larval extract in a nest of this size."
"ep_02.vort_extract_sendup01"   "<clr:188,241,174>Freeman!  Send up the elevator!"
"ep_02.vort_extract_sendup02"   "<clr:188,241,174>I sense the Freeman, down below!"
"ep_02.vort_extract_sendup03"   "<clr:188,241,174>Activate the elevator, that we may reconvene!"
"ep_02.vort_extract_sendup04"   "<clr:188,241,174>Switch on the elevator!"
"ep_02.vort_extract_sensor"   "<clr:188,241,174>If this sensor is anything like the others, it is attuned to the presence of antlions."
"ep_02.vort_extract_shaft01"   "<clr:188,241,174>This shaft connects to the chamber above, where my kin sustain the Alyx Vance. "
"ep_02.vort_extract_shaft02"   "<clr:188,241,174>Once we have the extract, we can rejoin them quickly, provided we can restore elevator function."
"ep_02.vort_extract_sheerbulk01"   "<clr:188,241,174>The sheer bulk of this machinery suggests a brute force solution. "
"ep_02.vort_extract_sheerbulk02"   "<clr:188,241,174>But do not neglect the small and obvious details."
"ep_02.vort_extract_slipperyslope"   "<clr:188,241,174>Careful, Freeman!  Recklessness is a slippery slope!"
"ep_02.vort_extract_strikeforth"   "<clr:188,241,174>Freeman, we must strike forth!"
"ep_02.vort_extract_summoned"   "<clr:188,241,174>So you have summoned the lift."
"ep_02.vort_extract_theextract"   "<clr:188,241,174>The extract!"
"ep_02.vort_extract_theextract02"   "<clr:188,241,174>The extract!"
"ep_02.vort_extract_theextract03"   "<clr:188,241,174>The extract!"
"ep_02.vort_extract_tothelift"   "<clr:188,241,174>To the lift, Freeman!"
"ep_02.vort_extract_tothelift01"   "<clr:188,241,174>To the lift, Freeman!"
"ep_02.vort_extract_tothelift02"   "<clr:188,241,174>Save yourself!"
"ep_02.vort_extract_tothelift03"   "<clr:188,241,174>I have the situation well in hand!"
"ep_02.vort_extract_traces"   "<clr:188,241,174>These traces of former habitation somehow sadden me."
"ep_02.vort_extract_vastnectarium"   "<clr:188,241,174>Ahhh!  Never have I witnessed such a vast nectarium!  Any extract taken from this nest will be of highest quality!"
"ep_02.vort_extract_vibchasm01"   "<clr:188,241,174>Behold!  Across the chasm! "
"ep_02.vort_extract_vibchasm02"   "<clr:188,241,174>That immense repellant device promises surcease from endless antlion attacks!"
"ep_02.vort_extract_vibchasm03"   "<clr:188,241,174>If the Freeman is in agreement, let us find our way to that vibratory haven."
"ep_02.vort_extract_vibdevice"   "<clr:188,241,174>A vibratory device!  These are most effective at repelling antlions, as the Freeman no doubt remembers."
"ep_02.vort_extract_vibrespite"   "<clr:188,241,174>That vibratory device may offer us some respite from our present foes. "
"ep_02.vort_extract_weapons01"   "<clr:188,241,174>The Freeman's weapons, though inferior, seem sufficient for the task.  "
"ep_02.vort_extract_weapons02"   "<clr:188,241,174>Would that they were innate and required no replenishment."
"ep_02.vort_extract_weightlift"   "<clr:188,241,174>I am confident the Freeman will find a way to open that gate, so that we may proceed together."
"ep_02.vort_extract_weighty"   "<clr:188,241,174>This is a weighty matter, well suited to a physicist of your stature."
"ep_02.vort_extract_wemustremain"   "<clr:188,241,174>We must remain to keep the Alyx Vance alive!"
"ep_02.vort_extract_werequire"   "<clr:188,241,174>We require...the larval extract."
"ep_02.vort_extract_willfollow"   "<clr:188,241,174>I will follow the Freeman when I can."
"ep_02.vort_extract_wind"   "<clr:188,241,174>A wind from below bears the scent of extract.  The stuff we seek lies at the bottom of this pit."
"ep_02.vort_extract_wrongway01"   "<clr:188,241,174>We stray, Freeman!"
"ep_02.vort_extract_wrongway02"   "<clr:188,241,174>We have taken a wrong turning.  The nectarium lies elsewhere."
"ep_02.vort_extract_wrongway03"   "<clr:188,241,174>The scent of extract grows weaker!"
"ep_02.vort_extract_wrongway04"   "<clr:188,241,174>We are moving away from the nectarium.  We must try another path."
"ep_02.vort_extract_wrongway05"   "<clr:188,241,174>We must try another direction...the extract aroma is weaker here."
"ep_02.vort_extract_wrongway06"   "<clr:188,241,174>This is not the way to the nectarium."
"ep_02.vort_extract_wrongway07"   "<clr:188,241,174>We must retrace our steps and try another route to the nectarium."
"ep_02.vort_extract_yescompanion01"   "<clr:188,241,174>Yes, take the Freeman!  "
"ep_02.vort_extract_yescompanion02"   "<clr:188,241,174>There is no finer companion!"
"ep_02.vort_extract_yesthefm01"   "<clr:188,241,174>Take the Freeeman, yes!"
"ep_02.vort_extract_yesthefm02"   "<clr:188,241,174>Yes, take the Freeman, ah yes!"
"ep_02.vort_extract_youareonto"   "<clr:188,241,174>Yes, yes, I can see you are on to something!"
"ep_02.vort_followvortnag_conver2_01"   "<clr:188,241,174>No!  Her thread unravels, but is not yet rent."
"ep_02.vort_grp_agree01"   "<clr:188,241,174>Just so"
"ep_02.vort_grp_agree02"   "<clr:188,241,174>Agreed!"
"ep_02.vort_grp_agree03"   "<clr:188,241,174>Mmmm"
"ep_02.vort_grp_agree04"   "<clr:188,241,174>Ah..."
"ep_02.vort_grp_agree05"   "<clr:188,241,174>Yes."
"ep_02.vort_grp_agree06"   "<clr:188,241,174>Indeed."
"ep_02.vort_grp_agree07"   "<clr:188,241,174>Well stated."
"ep_02.vort_grp_agree08"   "<clr:188,241,174>We are of one mind in this matter."
"ep_02.vort_grp_greetings01"   "<clr:188,241,174>Greetings  "
"ep_02.vort_grp_greetings02"   "<clr:188,241,174>It is well"
"ep_02.vort_grp_greetings03"   "<clr:188,241,174>Mmmm..."
"ep_02.vort_grp_greetings04"   "<clr:188,241,174>Ah..."
"ep_02.vort_grp_greetings05"   "<clr:188,241,174>Yes..."
"ep_02.vort_grubhealth01"   "<clr:188,241,174>The small ones are quite appetizing."
"ep_02.vort_grubhealth02"   "<clr:188,241,174>The larvae yield the vortal pellet."
"ep_02.vort_grubhealth03"   "<clr:188,241,174>Do not overlook the larval pellet."
"ep_02.vort_grubs4health01"   "<clr:188,241,174>Do not neglect the larval pellets!"
"ep_02.vort_grubs4health02"   "<clr:188,241,174>A ready source of healing is at hand, Freeman!  The grubs are here for our benefit!"
"ep_02.vort_grubs4health03"   "<clr:188,241,174>Freeman, you appear sickly.  Avail yourself of larval pellets!"
"ep_02.vort_guard_alyxshelter01"   "<clr:188,241,174>Take shelter near the repellant device!"
"ep_02.vort_guard_alyxshelter02"   "<clr:188,241,174>The Alyx Vance will be safest where the vibrations are strongest."
"ep_02.vort_guard_alyxshelter03"   "<clr:188,241,174>A vibratory oasis!"
"ep_02.vort_guard_killit"   "<clr:188,241,174>At this time, you may kill it without consequence!"
"ep_02.vort_guard_killit_nag01"   "<clr:188,241,174>The cries of this Guardian no longer threaten our extract. Kill it, Freeman!"
"ep_02.vort_guard_killit_nag02"   "<clr:188,241,174>Freeman, we cannot proceed while the Guardian yet lives."
"ep_02.vort_guard_killit_nag03"   "<clr:188,241,174>The Guardian bars our way, but now we are free to destroy it."
"ep_02.vort_guard_killit_nag04"   "<clr:188,241,174>We cannot summon the lift until the Guardian is dead."
"ep_02.vort_guard_killit_nag05"   "<clr:188,241,174>If we are to press forward, the Guardian must die."
"ep_02.vort_guard_killit_nag06"   "<clr:188,241,174>If we are to survive, this Guardian must now die."
"ep_02.vort_guard_killit_nag07"   "<clr:188,241,174>Kill it, Freeman!"
"ep_02.vort_guard_killit_nag08"   "<clr:188,241,174>Kill the Guardian now!"
"ep_02.vort_guard_killit_nag09"   "<clr:188,241,174>The Guardian!"
"ep_02.vort_guard_movetolift01"   "<clr:188,241,174>Come now.  The vehicle we seek is in the encampment above."
"ep_02.vort_guard_movetolift02"   "<clr:188,241,174>This lift will carry us to where the vehicle awaits."
"ep_02.vort_guard_surfacesighting"   "<clr:188,241,174>The guardian!"
"ep_02.vort_guard_welldone01"   "<clr:188,241,174>Well done, Freeman!"
"ep_02.vort_guard_welldone02"   "<clr:188,241,174>Freeman!  You dispatched those guards with great dispatch!"
"ep_02.vort_guard_welldone03"   "<clr:188,241,174>Ah, it is a pity the guardians are out of season.  No pheropods."
"ep_02.vort_junc_ahfreeman"   "<clr:188,241,174>Ah. Freeman. It is well. "
"ep_02.vort_junc_ahfreeman02"   "<clr:188,241,174>Ah, the Freeman. "
"ep_02.vort_junc_almostvortal"   "<clr:188,241,174>Almost vortal, this bond between you..."
"ep_02.vort_junc_assistance01"   "<clr:188,241,174>The Alyx Vance clings to the margins. "
"ep_02.vort_junc_assistance02"   "<clr:188,241,174>My kin are still some distance away. "
"ep_02.vort_junc_assistance03"   "<clr:188,241,174>For now we must not be disturbed. "
"ep_02.vort_junc_attendtoalyx"   "<clr:188,241,174>We must attend to the Alyx Vance. "
"ep_02.vort_junc_badlyinjured01"   "<clr:188,241,174>For a moment, indeed, you were.  "
"ep_02.vort_junc_badlyinjured02"   "<clr:188,241,174>The Combine Hunters caused traumatic injury..."
"ep_02.vort_junc_behold"   "<clr:188,241,174>Behold!"
"ep_02.vort_junc_bye01"   "<clr:188,241,174>Farewell!"
"ep_02.vort_junc_bye02"   "<clr:188,241,174>Go safely!"
"ep_02.vort_junc_bye03"   "<clr:188,241,174>Travel well!"
"ep_02.vort_junc_closerfm"   "<clr:188,241,174>Closer, Freeman!"
"ep_02.vort_junc_donotmove"   "<clr:188,241,174>Move not."
"ep_02.vort_junc_ebbs"   "<clr:188,241,174>She ebbs!"
"ep_02.vort_junc_exhausted"   "<clr:188,241,174>We have exhausted their immediate number."
"ep_02.vort_junc_fmcomecloser01"   "<clr:188,241,174>Closer, Freeman!  "
"ep_02.vort_junc_fmcomecloser02"   "<clr:188,241,174>The Alyx Vance requires a tether to the human realm."
"ep_02.vort_junc_fmsignature01"   "<clr:188,241,174>Freeman..."
"ep_02.vort_junc_fmsignature02"   "<clr:188,241,174>Come close..."
"ep_02.vort_junc_fmsignature03"   "<clr:188,241,174>As one of her race, her frequency,"
"ep_02.vort_junc_fmsignature04"   "<clr:188,241,174>we require your vortal signature."
"ep_02.vort_junc_fmstandnear"   "<clr:188,241,174>The Freeman must stand near."
"ep_02.vort_junc_givemoretime"   "<clr:188,241,174>This will give you more time. "
"ep_02.vort_junc_immeasurable"   "<clr:188,241,174>We have averted an immeasurable loss."
"ep_02.vort_junc_inamongus"   "<clr:188,241,174>In among us!  Now!"
"ep_02.vort_junc_keephunting"   "<clr:188,241,174>We will continue our hunt for Advisors. "
"ep_02.vort_junc_killedmanyyet01"   "<clr:188,241,174>We killed many antlions. "
"ep_02.vort_junc_killedmanyyet02"   "<clr:188,241,174>Yet many more remain. "
"ep_02.vort_junc_knit"   "<clr:188,241,174>We knit shattered bone and restored circulatory integrity."
"ep_02.vort_junc_liestill"   "<clr:188,241,174>Lie still."
"ep_02.vort_junc_loseherloseall"   "<clr:188,241,174>If we lose her, we lose all!"
"ep_02.vort_junc_matterhours"   "<clr:188,241,174>A matter of hours."
"ep_02.vort_junc_momentlonger"   "<clr:188,241,174>A moment longer..."
"ep_02.vort_junc_momentlonger02"   "<clr:188,241,174>A moment longer."
"ep_02.vort_junc_myplace01"   "<clr:188,241,174>My place is here.  "
"ep_02.vort_junc_myplace02"   "<clr:188,241,174>I must not be interrupted."
"ep_02.vort_junc_nextmatter"   "<clr:188,241,174>Now to the next matter of urgency."
"ep_02.vort_junc_nopulse01"   "<clr:188,241,174>No pulse!  "
"ep_02.vort_junc_nopulse02"   "<clr:188,241,174>Her heart has stopped!"
"ep_02.vort_junc_nothingchanged"   "<clr:188,241,174>To our knowledge, he is still at White Forest, working on the portal shield."
"ep_02.vort_junc_object"   "<clr:188,241,174>There is no time. More antlions approach. "
"ep_02.vort_junc_pathtowf"   "<clr:188,241,174>Come, then.  I will get you on the path to White Forest."
"ep_02.vort_junc_quicken"   "<clr:188,241,174>Yes...there is a quickening..."
"ep_02.vort_junc_quietthem"   "<clr:188,241,174>We shall quiet them. "
"ep_02.vort_junc_realms"   "<clr:188,241,174>Yet it was the Freeman who retrieved your vortessence."
"ep_02.vort_junc_rightroad"   "<clr:188,241,174>No fear.  We will put you on the right road"
"ep_02.vort_junc_rise"   "<clr:188,241,174>Now...try carefully to rise."
"ep_02.vort_junc_stabilizing01"   "<clr:188,241,174>She is stabilizing.  "
"ep_02.vort_junc_stabilizing02"   "<clr:188,241,174>Her vortal form has regained integrity."
"ep_02.vort_junc_stirs"   "<clr:188,241,174>She stirs!"
"ep_02.vort_junc_strengthtoproceed"   "<clr:188,241,174>If you have the strength, we should proceed."
"ep_02.vort_junc_thealyxvance"   "<clr:188,241,174>The Alyx Vance!"
"ep_02.vort_junc_tosurface"   "<clr:188,241,174>Come, Freeman.  To the surface!"
"ep_02.vort_junc_weavelife"   "<clr:188,241,174>We weave the Freeman's life with hers."
"ep_02.vort_junc_weweredelayed"   "<clr:188,241,174>Our delay--regrettable. "
"ep_02.vort_mineshaft_warning01"   "<clr:188,241,174>Watch where you walk."
"ep_02.vort_mineshaft_warning02"   "<clr:188,241,174>Watch your steps."
"ep_02.vort_mineshaft_warning03"   "<clr:188,241,174>Freeman, beware the pits."
"ep_02.vort_playerahead01"   "<clr:188,241,174>Abide a moment, Freeman!  Till I draw apace!"
"ep_02.vort_playerahead02"   "<clr:188,241,174>Freeman!  "
"ep_02.vort_prone_nag_01"   "<clr:188,241,174>Finish them, Freeman!"
"ep_02.vort_prone_nag_02"   "<clr:188,241,174>I have disabled them."
"ep_02.vort_prone_nag_03"   "<clr:188,241,174>Now attack!"
"ep_02.vort_rbed_altroute"   "<clr:188,241,174>We must part ways, Freeman!  Lead the antlions away!"
"ep_02.vort_rbed_antlions"   "<clr:188,241,174>These antlions will not let us proceed in peace."
"ep_02.vort_rbed_awake"   "<clr:188,241,174>Awake!  Arise!"
"ep_02.vort_rbed_byanotherpath"   "<clr:188,241,174>Press on, Freeman!  I will take her to my kin by another path."
"ep_02.vort_rbed_companions01"   "<clr:188,241,174>My kin will meet us at a sheltered location beneath the surface."
"ep_02.vort_rbed_companions02"   "<clr:188,241,174>We must move her there quickly.  "
"ep_02.vort_rbed_companions03"   "<clr:188,241,174>I will stabilize her, if the Freeman will provide us with protection."
"ep_02.vort_rbed_distract"   "<clr:188,241,174>The Freeman must distract the antlions.  "
"ep_02.vort_rbed_freeman"   "<clr:188,241,174>Freeman!"
"ep_02.vort_rbed_freeman01"   "<clr:188,241,174>Ah, the Freeman!  "
"ep_02.vort_rbed_freeman02"   "<clr:188,241,174>I am pleased to see at least you are unharmed!"
"ep_02.vort_rbed_freeman03"   "<clr:188,241,174>But the Alyx Vance...her condition is grave."
"ep_02.vort_rbed_freeman04"   "<clr:188,241,174>Healing her will require more than I alone can conjure."
"ep_02.vort_rbed_freeman05"   "<clr:188,241,174>Let me summon my kin!"
"ep_02.vort_rbed_intomines01"   "<clr:188,241,174>Let us hurry, Freeman.  "
"ep_02.vort_rbed_intomines02"   "<clr:188,241,174>Help awaits us, in the mines."
"ep_02.vort_rbed_letsgo01a"   "<clr:188,241,174>Hurry, Freeman.  "
"ep_02.vort_rbed_letsgo01b"   "<clr:188,241,174>Our hands are occupied."
"ep_02.vort_rbed_letsgo01c"   "<clr:188,241,174>Destroy all obstacles!"
"ep_02.vort_rbed_letsgo02"   "<clr:188,241,174>Lead on, Freeman!"
"ep_02.vort_rbed_letsgo03"   "<clr:188,241,174>Forward, Freeman.  "
"ep_02.vort_rbed_letsgo04a"   "<clr:188,241,174>We must hasten.  "
"ep_02.vort_rbed_letsgo04b"   "<clr:188,241,174>Her state is delicate."
"ep_02.vort_rbed_nomatter01"   "<clr:188,241,174>No matter!"
