Proto:Call of Duty 4: Modern Warfare (Windows)/Build 253/Maps/Singleplayer Maps
This is a sub-page of Proto:Call of Duty 4: Modern Warfare (Windows)/Build 253/Maps.
Contents
- 1 Status of Missions in the Final Game
- 1.1 Crew Expendable (cargoship)
- 1.2 Charlie Don't Surf (armada)
- 1.3 The Bog (bog_a)
- 1.4 Hunted (hunted)
- 1.5 War Pig (bog_b)
- 1.6 Safehouse (village_assault)
- 1.7 All Ghillied Up (scoutsniper)
- 1.8 One Shot, One Kill (sniperescape)
- 1.9 Heat (village_defend)
- 1.10 The Sins of the Father (ambush)
- 1.11 Ultimatum (icbm)
- 1.12 All In (launchfacility_a)
- 1.13 No Fighting in the War Room (launchfacility_b)
- 1.14 Game Over (jeepride)
- 1.15 Mile High Club (airplane)
- 2 Cut Missions
- 2.1 Chechnya Escape
- 2.2 Cobra Down A
- 2.3 Cobra Down B
- 2.4 Cobra Pilot
- 2.5 Cobra Pilot Night
- 2.6 Descent
- 2.7 Fallujah Market
- 2.8 Fallujah Square
- 2.9 Designated Marksman (marksman)
- 2.10 Immediate Action (embassy)
- 2.11 Parabolic
- 2.12 Pursuit
- 2.13 That's No Sandstorm
- 2.14 School
- 2.15 Seaknight Defend
- 2.16 Statue
- 2.17 Streetbox
- 2.18 Training
- 2.19 Wetwork
- 2.20 Zipline
Status of Missions in the Final Game
Most of the missions present in the final game are present in this build. Though as there was still a fair amount of time before the game released, it can be expected that most of these levels are substantially incomplete, and this is the case.
Crew Expendable (cargoship)
- The mission text at the beginning identifies this level as "Wet Work". The rest is assumedly placeholder text - as the playable character is identified as PFC Michael Carver and the squad as the 7th Rangers. This is probably because of the fact that the developers struggled to place this mission in the game.
- The introduction sequence has complete motion capture and has no discernible differences from the final game.
- There is no intel by the sleeping guards.
- Once the player kills the sleeping guards, and goes outside, the AI is scripted to move across the deck. The scripted portion of the mission then ends right before the second breach.
- If the player noclips, they will find that the interior is complete with no discernible differences from the final product.
- Game objectives which are different from the release : (1) Capture Zaekhev alive. (2) Secure the bridge (3) Secure the forward deck for alpha squad. (4) Make your way across the deck.
Charlie Don't Surf (armada)
The Bog (bog_a)
Hunted (hunted)
This mission is identified as being in the American campaign in this build.
War Pig (bog_b)
Safehouse (village_assault)
All Ghillied Up (scoutsniper)
This mission is identified as being in the American campaign in this build.
One Shot, One Kill (sniperescape)
This mission is identified as being in the American campaign in this build.
Heat (village_defend)
This mission is identified as being in the American campaign in this build.
The Sins of the Father (ambush)
Ultimatum (icbm)
- This mission is identified as being in the American campaign in this build.
All In (launchfacility_a)
This mission is identified as being in the American campaign in this build.
No Fighting in the War Room (launchfacility_b)
Game Over (jeepride)
This mission is identified as being in the American campaign in this build.
Mile High Club (airplane)
Cut Missions
These levels were removed from the game prior to release, but have at least remnants in this build.
Chechnya Escape
This level follows Wetwork in the story. Despite being present in the MenuTest, there is almost no scripting to the level, and there are many missing textures. There is some, assumedly placeholder, AI logic straight from CoD 3 in the FastFile. Otherwise, the script chechnyaescape.gsc just gives the player their loadout - a Beretta pistol, MP5 and grenades. It is likely that this the single-player counterpart of Argun, based on the buildings used on both maps being the same or similar.
Cobra Down A
This level is probably an early version of Airlift and the counterpart to mp_invasion , The FastFile can be found in build 253. While it is playable with complete geometry, there is no scripting.
Cobra Down B
Cobra Pilot
This mission was worked on very early in development, evidenced by the build date of November 16, 2006. (around the time of build 114) The mission is even mentioned in some pre-release material for the game, meaning it probably only narrowly missed the final mission list. The level is in a reasonably complete state. A controller layout was designed specifically for this level, displayed albeit crudely before the player assumes control of the helicopter. The Cobra helicopter is complete with models and sound effects. The only objective seems to be to destroy targets, and cobrapilot.str doesn't reveal that there was intended to be much more.
Cobra Pilot Night
This mission features in this build and is fully playable. However, it is identical to the day variant of the mission, re-using all of the same assets. This suggests that perhaps there was intended to be two missions where the player commanded a helicopter, but the second level was never worked on. The build date is the same as that of the day variant.
