Command & Conquer: Tiberian Sun/Unused Sounds
This is a sub-page of Command & Conquer: Tiberian Sun.
There are many unused sound files remaining in Tiberian Sun's resource library, with nearly half of all dialogue going unheard. They reveal vital insight into the development of the game, showing how mission objectives and plot points changed throughout Tiberian Sun's creation. A minority of sound files are unable to be heard due to poor design of a map's triggers.
To do:
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Contents
- 1 Unused Dialogue
- 1.1 General
- 1.2 Taunts
- 1.3 GDI Campaign
- 1.3.1 GDI 3A: Secure Crash Site and 4A: Defend Crash Site
- 1.3.2 GDI 5B: Rescue Tratos
- 1.3.3 GDI 6A: Destroy Vega's Dam
- 1.3.4 GDI 6B: Destroy Vega's Base
- 1.3.5 GDI 7A: Capture Hammerfest Base
- 1.3.6 GDI 8A: Retrieve Disruptor Crystals
- 1.3.7 GDI 9B: Destroy Chemical Supply
- 1.3.8 GDI 10A and 10B: Destroy Prototype Facility
- 1.3.9 GDI 11A: Weather the Storm
- 1.3.10 GDI 12A: Final Conflict
- 1.3.11 Other
- 1.4 Nod Campaign
- 1.4.1 Nod 1A: The Messiah Returns, 2A: Retaliation, 3A: Destroy Hassan’s Temple
- 1.4.2 Nod 3B: Free Rebel Commander
- 1.4.3 Nod 5A: Salvage Operation
- 1.4.4 Nod 6B and 6C: Capture Umagon
- 1.4.5 Nod 7A: Destroy GDI Research Facility
- 1.4.6 Nod 8A: Villainess in Distress
- 1.4.7 Nod 9B: Protect Waste Convoys
- 1.4.8 Nod 11A: Capture Jake McNeil
- 1.4.9 Nod 12A: A New Beginning
- 1.4.10 Other
- 1.5 Bugged
- 2 Unused Sound Effects
Unused Dialogue
General
These lines of dialogue were intended to be used in normal gameplay but went unused completely.
Sound ID | File name | Transcript | GDI | Nod |
---|---|---|---|---|
7 | 00-I008.AUD | GDI structure destroyed. | ||
53 | 00-I106.AUD | Quaternary objective achieved. | ||
62 | 00-I180.AUD | Base defenses offline. |
These lines of dialogue refer to a cut mechanic where you could enter a Civilian Armory to upgrade their veteran status manually, without having to increase their kill count.
Sound ID | File name | Transcript | GDI | Nod |
---|---|---|---|---|
22 | 00-I068.AUD | Unit armor upgraded. | ||
23 | 00-I070.AUD | Unit firepower upgraded. | ||
24 | 00-I080.AUD | Unit speed upgraded. |
This one references the Chameleon Spy, a cut unit similar to the Spy from Red Alert 2 but with permanent invisibility and no disguise. The unit was also intended to steal building plans from an enemy tech tree, equivalent to capturing an enemy Construction Yard but on an individual basis.
Sound ID | File name | Transcript | GDI | Nod |
---|---|---|---|---|
58 | 00-I014.AUD | Building infiltrated. |
Alternate victory and loss lines were recorded for Skirmishes, but were never used.
Sound ID | File name | Transcript | GDI | Nod |
---|---|---|---|---|
65 | 00-I252.AUD | Player [or Player 1] has resigned. | ||
67 | 00-I284.AUD | You are victorious. | ||
69 | 00-I288.AUD | You have resigned. |
Some lines see use in one campaign, but see no use in the other.
Sound ID | File name | Transcript | GDI |
---|---|---|---|
56 | 00-I208.AUD | Mutant supplies found. |
Sound ID | File name | Transcript | Nod |
---|---|---|---|
57 | 00-I210.AUD | Commandos en route. |
Taunts
At some point, your enemy’s battle computer could taunt you during combat. The fact GDI’S SPEECH01.MIX and Nod’s SPEECH02.MIX include both side’s taunts may indicate they were intended for Skirmishes against both GDI and Nod players. They may have primarily been used for Skirmishes against AI opponents, given how some of EVA’s taunts have an anti-human streak as seen in CABAL later in Firestorm.