"ep_02.vort_rbed_nomatter02"   "<clr:188,241,174>We shall proceed by another path!"
"ep_02.vort_rbed_nomatter03"   "<clr:188,241,174>We trust the Freeman's ingenuity will bring us back into proximity!"
"ep_02.vort_rbed_presson"   "<clr:188,241,174>Press on, Freeman!  If you are able!"
"ep_02.vort_rbed_stucklift"   "<clr:188,241,174>Perhaps the Freeman can restore this elevator's functionality."
"ep_02.vort_rbed_thealyx"   "<clr:188,241,174>The Alyx Vance!"
"ep_02.vort_rbed_usecare"   "<clr:188,241,174>Use care, Freeman!"
"ep_02.vort_rbed_vemotings01"   "<clr:188,241,174>[Vortigese expressions of shock:]"
"ep_02.vort_rbed_whatharm"   "<clr:188,241,174>What harm has come?"
"ep_02.vort_separation_goodbye01"   "<clr:188,241,174>Freeman!  You have cleared our path, but yours is less clear."
"ep_02.vort_separation_goodbye02"   "<clr:188,241,174>There are many routes to the junction below-I trust you can find your way to join us there."
"ep_02.vort_separation_goodbye03"   "<clr:188,241,174>If not, your sacrifice shall not be forgotten."
"ep_02.vort_separation_leave01"   "<clr:188,241,174>Freeman, the entrance to the mines is just ahead."
"ep_02.vort_separation_leave02"   "<clr:188,241,174>I cannot fend off antlions and keep the Alyx Vance alive."
"ep_02.vort_separation_leave03"   "<clr:188,241,174>You must draw their aggression so I can hurry her to shelter."
"ep_02.vort_separation_nag01"   "<clr:188,241,174>Freeman you must attend to the antlions."
"ep_02.vort_separation_nag02"   "<clr:188,241,174>Freeman, go now."
"ep_02.vort_separation_success01"   "<clr:188,241,174>Well done, Freeman!"
"ep_02.vort_separation_success02"   "<clr:188,241,174>Success!"
"ep_02.vort_separation_success03"   "<clr:188,241,174>Keep on, Freeman!"
"ep_02.vort_silo_admit"   "<clr:188,241,174>The Magnusson has instructed me to admit you into the secondary silo."
"ep_02.vort_silo_ahalyx"   "<clr:188,241,174>Ah, the Alyx Vance"
"ep_02.vort_silo_freeman"   "<clr:188,241,174>Freeman!"
"ep_02.vort_silo_honor"   "<clr:188,241,174>If you would take the Freeman from here I can return to my place of honor at the side of the Magnusson."
"ep_02.vort_silo_mag_brag01"   "<clr:188,241,174>Heed well the Magnusson's words."
"ep_02.vort_silo_mag_brag02"   "<clr:188,241,174>The Magnusson speaks true"
"ep_02.vort_silo_mag_brag03"   "<clr:188,241,174>Wiser words were never spoken, save possibly by the Magnusson."
"ep_02.vort_silo_mag_brag04"   "<clr:188,241,174>You are fortunate indeed to have the Magnusson's guidance in this matter."
"ep_02.vort_silo_mag_brag05"   "<clr:188,241,174>Such time spent with the Magnusson can be no less than the qualitative high point of the Freeman's existence."
"ep_02.vort_silo_mag_brag06"   "<clr:188,241,174>Well said.  The Magnusson has once again come to the heart of the matter."
"ep_02.vort_silo_magbestsuited"   "<clr:188,241,174>Perhaps the Magnusson is best suited to operate the Magnusson device."
"ep_02.vort_silo_magdidwell01"   "<clr:188,241,174>Freeman!"
"ep_02.vort_silo_magdidwell02"   "<clr:188,241,174>The Magnusson did well to choose you for that task!  "
"ep_02.vort_silo_magdidwell03"   "<clr:188,241,174>Once again, his judgment proves impeccable."
"ep_02.vort_silo_maghonor01"   "<clr:188,241,174>It is an honor to have been accepted among the Magnusson's staff."
"ep_02.vort_silo_maghonor02"   "<clr:188,241,174>Truly, the Magnusson's mind is akin to a force of nature."
"ep_02.vort_silo_maghonor03"   "<clr:188,241,174>The Vortessence runs strong in the Magnusson."
"ep_02.vort_silo_magrespected"   "<clr:188,241,174>The Magnusson is much respected."
"ep_02.vort_silo_norefrigeration"   "<clr:188,241,174>The Magnusson device requires no refrigeration."
"ep_02.vort_silo_regrettablytrue"   "<clr:188,241,174>Regrettably true."
"ep_02.vort_silo_returntomag"   "<clr:188,241,174>If you would take the Freeman from here I can return to my place of honor at the side of the Magnusson."
"ep_02.vort_silo_thankstomag"   "<clr:188,241,174>Thanks to the Magnusson."
"ep_02.vort_silo_thisway01"   "<clr:188,241,174>This way and quickly."
"ep_02.vort_silo_thisway02"   "<clr:188,241,174>Your peers await."
"ep_02.vort_silo_thisway03"   "<clr:188,241,174>Follow, Freeman."
"ep_02.vort_silo_thruhere"   "<clr:188,241,174>The secondary silo can be reached through here."
"ep_02.vort_squishgrub01"   "<clr:188,241,174>They are quite pleasant underfoot, are they not?"
"ep_02.vort_squishgrub02"   "<clr:188,241,174>Ah, such a pleasing sound and sensation."
"ep_02.vort_squishgrub03"   "<clr:188,241,174>The grubs are nothing if not...succulent."
"ep_02.vort_squishgrub04"   "<clr:188,241,174>I see you too appreciate the larval pellet's properties!"
"ep_02.vort_turret_defendus"   "<clr:188,241,174>Defend us!"
"ep_02.vort_turret_helpcall01"   "<clr:188,241,174>We need help!"
"ep_02.vort_turret_helpcall02"   "<clr:188,241,174>Defend me!"
"ep_02.vort_turret_helpcall03"   "<clr:188,241,174>Come to me!"
"ep_02.vort_turret_helpcall04"   "<clr:188,241,174>We are under attack!"
"ep_02.vort_turret_helpcall05"   "<clr:188,241,174>Protect us!"
"ep_02.vort_turret_helpcall06"   "<clr:188,241,174>We need your protection!"
"ep_02.vort_turret_helpcall07"   "<clr:188,241,174>Clear away these antlions!"
"ep_02.vort_turret_helpcall08"   "<clr:188,241,174>If I die, the Alyx Vance is lost!"
"ep_02.vort_turret_helpcall09"   "<clr:188,241,174>To me, Freeman!"
"ep_02.vort_turret_keepthemaway"   "<clr:188,241,174>Keep them away!"
"ep_02.vort_turret_mustbestopped"   "<clr:188,241,174>They must be stopped!"
"ep_02.vort_turret_notinterrupt"   "<clr:188,241,174>No interruptions!"
"ep_02.vort_turret_protectalyx"   "<clr:188,241,174>Protect the Alyx Vance!"
"ep_02.vort_turret_protectus"   "<clr:188,241,174>Protect us!"
"ep_02.vort_turret_use01"   "<clr:188,241,174>Bother us not!"
"ep_02.vort_turret_use02"   "<clr:188,241,174>No interruptions!"
"ep_02.vort_turret_use03"   "<clr:188,241,174>You must not distract me from sustaining the Alyx Vance."
"ep_02.vort_tutor_custom01"   "<clr:188,241,174>Is the Freeman unfamiliar with the custom of knocking? "
"ep_02.vort_tutor_custom02"   "<clr:188,241,174>I had thought it was widespread.  "
"ep_02.vort_tutor_deactive01"   "<clr:188,241,174>For the safety of the base, these devices are deactivated."
"ep_02.vort_tutor_deactive02"   "<clr:188,241,174>They cannot explode like those you will find in the field."
"ep_02.vort_tutor_knock"   "<clr:188,241,174>Hm, we had thought the custom of knocking was universal."
"ep_02.vort_tutor_novelmethods"   "<clr:188,241,174>As time permits, you must familiarize me with your own novel methods for finding entry."
"npc_vortigaunt.above"   "<clr:188,241,174>Above."
"npc_vortigaunt.abovefm"   "<clr:188,241,174>Above the Freeman."
"npc_vortigaunt.acceptcharge"   "<clr:188,241,174>Accept a charge. "
"npc_vortigaunt.acceptenergy"   "<clr:188,241,174>Accept energy. "
"npc_vortigaunt.accompany"   "<clr:188,241,174>Gladly we accompany. "
"npc_vortigaunt.advancefm"   "<clr:188,241,174>Advance, Freeman."
"npc_vortigaunt.alert"   "<clr:188,241,174>Alert."
"npc_vortigaunt.alert_soldiers"   "<clr:188,241,174>Soldiers!"
"npc_vortigaunt.allfornow"   "<clr:188,241,174>That is all for now. "
"npc_vortigaunt.allinoneinall"   "<clr:188,241,174>All in one and one in all. "
"npc_vortigaunt.allowrecharge"   "<clr:188,241,174>Allow us to recharge your cells. "
"npc_vortigaunt.allwecanspare"   "<clr:188,241,174>That is all we can spare. "
"npc_vortigaunt.allwehave"   "<clr:188,241,174>All we have is yours. "
"npc_vortigaunt.approaches"   "<clr:188,241,174>Something approaches."
"npc_vortigaunt.asound"   "<clr:188,241,174>A sound."
"npc_vortigaunt.assent"   "<clr:188,241,174>Assent. "
"npc_vortigaunt.behindfm"   "<clr:188,241,174>Behind the Freeman."
"npc_vortigaunt.behindyou"   "<clr:188,241,174>Behind you!"
"npc_vortigaunt.below"   "<clr:188,241,174>Below!"
"npc_vortigaunt.belowfm"   "<clr:188,241,174>Below the Freeman!"
"npc_vortigaunt.beware"   "<clr:188,241,174>Beware!"
"npc_vortigaunt.bodyyours"   "<clr:188,241,174>This body is yours to command. "
"npc_vortigaunt.byvort"   "<clr:188,241,174>By the Vortessence!"
"npc_vortigaunt.cannotfire"   "<clr:188,241,174>We cannot fire without harm to the Freeman. "
"npc_vortigaunt.caution"   "<clr:188,241,174>Caution! "
"npc_vortigaunt.cautionfm"   "<clr:188,241,174>Caution, Freeman! "
"npc_vortigaunt.cautionfm02"   "<clr:188,241,174>Use caution, Freeman."
"npc_vortigaunt.choicemade"   "<clr:188,241,174>The choice is made."
"npc_vortigaunt.claimvort"   "<clr:188,241,174>Reclaim the Vortessence!"
"npc_vortigaunt.cordcut"   "<clr:188,241,174>His cord is cut."
"npc_vortigaunt.dedicate"   "<clr:188,241,174>We dedicate ourselves to your purpose. "
"npc_vortigaunt.done"   "<clr:188,241,174>Done. "
"npc_vortigaunt.downhere"   "<clr:188,241,174>Do not hesitate"
"npc_vortigaunt.downthere"   "<clr:188,241,174>Down here!"
"npc_vortigaunt.downthere"   "<clr:188,241,174>Down there!"
"npc_vortigaunt.dreamed"   "<clr:188,241,174>We have dreamed of this moment. "
"npc_vortigaunt.empowerus"   "<clr:188,241,174>Empower us! "
"npc_vortigaunt.energyempower"   "<clr:188,241,174>Its energy empowers us. "
"npc_vortigaunt.enough"   "<clr:188,241,174>Enough."
"npc_vortigaunt.fearnotfm"   "<clr:188,241,174>Fear not, Freeman."
"npc_vortigaunt.finished"   "<clr:188,241,174>Finished."
"npc_vortigaunt.fittingend"   "<clr:188,241,174>This is a fitting end."
"npc_vortigaunt.fmaccompany"   "<clr:188,241,174>The Freeman will please accompany us."
"npc_vortigaunt.fmadvance"   "<clr:188,241,174>The Freeman must advance."
"npc_vortigaunt.fmbeware"   "<clr:188,241,174>Freeman beware!"
"npc_vortigaunt.fmcanuse"   "<clr:188,241,174>The Freeman can make use of this. "
"npc_vortigaunt.fmdoesushonor"   "<clr:188,241,174>The Freeman does us honor. "
"npc_vortigaunt.fmhonorsus"   "<clr:188,241,174>The Freeman honors us. "
"npc_vortigaunt.fminway"   "<clr:188,241,174>The Freeman is in our way. "
"npc_vortigaunt.fmknowsbest"   "<clr:188,241,174>The Freeman knows best. "
"npc_vortigaunt.fmmustbeware"   "<clr:188,241,174>The Freeman must beware! "
"npc_vortigaunt.fmmustcaution"   "<clr:188,241,174>The Freeman must use caution."
"npc_vortigaunt.fmmustfollow"   "<clr:188,241,174>The Freeman must follow. "
"npc_vortigaunt.fmmustmove"   "<clr:188,241,174>The Freeman must move. "
"npc_vortigaunt.fmmustnotfear"   "<clr:188,241,174>The Freeman must not fear."
"npc_vortigaunt.fmsilent"   "<clr:188,241,174>The Freeman must be silent."
"npc_vortigaunt.fmstandstill"   "<clr:188,241,174>The Freeman must stand still. "
"npc_vortigaunt.followfm"   "<clr:188,241,174>Follow, Freeman."
"npc_vortigaunt.forbearfm"   "<clr:188,241,174>Forbear, Freeman."
"npc_vortigaunt.forcause"   "<clr:188,241,174>For the cause of the All-in-One."
"npc_vortigaunt.forfreedom"   "<clr:188,241,174>For Freedom! "
"npc_vortigaunt.forthefm"   "<clr:188,241,174>For the Freeman! "
"npc_vortigaunt.forward"   "<clr:188,241,174>Forward! "
"npc_vortigaunt.freeman"   "<clr:188,241,174>Freeman. "
"npc_vortigaunt.giveover"   "<clr:188,241,174>Give over your essence. "
"npc_vortigaunt.gladly"   "<clr:188,241,174>Gladly. "
"npc_vortigaunt.gloriousend"   "<clr:188,241,174>To our glorious end. "
"npc_vortigaunt.greetingsfm"   "<clr:188,241,174>Greetings to the Freeman. "
"npc_vortigaunt.halt"   "<clr:188,241,174>Halt. "
"npc_vortigaunt.hark"   "<clr:188,241,174>Hark"
"npc_vortigaunt.hastefm"   "<clr:188,241,174>Make haste, Freeman."
"npc_vortigaunt.heal01"   "<clr:188,241,174>Your energies require our assistance, Freeman."
"npc_vortigaunt.heal02"   "<clr:188,241,174>It is a pleasure to heal the Freeman."
"npc_vortigaunt.heal03"   "<clr:188,241,174>The Freeman must be healed."
"npc_vortigaunt.heal04"   "<clr:188,241,174>Allow us to treat your wounds."
"npc_vortigaunt.heal05"   "<clr:188,241,174>We have no medkit, but this should suffice."
"npc_vortigaunt.healscanharm"   "<clr:188,241,174>What heals can also harm."
"npc_vortigaunt.here"   "<clr:188,241,174>Here. "
"npc_vortigaunt.herewestay"   "<clr:188,241,174>Here we stay. "
"npc_vortigaunt.hold"   "<clr:188,241,174>Hold. "
"npc_vortigaunt.holdorcantcharge"   "<clr:188,241,174>Hold still or we cannot charge you. "
"npc_vortigaunt.holdstill"   "<clr:188,241,174>Hold still. "
"npc_vortigaunt.honorfollow"   "<clr:188,241,174>To our honor we follow you. "
"npc_vortigaunt.honorours"   "<clr:188,241,174>The honor is ours. "
"npc_vortigaunt.hurryonfm"   "<clr:188,241,174>Hurry, Freeman."
"npc_vortigaunt.ifyoumove"   "<clr:188,241,174>If you move we cannot help you. "
"npc_vortigaunt.isitthefm"   "<clr:188,241,174>Is it the Freeman? "
"npc_vortigaunt.itisthefm"   "<clr:188,241,174>It is the Freeman. "
"npc_vortigaunt.keepfmsafe"   "<clr:188,241,174>That should keep the Freeman safe. "
"npc_vortigaunt.leadon"   "<clr:188,241,174>Lead on. "
"npc_vortigaunt.leadus"   "<clr:188,241,174>Lead us. "
"npc_vortigaunt.lookwell"   "<clr:188,241,174>Look well."
"npc_vortigaunt.losesight"   "<clr:188,241,174>May we never lose sight of the All-in-One, the One-in-All."
"npc_vortigaunt.movingtarget"   "<clr:188,241,174>We cannot heal a moving target. "
"npc_vortigaunt.mutual"   "<clr:188,241,174>Our purpose is mutual. "
"npc_vortigaunt.nodenexus"   "<clr:188,241,174>Node and nexus, feed upon this life! "
"npc_vortigaunt.obstruction"   "<clr:188,241,174>Let us see this obstruction's true nature."
"npc_vortigaunt.onepasses"   "<clr:188,241,174>One passes but we live on."
"npc_vortigaunt.onesurvives"   "<clr:188,241,174>While one survives, so live we all."
"npc_vortigaunt.onward"   "<clr:188,241,174>Onward! "
"npc_vortigaunt.ourplacehere"   "<clr:188,241,174>Our place is here. "
"npc_vortigaunt.overthere"   "<clr:188,241,174>Over there!  "
"npc_vortigaunt.passon"   "<clr:188,241,174>Pass on! "
"npc_vortigaunt.pleasure"   "<clr:188,241,174>With pleasure. "
"npc_vortigaunt.prepare"   "<clr:188,241,174>Prepare to receive energy. "
"npc_vortigaunt.preparetomerge"   "<clr:188,241,174>Prepare to merge with the void."
"npc_vortigaunt.prevail"   "<clr:188,241,174>We shall prevail. "
"npc_vortigaunt.proceedfm"   "<clr:188,241,174>Proceed, Freeman."
"npc_vortigaunt.propitious"   "<clr:188,241,174>Propitious alliance. "
"npc_vortigaunt.reasondelay"   "<clr:188,241,174>Is there reason for delay?"
"npc_vortigaunt.recsilence"   "<clr:188,241,174>We recommend silence."
"npc_vortigaunt.regrettable"   "<clr:188,241,174>This is regrettable. "
"npc_vortigaunt.regrettable02"   "<clr:188,241,174>Regrettable."
"npc_vortigaunt.rememberus"   "<clr:188,241,174>Remember us."
"npc_vortigaunt.returntoall"   "<clr:188,241,174>Return to the all in one. "
"npc_vortigaunt.returnvoid"   "<clr:188,241,174>Return to the void. "
"npc_vortigaunt.satisfaction"   "<clr:188,241,174>Satisfaction. "
"npc_vortigaunt.seenworse"   "<clr:188,241,174>We have survived worse across the ages. "
"npc_vortigaunt.silence"   "<clr:188,241,174>Silence."