Descent
While the FastFile for Descent is missing within its build, voice files remain as does the music. The intro music for the level is a 50 second extract from the track Antrozous from the Batman Begins soundtrack. The completeness of the audio files suggest that it was at least playable in an earlier build. (some virtually complete missions do not have complete audio tracks) The mission is particularly notable for the cut "weapon" associated with it, a camera that would have been used to take pictures of Al-Asad. This remains in the final game, but lacks model files.
The voice files for this level can be found here.
The following list of animations can be found starting at line 82435 in autoreplay1.svg:
descent { backdraft blow_through_wall }
descent.gsc
Fallujah Market
While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.
Fallujah Square
While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.
Designated Marksman (marksman)
The FastFile for this mission does not feature in this build. In the voiceovers/US directory, there are 3 voice clips attributed to this mission, but they are so short and generic it's hard to tell whether they are particular to this mission. In 'common.ff' file left subtitles which references to this mission.
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
SUBTITLE_MARKSMAN_GE1_ROOMCLEAR | Room clear! | |
SUBTITLE_MARKSMAN_GE1_CLEAR | Clear! | |
SUBTITLE_MARKSMAN_GE1_THISONESCLEAR | This one's clear! | |
SUBTITLE_MARKSMAN_OO1_DROPPOINT | Five-Victor, be advised ... the designated drop point is a wide street south of your current location. Clear the area of hostiles and hold for reinforcements before proceeding to the overpass. | |
SUBTITLE_MARKSMAN_OO1_HELICOPTERSINBOUND | Roger Five-Victor, standby - helicopters inbound. E.T.A. 2 minutes. | |
SUBTITLE_MARKSMAN_OO1_AREATOOHOT | Five-Victor, this area is too hot for helo drops at this time. You are to locate and destroy all enemy SAM units, as well as any supporting equipment you find. Out. | |
SUBTITLE_MARKSMAN_SMITH_MOVEOUT | Roger Bravo Six. Squad, move out! | |
SUBTITLE_MARKSMAN_SMITH_MAKESURE | Hold up! Make sure the area is secure for the drop! | |
SUBTITLE_MARKSMAN_SMITH_DROPZONESECURE | Bravo Six, drop zone is secure, bring 'em in! | |
SUBTITLE_MARKSMAN_SMITH_CLEARCAFE | Carver! Bradshaw! Clear that cafe, move! | |
SUBTITLE_MARKSMAN_SMITH_WEREONIT | Roger Bravo-Six, we're on it! | |
SUBTITLE_MARKSMAN_SMITH_KNOWTHEDRILL | Crash! You know the drill. | |
SUBTITLE_MARKSMAN_GM1_STEPBACK | Carver! Bradshaw! Clear that cafe, move! | |
SUBTITLE_MARKSMAN_GM1_HEADBUTT | We got two friendly 'copters coming in from the North! | |
SUBTITLE_MARKSMAN_GM3_HELICOPTERSCOMING | Carver! Bradshaw! Clear that cafe, move! | |
SUBTITLE_MARKSMAN_GM3_MOVETAKECOVER | Moove!!!! Take coverrr!!! | |
SUBTITLE_MARKSMAN_GM3_DOORWONTBUDGE | Dammit! The door won't budge! | |
SUBTITLE_MARKSMAN_GP1_USESOMEBACKUP | Five-Victor, this is Jester Two-Six. We heard you boys could use some backup! | |
SUBTITLE_MARKSMAN_GP1_FLARESAWAY | Countermeasures countermeasures!!! | |
SUBTITLE_MARKSMAN_GP2_SAMINBOUND | SAM inbound!! Flares! Flare-- *radio static* |
Immediate Action (embassy)
The FastFile for this mission does feature in this build, but it is seemingly incomplete or partially removed and fails to load. Regardless, we can extract the script files from the FastFile, and we also have the voice files. As is the case with Descent, the completeness of the audio files suggests that the level was at least playable at the time it was cut. From the string file found in the mod tools, we can see that the name of the mission was "Immediate Action". As the mission has about 15 minutes of associated audio and considering the number of strings found - it can be assumed that the level was substantially complete at the time it was cut. The internal description of the mission in its FastFile is "SAS Hostage Rescue".
The voice files for this level can be found here.