Sound ID | File name | Transcript | EVA (GDI) |
---|---|---|---|
79 | 00-I344.AUD | Inferior tactics detected. | |
80 | 00-I346.AUD | Retreat is your only logical option. | |
81 | 00-I348.AUD | Surrender is your only logical option. | |
82 | 00-I352.AUD | Your defeat is at hand. | |
83 | 00-I356.AUD | You have been marked for termination. | |
84 | 00-I360.AUD | Time to erase the human factor from the equation. | |
85 | 00-I370.AUD | Your probability of success is insignificant and dropping. | |
86 | 00-I372.AUD | Surrender is acceptable and preferable against the odds that you are facing. | |
87 | 00-I374.AUD | Data received indicates that you are a threat. Prepare for sterilization. | |
88 | 00-I376.AUD | Defeat of enemy predicted in T-minus 3… 2… 1. |
Sound ID | File name | Transcript | CABAL (Nod) |
---|---|---|---|
89 | 01-I342.AUD | Inferior tactics detected. | |
90 | 01-I350.AUD | Observe superior tactics while you still have human eyes. | |
91 | 01-I352.AUD | Your defeat is at hand. | |
92 | 01-I356.AUD | You have been marked for termination. | |
93 | 01-I360.AUD | Time to erase the human factor from this equation. | |
94 | 01-I362.AUD | Prepare for decimation, for you are not worthy of assimilation. | |
95 | 01-I364.AUD | You make this easy, fleshbag. | |
96 | 01-I366.AUD | We tire of your insignificant defiance. | |
97 | 01-I368.AUD | The sacrifice of the many is but pleasure for the few. | |
98 | 01-I378.AUD | Terminator protocols initiated. Proceeding with final sweep. |
GDI Campaign
GDI 3A: Secure Crash Site and 4A: Defend Crash Site
Dialogue that could belong to either mission are mixed chronologically, and may indicate the two missions were meant to be one. Some aspects of gameplay differ: soldiers wait on a Mobile Construction Vehicle while preparing for an incoming ion storm, commenting as waves of Nod forces approached. Airstrikes mentioned in some dialogue refer either to Orca Fighter units, or to the superweapon from Tiberian Dawn.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
102 | 33-N008.AUD | Here they come! | |
103 | 33-N010.AUD | Is there any tech left at the Nod base? | |
105 | 33-N014.AUD | The cavalry has arrived! | |
107 | 33-N022.AUD | Here comes Kane’s welcoming committee! | |
108 | 33-N024.AUD | What’s the ETA on that MCV? This UFO gives me the heebie-jeebies. | |
111 | 35-N004.AUD | Coordinates transmitted and confirmed, ETA for airstrike is 5 minutes. | |
139 | 01-N326.AUD | All forces converge. | |
140 | 00-N068.AUD | Ion storm approaching, ETA 5 minutes. | |
141 | 00-N070.AUD | Ion storm abating. | |
142 | 00-N072.AUD | Air power will be ineffective during ion storms. |
GDI 5B: Rescue Tratos
These voice lines detail several different ways the events of the missions were planned. The medical facility where Tratos is held was meant to be located to the east, rather than to the west of the starting position. It also appears Umagon’s squad could also be detected by a patrol but not immediately set off the execution timer. The Orca Transport that picks up Tratos after his rescue would chatter over the radio and eventually be destroyed, leaving Umagon to find another way to extract. This method may have been via land, given that a secondary objective was to destroy all bridges leading from the facility.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
112 | 35-N008.AUD | Pickup service. | |
113 | 35-N010.AUD | Negative, I can make it. | |
114 | 35-N012.AUD | I said, I can make it. | |
115 | 35-N014.AUD | I can- arghhhh! | |
128 | 00-N042.AUD | It would be advantageous to destroy any bridges leading from this region. | |
129 | 00-N044.AUD | Bridges destroyed, objective complete. | |
135 | 00-N059.AUD | Transport destroyed, mission failed. | |
283 | 10-N032.AUD | The medical facility is located to the east. | |
290 | 10-N046.AUD | They’ve seen us! Fall back. | |
291 | 44-N000.AUD | Sir, we are here and waiting for your arrival. |
GDI 6A: Destroy Vega's Dam
Extra announcement dialogue pertaining to the destruction of General Vega’s dam.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
143 | 00-N074.AUD | Dam destroyed, mission complete. | |
144 | 00-N075.AUD | Dam sighted, target confirmed. |