"npc_vortigaunt.standclear"   "<clr:188,241,174>Stand clear. "
"npc_vortigaunt.surge"   "<clr:188,241,174>We surge. "
"npc_vortigaunt.tethercut"   "<clr:188,241,174>The tether is cut. "
"npc_vortigaunt.thatisall"   "<clr:188,241,174>That is all. "
"npc_vortigaunt.thatsound"   "<clr:188,241,174>That sound."
"npc_vortigaunt.thefreeman"   "<clr:188,241,174>The Freeman. "
"npc_vortigaunt.there"   "<clr:188,241,174>There!"
"npc_vortigaunt.tothevoid"   "<clr:188,241,174>To the void with you. "
"npc_vortigaunt.troubleus"   "<clr:188,241,174>That one shall trouble us no more. "
"npc_vortigaunt.trulyitis"   "<clr:188,241,174>Truly it is the Freeman. "
"npc_vortigaunt.undeserving"   "<clr:188,241,174>Undeserving of consciousness. "
"npc_vortigaunt.untethered"   "<clr:188,241,174>This one is untethered."
"npc_vortigaunt.upthere"   "<clr:188,241,174>Up there"
"npc_vortigaunt.utmostprotect"   "<clr:188,241,174>We shall do our utmost to protect the Freeman."
"npc_vortigaunt.veillifted"   "<clr:188,241,174>May the veil be switfly lift or, if not lifted, rent."
"npc_vortigaunt.vmourn01"   "<clr:188,241,174>The Bright One perishes."
"npc_vortigaunt.vmourn02"   "<clr:188,241,174>The opener's way has shut."
"npc_vortigaunt.vmourn03"   "<clr:188,241,174>The Freeman must not fear, only merge."
"npc_vortigaunt.vmourn04"   "<clr:188,241,174>In the Vortessence there is no end."
"npc_vortigaunt.vmourn05"   "<clr:188,241,174>Such postures are but fleeting."
"npc_vortigaunt.vmourn06"   "<clr:188,241,174>It is but the blink of an eye."
"npc_vortigaunt.vmourn07"   "<clr:188,241,174>This is not the end."
"npc_vortigaunt.vmourn08"   "<clr:188,241,174>The Freeman lives on in us."
"npc_vortigaunt.vmourn09"   "<clr:188,241,174>The Freeman's cord is cut."
"npc_vortigaunt.vmourn10"   "<clr:188,241,174>The Freeman's cord is cut."
"npc_vortigaunt.vmourn11"   "<clr:188,241,174>The Freeman is no longer."
"npc_vortigaunt.vmourn12"   "<clr:188,241,174>Such is mortality."
"npc_vortigaunt.voidlaysclaim"   "<clr:188,241,174>The Void lays claim to its own."
"npc_vortigaunt.vort_attack01"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack02"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack03"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack04"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack05"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack06"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack07"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack08"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack09"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack10"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack11"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack12"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack13"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack14"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack15"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack16"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack17"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack18"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack19"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack20"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack21"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack22"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_attack23"   "<clr:188,241,174>[vort attack sounds]"
"npc_vortigaunt.vort_call01"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call02"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call03"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call04"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call05"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call06"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call07"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call08"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call09"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call10"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call11"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call12"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call13"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call14"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call15"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call16"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call17"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call18"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_call19"   "<clr:188,241,174>[vort calls]"
"npc_vortigaunt.vort_chant01"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant02"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant03"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant04"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant05"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant06"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant07"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant08"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant09"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant10"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant11"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant12"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant13"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant14"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant15"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant16"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant17"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant18"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant19"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant20"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant21"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant22"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant23"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_chant24"   "<clr:188,241,174>[vort chanting]"
"npc_vortigaunt.vort_doublekill"   "<clr:188,241,174>Doublekill!"
"npc_vortigaunt.vort_excellent"   "<clr:188,241,174>Excellent!"
"npc_vortigaunt.vort_excellentshooting"   "<clr:188,241,174>Excellent shooting!"
"npc_vortigaunt.vort_excellentshot"   "<clr:188,241,174>Excellent shot!"
"npc_vortigaunt.vort_exceptional"   "<clr:188,241,174>Exceptional."
"npc_vortigaunt.vort_fmishelpful"   "<clr:188,241,174>The Freeman is most helpful."
"npc_vortigaunt.vort_fmisinvcomp"   "<clr:188,241,174>The Freeman is an invaluable companion."
"npc_vortigaunt.vort_fmthankyou"   "<clr:188,241,174>Freeman, thank you."
"npc_vortigaunt.vort_goodfightwithus"   "<clr:188,241,174>It is good that you fight with us."
"npc_vortigaunt.vort_goodtogether"   "<clr:188,241,174>It is good now that we work together."
"npc_vortigaunt.vort_killsformidable"   "<clr:188,241,174>Your skills are formidable."
"npc_vortigaunt.vort_mant01"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant02"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant03"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant04"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant05"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant06"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant07"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant08"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant09"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant10"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant11"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant12"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant13"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant14"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant15"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant16"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant17"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_mant18"   "<clr:188,241,174>[vort speak]"
"npc_vortigaunt.vort_outstanding"   "<clr:188,241,174>Outstanding!"
"npc_vortigaunt.vort_pain01"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain02"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain03"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain04"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain05"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain06"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain07"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain08"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain09"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain10"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain11"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain12"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain13"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain14"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain15"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_pain16"   "<clr:188,241,174>[vort pain]"
"npc_vortigaunt.vort_reputationdeserved"   "<clr:188,241,174>Your reputation was not undeserved."
"npc_vortigaunt.vort_thankyoufm"   "<clr:188,241,174>Thank you, Freeman."
"npc_vortigaunt.vort_thankyoutrouble"   "<clr:188,241,174>Thank you--that was troublesome."
"npc_vortigaunt.vort_tofm"   "<clr:188,241,174>To Freeman!"
"npc_vortigaunt.vort_weaponwell"   "<clr:188,241,174>You handle your weapon well, Freeman."
"npc_vortigaunt.vort_welldonefm"   "<clr:188,241,174>Well done, Freeman!"
"npc_vortigaunt.vortfails"   "<clr:188,241,174>This vortality fails."
"npc_vortigaunt.vortigese01"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese02"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese03"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese04"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese05"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese06"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese07"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese08"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese09"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese10"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese11"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese12"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.vortigese13"   "<clr:188,241,174>[vortigese]"
"npc_vortigaunt.ware"   "<clr:188,241,174>Ware! "
"npc_vortigaunt.warefm"   "<clr:188,241,174>Ware, Freeman! "
"npc_vortigaunt.warningfm"   "<clr:188,241,174>Warning to the Freeman. "
"npc_vortigaunt.weareone"   "<clr:188,241,174>Waver not, Freeman."
"npc_vortigaunt.weareyours"   "<clr:188,241,174>We are the one and the many."
"npc_vortigaunt.weclaimyou"   "<clr:188,241,174>We are yours. "
"npc_vortigaunt.wefinish"   "<clr:188,241,174>We claim you. "
"npc_vortigaunt.wefollowfm"   "<clr:188,241,174>We follow the Freeman. "
"npc_vortigaunt.wefollowfm"   "<clr:188,241,174>We will finish this."
"npc_vortigaunt.wegowillingly"   "<clr:188,241,174>We go willingly."
"npc_vortigaunt.wellmet"   "<clr:188,241,174>Well met, Freeman. "
"npc_vortigaunt.weshare"   "<clr:188,241,174>We shall share the vortessence. "
"npc_vortigaunt.wewillcharge"   "<clr:188,241,174>We will charge you. "
"npc_vortigaunt.wewillhelp"   "<clr:188,241,174>We will help you. "
"npc_vortigaunt.yes"   "<clr:188,241,174>Yes! "
"npc_vortigaunt.yesforward"   "<clr:188,241,174>Yes, forward. "
"MISSING"   "<clr:188,241,174>[vort healing]"
"MISSING"   "<clr:188,241,174>[vort healing]"
"MISSING"   "<clr:188,241,174>[vort healing]"
"MISSING"   "<clr:188,241,174>Hardly an adversary."
"MISSING"   "<clr:188,241,174>Human host."
"MISSING"   "<clr:188,241,174>Quite a display."
"MISSING"   "<clr:188,241,174>Simple as vorting squits in a volasill."
"MISSING"   "<clr:188,241,174>Unworthy foe!"
"ep_02.cit_welder_bottle"   "Hey, I was drinking that!"
"cavernrock.impacthard"   "<sfx><norepeat:10>[Stalactite impact]"
"cavernrock.impactsoft"   "<sfx><norepeat:10>[Stalactite impact]"
"ep2_caves.cricket_tunnel"   "<sfx><norepeat:20>[Cave crickets]"
"ep2_caves.dropoff"   "<sfx><norepeat:20>[Cave ambience]"
"ep2_caves.large_grub_cavern"   "<sfx><norepeat:20>[Cave ambience]"
"ep2_caves.large_tunnel"   "<sfx><norepeat:20>[Cave ambience]"
"ep2_caves.main_cavern"   "<sfx><norepeat:20>[Cave ambience]"
"ep2_caves.nests_tunnel"   "<sfx><norepeat:20>[Cave ambience]"
"ep2_caves.quiet_tunnel"   "<sfx><norepeat:20>[Cave ambience]"
"ep2_caves.util_dist_growls"   "<sfx><norepeat:2>[Distant Growl]"
"ep2_caves.util_dist_grubs"   "<sfx><norepeat:20>[Distant Antlion Grub Chittering]"
"ep2_caves.util_dist_rumbles"   "<sfx><norepeat:2>[Distant Rumbles]"
"ep2_caves.watery_cavern"   "<sfx><norepeat:20>[Cave ambience]"
"ep2_forest.util_birds"   "<sfx><norepeat:20>[Birdsong]"
"ep2_forest.util_critters"   "<sfx><norepeat:20>[Forest creatures]"
"ep2_forest.util_windgusts"   "<sfx><norepeat:20>[Wind gusts]"
"ep2_outland.antlion_web_break"   "<sfx><norepeat:2>[Web rips]"
"ep2_outland.antlion_web_hit"   "<sfx><norepeat:2>[Web impact] "
"ep2_outland.magnusson_teleporter_idle"   "<sfx><norepeat:20>[Mini-teleport idle sound]"
"ep2_outland_11.blastdoors_close_end"   "<sfx><norepeat:20>[Blast doors fully shut]"
"ep2_outland_11.blastdoors_close_start"   "<sfx><norepeat:20>[Blast doors begin closing]"
"ep2_outland_11.blastdoors_open_end"   "<sfx><norepeat:20>[Blast doors fully open]"
"ep2_outland_11.blastdoors_open_start"   "<sfx><norepeat:20>[Blast doors begin opening]"
"ep2_outland_11.garagedoor_close"   "<sfx><norepeat:20>[Garage door closed]"
"ep2_outland_11.garagedoor_open"   "<sfx><norepeat:20>[Garage door open]"
"ep2_outland_11.launchdoors_close_end"   "<sfx><norepeat:20>[Launch doors fully closed]"
"ep2_outland_11.launchdoors_close_start"   "<sfx><norepeat:20>[Launch doors start closing]"
"ep2_outland_11.leverdoor_close"   "<sfx><norepeat:20>[Door closed]"
"ep2_outland_11.leverdoor_latch"   "<sfx><norepeat:20>[Latch sound]"
"ep2_outland_11.leverdoor_open"   "<sfx><norepeat:20>[Door open]"
"ep2_outland_11.weld_loop"   "<sfx><norepeat:30>[Welding sounds]"
"ep2_outland_12.base_alarm_loop"   "<sfx><norepeat:20>[Base alarm]"
"ep2_outland_12.base_gate"   "<sfx><norepeat:2>[Gate opening]"
"ep2_outland_12.stickybombcreator"   "<sfx><norepeat:2>[Magnusson Device Created]"
"ep2_util.hunters"   "<sfx><norepeat:10>[Hunter sounds]"
"grenadespit.hit"   "<sfx><norepeat:2>[Acid Spit Impact]"
"jnk_engine_idle"   "<sfx><norepeat:30>[Engine idle]"
"jnk_engine_start"   "<sfx><norepeat:2>[Engine start]"
"jnk_engine_stop"   "<sfx><norepeat:2>[Engine off]"
"jnk_firstgear"   "<sfx><norepeat:2>[First gear]"
"jnk_fourthgear"   "<sfx><norepeat:2>[Fourth gear]"
"jnk_radar_ping_enemy"   "<sfx><norepeat:10>[Radar ping: Enemy Spotted!]"
"jnk_radar_ping_friendly"   "<sfx><norepeat:10>[Radar ping: Friendly]"
"jnk_rev"   "<sfx><norepeat:20>[Engine rev]"
"jnk_reverse"   "<sfx><norepeat:2>[Engine into reverse]"
"jnk_secondgear"   "<sfx><norepeat:2>[Second gear]"
"jnk_skid_highfriction"   "<sfx><norepeat:2>[Skidding sounds]"
"jnk_skid_highfriction_short"   "<sfx><norepeat:2>[Skidding sounds]"
"jnk_skid_highfriction_short"   "<sfx><norepeat:2>[Skidding sounds]"
"jnk_skid_lowfriction"   "<sfx><norepeat:2>[Skidding sounds]"
"jnk_skid_lowfriction_short"   "<sfx><norepeat:2>[Skidding sounds]"
"jnk_skid_normalfriction"   "<sfx><norepeat:2>[Skidding sounds]"
"jnk_skid_normalfriction_short"   "<sfx><norepeat:2>[Skidding sounds]"
"jnk_thirdgear"   "<sfx><norepeat:2>[Third gear]"
"jnk_turbo_on"   "<sfx><norepeat:2>[Turbo on!]"
"npc_advisor.pushback"   "<sfx><norepeat:2>[Advisor blast]"
"npc_advisor.scream"   "<sfx><norepeat:10>[Advisor scream]"
"npc_antlion.poisonball"   "<sfx><norepeat:10>[Acid Spit]"
"npc_antlion.poisonburstexplode"   "<sfx><norepeat:10>[Acid Antlion Bursts]"
"npc_antlion.poisonburstscream"   "<sfx><norepeat:10>[Acid antlion scream]"
"npc_antlion.poisonburstscreamsubmerged"   "<sfx><norepeat:10>[Drowned antlion scream]"
"npc_antlion.poisonshoot"   "<sfx><norepeat:10>[Acid antlion spits]"
"npc_antlion_grub.alert"   "<sfx><norepeat:10>[Antlion grub alert]"
"npc_antlion_grub.die"   "<sfx><norepeat:2><clr:255,0,0>[Antlion grub deathsqueak]"
"npc_antlion_grub.explode"   "<sfx><norepeat:2>[Splurt!]"
"npc_antlion_grub.idle"   "<sfx><norepeat:20>[Antlion grub sounds]"
"npc_antlion_grub.squish"   "<sfx><norepeat:2>[Splat!]"
"npc_antlion_grub.stimulated"   "<sfx><norepeat:10>[Antlion grub excited]"
"npc_antlionguard.pain_roar"   "<sfx><norepeat:2>[Antlion guardian pain roar]"
"npc_antlionguard.shellcrack"   "<sfx><norepeat:2>[Guardian shell crack]"
"npc_attackhelicopter.enginefailure"   "<sfx><norepeat:2>[Chopper engine failure]"
"npc_attackhelicoptergrenade.pingcaptured"   "<sfx><norepeat:10>[Dropmine captured - ping!]"
"npc_combine_cannon.firebullet"   "<sfx><norepeat:10>[Autocannon Shot!]"