There is a commented reference to Embassy at line 79984 in autoreplay1.svg. The section is entitled "helicopter logic". The list of animations for Embassy can be found starting at line 82508:
level_embassy { //hostage anims hostage_human_shield_ter_pain hostage_human_shield_host_death hostage_chair_dive hostage_chair_ground_idle hostage_chair_idle hostage_chair_twitch hostage_chair_twitch2 hostage_facedown_idle hostage_facedown_roll hostage_facedown_twitch hostage_fetal_idle hostage_fetal_roll hostage_fetal2_idle hostage_knees_fall hostage_knees_idle hostage_stand_fall hostage_stand_idle hostage_stand_idle_2 hostage_stand_react_behind hostage_stand_react_front hostage_stand_twitch hostage_knees_twitch //custom blackhawk anims //signal over shoulder signal_over_shoulder // tarzan rappel through window rappel // rappel from roof to balcony rappel_straightdown // rappel down skylight rappel_skylight_mount rappel_skylight_idle rappel_skylight_drop //elevator opening sequence //Death poses //planting explosives explosive_plant_knee //sniper blown through door blow_back_dead // human shield hostage prototype anims terrorist_human_shield_ter_pain terrorist_human_shield_ter_death terrorist_human_shield_host_death unarmed_cowerstand_idle unarmed_cowerstand_idle2point unarmed_cowerstand_point2idle unarmed_cowerstand_react unarmed_cowerstand_react_2_crouch unarmed_cowerstand_pointidle }
Subtitles for the mission can be found within the game's memory.
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
SUBTITLE_EMBASSY_LEADER_STAYCLOSE01 | Stick with me. | |
SUBTITLE_EMBASSY_LEADER_STAYCLOSE02 | Stay Close. | |
SUBTITLE_EMBASSY_LEADER_STAYCLOSE03 | Follow me. | |
SUBTITLE_EMBASSY_LEADER_NEXTROOM01 | Let's move! Next room! Next Room! | |
SUBTITLE_EMBASSY_LEADER_NEXTROOM02 | Red team! Next room! Let's go! | |
SUBTITLE_EMBASSY_LEADER_NEXTROOM03 | Next room! Move! Move! | |
SUBTITLE_EMBASSY_LEADER_NEXTROOM04 | Move on! Next room! | |
SUBTITLE_EMBASSY_LEADER_NEXTROOM05 | Next room! Follow me! | |
SUBTITLE_EMBASSY_LEADER_NEXTROOM06 | Follow me! Next room! | |
SUBTITLE_EMBASSY_LEADER_NEXTROOM07 | ||
SUBTITLE_EMBASSY_LEADER_NEXTROOM08 | Red Team! Let's move on! | |
SUBTITLE_EMBASSY_LEADER_ROOMNAG01 | Over here! Let's go let's go! | |
SUBTITLE_EMBASSY_LEADER_ROOMNAG02 | Let's move! Over here! | |
SUBTITLE_EMBASSY_LEADER_ROOMNAG03 | Get into position, let's go! Let's go! | |
SUBTITLE_EMBASSY_LEADER_ROOMNAG04 | Everyone get into position! Over here! | |
SUBTITLE_EMBASSY_CMD_ALLTEAMSPREPARE | All teams standby to execute IA...15 seconds | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGA_01 | Keep moving! Multiple X-rays still active in your sector! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGA_02 | There are still hostages unaccounted for keep moving. | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGA_03 | Get moving! All X-Rays have *not* been neutralized in your area! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGA_04 | Multiple threats still active in your area. Move! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGB_01 | Area not secure - I repeat - area *not* secure. Keep moving. | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGB_02 | Multiple X-Rays still active. Move! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGB_03 | Multiple hostages still unaccounted for. | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGB_04 | Continue to all rooms in the area. We are still not secure. Get moving! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGC_01 | Area not secure, keep moving! We are running out of time! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGC_02 | were running out of time. Go! go! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGC_03 | Hostages are still in danger in your area! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGC_04 | Get moving and clear all remaining offices! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGD_01 | They are killing the hostages! We have multiple hostages down! Repeat! Multiple hostages down! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGD_02 | Hostages down! Hostages have been executed! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGD_03 | They are killing the hostages! We have hostages down! | |