GDI 6B: Destroy Vega's Base
Vega's base was originally intended to be a command center. The nuclear missile launched by Nod to kill General Vega was meant to appear in the mission, possibly as a timed objective to evacuate the area.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
153 | 00-N096.AUD | Command center destroyed, mission complete. | |
154 | 00-N098.AUD | Warning – inbound tactical nuclear missile detected. |
GDI 7A: Capture Hammerfest Base
Extra dialogue meant to be used while GDI recaptures Hammerfest Base.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
155 | 01-N328.AUD | Main power offline. Activating emergency generators. | |
156 | 01-N330.AUD | Main power restored. | |
157 | 00-N112.AUD | Perimeter deactivated. | |
158 | 00-N114.AUD | Reinforcements inbound. |
GDI 8A: Retrieve Disruptor Crystals
In the release version, the locomotive of a GDI train had to be destroyed to retrieve the Disruptor crystals. It seems originally you were meant to capture a Nod Tech Center to steal them. This dialogue also suggests alternate exfiltration methods for the crystals, including a Nod bullet train (stolen from GDI?) and Orca Carryall, which may an attempt by GDI to recover the crystals if the train was disabled.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
159 | 00-N128.AUD | Bridge repaired. | |
160 | 00-N130.AUD | Train returning to Nod base. | |
161 | 00-N132.AUD | Reinforcements en route. | |
162 | 00-N134.AUD | Capture Nod Tech Center to recover the crystals. | |
163 | 00-N136.AUD | Train disabled, carryall inbound. | |
164 | 00-N138.AUD | Crystals destroyed, mission failed. |
GDI 9B: Destroy Chemical Supply
This dialogue is odd given how it contradicts the Forgotten’s alliance with GDI. It was meant to play while the player through Umagon aids mutants in boarding a train towards the power grid. They later turn on Umagon when they realize Tratos was rescued, or rather “kidnapped”, by GDI. The fact that the sound IDs for Umagon's dialogue in 5b: Rescue Tratos numerically line up with those in this mission may indicate that the two were chronologically linked at one point in development.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
292 | 36-N000.AUD | That train goes to the power grid we told you about. Get us on board! | |
293 | 36-N002.AUD | What an opportunity! Thanks, we’ll enjoy this. | |
294 | 36-N004.AUD | Something’s wrong! We should have been there by now. | |
295 | 36-N008.AUD | We have been betrayed! GDI blunts has kidnapped Tratos! | |
296 | 37-N000.AUD | Thanks for your help. | |
297 | 37-N002.AUD | They may be onto us. |
GDI 10A and 10B: Destroy Prototype Facility
Nod Chemical Missiles are referred to by their original name, "Tiberium missiles". Another mention of airstrikes are made here, either Orca Fighters or the Tiberian Dawn superweapon. Mutants make an appearance here, either as an allied or hostile force. Referring to the prototype facility as a “fighter production facility” may indicate Harpies were being manufactured instead of Banshees. The Kodiak may have made an early appearance here right before the events of 11a: Weather the Storm where they are forced by an ion storm to land.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
165 | 00-N140.AUD | Warning – rogue ion storm forming directly over this sector. Pilot, return to base. | |
166 | 00-N142.AUD | Return to base, pilot. | |
167 | 00-N156.AUD | Force detected, enemy units en route. | |
169 | 00-N160.AUD | Airstrike ready. | |
176 | 00-N190.AUD | Tiberium missile inbound. | |
177 | 00-N192.AUD | Ion storm will disable fighters. | |
178 | 00-N206.AUD | Mutants detected, enemy forces en route. | |
179 | 00-N208.AUD | Fighter production facility located and position recorded. Dropships en route. | |
180 | 00-N210.AUD | Fighter production facility destroyed, mission complete. |
GDI 11A: Weather the Storm
Some minor changes to the pace of this mission are noted. The ion storm in this mission is said to have an eye like a tropical cyclone which bisects the player’s sector, allowing for radar use and air unit activity midway through. After the storm is re-entered and eventually withstood, a direct attack on Nod is suggested by EVA.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