"npc_fastzombie.carscream"   "<sfx><norepeat:10>[Zombie scream]"
"npc_floorturret.destruct"   "<sfx><norepeat:2>[Turret destroyed]"
"npc_hunter.alert"   "<sfx><norepeat:10>[Hunter alert sound]"
"npc_hunter.angry"   "<sfx><norepeat:2>[Hunter angry]"
"npc_hunter.bulletshield"   "<sfx><norepeat:2>[Hunter shielded]"
"npc_hunter.chargehitenemy"   "<sfx><norepeat:2>[Hunter charge impact]"
"npc_hunter.chargehitworld"   "<sfx><norepeat:2>[Hunter charge impact]"
"npc_hunter.death"   "<sfx><norepeat:2><clr:255,0,0>[Hunter death sound]"
"npc_hunter.defendstrider"   "<sfx><norepeat:10>[Hunter: defend strider]"
"npc_hunter.fireminigun"   "<sfx><norepeat:10>[Hunter minigun firing]"
"npc_hunter.flankannounce"   "<sfx><norepeat:10>[Hunter flanking signal]"
"npc_hunter.flechetteexplode"   "<sfx><norepeat:10>[Flechette explosion]"
"npc_hunter.flechettehitbody"   "<sfx><norepeat:10>[Flechette impact]"
"npc_hunter.flechettehitworld"   "<sfx><norepeat:10>[Flechette impact]"
"npc_hunter.flechettenearmiss"   "<sfx><norepeat:10>[Flechette near miss]"
"npc_hunter.flechettepreexplode"   "<sfx><norepeat:10>[Flechette pre-explosion signal]"
"npc_hunter.flechetteshoot"   "<sfx><norepeat:5>[Firing flechettes]"
"npc_hunter.footstep"   "<sfx><norepeat:20>[Hunter footsteps]"
"npc_hunter.foundenemy"   "<sfx><norepeat:10>[Hunter: Enemy Found]"
"npc_hunter.foundenemyack"   "<sfx><norepeat:10>[Hunter: Enemy Found]"
"npc_hunter.gloat"   "<sfx><norepeat:10>[Hunter gloating]"
"npc_hunter.meleeannounce"   "<sfx><norepeat:10>[Hunter: melee ready]"
"npc_hunter.meleehit"   "<sfx><norepeat:10>[Hunter hits]"
"npc_hunter.pain"   "<sfx><norepeat:2>[Hunter pain sound]"
"npc_hunter.scan"   "<sfx><norepeat:10>[Hunter scanning]"
"npc_hunter.shieldoff"   "<sfx><norepeat:2>[Hunter shield on]"
"npc_hunter.shieldon"   "<sfx><norepeat:2>[Hunter shield off]"
"npc_hunter.tackleannounce"   "<sfx><norepeat:2>[Hunter charge]"
"npc_hunter.tacklehit"   "<sfx><norepeat:2>[Hunter impact]"
"npc_strider.footstepeverywhere"   "<sfx><norepeat:20>[Strider footsteps]"
"npc_strider.striderbusterexplode"   "<sfx><norepeat:2>[Striderbuster explodes]"
"npc_vortigaunt.aftershock"   "<sfx><norepeat:2>[Vortigaunt aftershocks]"
"npc_vortigaunt.clawbeam"   "<sfx><norepeat:2>[Vortigaunt shock attack]"
"npc_vortigaunt.dispelimpact"   "<sfx><norepeat:2>[Vortigaunt dispel attack]"
"npc_vortigaunt.dispelstart"   "<sfx><norepeat:2>[Vortigaunt dispel attack]"
"npc_vortigaunt.explode"   "<sfx><norepeat:2>[Shock explosion]"
"npc_vortigaunt.shoot"   "<sfx><norepeat:10>[Vortigaunt fires]"
"outland_01.train_creak_01"   "<sfx><norepeat:20>[Metal creaking]"
"outland_01.train_creak_02"   "<sfx><norepeat:20>[Metal creaking]"
"outland_01.train_creak_03"   "<sfx><norepeat:20>[Metal creaking]"
"outland_01.train_creak_04"   "<sfx><norepeat:20>[Metal creaking]"
"outland_01.train_creak_05"   "<sfx><norepeat:20>[Metal creaking]"
"outland_01.train_creak_06"   "<sfx><norepeat:20>[Metal creaking]"
"outland_02.singlechant_1"   "<sfx><norepeat:5>[Vortigaunt chanting]"
"outland_02.singlechant_2"   "<sfx><norepeat:5>[Vortigaunt chanting]"
"outland_02.singlechant_3"   "<sfx><norepeat:5>[Vortigaunt chanting]"
"outland_02.vort_chant_loop"   "<sfx><norepeat:5>[Vortigaunts chanting]"
"outland_02.vort_heal_alyx_loop"   "<sfx><norepeat:5>[Vortigaunts healing chant]"
"outland_02.vortchant_loop"   "<sfx><norepeat:5>[Vortigaunts chanting]"
"outland_03.bin_creak_01"   "<sfx><norepeat:20>[Creaking metal]"
"outland_03.bin_creak_02"   "<sfx><norepeat:20>[Creaking metal]"
"outland_03.bin_creak_03"   "<sfx><norepeat:20>[Creaking metal]"
"outland_03.bin_creak_04"   "<sfx><norepeat:20>[Creaking metal]"
"outland_03.bin_creak_05"   "<sfx><norepeat:20>[Creaking metal]"
"outland_03.bin_creak_06"   "<sfx><norepeat:20>[Creaking metal]"
"outland_03.bin_move_loop"   "<sfx><norepeat:20>"
"outland_03.gatefall_pt01"   "<sfx><norepeat:20>[Gate falling]"
"outland_03.gatefall_pt02"   "<sfx><norepeat:2>[Gate crashes shut]"
"outland_03.lift_creak"   "<sfx><norepeat:2>[Creaking lift]"
"outland_03.lift_start"   "<sfx><norepeat:2>[Lift starts]"
"outland_03.lift_stop"   "<sfx><norepeat:2>[Lift stops]"
"outland_03.lift_weightimpact"   "<sfx><norepeat:2>[Weight impact on lift]"
"outland_03.railcar_impact01"   "<sfx><norepeat:2>[Railcar impact]"
"outland_03.railcar_impact02"   "<sfx><norepeat:2>[Railcar impact]"
"outland_03.railcar_splash"   "<sfx><norepeat:2>[Splash!]"
"outland_03.slidingoverhead_gate"   "<sfx><norepeat:2>[Gate opens]"
"outland_04.elevatorgate_up"   "<sfx><norepeat:2>[Elevator gate up]"
"outland_04.gear_engage_lever"   "<sfx><norepeat:2>[Gear Lever Engages]"
"outland_04.gearengage"   "<sfx><norepeat:2>[Gear Engages]"
"outland_06.bridge_break_pt01"   "<sfx><norepeat:5>[Bridge breaking]"
"outland_06.bridge_break_pt02"   "<sfx><norepeat:5>[Bridge breaking]"
"outland_06.bridge_girders_break"   "<sfx><norepeat:5>[Bridge girders break]"
"outland_06.endgate_open"   "<sfx><norepeat:2>[Gate open]"
"outland_06.forklift_start"   "<sfx><norepeat:2>[Forklift start]"
"outland_06.forklift_stop"   "<sfx><norepeat:2>[Forklift stop]"
"outland_07.advisor_podopen"   "<sfx><norepeat:2>[Advisor pod opening]"
"outland_07.advisor_roof"   "<sfx><norepeat:2>[Storm of crashing and crunching sounds]"
"outland_09.ol09biggundestroyed"   "<sfx><norepeat:2>[Autocannon Destroyed]"
"outland_09.ol09boxcarspin"   "<sfx><norepeat:20>[Ratchety creaking]"
"outland_09.ol09gungrate_open"   "<sfx><norepeat:2>[Grating open]"
"outland_10.powerdown1"   "<sfx><norepeat:2>[Power Off]"
"outland_10.powerdown2"   "<sfx><norepeat:2>[Power Off]"
"outland_10.powerup1"   "<sfx><norepeat:2>[Power On]"
"outland_10.powerup2"   "<sfx><norepeat:2>[Power On]"
"outland_10.shieldwall_on"   "<sfx><norepeat:2>[Shield activated]"
"outland_10a.dvs_dogfinalfall"   "<sfx><norepeat:2>[Dog falls]"
"outland_10a.dvs_doggrabstrider_00_40_24"   "<sfx><norepeat:2>[Dog grabs strider]"
"outland_10a.dvs_doghitstrider_00_27_16"   "<sfx><norepeat:2>[Dog hits strider]"
"outland_10a.dvs_doghitstrider_00_34_18"   "<sfx><norepeat:2>[Dog hits strider]"
"outland_10a.dvs_dogjump_00_06_01"   "<sfx><norepeat:2>[Dog jumps]"
"outland_10a.dvs_dogripstrider_00_36_10"   "<sfx><norepeat:2>[Dog rips strider]"
"outland_10a.dvs_dogslamstrider_00_30_07"   "<sfx><norepeat:2>[Dog slams strider]"
"outland_10a.dvs_dogvoc_00_03_22"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_16_00"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_22_00"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_24_24"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_26_29"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_29_16"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_31_23"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_36_16"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_39_06"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_dogvoc_00_45_18"   "<sfx><norepeat:5>[Dog vocalization]"
"outland_10a.dvs_rockslide"   "<sfx><norepeat:5>[Rockslide]"
"outland_10a.dvs_strdrskew_rockdirt02"   "<sfx><norepeat:5>"
"outland_10a.dvs_striderbarf01_00_12_16"   "<sfx><norepeat:5>[Strider splatters]"
"outland_10a.dvs_striderbarf02_00_13_29"   "<sfx><norepeat:5>[Strider splatters]"
"outland_10a.dvs_striderbarf03_00_15_06"   "<sfx><norepeat:5>[Strider splatters]"
"outland_10a.dvs_striderfall_00_47_04"   "<sfx><norepeat:5>[Strider falls]"
"outland_10a.dvs_stridervoc_00_18_13"   "<sfx><norepeat:5>[Strider vocalization]"
"outland_10a.dvs_stridervoc_00_23_24"   "<sfx><norepeat:5>[Strider vocalization]"
"outland_10a.dvs_stridervoc_00_28_21"   "<sfx><norepeat:5>[Strider vocalization]"
"outland_10a.dvs_stridervoc_00_35_18"   "<sfx><norepeat:5>[Strider vocalization]"
"outland_10a.dvs_stridervoc_00_41_14"   "<sfx><norepeat:5>[Strider vocalization]"
"outland_10a.dvs_stridervoc_00_43_16"   "<sfx><norepeat:5>[Strider vocalization]"
"outland_10a.dvs_tree01explode"   "<sfx><norepeat:5>[Tree explodes]"
"outland_10a.dvs_treecrash_00_10_25"   "<sfx><norepeat:5>[Tree crashes]"
"outland_10a.ol10a_dog_recover"   "<sfx><norepeat:5>"
"outland_10a.ol10a_dogliftgate"   "<sfx><norepeat:5>[Gate lifted]"
"outland_10a.ol10a_strider_reveal"   "<sfx><norepeat:5>[Strider unfolding sounds]"
"outland_10a.river"   "<sfx><norepeat:30>[River sounds]"
"outland_11.slidergate_close"   "<sfx><norepeat:5>[Gate closed]"
"outland_11.slidergate_open"   "<sfx><norepeat:5>[Gate open]"
"outland_12.magnuson_fizzle"   "<sfx><norepeat:5>[Striderbuster fizzles out]"
"outland_ep01.elevatorcar_fall"   "<sfx><norepeat:5>[Elevator car falling]"
"outland_ep01.gate_open"   "<sfx><norepeat:5>[Gate open]"
"outland_ep01.hunter_impact01"   "<sfx><norepeat:5>[Impact]"
"outland_ep01.hunter_impacts02"   "<sfx><norepeat:5>[Impact]"
"outland_ep01.hunter_kickvx"   "<sfx><norepeat:5>[Hard kick!]"
"outland_ep01.hunter_preattackvx"   "<sfx><norepeat:20>[Ominous sounds]"
"outland_ep01.hunter_preattackvx02"   "<sfx><norepeat:20>[Ominous sounds]"
"outland_10.hunter_3_enter" "[Hunter smashes through Window!]
"outland_ep01.huntersighting01"   "<sfx><norepeat:20>[Unknown creature sounds]"
"outland_ep01.huntersighting02"   "<sfx><norepeat:20>[Unknown creature sounds]"
"outland_ep01.huntersighting03"   "<sfx><norepeat:20>[Unknown creature sounds]"
"outland_ep01.portalblast"   "<sfx><norepeat:20>[Portalstorm blast!]"
"outland_ep01.rock_crash"   "<sfx><norepeat:20>[Crashing rocks]"
"outland_ep01.sled_1st_slip"   "<sfx><norepeat:20>[Metal groan]"
"outland_ep01.sledthrufence_impact"   "<sfx><norepeat:20>[Crash!]"
"outland_ep01.teleconferencebegin"   "<sfx><norepeat:2>[Transmitter on]"
"outland_ep01.teleconferenceend"   "<sfx><norepeat:2>[Transmitter off]"
"outland_ep01.trainbridgecollapse"   "<sfx><norepeat:20>[Bridge creaking, collapsing]"
"outland_ep01.trainsplash"   "<sfx><norepeat:2>[Big splash]"
"outland_ep01.vort1sthealalyx"   "<sfx><norepeat:5>[Vortigaunt speech]"
"outland_ep01.vortblastrubble.wav"   "<sfx><norepeat:5>[Vortigaunt blast]"
"outland_ep02.advisor_transmission"   "<sfx><norepeat:5>[Advisor transmission]"
"outland_ep02.cave_siren1_loop"   "<sfx><norepeat:10>[Siren!]"
"outland_ep02.cave_siren2_loop"   "<sfx><norepeat:10>[Siren!]"
"outland_ep02.cave_siren3_loop"   "<sfx><norepeat:10>[Siren!]"
"outland_ep02.cave_siren4_loop"   "<sfx><norepeat:10>[Siren!]"
"outland_ep02.fanspinlong01"   "<sfx><norepeat:20>[Fan sound]"
"outland_ep02.fanspinlong02"   "<sfx><norepeat:20>[Fan sound]"
"outland_ep02.fanspinlong03"   "<sfx><norepeat:20>[Fan sound]"
"outland_ep02.fanspinlong04"   "<sfx><norepeat:20>[Fan sound]"
"outland_ep02.farm_bodyslump"   "<sfx><norepeat:5>[Soft impact]"
"outland_ep02.farm_podpulse_random"   "<sfx><norepeat:15>[Throbbing pulse]"
"outland_ep02.farm_podpulse1"   "<sfx><norepeat:5>[Blast pulse]"
"outland_ep02.farm_podpulse2"   "<sfx><norepeat:5>[Blast pulse]"
"outland_ep02.farm_podpulse3"   "<sfx><norepeat:5>[Blast pulse]"
"outland_ep02.farm_podpulse4"   "<sfx><norepeat:5>[Blast pulse]"
"outland_ep02.farm_podpulse5"   "<sfx><norepeat:5>[Blast pulse]"
"outland_ep02.farm_podpulse6"   "<sfx><norepeat:5>[Blast pulse]"
"outland_ep02.gman_amb_00_28_09"   "<sfx><norepeat:20>[Creepy ambience]"
"outland_ep02.gman_signature_shorthit_11a"   ""
"outland_ep02.power_unplugged"   "<sfx>[Power Off]"
"outland_ep02.sliding_traincar"   "<sfx>[Sliding metal]"
"outland_ep02.sliding_traincar_02_break"   "<sfx>[Metal breaking]"
"outland_ep02.sliding_traincar_02_impact"   "<sfx>[Metal impact]"
"outland_ep02.transmission_static"   "<sfx>[Static]"
"outland_ep02.vorthealing_loop01"   "[Vortigaunt healing sounds]"
"outland_ep02.vorthealing_loop02"   "[Vortigaunt healing sounds]"
"outland_12a.OL12_Finale_00_02_23" "<sfx>[Advisor Blast]"
"outland_12a.OL12_Finale_00_04_29" "<sfx>[Shattering glass]"
"outland_12a.OL12_Finale_00_05_20" "<sfx>[Thud!]"
"outland_12a.OL12_Finale_00_07_13" "<sfx><norepeat:10>[Advisor Chatter]"
"outland_12a.OL12_Finale_00_17_11" "<sfx><norepeat:10>[Advisor Chatter]"
"outland_12a.OL12_Finale_00_17_17" "<sfx>[Thud!]"
"outland_12a.OL12_Finale_00_25_20" "<sfx><norepeat:10>[Advisor Chatter]"
"outland_12a.OL12_Finale_00_23_22" "<sfx><norepeat:10>[Advisor Chatter]"
"outland_12a.OL12_Finale_00_23_22" "<sfx><norepeat:10>[Advisor Chatter]"
"outland_12a.OL12_Finale_00_32_10" "<sfx>[Clank!]"
"outland_12a.OL12_Finale_00_34_03" "<sfx>[Thwack!]"
"outland_12a.OL12_Finale_00_48_10" "<sfx>[Tongue-slither]"
"outland_12a.OL12_Finale_00_55_19" "<sfx>[Dog Alert]"
"outland_12a.OL12_Finale_01_16_11" "<sfx>[Thud!]"



"Physics.WaterSplash" ""

"ep_01.al_fight01"	""
"ep_01.al_fight02"	""
"ep_01.al_fight03"	""
"ep_01.al_fight04"	""
"ep_01.al_fight05"	""
"ep_01.al_fight06"	""
"ep_01.al_fight07"	""
"ep_01.al_fight08"	""
"ep_01.al_fight09"	""
"ep_01.al_fight10"	""
"ep_01.al_fight11"	""
"ep_01.al_fight12"	""
"ep_01.al_fight13"	""
"ep_01.al_fight14"	""
"ep_01.al_fight15"	""
"ep_01.al_fight16"	""
"ep_01.al_fight17"	""
"ep_01.al_fight18"	""
"ep_01.al_fight19"	""
"ep_01.al_fight20"	""
"ep_01.al_fight21"	""
"ep_01.al_fight22"	""
"ep_01.al_fight23"	""

"GrubNugget.Touch"  "<sfx>[Picked up larval pellet]"

"#commentary\EP2-Comment001.wav"   "[Gabe Newell] Welcome to Half-Life 2, Episode 2. We are at the mid-point in our trilogy of episodes which will conclude in Episode 3. 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.  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. I get about 10,000 emails each time we release a game, and while I can't respond to all of them, I do read all of them.  Thanks, and have fun!"
"#commentary\EP2-Comment002.wav"   "[Erik Johnson] This transmission scene was added fairly late in development, after hearing from playtesters that they weren't sure where they were going, or why.  Setting up the White Forest base as your goal right away was important in an episode with so many open, freeform areas where players might forget what they're supposed to be doing."
"#commentary\EP2-Comment003.wav"   "[Marc Laidlaw] In this first part of the episode, we are restoring the player's connection to Alyx by recalling the sort of collaborative activities you shared with her in Episode 1, from combat to collaborative puzzle solving.  Notice that as she works to restore power to the transmitter, she is careful not to steal the player's fun by doing it all herself.  She doesn't actually solve the puzzle, although she sometimes thinks she has.  This adds to her charm and helps her feel more human.  Of course the reason we're doing this is so that you will care when bad things happen to her."
"#commentary\EP2-Comment004.wav"   "[Jeremy Bennett] The view of the ruined yet still dangerous City 17 is a good example of a classic Half-Life vista.  Vistas are sweeping scenes where many elements of design come together.  This one reminds the player of what he accomplished in Episode 1, while setting up the threat that will hang over the rest of Episode 2.   It establishes the mood with a stunning skybox and shader effects; shows off believable character responses, and also literally sets the episode into motion.  When the player looks at the scene, a device called a 'look trigger' sets off the portal storm, which causes the bridge to collapse, using Valve's new 'Cinematic Physics' which we will be showcasing throughout the episode."
"#commentary\EP2-Comment005.wav"   "[Jason Mitchell] For the ominous mass of clouds which swirl above the destroyed citadel, we devised a shader effect to give the impression of depth and complex turbulence.  The actual geometry rendered for this effect is a single flat polygon but, through a series of pixel shader effects which composite several texture layers, we are able to achieve the impression of realistic churning clouds.  In the offline previsualization work that we did to initially define this effect, we developed a very realistic simulation with more than 30 layers of clouds.  With real-time shader techniques, we were able to achieve an equivalent look while maintaining an interactive frame rate."
"#commentary\EP2-Comment006.wav"   "[Gautam Babbar] Having established the superportal as a threat in the opening vista, we decided it would make a useful landmark as the player traveled toward White Forest.  In Half-Life 2 and Episode 1, we could count on the Citadel being visible in many of the maps, casting its shadow over the whole world.  The superportal plays the same role in Episode 2, anchoring the player in the world while providing them with visual updates on the developing threat.  The addition of beam effects and portalstorm shockwaves help bring the portal to life and make it more than merely a static background element."
"#commentary\EP2-Comment007.wav"   "[Gray Horsfield] The destruction of this rail bridge was our first opportunity to showcase our new cinematic physics technology.  We wanted to convey to the player the scale of the train wreck and the delicate balance the damaged bridge was left in as a result. The structural deformation of the twisted metal was modeled with the help of surface based spring networks, driven by particle systems.  In this case we actually passed a rail car through the bridge,  and solved the deformation dynamically. For the collapse, we used an offline large scale rigid body simulation, a technology typically reserved for the visual effects industry.  In this simulation we have about 750 moving parts, calculated with coarse convex hulls.  These in turn drove a skeleton network, to which the high resolution geometry was skinned.  Particles were then emitted from the transforming geometry and calculated in-game.