SUBTITLE_EMBASSY_CMD_TIMER_NAGD_04 | Hostages have been executed! Repeat, hostages have been executed. | |
SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED01 | One Yankee is down, hostage down. | |
SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED02 | One Yankee executed. | |
SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED03 | Hostage has been executed.. | |
SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED04 | We have a hostage down. Repeat, one yankee is down. | |
SUBTITLE_EMBASSY_FRND_HOSTAGE_KILLED05 | Hostage down! | |
SUBTITLE_EMBASSY_FRND_HOSTAGE_SECURED01 | Hostage secured! | |
SUBTITLE_EMBASSY_FRND_HOSTAGE_SECURED02 | Hostage secured! | |
SUBTITLE_EMBASSY_FRND_CLEAR_GENERIC01 | Hostage secured! | |
SUBTITLE_EMBASSY_FRND_CLEAR_GENERIC02 | Hostage secured! | |
SUBTITLE_EMBASSY_FRND_CLEAR_GENERIC03 | Clear. | |
SUBTITLE_EMBASSY_FRND_CLEAR_ROOM01 | This room is clear! | |
SUBTITLE_EMBASSY_FRND_CLEAR_ROOM02 | Room CLEAR! | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN01 | Hostile down. | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN02 | Enemy down. | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN03 | Enemy neutralized. | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN04 | X-ray neutralized. | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN05 | X-ray down. | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN06 | Threat neutralized. | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN07 | Target eliminated. | |
SUBTITLE_EMBASSY_FRND_HOSTILEDOWN08 | Target neutralized. | |
SUBTITLE_EMBASSY_FRND_NEEDBREACH01 | Over here! I need a breaching charge! | |
SUBTITLE_EMBASSY_FRND_NEEDBREACH02 | I need a frame charge over here! | |
SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT01 | Blow the door and wait for my flashbang! | |
SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT02 | Plant a frame charge here! Standby for flashbang! | |
SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT03 | Frame charge here! Standby for flashbang! | |
SUBTITLE_EMBASSY_FRND_BREACHINSTRUCT04 | Plant a charge here and wait for my flashbang! | |
SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT01 | Blow the door and throw in a flashbang! | |
SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT02 | Breach the door, then throw a flashbang! | |
SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT03 | Breach and flash! Ready! | |
SUBTITLE_EMBASSY_FRND_BREACHFLASHINSTRUCT04 | Blow the door then get a flashbang in there! | |
SUBTITLE_EMBASSY_FRND_THROWINGFLASH01 | Standby! | |
SUBTITLE_EMBASSY_FRND_SHOTGUNREADY01 | Shotgun ready! | |
SUBTITLE_EMBASSY_FRND_SHOTGUNREADY02 | Shotgun standing by! | |
SUBTITLE_EMBASSY_FRND_SHOTGUNBREACH01 | Get back! | |
SUBTITLE_EMBASSY_FRND_SHOTGUNBREACH02 | Stand Back! | |
SUBTITLE_EMBASSY_FRND_FLASHBANGNOW01 | Flashbang! Now! | |
SUBTITLE_EMBASSY_FRND_FLASHBANGNOW02 | Flashbangs! Now! | |
SUBTITLE_EMBASSY_FRND_FLASHBANGNOW03 | Flashbang NOW! | |
SUBTITLE_EMBASSY_FRND_FLASHBANGNOW04 | Flashbang do it! | |
SUBTITLE_EMBASSY_FRND_MOVEGOMOVE01 | ||
SUBTITLE_EMBASSY_FRND_MOVEGOMOVE02 | Move move! | |
SUBTITLE_EMBASSY_FRND_MOVEGOMOVE03 | ||
SUBTITLE_EMBASSY_FRND_MOVEGOMOVE04 | In the door! In the door! | |
SUBTITLE_EMBASSY_FRND_MOVEGOMOVE05 | Lets go! Lets go! | |
SUBTITLE_EMBASSY_FRND_MOVEGOMOVE06 | Move! Move! | |
SUBTITLE_EMBASSY_FRND_MOVEGOMOVE07 | Move in!!! | |
SUBTITLE_EMBASSY_FRND_MANDOWN01 | Man down!!! | |
SUBTITLE_EMBASSY_FRND_MANDOWN02 | Man down, man down! | |
SUBTITLE_EMBASSY_FRND_MANDOWN03 | Man down! | |
SUBTITLE_EMBASSY_FRND_MANDOWN04 | ||
SUBTITLE_EMBASSY_FRND_MANDOWN05 | Man down man down! | |
SUBTITLE_EMBASSY_FRND_MANDOWN06 | we got a man down! | |
SUBTITLE_EMBASSY_FRND_GETDOWN01 | Get down, get down! | |
SUBTITLE_EMBASSY_FRND_GETDOWN02 | Stay down!!! | |