184 | 00-N236.AUD | Kodiak under attack. | |
185 | 00-N238.AUD | Storm abating, commence attack on Nod forces. | |
186 | 00-N240.AUD | Kodiak destroyed, mission failed. | |
187 | 00-N239.AUD | Kodiak in critical condition. | |
188 | 00-N241.AUD | Eye of the storm has been entered, equipment usage now at maximum efficiency. | |
190 | 00-N245.AUD | Re-entering ion storm, caution is advised. |
GDI 12A: Final Conflict
EVA was meant to brief the player more specifically on the ICBM threat. One line suggests that there was a time limit to destroying the Pyramid Temple even after eliminating every ICBM launcher. The player may also have been expected to secure the civilian city to the west from Nod harassment.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
192 | 00-N248.AUD | Philadelphia in range, ICBM launch detected. Mission failed. | |
194 | 00-N250.AUD | Tiberium missile launched, mission failed. | |
195 | 00-N251.AUD | ICBMs destroyed, Philadelphia is out of danger. Proceed with Tiberium missile destruction. | |
196 | 00-N252.AUD | Nod has deployed several ICBMs which they will use to destroy the Philadelphia once it is in orbit over this sector. | |
197 | 00-N254.AUD | To stop them, you must destroy the other three launchers before the Philadelphia is in range. | |
198 | 00-N255.AUD | Civilian city is under attack. |
Other
This unused “Spirit Hand of Kane” dialogue can be found under Sound IDs 116 and 202, but is only used in the Nod campaign:
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
116 and 202 | 40-N000.AUD | We have been touched by the spirit hand of Kane, and are ready to serve the technology of peace. Peace through power! |
EVA’s “Incoming Transmission” line is listed in the MIX file despite being called automatically by its respective action:
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
312 | 00-I020.AUD | Incoming transmission. |
Nod Campaign
Nod 1A: The Messiah Returns, 2A: Retaliation, 3A: Destroy Hassan’s Temple
A lot more tutorial dialogue is present here regarding training troops and Tiberium poisoning. CABAL is very careful to spell out the order of your objectives: first building a base, sieging Hassan’s pyramid, and capturing him after his escape. The player was expected to capture scattered radar towers instead of a lone TV station. A Star Wars reference and a smart alec soldier’s remarks also go unused.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
200 | 38-N002.AUD | Uhh sir… Tiberium is lethal to unprotected infantry. | |
205 | 41-N004.AUD | Base command, this is post TK-421, we’ve got- [cuts off] | |
206 | 41-N006.AUD | We just got word from General Hassan, he’s moving up north into the Cairo base. We wants to- hey! What’re you doing?! | |
215 | 01-N007.AUD | To build or train, left click on the icons located in the sidebar | |
216 | 01-N009.AUD | Tiberium is hazardous to unprotected infantry. Caution is advised. | |
220 | 01-N024.AUD | Destroy the remainder of Hassan’s guard. | |
223 | 01-N032.AUD | Move to an open area and build your base. | |
224 | 01-N034.AUD | After you locate Hassan’s pyramid, use your Tick Tanks to destroy it. | |
225 | 01-N036.AUD | When Hassan flees like a dog, capture him. | |
226 | 01-N038.AUD | Capturing the local radar towers will allow me to extend our propaganda and expand our Divination efforts. | |
298 | 38-N004.AUD | We need more men! Train them from the Hand of Nod. | |
299 | 38-N008.AUD | The traitors are coming! Blow the bridge! | |
301 | 38-N012.AUD | Hassan has been captured. We are heading in now, sir. |
Nod 3B: Free Rebel Commander
In this version of the mission, the rebel commander is held in an outpost rather than a dedicated prison. Upon being freed he pledges his support for GDI, perhaps more dramatically than reasonably needed.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
307 | 38-N024.AUD | Glad to see you free, sir. | |
308 | 38-N026.AUD | The lieutenant is being held in an outpost to the east. | |
310 | 39-N000.AUD | I am free. Now it’s time for a little payback for that GDI-loving traitor Hassan. I have a hidden MCV and some more forces that I will pledge to your fight. |