"
"#commentary\EP2-Comment008.wav"   "[Gautam Babbar] Starting Episode 2 in the crashed train has several purposes.  From a story point of view, it establishes continuity with the end of Episode 1.  But from a gameplay perspective, it allows players to reacquaint themselves with the basic movement controls in a safe, contained environment.  Our earliest design had the player scrambling out of the wreck high above the canyon, and forced them to make some precarious jumps to get to ground level.  After seeing most playtesters fall to their deaths numerous times in the first five minutes of gameplay, we optimized for perceived rather than actual danger. "
"#commentary\EP2-Comment009.wav"   "[Chris Chin] Here are some prototype sketches showing the evolving design of the bridge.  Research, sketches and construction."
"#commentary\EP2-Comment010.wav"   "[Joe Han] From the beginning of Episode 2's design, we intended for Alyx to be gravely injured and fall into a coma.  However, the timing and nature of her injury changed dramatically.  In the earliest version, the player woke to find Alyx already unconscious.  We wanted the player to be unsure of what to do, but instead this turned out to be merely confusing.  In the next iteration, Alyx balanced precariously in the train car near the player, only to slip and fall as the train shifted.  This was unsatisfying because we have painted Alyx as tough and agile; having her injured in a fall seemed arbitrary and impersonal.  We kept trying to add a stronger emotional aspect to her injury--something that would give rise to anger and fear.  Around this time, the Hunters were coming online, and we were having trouble giving them a really powerful introductory moment.  Solving both problems at the same time, we introduced the Hunters as the cause of Alyx's injury."
"#commentary\EP2-Comment011.wav"   "[Ted Backman] The antlion grubs were initially created for Half-Life 2, to visually flesh out the lifecycle of the antlions.  We never found the right place for them in that game, but as we developed the antlion environments of Episode 2, they were an obvious choice for resurrection.  In addition to their role in the life cycle of the antlion, they provide an equally valuable service in these dark tunnels:  light.  As the grubs came to life, we made sure that killing them was more rewarding. 
In addition to the satisfying squish effects, we added the health nugget for ailing players.  Soon we found many players were compelled to squash every grub in the map.  It's worth pointing out that grubs also play a role in our dynamic resupply system: The more injured you are, the more health they provide, which allows us to create a consistent level of challenge for players at differing skill levels.  [SHOW CONCEPT ART HERE]"
"#commentary\EP2-Comment012.wav"   "[Joshua Weier] The antlion experience in Half-Life 2 was characterized by a mindless, constant onslaught of bugs rushing your way.  We devised the antlion worker for Episode 2, as a way to add depth and variety to the underground sequences, by leveraging new types of gameplay.  Unlike normal antlions, the worker chooses to avoid direct confrontation, skulking in the background and lobbing acidic globs from a distance.  This extends the amount of time players spend with each creature.  By contrast, an encounter with an ordinary antlion is over in seconds.  The spitting behavior was derived from the bullsquid of Half-Life 1, but was updated to fit the more physical world of Half-Life 2.  To that end, the spit globs are not merely sprites, but physically simulated objects, flying through the air along realistic trajectories."
"#commentary\EP2-Comment013.wav"   "[Steve Kalning] The antlion web sacks, grubs, and workers show off a new illumination shader we developed especially for this level.  We began with concept art for the web sacks, modelled those, then added a material parameter that allows the model's self-illumination to be modified based on the angle at which the player views them.  The end result is an object that looks lit from within by a weird volumetric light."
"#commentary\EP2-Comment014.wav"   "[Elan Ruskin] The turret battle design went through many changes. Early stages had the player controlling 3 turrets and not ever having to fight antlions directly.  After playtesters complained of not having anything to do during the battles, we changed the number of turrets to leave the player underhanded when in later rounds all the tunnels are active. This creates a better mix of resource management and combat. Later we added this tweaked version of the hopper mines to give players yet another tool for fighting the onslaught. "
"#commentary\EP2-Comment015.wav"   "[Doug Wood] At the climax of the turret battle, we introduce the new vortigaunt in full-on action mode.  The player can and should take part in the battle, but we were careful to make it fairly easy for him to hang back and enjoy watching the vorts clear the room of antlions.  We wanted to show off the vortigaunts' new abilities and get the player excited about the role they were going to play as active allies in the struggle against the Combine."
"#commentary\EP2-Comment016.wav"   "[Erik Wolpaw] One of the most significant story meetings we had near the beginning of Episode 2 concerned how much we were going to reveal about the G-Man.  Once we had decided exactly how much to explain, we had to come up with a way of revealing it.  Alyx's healing sequence offered the perfect way to pull Gordon out of mundane surroundings and put him in a realm where the G-Man can speak to him directly, but dialog is only one of our tools for narrative.  By blending images from the past, the present and the immediate future, we continue to stitch together the Half-Life story over time.  We make clear that the events at Black Mesa continue to resonate.  And we draw the strongest connections yet between Gordon, the G-Man, Alyx and Eli Vance."
"#commentary\EP2-Comment017.wav"   "[Chet Faliszek] Griggs & Sheckley started off as minor characters who were just used to explain the setup for the turret battle.   Once done, they died fairly quickly, leaving players alone to fend off the antlion swarms.  We found this left players unsure of their defensive strategies and would force them to visually survey the cavern before setting up defenses.  So we made the two characters stronger and had them yell out their state to players and even suggest what openings the player should cover. This gave players extra time to setup a defensive strategy before the antlions arrived.  This also let us also rachet up the intensity level by slowly heightening their reactions to the threats.   Once we realized this worked, we decided to separate the characters and create an Abbott and Costello style team to do little bits during the down time the players were using to setup their defenses.  We ended up with entertaining character moments that also cued the player on game state and events."
"#commentary\EP2-Comment019.wav"   "[Bill Van Buren] In Half-Life 2, Lou Gossett's voice lent itself to a mystical and mysterious characterization of the vortigaunt.  In Tony Todd's reading for Episode 2, we heard new possibilities for a vortigant who is more of a mystic martial artist.  With new attack animations and companion behavior, we worked with Tony to build the vortigaunt into a powerful ally, a full-on alien ass-kicker."
"#commentary\EP2-Comment020.wav"   "[Chris Green] Texturing of these caves provided a couple of significant challenges. We had never made such a large scale area completely out of displacements before. The convoluted topology of the surfaces made them especially hard to UV map without unpleasant-looking seams and texture warping. After some early attempts, we decided that we were not going to be able to map this area using conventional UV-mapping, so we decided to write custom shaders especially for the caves.  Our custom shader combines multiple axis-aligned projections based upon the surface normal.  This largely fixed our problems with stretching and seams.  Since we wanted to provide dramatic lighting in these areas, particularly when lit by the flashlight, we augmented the Source engine's radiosity bumpmapping with a new piece of technology.  This allows us to create a form of bumpmaps in which the bumpmapped surface details actually cast soft shadows across the surface. This emphasizes the surface bumpiness, especially when the light is at grazing angles."
"#commentary\EP2-Comment022.wav"   "[Randy Lundeen] One of the three main themes for antlion areas, the mines were a plausible setting for light sources, mechanical obstacles, and resupply. Visually, the mines offer good contrast to the natural cave areas and the more organic spaces the worker antlions have carved out with acid secretions."
"#commentary\EP2-Comment024.wav"   "[Elan Ruskin] In Half-Life2 and Episode 1, players learned that turrets will always attack them unless they are reprogrammed by allies. We needed a new visual way to instantly show that these new turrets also are allies, and decided to hark back to the aircraft nose art of WW2. The elaborate turret design also hints at how bored Griggs and Sheckley must have been sitting down here by themselves."
"#commentary\EP2-Comment028.wav"   "[Carl Uhlman] In early tests, playtesters didn't realize that antlion grubs drop health nuggets, since they tended to pick up the nuggets by accident after squishing the grubs.  In order to showcase the feature, we placed a grub on the far side of this webbing.  When a player breaks the web, they squish the grub and send the nugget rolling.  Most players chase the nugget and naturally understand how to exploit grubs in the future."
"#commentary\EP2-Comment029.wav"   "[Erik Johnson] Every Half-Life game so far has started with Gordon Freeman weaponless.  Assuming some players had just played through Episode 1, while others might not have played it at all, we had to decide how long we should spend parcelling out new weapons and providing adequate time to play or practice with each one.  In this case, we decided to hand the player a number of weapons all at once, figuring most would have mastered their gunplay in previous episodes.  We held off doing a lot of deliberate training until we began introducing newer modes of combat later in the episode."
"#commentary\EP2-Comment031.wav"   "[Jason Brashill] In the prototype for this level, the Vortigaunt cleared the way by blasting apart a rockpile.  After a new model was created for the generator, we decided to exploit the vortigaunt's natural relationship with electricity by having him charge the generator much the way he charges Gordon's suit.  We were then able to use generators as 'vortigates' throughout the level to indicate areas the player could enter only with a vortigaunt's assistance."
"#commentary\EP2-Comment032.wav"   "[Dario Casali] We experimented a lot with the ammunition for this level. Originally, we had a single ammo crate containing submachine gun bullets, positioned down near the elevator. Playtesters, however, seemed happier using the shotgun in this battle, so we added a crate full of shotgun shells and moved both crates to the top area, so players could easily trade off between the different styles of gunplay."
"#commentary\EP2-Comment033.wav"   "[Phil Co] The breach is a rough, earthen tunnel which many playtesters tended not to notice when the attack began.  They felt they had been told to defend only the three marked tunnel openings.  We addressed this confusion by changing the sequence of antlion waves so that the second attack came through the breach.  Players then understood that all four opening were vulnerable."
"#commentary\EP2-Comment034.wav"   "[John Morello] Griggs and Sheckley's comment about not stepping on the grubs was originally intended for comedic effect and to suggest that, as usual, Gordon Freeman had brought trouble in his wake.  However, we found that some players took this comment too literally, and would spend the rest of the level avoiding grubs in fear of spawning more antlions.  We experimented for a short time with making this an actual mechanic, bringing in antlions whenever grubs were squished; but this had several negative results:  It made the tunnels far too difficult, and cancelled out any benefit the player got from squishing grubs for health.  We decided to keep the grub behavior simple and rewarding."
"#commentary\EP2-Comment037.wav"   "[Danika Wright] Turning the vortigaunt into an expressive character was a challenge for animators, given that he doesn't have what you'd call a traditional face.  To bring out his personality, the animators concentrated on shifting bodyweight and broad hand gestures.  Most importantly, where human characters tend to move their heads a lot for emphasis, we concentrated his performances on expressive spinal motions."
"#commentary\EP2-Comment041.wav"   "[John Guthrie] We wanted players to work cooperatively with the Vortigaunt just like they did with Alyx in Episode One.  We didn't want to make the Vortigaunt too powerful or he might take away from the player's fun; but we also wanted him to be a good ally to have around.  One solution, shown in this scene, was the shock attack where the Vortigaunt would stun a group of antlions, so that the player could finish them off."
"#commentary\EP2-Comment042.wav"   "[Matt Wright] This cave was originally designed with a pit in the middle, so the player could punt antlions into it with the gravity gun.  In playtest sessions, however, very few of our playtesters actually used it in this way.  The pit stayed in the room, but we changed the path to allow the player to descend into it and come back out."
"#commentary\EP2-Comment045.wav"   "[Charlie Burgin] We like to lull players into a trance, then startle them.  Here, we convince players they are expected to explore and solve puzzles for a long time, then we abruptly change the mode of gameplay by throwing grenade-lobbing zombines at them.  "
"#commentary\EP2-Comment048.wav"   "[Jay Stelly] Wherever possible, we try to mine our robust physics engine as a source of novel puzzles; it is especially valuable for giving realistic feedback to the player solving the puzzle.  In this scenario, we designed the elevator to sink slightly whenever the player steps on it, giving instant intuitive feedback that it reacts to weight.  This made it far more likely the player would understand that he was dealing with a counterweight puzzle."
"#commentary\EP2-Comment050.wav"   "[Ido Magal] Whenever possible we try to give the player a glimpse of their eventual goal, even before they realize it is their goal.  While we try to design such moments intentionally, sometimes the opportunities present themselves.  In this case, while setting up the gag where the rail car slides into the abyss, we opened a hole in the wall and discovered a view of the distant thumper.  It became clear that we could tailor the view across the giant cave to foreshadow the spot where Gordon would eventually end up."
"#commentary\EP2-Comment054.wav"   "[Leslie Hall] The vortigaunt's dispel attack is a radial explosion that takes out a swarm of antlions.  It looks most impressive when seen from above--but that's not a perspective the player gets very often in the tunnels.  We designed the exit from this battle purely to give the player a view from above so the vort could put on a show.  [NOTE: good spot to take over the player's camera to swoop down and spawn antlions and trigger the vort's attack]"
"#commentary\EP2-Comment055.wav"   "[Eric Strand] Originally, this room came directly after a long stretch of combat with antlions, and opened up into more of the same.  Players who opened the door were faced with another swarm, which they were expected to clear with a whole bunch of handy grenades.  However, most playtesters were fairly tired of antlion combat at this point, so we decided that a complete break from antlions would be an even better alternative to blowing up more of them with grenades.  "
"#commentary\EP2-Comment057.wav"   "[Jason Deakins] A glimpse of the antlion guardian in this level sets up anticipation for the more extended confrontation in upcoming areas. The player needs to know what he's getting into, so that the vortigaunt's warnings will all make sense."
"#commentary\EP2-Comment058.wav"   "[Randy Lundeen] For most of this episode's development, there was a counterweight puzzle in this area--one the player had to solve while under attack by antlions.  Although it was a clever puzzle, we felt that the underground experience was already long enough, so we removed it and streamlined the path to the nectar.  Having too many obstacles made it hard to keep up the sense that recovering the nectar was an urgent task."
"#commentary\EP2-Comment060.wav"   "[Kelly Bailey] The Antlion tunnels, carved out by worker antlions using their acid secretions, make up the third of three subterranean spaces with a distinctive visual style (man-made mines and natural cave formations being the other two).  The presence of crawlspaces was dictated by game design, but they evolved into chambers that fit logically with the life cycle of the antlions.  Here, the young grubs can develop and feed in safety, although--conveniently for the player--they cannot digest useful items such as health kits."
"#commentary\EP2-Comment064.wav"   "[Jason Mitchell] One of the major graphical enhancements we made to the Source engine for Episode 2 was the addition of shadow mapping for the player's flashlight.  This allows the flashlight to cast soft dynamic shadows into the world, adding realism and drama to the scene, particularly in dark underground areas like this one, in which the use of the flashlight is required to navigate the space.  As you move around, notice that all objects in the world cast and receive realistic shadows from your flashlight."
"#commentary\EP2-Comment066.wav"   "[Alex Vlachos] In early versions of this map, the tunnels here were more maze-like, with branches, loopbacks and dead-ends. After watching numerous playtesters get lost, it became obvious that they were not having fun. We simplified the paths and added a number of one-way chokepoints. The curving tunnels still keep the player in suspense, but as long as he keeps moving he'll continue to progress, with very little time wasted in retracing steps.  "
"#commentary\EP2-Comment067.wav"   "[Vitaly Genkin] This puzzle proved surprisingly difficult for many players. In an earlier version, not only did you need to find the spare gear, but this elevator was connected to a disabled generator that wouldn't operate until you also attached a crank and jump-started it with the gravity gun. Although it sounds simple, most playtesters got stuck here for many minutes.  We kept simplifying until we hit the version you see here."
"#commentary\EP2-Comment068.wav"   "[Gary McTaggart] At various times this gear was loose in the environment, tucked in a dark crevice, hidden in a small box, or lost at the bottom of a flooded pool. One playtester, unaware of his low health, actually drowned in two feet of water while retrieving the gear.  We realized that attaching the gear to a chassis identical to the engine motor was the best way to help the player make the connection between this gear and the empty space on the other assembly."
"#commentary\EP2-Comment069.wav"   "[Scott Dalton] We had wanted to implement a generalized particle system for quite some time, and after Episode 1 we set out to create one. In previous Half-Life games, each effect had been hand coded by a programmer working with an artist. It was effective, but not easily scalable. Our new system drew upon the aspects we found most useful from team members who had worked with both real-time systems in games and offline renders for movies such as the Lord of the Rings. The results were an artist friendly, modular, component driven system.  Each system can have renderers which display the particle in some form, initializers which set up certain properties of the particle, operators which carry out actions upon the particle each frame, constraints which provide movement limitations such as collision, forces which impart complex dynamics, and emitters which determine how new particles are created.  Together they are plugged into a system as needed to be as lightweight or as complex as required for the effect. Each individual component is simple, but when combined, can create rather complex dynamics. Furthermore, adding additional components to support the specific needs of a game or mod is easily done.  The results can be seen in everything ranging from the simple glows of the larval extract here, to Citadel effects, blood, smoke, Hunter effects, portal effects, fire, and so forth. Dynamic effects are now in the hands of the artists, who can use them to create whatever is needed--from unique one-offs in specific levels, to generalized effects for gameplay."
"#commentary\EP2-Comment071.wav"   "[Brian Jacobsen] Until we added the wooden landing here, players were very reluctant to jump down into the elevator shaft.  Some playtesters went all the way back to the previous level, looking for another way down.  In the days of Half-Life 1, we depended on players jumping willynilly down every elevator shaft they encountered, but over the years they have learned to be afraid of the things we tend to put down there."
"#commentary\EP2-Comment072.wav"   "[Ken Birdwell] Early versions of this area had serious problems; it was brutally punishing and unfun.  We were trying to make an experience about timing and tension, but playtesters perceived this as another boss battle, but without physics and explosives there's no way to kill the guardian.  
They would empty all their ammunition into him and die horribly over and over before giving up and running away.  They hated it. Our first solution to this problem was to add an arena immediately before the maze, where we hoped players would use up most of their ammo on headcrabs and barnacles and not even try to shoot him.  But clever players managed to lure the headcrabs into barnacles and rush past while the barnacle was feeding, arriving in the guardian's lair with plenty of ammunition and again with a false impression that they could kill the boss.  In the end it was necessary to have the Vortigaunt tell the player 'Remember, do not kill the guardian or the extract will be ruined!'--therefore justifying why you wouldn't be able to do we didn't want you to do and what you couldn't do in the first place.  This area is really fun now.  The battle is almost exactly like the original layout, the big difference is that we're communicating our expectations to the player, rather than having them learn by dying."
"#commentary\EP2-Comment074.wav"   "[Greg Coomer] Before we simplified the path through the guardian's lair, we allowed a right turn at this junction, leading the player right back to where they began.  One of our playtesters continued to repeatedly turn right here for half an hour.  That was a compelling argument for removing the mazelike elements."
"#commentary\EP2-Comment075.wav"   "[Mike Durand] In this scene, we wanted the player to feel under tremendous pressure to break through the boards.  Ideally, they just barely make it through the opening before the guardian arrives.  To get this effect consistently, we had to reduce the number of boards again and again until we saw playtesters consistently scrambling to safety at the last moment."