SUBTITLE_EMBASSY_FRND_GETDOWN03 | Stay on the floor! Get down! | |
SUBTITLE_EMBASSY_FRND_GETDOWN04 | Down on the floor NOW!!! | |
SUBTITLE_EMBASSY_FRND_GETDOWN05 | Get down on the floor!!! | |
SUBTITLE_EMBASSY_FRND_GETDOWN06 | Down on the floor down on the floor!!!! | |
SUBTITLE_EMBASSY_FRND_GETDOWN07 | Get down and stay down! | |
SUBTITLE_EMBASSY_FRND_GETDOWN08 | Everyone! Down on the floor! | |
SUBTITLE_EMBASSY_FRND_GETDOWN09 | Everyone get down! Get down! | |
SUBTITLE_EMBASSY_FRND_GETDOWN10 | On the floor now! | |
SUBTITLE_EMBASSY_CMD_HOSTAGESECURED01 | Copy - hostage secured. | |
SUBTITLE_EMBASSY_CMD_MANDOWN01 | Copy - man down. | |
SUBTITLE_EMBASSY_CMD_MANDOWN02 | Roger, man down | |
SUBTITLE_EMBASSY_CMD_MANDOWN03 | Got that, man down | |
SUBTITLE_EMBASSY_CMD_MANDOWN04 | Roger that, man down | |
SUBTITLE_EMBASSY_CMD_MANDOWN05 | Copy that man down | |
SUBTITLE_EMBASSY_HOSFEM_RESCUED01 | Don't leave - please! | |
SUBTITLE_EMBASSY_HOSFEM_RESCUED02 | Whats going on Get me out of here! | |
SUBTITLE_EMBASSY_HOSFEM_RESCUED03 | Thank God your here! | |
SUBTITLE_EMBASSY_HOSFEM_RESCUED04 | Get me out of here! | |
SUBTITLE_EMBASSY_HOSFEM_RESCUED05 | <Incoherent crying > | |
SUBTITLE_EMBASSY_HOSFEM_RESCUED06 | Oh God is it over? <crying> | |
SUBTITLE_EMBASSY_HOSFEM_RESCUED07 | Please, I just want to get out of here <crying> | |
SUBTITLE_EMBASSY_HOSMALE_RESCUED01 | ||
SUBTITLE_EMBASSY_HOSMALE_RESCUED02 | ||
SUBTITLE_EMBASSY_HOSMALE_RESCUED03 | ||
SUBTITLE_EMBASSY_HOSMALE_RESCUED04 | ||
SUBTITLE_EMBASSY_HOSMALE_RESCUED05 | ||
SUBTITLE_EMBASSY_HOSMALE_RESCUED06 | ||
SUBTITLE_EMBASSY_HOSMALE_RESCUED07 | ||
SUBTITLE_EMBASSY_HOSFEM_BREACHED01 | Noooo! Please nooo!!! | |
SUBTITLE_EMBASSY_HOSFEM_BREACHED02 | Don't kill me no no please!!! | |
SUBTITLE_EMBASSY_HOSFEM_BREACHED03 | Noooo!!! Nooo!!! Please dont!!!! | |
SUBTITLE_EMBASSY_HOSFEM_BREACHED04 | -sobbing and wailing- | |
SUBTITLE_EMBASSY_HOSFEM_BREACHED05 | ||
SUBTITLE_EMBASSY_HOSFEM_BREACHED06 | ||
SUBTITLE_EMBASSY_HOSFEM_BREACHED07 | <very vocal screaming> | |
SUBTITLE_EMBASSY_HOSFEM_BREACHED08 | Get me out of this place! Nooooo! <very vocal screams> | |
SUBTITLE_EMBASSY_HOSFEM_BREACHED09 | No! Help me! Im not one of them! | |
SUBTITLE_EMBASSY_HOSFEM_BREACHED10 | Don't shoot! Don't shoot! | |
SUBTITLE_EMBASSY_HOSMALE_BREACHED01 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED02 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED03 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED04 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED05 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED06 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED07 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED08 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED09 | ||
SUBTITLE_EMBASSY_HOSMALE_BREACHED10 | ||
SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE01 | -Shut up!!! Shut your mouth!!! | |
SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE02 | -Be quiet!!!! | |
SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE03 | -Silence!!!! | |
SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE04 | -No talking!!!! Be silent!!! | |
SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE05 | -Theyre moving in!!! | |
SUBTITLE_EMBASSY_TER_HOSTHREATMUFFLE06 | -Move! Move! | |
SUBTITLE_EMBASSY_TER_EXECUTE01 | -Kill the hostage! | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_01 | Hostages secured in room two-alpha | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_01 | Copy, hostages secured in room two-alpha | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_02 | Hostages secured in room two-bravo | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_02 | Copy, hostages secured in two-bravo | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_03 | Hostages secured in two-charlie | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_03 | Roger that, hostages secured in two-charlie | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_04 | Hostages secured in room two-delta | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_04 | Roger, hostages secured in two-delta | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_05 | Hostages secured in two-echo | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_05 | Copy, hostages secured in two-echo | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_06 | Hostages secured in two-foxtrot | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_06 | Copy that, hostages secured in two-foxtrot | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_07 | Hostages secured in room two-golf | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_07 | Roger that, hostages secured in room two-golf | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_08 | Hostages secured in room two-hotel | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_08 | Copy, hostages secured in two-hotel | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02_09 | Hostages secured in two-india | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02_09 | Roger, hostages secured in two-india | |
SUBTITLE_EMBASSY_FRND_HOSTAGESSECURED_02SOUTH_ALL | All hostages, floor two south secure | |
SUBTITLE_EMBASSY_CMD_HOSTAGESSECURED_02SOUTH_ALL | Copy, all hostages secure on floor two south | |
SUBTITLE_EMBASSY_CMD_ALLTEAMSCHECKIN | All teams check in. | |
SUBTITLE_EMBASSY_FRND_CHECKINALPHA | Alpha standing by. | |
SUBTITLE_EMBASSY_FRND_CHECKINBRAVO | Bravo standing by. | |
SUBTITLE_EMBASSY_FRND_CHECKINCHARLIE | Charlie good to go. | |
SUBTITLE_EMBASSY_FRND_CHECKINDELTA | Delta checking in. | |
SUBTITLE_EMBASSY_FRND_CHECKINECHO | Echo in position. | |
SUBTITLE_EMBASSY_FRND_CHECKINZULU | Zulu standing by. | |
SUBTITLE_EMBASSY_CMD_STANDBYANDGO | Roger that. All callsigns I have control. Standby to execute IA. Standby...Standby. Go. | |
SUBTITLE_EMBASSY_SIERRA_BODYBEINGDUMPED | Body is being..they are dumping the body out of the front window. | |
SUBTITLE_EMBASSY_JACK_THEYKILLEDAHOSTAGE | Bloody christ, they've killed a hostage | |
SUBTITLE_EMBASSY_SIERRA_VISUALOFXRAYONE | I may have visual on X Ray One. | |
SUBTITLE_EMBASSY_CROWD_SCREAMS | <sound of crowd screaming and sobbing> | |
SUBTITLE_EMBASSY_CMD_CLEARENCETOEXECUTE | Roger, Sierra One. Hold your fire. We have clearance to execute IA. All call signs, I have control. Commence your run in. | |
SUBTITLE_EMBASSY_GAZ_HEREWEGOLADS | Right, that's it then. Stand to, lads. We'll be assaulting the middle floor. | |
SUBTITLE_EMBASSY_GAZ_GOINGDARK | Alpha One going dark. 2 seconds. | |
SUBTITLE_EMBASSY_JACK_PUTONRESPIRATORS | Lets get those respirators on. | |
SUBTITLE_EMBASSY_GAZ_HELIBREACHINSTRUCT | Andy, you're going to be first man into every room. Take the flashbangs. You'll be the one making noise. | |
SUBTITLE_EMBASSY_SIERRA_THATWASXRAY1 | Confirmed. That was X Ray One at the window. Male...approximately 6 2...fifteen stone... | |
SUBTITLE_EMBASSY_GAZ_ATINSERTIONPOINT | Command. This is Alpha One at the insertion point. | |
SUBTITLE_EMBASSY_CMD_INSERTIONGO | All call signs standby. Standby...Go! Go! Go! | |
SUBTITLE_EMBASSY_GAZ_GETROPESOUT | Go! Get those ropes out! | |
SUBTITLE_EMBASSY_SIERRA_HOSTILEONROOF | X Ray on the rooftop. Repeat, hostile active on the rooftop. I do not have a shot. | |
SUBTITLE_EMBASSY_JACK_HOSTILEONROOFTOP | Over there, the service stairwell! | |
SUBTITLE_EMBASSY_PILOT_HELIHASBEENHIT | Heli's been hit! Hang on! | |
SUBTITLE_EMBASSY_CMD_KEEPITQUIET | All call signs, keep it quiet until insertion is complete. | |
SUBTITLE_EMBASSY_NEG_NOBLOODBATH | We dont want a bloodbath here, Salim, so lets...lets just talk about | |
SUBTITLE_EMBASSY_MBG_WHATISTHATSOUND | What is that sound? <foreign language telling other terrorist to go investigate> | |
SUBTITLE_EMBASSY_CMD_LOCATIONOFENTRY | This is command. Alpha One, your LOE is balcony three-three. | |
SUBTITLE_EMBASSY_GAZ_GETTOROPES | Let's move. They're getting our ropes setup at the last balcony. | |
SUBTITLE_EMBASSY_FRND_GETTOINSERTIONPOINT | Get to your insertion point! | |