Nod 5A: Salvage Operation
These lines relate to Nod capturing the Tacitus.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
231 | 01-N066.AUD | Tacitus has been acquired. | |
235 | 01-N074.AUD | Bullet train departing. | |
236 | 01-N076.AUD | Prevent that train from leaving and retrieve the Tacitus. |
Nod 6B and 6C: Capture Umagon
A number of voice lines exist that relate to the transportation via bullet train of a mutant, likely Umagon, and its capture. The player was expected to stay undetected while capturing the mutant, as is the case in this mission. These lines may imply that they was still not trusted by GDI and required detainment in a prison facility.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
240 | 01-N100.AUD | Your forces have been detected. | |
241 | 01-N102.AUD | Prevent GDI’s evacuation at all costs. | |
242 | 01-N114.AUD | Incoming transport detected. | |
243 | 01-N116.AUD | Mutant lifeform detected on board. | |
250 | 01-N156.AUD | GDI bullet train arriving at outpost. | |
251 | 01-N158.AUD | GDI bullet train arriving at GDI main prison facility. |
Nod 7A: Destroy GDI Research Facility
These lines are located chronologically between Capture Umagon and Villainess in Distress. As the file prefix “38-“ denotes Nod infantry, they imply the mutants used to clear GDI patrols turn on the Brotherhood at some point (evidently the Forgotten in this version are very fickle about their alignment).
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
303 | 38-N016.AUD | They’re pulling back! Reinforcements! The mutants have turned on us! | |
304 | 38-N018.AUD | They’re everywhere! |
Nod 8A: Villainess in Distress
The following voice line likely refers to this mission, as it is the only one where multiple vehicles crossing ice is crucial to progression.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
309 | 38-N028.AUD | Whoa sir, careful! The ice won’t support the weight of multiple vehicles crossing at once. |
Nod 9B: Protect Waste Convoys
Chemical Missiles are referred to as Tiberium Missiles, matching the language of the mission briefing. Two versions of a “Tiberium missile ready” voice line was recorded, one with a higher and a lower intonation. The player is also explicitly warned of a mission failure if their Construction Yard is destroyed, given that it is required to build a Tiberium Waste Facility. A trigger exists which fails the mission if said building is destroyed by any faction, including your own.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
256 | 01-N176.AUD | Tiberium missile ready. | |
257 | 01-N178.AUD | Do not allow the Construction Yard to be destroyed. | |
260 | 01-N194.AUD | Tiberium missile ready. | |
265 | 01-N228.AUD | Convoy sighted. |
Nod 11A: Capture Jake McNeil
Mission complete and failed lines were recorded but never used. Due to Sound No. 268’s proximity to McNeal’s lines, it may have been intended to destroy the Mammoth MkII production facility while capturing the GDI commander’s brother.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
266 | 01-N230.AUD | McNeal killed, mission failed. | |
267 | 01-N232.AUD | McNeal captured, mission complete. | |
268 | 01-N233.AUD | Production facility destroyed. | |
272 | 01-N234.AUD | McNeal escaped, mission failed. |
Nod 12A: A New Beginning
The player would be alerted to one of their ICBM launchers being attacked. This announcement may have been considered redundant given the disproportionate power of a GDI attack against a launcher’s low health. GDI’s Ion Cannon also took some time to be controlled by Nod after firing.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
278 | 01-N266.AUD | ICBM launcher under attack. | |
279 | 01-N268.AUD | Ion cannon firing, resending control codes. |
Other
A number of voice lines spoken by Nod soldiers are recorded but never used.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
302 | 38-N014.AUD | We got an old stockpile here, sir – all very salvageable. | |
305 | 38-N020.AUD | Let’s get him to the convoy point. | |
306 | 38-N022.AUD | Take point, soldier. |
An exact duplicate of the “Spirit Hand of Kane” dialogue can be found under Sound ID 116:
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
116 | 40-N000.AUD | We have been touched by the spirit hand of Kane, and are ready to serve the technology of peace. Peace through power! |
A much more polite version of CABAL’s establishing battlefield controls voice line was recorded but never used. The tone of voice matches that in mission briefings and the first levels’ announcements, suggesting it was recorded earlier than the original but was abandoned, possibly because it sabotaged the menacing tone that he slowly built throughout the campaign.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
211 | 01-N006.AUD | Establishing battle controls, please stand by. |
At one point, lightning was a hazard that challenged the progression of missions. The mechanic was likely recycled for use during Ion Storms.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
228 | 01-N054.AUD | It seems that certain structures in this region attract lightning, creating a kind of safety zone. | |
229 | 01-N055.AUD | Use them to your advantage. |
Engineers were once needed to capture a GDI base as part of a mission’s objective, later being reinforced by a Subterranean APC.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
237 | 01-N086.AUD | Protect your engineers. They are your only hope of capturing the GDI base. | |
238 | 01-N088.AUD | Congratulations on your success. | |
239 | 01-N090.AUD | I will send an APC now to rendezvous with you at the GDI base. |
At one point in a mission Nod could pre-emptively strike GDI evac locations, however this was never implemented.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
311 | 47-N000.AUD | Don’t shoot, don’t shoot! I can download GDI’s evac locations to you if you let me live. Please let me live! Praise Kane. |
These CABAL voice lines are too generic to assign to any one mission.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
230 | 01-N064.AUD | GDI base operational. | |
232 | 01-N068.AUD | Tiberium lifeform detected. | |
234 | 01-N072.AUD | GDI dropship detected. | |
252 | 01-N160.AUD | Transport has arrived. | |
253 | 01-N162.AUD | Transport lost. | |
254 | 01-N164.AUD | Transport has been detected. |
Bugged
Some voice lines cannot be heard during normal gameplay. Due to a quirk in how Tiberian Sun maps handle triggers, placing a sound command (or an ‘action’) before one which plays its own hardcoded sound, such as “Mission Accomplished”, “Mission Failed” or “Reinforcements Have Arrived”, overwrites the sound action. The underlying reason for this is unknown. A minority of voice lines go unheard for other reasons.
GDI Campaign
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
131 (4a) | 00-N054.AUD | UFO destroyed, mission failed. | |
132 (5a) | 00-N055.AUD | Array destroyed, objective complete. | |
134 (5b) | 00-N058.AUD | Tratos evacuated, primary objective complete. | |
170 (9a) | 00-N162.AUD | Transports inbound. | |
171 (9b) | 00-N166.AUD | Supply base destroyed, mission complete. | |
189 (9c) | 00-N243.AUD | Tiberium lifeform detected. | |
191 (12a) | 00-N247.AUD | Clear the zone for MCV dropship deployment. |
These lines do not trigger because the associated trigger is disabled.
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
110 (5c) | 35-N002.AUD | Nod forces are converging on our position, sir. With all due respect, move your ass! | |
121 (2a) | 00-N018.AUD | Civilian killed. | |
289 (5b) | 10-N044.AUD | Our work here is done, we’re out of here. |
Nod Campaign
Sound ID | File name | Transcript | Speaker |
---|---|---|---|
227 (3a) | 01-N040.AUD | MCV has arrived to the south east. | |
261 (9b) | 01-N196.AUD | Convoy inbound. | |
270 (11a) | 01-N229.AUD | Transport ETA 30 minutes. Do not let McNeal escape. | |
281 (12b) | 01-N284.AUD | Spy killed, mission failed. | |
282 (12b) | 01-N286.AUD | Proceed to evac location, transport en route. |
Unused Sound Effects
Description | File |
---|---|
A UI sound for attempting to add units to the queue past the limit, uses the regular button unclickable sound instead. |
|
A sound for buildings constructing. | |
A sound for the mobile sensor array. | |
"Unit ready". |