"#commentary\EP2-Comment076.wav"   "[Aaron Seeler] One change we made to Episode 2 was to decouple the flashlight power from the suit power.  Playtesters constantly had their flashlight on during the guard chase sequence and were unable to sprint to safety because the flashlight drained their suit's sprint ability.  We wanted players to be able to outrun the guardian with their flashlight shining.  Sometimes we are forced to make tradeoffs between conventions we've established in earlier installments, and gameplay we need now.  It would be silly to not have cool looking underground passages just to keep flashlight behavior consistent until the end of time.  As for the rationale within the story, players might assume this new feature was apparently the result of damage sustained in the train crash."
"#commentary\EP2-Comment077.wav"   "[Jason Ruyman] In early versions of this map, the player was allowed to drop straight to the bottom of the shaft.  Nobody ever saw the guardian break through the boards.  Therefore we added a small floor area and required the player to turn around to break more boards, making it much likelier that players would see the guardian's attack."
"#commentary\EP2-Comment079.wav"   "[Matt Scott] One of our toughest jobs is tuning for difficulty.  There are all kinds of ways that sloppy game design can make players miserable when they are supposed to be enjoying themselves.  If the player is laughing as he dies, it's a good sign--it means the death is perceived as part of the entertainment experience, that the player died fairly and not as the result of poor design.  But if the playtester beats his head on the keyboard, we usually take this is a sign that there is still work to be done."
"#commentary\EP2-Comment081.wav"   "[Jason Holtman] When the vortigaunt discovers the extract, we wanted to do something to distinguish the nectar from all the other glowy alien substances we've seen in the caves so far.  Therefore we had him perform a bit of a chant, and had the extract give off a show of its own."
"#commentary\EP2-Comment082.wav"   "[Scott Lynch] In Half-Life 2, the Antlion Guard was originally meant to be a sort of super-bug bloodhound that pursued the player through caverns and harassed him while he slipped into small spaces to hide.  While we never realized that design in Half-Life 2, this scenario is, for the most part, exactly what his original design sought to accomplish.  Over the course of many years of production on various titles, we've found that ideas often go away into the ether for years or more, only to resurface and thrive in a new game environment.  Even failed prototypes can flourish down the road."
"#commentary\EP2-Comment084.wav"   "[Matt T. Wood] This scenario required significant changes to the antlion guard behavior. Players of past games were used to dealing with only one guard in a confined space and without anywhere to hide.  In this scenario the player had a safe zone, but couldn't remain there to accomplish their goals.  One change we made to the guards was in altering how they throw objects at the player. Originally, they shoved objects directly toward the player at high speeds.  These objects were really hard to dodge, and if you weren't paying complete attention, you could easily be blindsided and killed.  The guards now hurl objects along an arcing trajectory, which not only gives the player a greater opportunity to dodge, but looks awesome.  The player gets to see the guard launch a car from a hundred feet away, then step aside just as it crashes to the ground where they were standing."
"#commentary\EP2-Comment085.wav"   "[Steve Kalning] Alyx's model underwent some upgrades for Episode 2.  We added two new holes to her jacket - courtesy of a hunter - and dirtied her texture up a bit to show wear and tear.  We also increased her polygon count - and to help with her jacket we added shoulder blades to her back so that it flexes better when she lifts her arms. Additionally, we reconnected her belt so that instead of being rigidly attached it now flexes and slides around more. A lot of this stuff you won't even notice, it'll just look right - 'yeah, that's Alyx, she's wearing a jacket' - you won't even think about it. It's easy to have the computer draw something stiff and awkward, but doing that pulls you out of the game, you stop believing in the characters.  They just become icons.  Our goal is to make our characters simply look natural, but to do that requires lots and lots of work and tons of new technology. The irony is, if we've done our job, you won't even notice, it'll just look right.   [It'd be good to show wireframes of the model, and maybe 'Before and after' images.]"
"#commentary\EP2-Comment086.wav"   "[Doug Lombardi] Most of our dramatic scenes are constrained in such a way that the player can't progress until the scene is over.  For example, there might be a gate that only Alyx or a vortigaunt can open.  In this scene, where the Vortigaunt and Alyx first see the Combine marching on White Forest, we simply placed a few barrels to block the way while Alyx and the Vortigaunt speak.  Even with this slight impediment, every playtester stayed and watched the scene as we intended, so no explicit gate was needed."
"#commentary\EP2-Comment088.wav"   "[Yahn] We tried several different ways of showing the Advisor traveling with the Combine forces.  We started off with an Advisor pod flying over the troops, much as they flew from the Citadel at the end of Episode One.  However, we didn't want to give the impression that those pods were anything but emergency escape units; they were not meant to be self-powered flying crafts that could be piloted around in future episodes.  We ended up with the solution you see here-APC's are pulling a structure holding an inert Advisor pod.  This lets the players study the Advisors at different points in their lifecycle.  They see the main stages of the Advisors' metamorphosis from harmless larvae into powerful and highly mobile monsters."
"#commentary\EP2-Comment089.wav"   "[Julie Caldwell] Initially, we built this area around the Sandtraps mechanic from Half-Life 2, warning the player that stepping on sand would trigger swarms of antlions.  Soon after the warning, however, the safe islands of rock ran out and the player was forced to run across the sand as quickly as possible.  Players were confused by this, and upset because Alyx and the vortigaunt would simply say they had no choice, and head straight across the sand.  To solve this, we decided to stage the combat with safe zones around thumpers instead."
"#commentary\EP2-Comment090.wav"   "[Q!] Early in the development for this level, we used an animation for Alyx that showed her as clearly injured as she ran along behind the player. This really slowed her down, however, and playtesters did not enjoy waiting for her to catch up, or going back to retrieve her. To address this, we started her recovery in the preceding map to make sure she was healthy enough to run at regular speed before reaching this area."
"#commentary\EP2-Comment091.wav"   "[Iestyn Bleasdale-Shepherd] We wanted to create a tension between Gordon and the antlion guardians that would develop over several levels and only resolve out here in the open.  In order to differentiate this guardian from others the player had encountered throughout Half-Life 2 and Episode One, we changed his texture to a glowing green.  This gave the player the satisfaction of revenging himself on the creature that had chased him through the underground lair."
"#commentary\EP2-Comment094.wav"   "[John Cook] In this vista, we release the player from the confines of the subterranean world and thrust them into a vast open space on a scale rarely seen in our previous games.  The narrative takes advantage of this scale as well.  With our allies at close range and our enemies on the distant bridge, we are reminded of the personal stakes and the larger threat, all in one short scene."
"#commentary\EP2-Comment095.wav"   "[Kathy Gehrig] This vista is one of the largest open outdoor areas we've tackled in our games.  
When rendering such an area in real time, it's necessary to use various level-of-detail techniques made available to us by the Source engine.  For example, the distant foliage and Combine enemies are rendered with far fewer polygons than they would be if they were meant to be viewed up close.  Additionally, the organic shapes used to model the rocky outcroppings and valley floor below use complex shading operations to combine a relatively modest amount of texture data.  This tradeoff, which requires a manageable amount of texture data, allows us to use more polygons, enabling us to represent more organic shapes which are in contrast to the orthogonal forms common to our traditional urban environments."
"#commentary\EP2-Comment097.wav"   "[Steve McClure] Sometimes very small changes can make a big difference. Originally these troops all marched in lockstep, using the same walk animation.  This looked extremely robotic. We took a second walk animation that had been done for this troop skeleton -- a more upright, casual walk -- and programmed each soldier to randomly blend between the two walk-cycles as he crossed the bridge. This thirty-minute change made a huge difference in the scene."
"#commentary\EP2-Comment099.wav"   "[Milton Ngan] Some testers had trouble realizing when they were doing damage to the antlion guards, so we've added a bleeding effect that grows more serious as the guard's hitpoints decline.  This kind of visual feedback makes intuitive sense to players, it suits the biological nature of the creature, and frees us from having to rely on spoken explanations of gameplay."
"#commentary\EP2-Comment104.wav"   "[Nick Maggiore] The scene where Alyx sees the Hunters for the first time since her injury was meant to be a turning point for her as a character, and an emotional highlight of the episode, both for Gordon and for Alyx.  One reason we had a hunter injure Alyx in the beginning of the episode was so that she could have a strong emotional reaction to the creatures, and use the start of combat as a way of building a good character moment.  Alyx's previous encounter has given her a visceral fear of hunters, but now she has to make a conscious choice to get past her fear and into the right state for fighting them.  She uses anger to get there.  We also use Alyx's intensity to draw the player's attention to subtler aspects of the scene-getting the player in position for the best view of the hunters as the attack gets underway."
"#commentary\EP2-Comment105.wav"   "[Lars Jensvold] In this brief transmission scene, we are restating the goals of the level, while introducing a note of uncertainty and developing Dr. Magnusson's character.  This scene was not strictly necessary, but it helped players feel some connection to Magnusson when they finally reached White Forest and met him in person for the first time.  In earlier versions, we tried having the Hunters cut the power and interrupt the transmission, but this felt arbitrary, and players were more receptive to the scene after they had solved the power puzzles and survived hunter combat.  It feels like a small reward in addition to the simple satisfaction of beating the Hunters."
"#commentary\EP2-Comment109.wav"   "[Bryn Moslow] This room is designed so that the player will notice the main set of plugs right away, but is less likely to spot the second set at first. One end of the long cable is already plugged in, encouraging the player to grab the loose end and put it into the powered socket.  This makes the faulty wire break loose and spark.  With the power on, players try to return upstairs only to discover that now the elevator needs power.  At this point, they look about more carefully and discover the elevator sockets. The short cord is tucked next to the elevator sockets, so that they are likely to use it there first before realizing they need a longer one. Given this fairly reliable progression of events, we were able to write a limited number of lines for Alyx, so that she could react each time the puzzle changed state.  "
"#commentary\EP2-Comment110.wav"   "[David Sawyer] In earlier versions of the Hunter intro, the Hunters burst physically into the room by shouldering their way through the door. As the Hunter's flechette attack came online, we decided this was no longer appropriate. Now that the Hunter had an effective ranged attack, having him burst into the room with you  actually put him into his least viable tactical position during your very first encounter, making him seem ineffective and a bit dumb. The current design is intended to showcase his abilities, while giving the player the time and space to understand the situation before pushing out into close combat."
"#commentary\EP2-Comment111.wav"   "[Jess Cliffe] This area was designed to train the player in the art of Hunter combat, and during the development process it changed continually to suit the Hunter's behavior.  The first Hunter prototypes could be killed only by the blunt impact of physics objects.  Therefore, to make sure the player learned this technique, we trapped him in this area with one Hunter and kept him locked in until he had defeated it.  Upon the Hunter's death, reinforcements broke down the gate and doors, opening up the arena.  As time went on, and the Hunter was modified to make it vulnerable to all types of damage, our grip on the player gradually relaxed, permitting freedom of movement and a wider range of tactics right from the start of the encounter."
"#commentary\EP2-Comment112.wav"   "[Jeff Sorenson] Even though this compound appears open and non-linear, we're striving for a fairly reliable progression of events, so that we can fine tune pacing.  The building on the right is bright and eye-catching, with the intention of drawing the player there first. The entrance to the ruined building is around the back, so that initial exploration through the center of the compound tends to lead to the radio room first. The drop-down entrance from the roof of the ruined building also helps us pace the experience, because players are cautious about committing to a space, until they've explored the alternatives."
"#commentary\EP2-Comment114.wav"   "[Kathy Gehrig] Having decided that we were going to rely on a car to get to White Forest, we had to figure out how to get Alyx into the vehicle.  Games often accomplish this by moving their characters close to the vehicle and then teleporting them inside in a very visible and jarring manner.  We knew this would ruin Alyx's believability as a character, so she had to smoothly get into a vehicle the way you would expect a person to in real life.  This was no small task given all the strange angles and positions the player could work the vehicle into.  Alyx also needed multiple entries into a vehicle, given that the doorway she wanted to use could be blocked or otherwise inaccessible.  This also provided interesting moments for Alyx where she could vault over the hood of the vehicle in a very heroic fashion.  The interaction between her and the vehicle was intriguing just by itself.  Once we were sure she could enter and exit the vehicle convincingly, we then had the task of making her believable as she sat next to you.  Our first experiments revolved around Alyx reacting to the physical nature of the vehicle.  When it crashed into a wall, she needed to be jolted.  When you went around a bend, she needed to lean with the momentum of the car.  These details were crucial in making her feel like she was really going along for the bumpy ride with you.  We also wanted her to be very aware of her surroundings and what the player was doing while in the vehicle.  If you ran over a zombie, she needed to echo the internal reward the player felt for accomplishing the feat.  If you were about to hit the wall, we wanted her to flinch and react to the impending collision much as the player at home would be doing.  There was a fine balance between making her too much of a backseat driver or having her be too quiet next to you. Ultimately, we wanted Alyx's presence in the vehicle to seem so natural that players would never consider it anything other than normal.
"
"#commentary\EP2-Comment116.wav"   "[Ted Backman] In Episode One, Alyx climbs up into a hidden room and uses a Combine sniper rifle to assist the player.  The player never sees the rifle--only the targetting beam.  For Episode 2, we decided to show the Combine sniper rifle and let the player know exactly where Alyx would be standing when she used it.  However, making it visible and accessible to the player required us to come up with a way to make the rifle usable only with the vortigaunt's help.  Though it's somewhat of a contrived and arbitrary device for keeping the player from using the gun, we felt it was a worthwhile trade-off, given that playtesters tended to enjoy the co-op sequence of Alyx assisting them from above."
"#commentary\EP2-Comment117.wav"   "[Jeff Lind] For attentive players, this is the first time we've allowed a glimpse of the G-Man since Half-Life 2.  In Episode 1, we suppressed G-Man visitations completely to show that he had lost track of Gordon.  But after Alyx's healing incident, earlier in Episode 2, he is actively watching again.  Keep an eye out for him."
"#commentary\EP2-Comment118.wav"   "[Chris Grinstead] The ambient sound of the poison zombie breathing was placed here to make the descent into the building scary.  Although most of the team thought it was comical, there were a few playtesters visibly unnerved by it.  One playtester stood at the opening to this room for a long time, afraid to go in."
"#commentary\EP2-Comment119.wav"   "[Alfred Reynolds] Training players who haven't played previous episodes is always a challenge.  Those who had not played Episode 1 did not immediately understand that the Combine sniper beam was friendly.  They avoided it, thinking it could damage them.  Therefore we added this staircase scenario, where we re-introduce Alyx's sniper behavior and make a show out of her shooting a zombie to protect the player.  "
"#commentary\EP2-Comment121.wav"   "[Yahn] This is an instance where observing playtests gave us ideas for tuning the experience.  In an early version, playtesters would trigger the lights to go out and the zombies to wake up.  Then, they would run out of the room and close the door.  After seeing this repeatedly, we added a trigger allowing the zombies to open the door and chase the player."
"#commentary\EP2-Comment122.wav"   "[Kerry Davis] In this scene, we rigged an entity called a physics explosion to create movement among the boxes inside the dumpster.  One playtester threw a grenade into the dumpster and the physics explosion entity caused the grenade to fly back out.  The player was shocked, thinking the zombie had tossed back his grenade.  Although this happened by accident the first time, we went ahead and set up the entities to make sure it would happen for every player who lobs a grenade into the dumpster."
"#commentary\EP2-Comment124.wav"   "[Joe Demers] Earlier in the level, we blocked the path with fire and forced the player to turn off a gas jet to continue.  Fire traps of this sort were plentiful in Half-Life 2, but we could not count on players knowing or remembering how to use them here.  Having offered some brief training, we now build on the mechanic by having the player work with Alyx to create a cooperative fire trap.  Most players turn on the gas, at which point Alyx shoots a zombie on the stairs to create the wall of fire.  This triggers a parade of zombies to come out of the door below and walk into the fire."
"#commentary\EP2-Comment125.wav"   "[Jennifer Seeley] Sawblades were a prominent weapon in Half-Life 2 and we wanted the player to recognize them as part of their arsenal in the upcoming warehouse battle.  After watching several playtesters ignore  them completely, we decided to add this zombie pinned to the wall.  Most players pull out the sawblade and instantly realize its potential for destruction.  After that, they tend to find and use sawblades without further prompting."
"#commentary\EP2-Comment126.wav"   "[Doug Valente] The battle in the warehouse was created fairly late in the development of this map, when we realized that the level had a steady stream of combat but no real climax.  We wanted to take advantage of Alyx's sniping abilities, building on the scene in Episode One where the player can punt boards off windows to give her a better view of attacking zombies.  Here, we have the player removing tin roof panels to give Alyx a line of sight into the room below."
"#commentary\EP2-Comment127.wav"   "[Joshua Weier] As much as possible, we try to create small surprises for the player that aren't related to combat at all.  With this forklift puzzle, we wanted to trick the player into assuming that once they operated the lift, the puzzle would be solved.  However, the player soon realizes that the obvious solution is actually a bit of misdirection."
"#commentary\EP2-Comment129.wav"   "[Mike Blasczak] In previous versions of this level, the platform opened directly into this pit of toxic waste.  Playtesters who didn't recognize the waste as something harmful, would jump straight into the pit.  We changed the path so the player could make a safe landing and slowly come to understand the toxic threat."
"#commentary\EP2-Comment130.wav"   "[Mike Dunkel] We always look for opportunities to add narrative touches in our levels.  The idea behind this chair, the submachine gun, and the beer bottles is that someone used to sit here, drink beer, and drop grenades into the pit of zombies.  We give the player the opportunity to re-enact this experience by giving out unlimited grenades and spawning zombies as soon as the player reaches this spot."
"#commentary\EP2-Comment132.wav"   "[Jay Stelly] Although this bridge is not the first occasion for cinematic physics in the episode, it was the original test subject we used to develop our effects.  In early prototypes, the bridge started off in its broken position--it was a static object the player had to navigate to retrieve the car.  When we incorporated the cinematic physics, we thought this bridge would be a great opportunity for players to see an immense piece of the environment transformed before their eyes.  The bridge collapse not only showcases the cinematic physics, it reminds players of the growing threat from the superportal, and sets up a navigational puzzle they must use the car to solve."
"#commentary\EP2-Comment134.wav"   "[David Speyrer] The original Episode Two vehicle was dubbed 'The Jalopy,' which says something about how uncool it was.  Early feedback was that it seemed too similar to the HL2 buggy.  We decided to redesign it so that players would feel excited rather than disappointed when they saw the car.  Alyx's original line when she first saw the Jalopy echoed the feelings of many early viewers:  'What a wreck!  Forget about White Forest...we'll be lucky if we make it to the end of the block.'"