SUBTITLE_EMBASSY_NEG_TELLMEWHATYOUNEED | Now...Salim...tell me exactly what you need...we do not want any more hostages to be harmed | |
SUBTITLE_EMBASSY_MBG_SOUNDSONROOF | There is...we hear sound coming from the roof... | |
SUBTITLE_EMBASSY_NEG_NOSOUNDSONROOF | Salim...there is nothing on the rooftop. Salim...(off microphone) blast, weve lost radio contact | |
SUBTITLE_EMBASSY_FRND_GETTOROPES1 | You're with Gaz's team, you're at the last set of ropes to the south. | |
SUBTITLE_EMBASSY_FRND_GETTOROPES2 | Get back with your team. Last set of ropes to the south. Get into position, mate, the clock's ticking! | |
SUBTITLE_EMBASSY_JACK_GRABTHEROPE1 | Grab the rope, Andy. We'll abseil down to the balcony below. | |
SUBTITLE_EMBASSY_JACK_GRABTHEROPE2 | Get on the bloody rope Andy, we haven't much time. | |
SUBTITLE_EMBASSY_SIERRA_WINDOWSCLOSED | Balcony windows are blocked. Security grates and drapes. X Rays cannot see your approach. | |
SUBTITLE_EMBASSY_CMD_PREPARECHARGES | Roger, Sierra One. All call signs prepare frame charges for your LOE. | |
SUBTITLE_EMBASSY_JACK_JUSTLIKEKILLINGHOUSE | Just like the killing house back at Hereford, eh Andy? | |
SUBTITLE_EMBASSY_GAZ_WEAPONSHOLDTILLBREACH | Remember, weapons hold until my signal. No firing until we've breached the building. | |
SUBTITLE_EMBASSY_GAZ_FRAMECHARGEWINDOW | Get a frame charge on there, Andy. And wait for my signal | |
SUBTITLE_EMBASSY_CMD_EXECUTEIA | All call signs, stand by...standby. Go! Go! Go! | |
SUBTITLE_EMBASSY_GAZ_BLOWWINDOW | Blow it! | |
SUBTITLE_EMBASSY_GAZ_WEAPONSFREE | Weapons free. Weapons free. | |
SUBTITLE_EMBASSY_FRND_LETSMOVEOFFICES | Let's move it along gentlemen. Take this office back here. | |
SUBTITLE_EMBASSY_FRND_TEAMISDOWN | Gamma team is unresponsive...get in there and have a look. | |
SUBTITLE_EMBASSY_FRND_TAKEHIMOUT | Hostile! Take him out! | |
SUBTITLE_EMBASSY_HOS_DONTSHOOT | Don't shoot! | |
SUBTITLE_EMBASSY_GAZ_SOUTHOFFICESECURE | Command, this is Alpha One. South offices secure. | |
SUBTITLE_EMBASSY_CMD_PROCEEDTONORTH | Roger that, Alpha One. RV with teams in North offices. Additional reinforcements inserting at your position. | |
SUBTITLE_EMBASSY_CMD_ADDITIONALFORCES1 | This is Command. Additional reinforcements inserting at your position. | |
SUBTITLE_EMBASSY_CMD_ADDITIONALFORCES2 | Alpha One. We've got reinforcements moving into your position. | |
SUBTITLE_EMBASSY_CMD_ADDITIONALFORCES3 | This is Command. Sending in additional reinforcements. | |
SUBTITLE_EMBASSY_FRND_THISWAYLETSMOVE | This way people. Let's move. | |
SUBTITLE_EMBASSY_SIERRA_TAKETHESHOT | I have a confirmed X Ray at window three-two. | |
SUBTITLE_EMBASSY_CMD_TAKETHESHOT | Take the shot, Sierra One. | |
SUBTITLE_EMBASSY_FRND_CONFIRMEDKILL | Thats a confirmed kill, Sierra One. | |
SUBTITLE_EMBASSY_FRND_HOSTAGEAMBIENT1 | Easy. Take it easy. We have to do this until we can confirm youre not a terrorist as well. | |
SUBTITLE_EMBASSY_FRND_HOSTAGEAMBIENT2 | We'll get you out of here as soon as possible. | |
SUBTITLE_EMBASSY_JACK_HOLDYOURFIRE | Hold your fire! | |
SUBTITLE_EMBASSY_FRND_YOUREJUSTINTIMECHAPS | Just in time, chaps. | |
SUBTITLE_EMBASSY_FRND_PINNEDDOWN | We've got a group across the hall pinning us down. I need a man to assist a flanking maneuver from the balcony | |
SUBTITLE_EMBASSY_GAZ_YOUREUP | You're up Andy | |
SUBTITLE_EMBASSY_FRND_COVERWHILECROSSHALL | Get moving! We'll cover you while you cross the hallway | |
SUBTITLE_EMBASSY_FRND_GETTOTHEBALCONY | Go! Go! Go! Get to the balcony | |
SUBTITLE_EMBASSY_FRND_BALCONYOVERHERE | (whispered) Over here, Andy! | |
SUBTITLE_EMBASSY_FRND_BALCONYLEADTHEWAY | Alright mate, lead the way and keep low. | |
SUBTITLE_EMBASSY_GAZ_NORTHOFFICESSECURED | Command, this is Alpha One. North offices have been secured. | |
SUBTITLE_EMBASSY_CMD_GETTOBANQUET | Roger Alpha One. Proceed to the Banquet Hall and secure remaining hostages. | |
SUBTITLE_EMBASSY_FRND_GETTOBANQUET | My team will exfil hostages in this area. Get down to the banquet hall and carry on. | |
SUBTITLE_EMBASSY_GAZ_LETSMOVE | Let's move. | |