"#commentary\EP2-Comment140.wav"   "[Nick Maggiore] The barn scene was critical both to this episode and to the development of Advisors as characters in the series.  They represent another intersection of story and gameplay concerns.  This is the first time the player actually interacts with an Advisor, and determining the right level of interactivity was tricky, especially given the player's reasonable expectation that he'll get to fight them directly at some point.  Therefore, we wanted to show that they were powerful but not invulnerable.  This was a long-term goal.  For the short term, we wanted to get the player familiar with some Advisor behavior so that when the episode finale occurred, they would already understand how Advisors operate.  By showing the Advisor fumbling with an inert object, then a dead rebel, and finally grabbing the player, we allow the player to observe behavior, and then gradually make it more and more of a direct threat.  This all serves as foreshadowing for the episode's finale."
"#commentary\EP2-Comment141.wav"   "[Chris Douglas] This crashed advisor pod is a bit of storytelling embedded in the landscape.  It hints at what lies ahead, while suggesting what must have happened in this location only a few hours before Gordon and Alyx arrived.  By placing artifacts of this sort throughout the episode, we slowly bring Advisors into the foreground and develop their importance to the story in a way that doesn't depend on staged dramatic scenes."
"#commentary\EP2-Comment143.wav"   "[David Sawyer] We've gotten better at building combat spaces that are open and tactically versatile, while still directing the player toward an optimal play experience. This combat is on its face pretty straightforward, but we're doing some subtle things to keep the experience even and well paced. We're using quite a few of our combat tools in this one scene. As the first soldiers enter the barn, we send them in the right direction with an initial cue about the player's location using an npc_enemyfinder. The first soldiers serve primarily to draw the player outwards, where the real meat of the combat takes place. The wave of soldiers that spawns as the player rounds the corner to the exit, are the most directly controlled. One pair uses Assault Points to dash across the open ground and flank the player on the right. Others are constrained to hint groups in and around the house across the way, spaced so that the player is hit with an even front of fire, keeping them pinned for a while and encouraging cautious sniping and probing at the windows and doors. The hint groups are important because they keep the soldiers in strong tactical positions and prevent them from rushing the player to their own disadvantage, as they would if left unconstrained. The broken down truck gives a vital bit of midground cover as players leave the barn and advance on the house. Finally, as the player leaves the barn, we spawn the reinforcing Hunter. We hold this back both to keep the difficulty more even, and because the Hunter combat is better when the player has pushed outwards before it begins."
"#commentary\EP2-Comment147.wav"   "[Gray Horsfield] This swirling debris effect uses much of the same underlying technology that powers other cinematic physics events in episode 2, but with a few important differences.  Firstly, instead of using primitives, every slat, tile and beam was modeled before being sent into the rigid body solver. Next, there was a large focus on handsculpting world forces to achieve a particular behavior in the debris.  Beyond the basics of gravity and collisions, we created spiral vortices, gravity wells, and some other more complex forces.  With over 1800 individually calculated dynamic moving parts over a 30 second period, this simulation represents the largest amount of animation data run through our game engine to date.
"
"#commentary\EP2-Comment149.wav"   "[Dan LeFree] Originally, the Episode 2 chopper battle was a classic fight that relied on use of the RPG.  In the meantime we were experimenting with a completely new way of fighting the chopper which we hoped to have ready for Episode 3.  The early Ep3 experiments were so successful that we pulled them straight into Episode 2."
"#commentary\EP2-Comment150.wav"   "[Richard Lord] Having solved the problem of getting Alyx into the passenger seat, we were faced with the challenge of making her a useful companion. When we first hooked up her vehicle combat, Alyx constantly targeted and fired her gun at everything. This made her feel a bit like a turret. In response, we tuned her behavior so that while the vehicle is moving, Alyx fires more slowly, taking more time to aim at high speeds."
"#commentary\EP2-Comment151.wav"   "[Taylor Sherman] Our playtesters loved to see the zombie jump on the front of the car, and this naturally encouraged us to want to do more of it.  We started off with a high frequency of occurrences of this behavior, treating the zombie leap as a gameplay element that could be played out in variations.  Eventually, though, we discovered that this didn't lead to any really interesting gameplay, so we ended up creating just one memorable showcase of the event instead."
"#commentary\EP2-Comment155.wav"   "[Marc Scaparro] Playtesters often failed to recognize that they could scramble through windows while they were avoiding being shot by the autogun.  We added this window exit, and forced players to use it so they would learn to rely on windows to get around."
"#commentary\EP2-Comment156.wav"   "[Matt Rhoten] Originally there was a second driving section between the chopper battle and the autogun trenches.  The pacing felt wrong, so we decided to remove it and connect the end pieces, so that the trainyard opens directly into the garage."
"#commentary\EP2-Comment157.wav"   "[Greg Winkler] Once we added the onboard radar to the strider battle at the end of the episode, we needed to train the player in its use well before they reached that area.  This garage was already in the game as a place where Alyx needed to stay while the player went alone through the autocannon area.  It was a perfect fit to have the mechanic rebels add the radar to the car while Gordon was busy somewhere else."
"#commentary\EP2-Comment158.wav"   "[John McCaskey] Some playtesters didn't realize that they would need to climb over trucks to navigate around the autogun emplacement.  So we added this truck jump early in the level as a form of introductory training."
"#commentary\EP2-Comment159.wav"   "[Eric Twelker] In order to train players that crouching through the trenches is critical for survival, we did several things.  First, we start the player in the safe position by forcing them to crouch under the fence to enter the area.  Once inside, they learn by watching the zombies.  Upright zombies are gunned down, but their torsos are free to roam in the shadow of the junk.  Some playtesters believed that while the guns were busy shooting zombies, they would be able to move freely; to counteract this impression, we increased the number of guns from one to three, making it clear that there was always going to be a gun free to shoot the player. "
"#commentary\EP2-Comment160.wav"   "[Torsten Zabka] Zombies serve the double purpose of horror and humor.  Here, since we knew where the player's view would be, we added a comical scene of a fast zombie torso running away from a soldier."
"#commentary\EP2-Comment161.wav"   "[Martin Otten] The original design for this sequence involved shutting down the cannon by flipping a switch.  That was neither obvious nor rewarding.  We decided to let the player blow it up instead, which gave us another opportunity to use our cinematic physics."
"#commentary\EP2-Comment162.wav"   "[Ido Magal] Strong attention to visual design in this room make this unconventional puzzle both intuitive and rewarding.  To begin with the room is sparse, with the reward clearly visible, but locked up in the cage.  A strange centerpiece draws the player's attention, and the visible switch is obviously part of the solution.  The health charger next to the switch hints that the solution involves getting onto the catwalk rather than activating the switch from the ground.   The van entrance discourages players from bringing in objects they might use to solve the puzzle by stacking.  The lone grenade crate is a strong suggestion that grenades figure in the solution.  Finally, the corpse in the rafters and the scorch marks on the ground, and the story they tell provide the most important clue."
"#commentary\EP2-Comment166.wav"   "[Ken Birdwell] This Strider has big parts of him rip off, he spews goo everywhere - he's a great test bed for new modeling technology and our new particle system.  We custom built him just for this sequence.  With our Episodic process, a lot of new technology comes online throughout development.  Since any new technology takes a year or more to really work out all the bugs, we like to look for insolated areas - like this one - where we can test out new things without risking all the things we already know work.  We did this with HDR and our lostcoast demo; once we're sure we didn't break anything, we can move the features back into general use.  Since this strider worked out really well here, he'll be the new Strider as we move forward, and we'll be applying what we've learned to any new monsters in Episode 3."
"#commentary\EP2-Comment167.wav"   "[Bill Fletcher] Our main goal with this scene was to create a cinematic battle of the titans, Dog vs. a strider. While we were excited with the early implementations, it became obvious that players were uncertain of their role in the scene. Originally the confrontation built slowly with Dog squaring off against the strider, but having such a slow beginning proved problematic. It looked great in the trailer, but didn't play well in the game. Instead of the slow build, we decided to send Dog straight into action. He makes a grand entrance, jumps on the strider and the fight is on. The quick start helps to grab the players attention instead of giving them too much time to worry about what they ought to be doing. "
"#commentary\EP2-Comment168.wav"   "[Derrick Birum] Alyx's robot Dog is cobbled together from spare parts, all of which are in various states of disrepair.  For Episode 2, we chose to use shading techniques to improve the look of Dog and better convey his scrapyard origins.  Along with upgrades to Dog's texture maps, his shader now uses a combination of Phong shading and environment mapping to increase the apparent detail and diversity of materials, from rusty bolts to the damaged metal flaps salvaged from a Combine scanner."
"#commentary\EP2-Comment169.wav"   "[Jason Mitchell] In the Source engine, we use a realistic radiosity lighting simulator to generate lighting detail for the geometry in our game worlds.  In previous games using the Source engine, shadows were simulated as if cast by totally opaque objects.  In Episode 2, we needed to render large wooded areas, which required us to modify our shadowing technology to account for the sparse, semi-transparent nature of foliage.  With these upgrades to our radiosity lighting simulator, we are now able to realistically illuminate the trees themselves as well as generate soft semi-transparent shadows on the environment around them."
"#commentary\EP2-Comment172.wav"   "[Danika Wright] Racing Dog to the base was not a preconceived plan.  It was born out of testing the level over and over, and repeatedly trying to keep up with Dog as he ran to the base. This was sufficiently fun for us, that we began to figure out ways to encourage players to do it too."
"#commentary\EP2-Comment176.wav"   "[Jess Cliffe] In each episode we start by agreeing on how to use color choices to create and reinforce the right thematic tone. The tint of a scene can be a powerful source of mood. Episode 1 was pervaded by deep reds.  For Episode 2, we made heavy use of blue tints in the outdoor areas.  The blue was meant to set an ominous tone, while the warm splashes of sunlight were intended to offer visual contrast, that suggest a glimmer of hope."
"#commentary\EP2-Comment177.wav"   "[David Speyrer] The approach to the White Forest Inn contains a number of elements that set the scene for the coming ambush. The road is blocked by Combine walls; a soldier spots you in the distance and radios you in; and two hunters run across an opening on the far side of a fence.  All these clues are there for the attentive player to spot directly, or to create a sense of growing apprehension in the player who might be paying slightly less attention to the details."
"#commentary\EP2-Comment180.wav"   "[Tom Leonard] One issue with a number of our encounters with the Combine is that they don't live long enough for players to experience some of their more interesting AI. Some unique elements introduced here with respect to the Combine are:

Branching assaults, so that soldiers introduced to the field don't take up predictable positions

Flexible assault points, so that soldiers can stray from designer specified locations to establish line of fire or cover

Assault progression is a feedback system so that the timing of the soldiers advances responds to player actions and skill rather than timing

We give soldiers different tactical roles. For instance, squads in the field distract the player, allowing other soldiers to execute surprise moves not present in our typical frontal assault scenarios.

The net effect of these changes is that the soldiers are perceived to have awareness of the layout of the building that you're trapped in, and a strategy for flushing you out. "
"#commentary\EP2-Comment181.wav"   "[Steve Bond] To compliment the Hunter's aggressive AI, the White Forest Inn was designed with a non-linear floorplan.  There are multiple ways in and out of each room, as well as alternate routes to the basement and the second floor. As the player moves through the inn, the Hunters often select a shorter route and surprise the player by arriving first or by heading them off altogether. The last Hunters that enter the building, destroy two of the doors that have trapped Alyx and the Player inside.  Removing these obstacles opens the entire outdoor arena for combat, allowing the player to choose whether to fight the Hunters within the building, or take them on outside."
"#commentary\EP2-Comment182.wav"   "[Gautam Babbar] Sometimes, even in an action game, it can be hard to convince players to act like an action movie hero. Here, we wanted the player to make a 150 foot turbo jump off the edge of the road and crash into the boxes at the bottom.  Instead, wary playtesters routinely took the safe way down. To encourage more recklessly heroic behaviour, we disguised the easy path and added obvious ramps to clearly communicate this was a legitimate feature of the level."
"#commentary\EP2-Comment186.wav"   "[Matt T. Wood] One of our main goals for hunters was to make the player feel he was vulnerable wherever he might hide. This arena in the secondary silo became our testbed for improving the hunters' close-combat behavior. A classic combat space, featuring multiple exits and many possible paths, we tuned it for a strong cat-and-mouse gameplay experience.  While players have many options for escape, the map is designed so that hunters will never completely lose them--but always be able to pursue and flush the player out of hiding."
"#commentary\EP2-Comment187.wav"   "[Scott Dalton] Level Designers and Artists now have the ability to create unique effects as needed for game play or to add dynamic life to a level.  In this case, this simple water leak wouldn't have been possible before without involving a programmer to create a new class of effect.  Thanks to the new particle system, unique effects like this are easily created as needed without any programming.  This leak adds a visual point of interest to the area, and also blocks direct line of site into the nearby corridor without blocking the space itself.  These effects can be placed and controlled within levels, attached to animation events of characters, or called by code.  Allowing particles to be attached to objects in the world, emitted from a model's hitboxes, and locked to bone positions allows for them to serve a variety of functions, such as the new Vortigaunt beams or the burning effect of a zombie.  We hope this feature will allow level and mod authors to create a wide variety of effects quickly and easily to suit their purposes."
"#commentary\EP2-Comment189.wav"   "[Erik Wolpaw] Aperture Science, being specialized in the development of portal technology, fit naturally into the cosmology of Half-Life.  Rather than forcing Portal into the Half-Life franchise, we used it as an opportunity to make our world bigger.  By suggesting a long-term rivalry between Aperture Science and Black Mesa, we open up possibilities in both games that didn't exist when they were separate entities."
"#commentary\EP2-Comment191.wav"   "[Katie Engel] Originally created as a minor background character, the vortigaunt lab assistant, known internally as Labby, was so popular with playtesters that he evolved into a fully developed character with a unique name and a special place by Dr. Magnusson's side."
"#commentary\EP2-Comment192.wav"   "[Brian Jacobsen] Dr. Magnusson was the result of a decision to bring forward another signature character from the original Half-Life, along the lines of Dr. Kleiner and Barney. As we developed the character, we kept referring back to this line from Half-Life to keep us on track: [Play HL1 audio clip here]. Though we liked the character who came into focus, we found that this voice was sounding like too much of a caricature for our increasingly grim and realistic world. We like to hire actors with the natural voices that we want for our characters, as opposed to hiring actors to create voice characterizations. In John Aylward, we found someone who could deliver the brusque arrogance of the original lines, and also take the character forward into some of the richer and subtler opportunities we foresee for him."
"#commentary\EP2-Comment194.wav"   "[Chet Faliszek] In Half-Life 2, when we first decided to make vortigaunt ally characters, we played around with having a prominent vortigaunt companion.  Because of their bowed posture and semi-servile manner, this individual was dubbed Heep, after the Dickens character Uriah Heep.  In episode 2 we named the prominent vort at the white forest base Uriah.  In episode 3 we will find out Dicken's unused middle name for Uriah Heep."
"#commentary\EP2-Comment195.wav"   "[Steve Bond] Many of us are fans of Lost, and we noticed several strong Half-Life references in the first season of Lost.  Gabe Newell and Lost creator J.J. Abrams exchanged fanmail, and Gabe promised Abrams there would be a Lost reference in Episode 2.  We delivered on the promise in this obscure area of the White Forest Base."
"#commentary\EP2-Comment196.wav"   "[Matt Scott] Due to the number of characters involved in this scene, and the cramped spaces, we found that the actors were constantly pushing the player around in order to get to their marks. We developed some tech that allowed the actors to gauge the position of the player and the other actors, and choose among a selection of marks. This not only solved the congestion problem, but made scenes feel more dynamic."
"#commentary\EP2-Comment197.wav"   "[John Morello] In sketching out the scenes for the episode, we noticed a lack of interpersonal conflict between the characters who had survived from Half-Life 2.  Alyx, Eli and Dr. Kleiner have a lot of affection for one another, as you will see in many of the scenes.  And while we all value the benefit of strong positive relationships, we were happy to have Dr. Magnusson around to get irritated by all the hugging."
"#commentary\EP2-Comment200.wav"   "[Matt Wright] Rather than just make up something that fit our fantasies of a rocket, we designed Dr. Magnusson's rocket around blueprints from the Titan Family of missiles.  Grounding the details of our world in reality, making them as precise as possible, makes the invented, fantastic elements seem that much more believable."
"#commentary\EP2-Comment201.wav"   "[Doug Wood] We intended White Forest to offer a change of pace from the constant action that preceded it-a few moments to reunite with old friends and get to know Dr. Magnusson, a breather before the big battle ahead.  However, our first version of the sequence was a log-jam of long, talky scenes.  Gordon and Alyx stood around listening to Kleiner and Magnusson argue at the top of the silo, then rode an elevator to the bottom of the shaft while Dr. Kleiner lectured them about rockets and satellites.  They wandered into a control room to watch Dr. Mossman's transmission, and then hatched a plan to get her back.  We knew we were in trouble when even the authors of the scene were bored, and no one had patience for the revelations that followed.  We divided the sequence into a number of smaller pieces that could be interleaved with solitary exploration and some combat.  This required rebuilding the path and moving the control room upstairs, where the transmission scene became a reward for surviving the secondary silo.  As a result of these changes, the White Forest experience is more varied, the narrative comes in digestible portions, and players are able to play at their own speed, rather than being led by the nose the entire time."
"#commentary\EP2-Comment202.wav"   "[Kelly Bailey] This steam jet is an example of something we call a 'mechanic refresher'.  It is meant to refresh the player's memory on how to perform a certain task they may not have used in a while.  In this case, we remind the player about using valves to turn off steam in a relaxed environment.  In the map just ahead, this trick will be fresh in their mind and they will be far more likely to realize they can use steamjets tactically when they encounter them in a combat situation."
"#commentary\EP2-Comment205.wav"   "[Bill Van Buren] The decision to kill Eli was not made lightly, and once we'd made it, we had to figure out how to make it meaningful.  We had already established Eli's frailty, as well as his importance to the Resistance and Alyx's devotion to him, so from a narrative point of view the impact of his death seemed obvious. The hard part would be the execution.

The advisors' ability to immobilize the player gave us a way to stage the scene, the animations and the sound design made it believable, but none of this would have been enough without inspired performances by Merle Dandridge and Robert Guillaume.
"
"#commentary\EP2-Comment206.wav"   "[Eric Strand] Developing the Half-Life episodes allows us to steadily flesh out the details of an ongoing cosmic struggle.  Most of this conflict remains far in the background, but little by little we are able to bring new elements up front.  One of our goals for Episode 2 was to fully develop the grub-like Advisors, first glimpsed in Half-Life 2.  In Episode 1, they make several brief appearances but have no direct effect on events in the game.  In Episode 2, we deliberated about how soon to show them becoming active, and decided to pull back the veil in stages.  Therefore we first see them being hauled around by combine troops, completely passive.  Next, we see one waking up from incubation, still somewhat groggy and beginning to discover its power.  But at the end of the episode, the Advisors come fully into their own, front and center, as characters with a huge impact on the story."
"#commentary\EP2-Comment207.wav"   "[Bill Fletcher] To create the Eli death sequence, we talked it through in great detail, wrote up an outline with all the events we'd discussed, and then produced an animatic.  We used rough sketches painted over screenshots, and a variety of crude special effects and sounds to create a quick pre-visualization of how the scene would play out.  Not only did this help us to converge on a shared vision for the scene, but by working rough, we were able to quickly iterate until we had a design worth implementing in the game."
"#commentary\EP2-Comment208.wav"   "[Jeremy Bennett] Episode 2's backgrounds or vistas if you like are created in a manner that fuses traditional 2D animation techniques (linear cards moving against each other to imply parallax) and a modern Digital take which involves placing these cards in a 3D environment and manipulating their size (distance from camera) depending on the scale needed. A series of cards can sit in front of a 3D Skybox and with the addition of fog\atmosphere a realistic result can be achieved."
"#commentary\EP2-Comment209.wav"   "[Gary McTaggart] The launch of Magnusson's rocket ties directly into the rocket Gordon launched at Black Mesa.  Here, the portal satellite array that opened a gate to Xen in Half-Life One has been repurposed to shut the Combine out.  This is just another example of the way we constantly try to weave the old threads of the Half-Life story into the new episodes."
"#commentary\EP2-Comment215.wav"   "[Joshua Weier] The striderbuster, or Magnusson Device, started life as a Half-Life 2 weapon called the hopwire.  This was a weapon that would leap into the air and create physical connections, via ropes, to the surface around it.  Once attached, the ball would be suspended in the air, ready for action.  We never shipped that weapon because it wasn't generally useable enough in our environments (especially outdoors).  One side experiment created the 'black hole' hopwire that the mod community found in Episode 1's code.  You can still find videos of this in action on YouTube.  The 'black hole' version created a true physical vortex that sucked anything near it into an incredibly dense singularity. This created a small dense block comprised of all the mass and matter the vortex had collected, which the player could then pick up and hurl at enemies.  We returned to the hopwire for Episode 2, where we thought we could use it to tie the strider's legs together and make it trip, but the mechanic of hurling and attaching the strider buster was more fun for players, so we moved the weapon in that direction. "
"#commentary\EP2-Comment216.wav"   "[Richard Lord] This whiteboard art went through several iterations, from highly stylized, to absurd, to something we believed we could ship."
"#commentary\EP2-Comment217.wav"   "[John Guthrie] Fans of Half-Life 1 may remember a gag involving a microwave oven in the Black Mesa lunchroom.  If you push the microwave's button several times, the casserole inside it explodes--a memorable experience for many first-time players of Half-Life.  In Episode 2, we thought it was finally time to let you know whose lunch you had ruined, and give you a chance at redemption."
"#commentary\EP2-Comment219.wav"   "[Joe Han] Players under pressure can overlook basic tasks, so we try to make the important ones foolproof.  On this map, players often forget to check their health level, but rarely forget to seek out Magnusson devices.  We narrowed doorways and set health supply racks right by the entries, so that players rushing in to get explosives would find themselves automatically picking up vital supplies."
"#commentary\EP2-Comment221.wav"   "[Chris Chin] A great deal of work went into making sure players will see the buildings get destroyed as they travel around the valley in the final battle.  While we cannot (and do not wish to) force the player to see these events, we tried to increase the odds that the player would end up in the best possible position for the show.  Measures ranged from simply hiding a strider behind rocks, to setting up complex logic conditions that must be met in order for the destruction to occur."
"#commentary\EP2-Comment223.wav"   "[Tom Leonard] The Hunter's escort behavior includes specific formations and flanking strategies. This environment was designed specifically to enhance those behaviors by providing cover and visually interesting paths. In this way the environment reinforces the design of the Hunter as stealthy, aggressive, and intelligent."
"#commentary\EP2-Comment225.wav"   "[Phil Co] Before we create any final art, we use placeholders to see if the gameplay is working and to figure out the proper dimensions and shapes for the model.  In this level, we used an old pumpkin model as the placeholder for the Magnusson Device.  After we decided that the gameplay was fun and the pumpkin worked well, a proper model was created using the pumpkin as a template."
"#commentary\EP2-Comment228.wav"   "[Dario Casali] To create a climactic finish to this level, we ramped up strider density and citizen presence, and then systematically destroyed outer installations in order to move the action as uncomfortably close to the base as possible. It was important to us that everyone be able to play to the end of the episode, but we also wanted them to feel that defeating the striders required a heroic effort.  A balance had to be achieved between the feeling of being overwhelmed and the possibility of completing the level. We made many tradeoffs to keep the experience enjoyable while keeping the intensity high, and sometimes this required removing enemies. For example, Elite combine soldiers originally took part in this invasion, running in and around the striders and hunters; but this additional level of enemy fire proved frustrating for players, and so they were removed."
"#commentary\EP2-Comment229.wav"   "[Dario Casali] Episode Two's rocket defense battle was the largest and most nonlinear combat experience we had built. It was also the first combat we'd created that required the use of a vehicle to move from battle to battle. Our design goal was to give players a broad directive -- 'protect the rocket from incoming striders' -- and let them decide how to accomplish that. Playtesting revealed a number of challenges that we had to overcome, as the freeform nature of the map led to huge variations in success for different players. Small differences in skill or tactics radically changed the difficulty of the experience for players.  In response, we had to continually tune all aspects of the experience to support the wide variety of tactics and skill levels demonstrated in playtests.  "
"#commentary\EP2-Comment230.wav"   "[John Guthrie] The massive strider battle was in production longer than any other map in the episode.  Tuning it required many, many months of testing and iteration to address playtest feedback, and this was complicated by the fact that every time we playtested, we saw individuals adopt completely different approaches to defeating the striders.  Some threw logs at hunters; others relied on their rebel companions to kill them.  Some players never sprinted, while others never used the car.  We tried to keep supporting all the different strategies that occured to players, so that their experiments with tactics would be rewarding rather than frustrating.  Meanwhile, we had to make sure the strider and hunter behaviors were consistent, and balance the experience so that it would be great for all different play styles at every skill level."
"#commentary\EP2-Comment233.wav"   "[Marc Laidlaw] If you listened closely to the vortigaunts in the antlion tunnels, you may have heard one of them using a complaint very similar to Dr. Magnusson's here.  Their affinity to Dr. Magnusson has caused some of his mannerisms to spread among them by way of their lowgrade telepathy."
"#commentary\EP2-Comment234.wav"   "[David Speyrer] Many players had a hard time orienting themselves in the valley.  Before the fight, we send players to the sawmill without telling them how to get there.  This was a way of familiarizing them with the map without any time pressure. Still, the size and nonlinearity of the map was confusing for first-time players once the battle began.  The loudspeaker announcements that direct players to incoming striders initially referred to compass directions, which most players couldn't follow because they couldn't remember which way was north.  We added White Forest Peak as a global landmark and distinctive local landmarks, like the cranes and the water tower, and referred to those landmarks in the announcements instead of compass directions.  This helped, but some players still had a hard time knowing which way to go at any given moment.  Our ultimate solution was the car's radar, which along with the landmarks, helps players go where the action is.
 "
"#commentary\EP2-Comment235.wav"   "[Ido Magal] One problem we faced in this map was that players would abandon their car in the heat of battle and not be able to find it later. Given the time pressure and large scale of the map, some of these players couldn't succeed in protecting the base on foot.  To address this we started by adding flashing hazard lights to the car, which helped when the car was in view, but we still saw players lose the car among the trees or behind hills.  Eventually we added a vehicle locator to the player's HEV suit, so players could find the car wherever it was. "
"#commentary\EP2-Comment236.wav"   "[Jon Huisingh] We wanted players to use the car as much as possible, both to move around the valley quickly and to run over hunters as a quick and satisfying way of killing them. To encourage this, and to help with orientation problems, we added a radar to the car which indicated the location of enemies. This made the car a more valuable tool in the battle and solved the navigation problem once and for all.
 "
"#commentary\EP2-Comment237.wav"   "[Steve Bond] 
We made some small changes to our autosave system as a result of tuning the final strider battle.  Autosaves are the periodic checkpoints where we can restart the player's game after death, so that they don't have to worry about replaying more of the game than necessary.   In playtests, we observed that most players depended on our autosaves to restart after dying, rather than using their own quick-saves.  But because the fight allowed players so much freedom, some players ended up with an autosave that left them in a no-win situation.   Low on health and pinned down by hunters, or too far from the base to defend the rocket in time, some players failed thirty or more times before finally giving up.   To address the no-win situation, we extended our autosave system to monitor health over time, and to only perform the autosave if the player was deemed safe for a reasonable period of time.  We also prohibited autosaves when striders were within a certain distance of the base; this ensured there was always enough time to defeat them.
"
"#commentary\EP2-Comment238.wav"   "[Tom Leonard] The Inn is designed as a crafted experience that is controlled but not linear. The encounter is intended to create a heightened sense of danger without actually being particularly dangerous. The idea is to create opportunities for some memorable unscripted combat moments by keeping the player a bit on their heels. Normally, Alyx is out of frame during combat and soldiers don't survive very long. By encouraging the player to move back from the windows, the map creates space for Alyx and the soldiers to exhibit interesting behaviors that reinforce the mood of the seige."
"#commentary\EP2-Comment239.wav"   "[Tim Larkin] We sometimes use sounds to set a mood rather than to literally underscore the onscreen action. The G-Man sequence, for example, relies heavily on the use of abstract and ambient sounds. We wanted the soundscape to have the deadened, internalized quality you get from putting your hands over your ears, so we started with recordings from inside a womb.  If you listen closely, you can hear internal gurgling noises as well as muffled heartbeats. We then added various other effects around the rythym of the heartbeat, plus long tailed reverb. None of the door or transition effects are literal interpretations, but are obscure metal and feedback sounds created to work in sync with the observable action. All of these things contribute to the scene's dreamlike quality."
"#commentary\EP2-Comment240.wav"   "[Tim Larkin] Creating the sound of the vort's call was a refreshing break from scoring huge explosions or the bridge destruction.  We wanted something subtle that would communicate the vort's general nature as well as its specific cry for help.  It can be hard to tweak the sounds so hard while still giving an organic quality to the voice.  To design a sound that contained a sense of the alien personality, without just sounding like another animal call, we found a way to add and process overtones while subtly altering the phrasing of the pitch.  The resulting sounds give the impression that the Vorts are in fact communicating among each other with a dynamic dialog of calls as opposed to speech."
"#commentary\EP2-Comment241.wav"   "[Merle Dandridge] So I really don't think I had any idea what I was getting into when I auditioned for the game, because I really had no clue what Half-Life was, what Steam was, or what Valve was about.  But I did have the feeling that it was something that was really heavy since when I was in the waiting room.  Everybody that was sitting across from me just seemed like they were stars or recognizable faces.  And then the first time that I sat down with the Valve team, they showed me some rough animations of Alyx and immediately I just couldn't keep my eyes off her.  She actually looked like someone I could be related to, and that has never happened to me."
"#commentary\EP2-Comment242.wav"   "[Merle Dandridge] So, the circumstances around creating Alyx were so kismet that it's almost a little scary.  Because I mean if you think of the ideal super-self that you want to be, having bad-ass moves and being able to karate-chop everybody and then add onto that a writer to make you sound witty at every turn, it's like having an uber-self for me.  So I immediately fell in love with Alyx."
"#commentary\EP2-Comment243.wav"   "[Merle Dandridge] It constantly amazes me how many people are involved in creating her because everyone involved seems to have the same vision for her.  And for so many people to have one mind about a character, it blows my mind.  Very rarely do I get a piece of direction or script that doesn't ring true to how I feel about Alyx, and vice versa.  And strangely enough, as soon as I try something out and something doesn't ring true, I'm usually not the first person to say it.  Even though I might be feeling it, somebody else will say it. And it's just a testament to how in-tune everybody is about what kind of person Alyx is and what she would do, what she wouldn't do, what kind of girl she is."
"#commentary\EP2-Comment244.wav"   "[Merle Dandridge] A question I get asked a lot is, 'What is the big difference between acting for stage and film and then acting for a videogame?'  Because this is the first time I've ever done a videogame.   In general, in acting, it's helpful to have a director's clear vision from which to spring.  Then the actor can run with the idea, play with it, imagine new things, fill it out and make it a tangible thing or a tangible character.  And the great thing about videogame acting for me is that I'm completely unlimited.  I'm not bound by what I can do physically or how I look or what kind of environment can be physically created.  So the possibilities are completely limitless.  There are no boundaries with this.  So when we get together and we talk about what the scene is, when they set the stage for me and what environment I'm going to be in, I immediately get a complete high.  And I can only imagine it is something like how somebody gets when they actually see the game, because it blows my mind, the pictures that they paint, about where we are, what situations we're in.  So we discuss that a little and then from there we just kind of go on, I guess instinct is the only way I can really describe it, because I take what they give to me and kind of volley it back in the way that it comes out immediately.  So I just go into my little dark booth and I can imagine that I'm anywhere.  And it's the best--the best kind of make-believe for a storyteller, when you just aren't limited.  "
"#commentary\EP2-Comment245.wav"   "[Merle Dandridge] So a lot of times we'll try a line in several different ways, like set a different mood for a different scene, or maybe just do a different take on a line.  Like one might be, it sounds trite but, you know, one excited, one not so excited, or one a little more pensive and thoughtful.  Suggestions are always thrown out there for new reads and it's the coolest kind of teamwork.  It's not just-'Here's your script. Go!'  It's, 'Let's work this out, let's find the best middle ground,' and everything is always pliable.  If it's not working, maybe we'll go back and do an instant rewrite or something, and for me that's creative heaven.  Absolutely."
"#commentary\EP2-Comment246.wav"   "[Merle Dandridge] The other thing that's so great about acting for videogames-and I guess voiceover in general, but for this particular game is so amazing-I don't have to worry about hitting my mark, or playing to the camera or forgetting my lines.  That's usually my biggest thing, you can see the wheels turning on camera because I'm trying to keep up with my lines.  But this, they're all right there so I don't even have to worry about that and I can just worry about the delivery, the emotional vibe that needs to come across, and just be the sense of immediacy-I don't even have to worry about the words.  So that takes a whole other level off to let the actor get down and into the work, which is really, really great.  Which is why I love this job."
"#commentary\EP2-Comment247.wav"   "[Merle Dandridge] There's a lot of energy that goes into shaping Alyx and making sure she stays on the right path or stays true to the vision that I think we have for her.  I want Alyx to be liked, I know everyone at Valve wants Alyx to be liked, but what is really great is that if I get off course or if I've been in the booth to long and I'm starting to sound a little naggy, then I have somebody who's there to pull me back and say, 'Hey why don't you try it this way,' or 'I think you're veering off course and starting to sound like somebody's mother.'  Because I'm there to help, if you're lost-you know, the 'Get goings,' or stuff like that.  To help keep the game moving and keep you on track.  There's kind of a fine line.  You don't want somebody constantly bothering you but you also want a friendly companion, somebody to help you out once in a while.  So trying to not go one way or the other was a bit of a trick for us."
"#commentary\EP2-Comment248.wav"   "[Merle Dandridge] I don't think I really got the full scope of what Alyx Vance is or how she's created until the first time I went to Valve headquarters.  And what was really important was that I got a better idea of how big the team was.  I mean, a lot of people work really hard to make Alyx Vance who she is.  You hear my voice and it's easy to say, That's Alyx or Jamil is Alyx.  But that is so not the case.  These people spend hours in front of their computer or writing their scripts or dreaming up this beautiful person, and I'm just the cake topping really."
"#commentary\EP2-Comment250.wav"   "[Merle Dandridge] A really cool experience was that, while I was at Valve I was talking to one of the animators in the hallway, and we were just carrying on the conversation, I was getting to know what he did, and I just happened to be looking over my shoulder and noticed that people kept popping their heads out of their offices.  And one of the other guys noted to me that these people, bless em, they have to sit around and listen to my voice all day long.  So for that voice to be chatting in the hallway was a little weird.  I guess I kind of liken that, I can understand it, because the very first time I saw my voice on Alyx Vance's face, it was so bizarre.  And so when I watch people talk to me for the first time and they've heard my voice as Alyx, they have the exact same expression and I'm like, I understand.  I get it."
"#commentary\EP2-Comment251.wav"   "[Merle Dandridge] It means a lot to me to have a multi-ethnic heroine.  When I was growing up, that didn't happen a whole lot.  Maybe Storm from X-Men?  It wasn't commonplace.  So to have someone that's my type be in that kind of position is really amazing.  I think it's a popular trend now, but that wasn't always the case.  "
"#commentary\EP2-Comment252.wav"   "[Merle Dandridge] I really consider working on Alyx, my acting school.  Because it has stretched me, it has made me go deeper in my work, it's sharpened me up as far as being able to call on emotions, or really just imagination.  A creative spirit is really just a lot of imagination, I think.  And afterwards I always seem to be sharper in everything I do.  I always have a good show at night or I always go onto the next job with a heightened awareness or heightened presence.  And it's only helped me, so thank you Alyx for that!"
"#commentary\EP2-Comment253.wav"   "[Merle Dandridge] This final Episode 2 scene was...unbelievable.  Before we even started working on it, the team sat me down, and they did a little show and tell of the animation they had.  I think they were hesitant to show it to me but just from that rough animation I was so moved, I mean, immediately moved to tears.  I felt like I had just been gut-punched and I immediately felt it, and I was like, let's go, let's get on this.  It shouldn't surprise me by now because I've been working on Alyx for so long now, but every time we come to the table to do a new scene or to lay down some new material, I am always blown away, and this scene was the epitome of that feeling.  I was so pumped to get in there and start working on it.  They're always upping the ante and always taking it to the next level, but this time, this scene is different.  Cause this time, Alyx loses.  And I think this is a-I don't think, it is a major sacrifice.  You see her carrying around the wounds of her mother that she lost, but her dad made her who she is.  Her dad taught her, her dad groomed her, and I think most importantly-he loved her.  This script was a gift and a gut-punch all in one.  When you give me something like that, it really motivates me to try to knock it out of the ballpark.  I love, love playing Alyx.  I have to say, it's definitely my favorite acting job I've ever had-hands down."
"#commentary\EP2-Comment254.wav"   "[Merle Dandridge] As I'm sure a lot of people know, I perform on Broadway.  And sometimes people will show up at the stage door with Alyx Vance posters to sign or just an encouraging word about the game.  'Oh my gosh, I saw in the playbill that you played Alyx Vance!'  It gets me so hyped when people come up to me and are excited about the game.  Because I don't get that immediate feedback that I get on stage every night, so when somebody tells me that they liked it face to face, it's really exciting to me.  So I guess a couple of people have taken pictures with me at the stage door.  And I went through a phase where I wanted to know what people thought of the game, so I was looking on message boards and checking out what the chat was, and I found that thread that had a picture of me with somebody at the stage door.  They were talking about, 'Look, this is me with Alyx Vance!'  And the first response was, 'She is so ugly!'  I thought that was cute."


}
}