SUBTITLE_EMBASSY_FRND_BANQUETRETREAT | They're retreating! Take them out! | |
SUBTITLE_EMBASSY_FRND_WATCHYOURFIRE | Watch your fire, watch your fire. We still have hostages unaccounted for. | |
SUBTITLE_EMBASSY_FRND_DONTLETDOORSHUT | Get down there! Don't let them get that door shut! | |
SUBTITLE_EMBASSY_FRND_BANQUETBARRICADED | They've barricaded themselves in, sir. | |
SUBTITLE_EMBASSY_GAZ_CHECKBANQUETDOOR | Jack, check the door. Get that fiberoptic under there and tell me what's what. | |
SUBTITLE_EMBASSY_GAZ_PLACECHARGES | They'll be expecting us up the middle. Get charges on either side of the main door. | |
SUBTITLE_EMBASSY_FRND_EXPLOSIVESPLANTED1 | Charges in place! | |
SUBTITLE_EMBASSY_FRND_EXPLOSIVESPLANTED2 | Explosives planted! | |
SUBTITLE_EMBASSY_JACK_STANDBACKBANQUET | Stand back everyone. Three, two one. | |
SUBTITLE_EMBASSY_GAZ_MOVEMOVEMOVE | Move! Move! Move! | |
SUBTITLE_EMBASSY_GAZ_HELIEVACCOMING | Good work lads. Weve got a heli coming in to evacuate the Yanks. | |
SUBTITLE_EMBASSY_GAZ_BANQUETREGROUP | Regroup on me, lads. Come on let's move. | |
SUBTITLE_EMBASSY_GAZ_BANQUETCLEARED | Command, this is Alpha One. All hostages secured in banquet hall and kitchen. Zero X Rays taken prisoner. | |
SUBTITLE_EMBASSY_CMD_BRAVOWHATSYOURSTATUS1 | Understood, Alpha One. Bravo One, what is your status? | |
SUBTITLE_EMBASSY_CMD_BRAVOWHATSYOURSTATUS2 | Bravo One, what is your status? Come in Bravo One. | |
SUBTITLE_EMBASSY_BRV1_RECEPTIONBLOCKED | This is Bravo One. Hostage reception is blocked. Were pinned down with a dozen or so hostages in tow...we cannot effectively return fire. Receiving heavy rpg fire. | |
SUBTITLE_EMBASSY_CMD_GETTODRAWINGROOM | Roger that. Alpha One, you are to RV immediately with Bravo One. Proceed to the drawing room area opposite hostage reception. Eliminate all X Rays to allow Bravo to proceed with exfil. | |
SUBTITLE_EMBASSY_GAZ_LETSGETTODRAWINGROOM | Alright lads, you heard the man, let's get a move on. | |
SUBTITLE_EMBASSY_GAZ_CHECKCORNERS1 | Remember lads, check those corners | |
SUBTITLE_EMBASSY_JACK_CHECKCORNERS1 | Check your corners. Check your corners | |
SUBTITLE_EMBASSY_GAZ_PINNEDDOWNINSTAIRWELL | Command! We are pinned down in the service stairwell! | |
SUBTITLE_EMBASSY_BRV2_GLADTOSEEYOU | Glad to see you boys. Come with me, Bravo cant exfil until we take out that RPG. Let's move. | |
SUBTITLE_EMBASSY_BRV1_GETTORECEPTION | Get back with your team and take out those RPGs! | |
SUBTITLE_EMBASSY_BRV3_THISWAYDOOREXPLODE | This way, gents. | |
SUBTITLE_EMBASSY_BRV2_HOLDUPCHECKTHEDOOR | Hold up Fatboy, we need to check the door for explosives! | |
SUBTITLE_EMBASSY_GAZ_CHECKTHENEXTDOOR | Bloody Christ. Booby trap. Jack, get a camera under the next door. | |
SUBTITLE_EMBASSY_JACK_DOORISCLEAR | Door is clear. | |
SUBTITLE_EMBASSY_GAZ_SKYLIGHTGETREADY1 | Right. Grab a rope and get into position. Andy, you're over here near me. | |
SUBTITLE_EMBASSY_GAZ_SKYLIGHTGETREADY2 | Let's move it Andy! Grab the rope next to me and get into bloody position! | |
SUBTITLE_EMBASSY_GAZ_SKYLIGHTGETREADY3 | For christ sake, Andy! Grab the bloody rope! Over here, let's go! | |
SUBTITLE_EMBASSY_BRV2_WEAPONSFREERECEPTION | Looks like there are no hostages down there. Weapons free, gents. Lets make this quick. |
embassy.gsc
- It's of interest that the flags for "obj_window_breach" and "obj_banquet_hall_regroup" as found in embassy.str are both commented out.
The functions are introduced in a roughly sequential order, so it is possible to "retrace" how the level would have played out, as is done below:
- The player starts on a rooftop overlooking the Embassy, with civilians lining the streets. A hostage is seen being pushed out of the window, followed by screams and cries from the crowd. Clearance is subsequently given to assault the building. A character called Andy is designated as the first man into every room, being equipped with flashbangs. This is possibly the player character, and is oddly commented. The squad gains a visual of "X-Ray One", who in embassy.str is designated as the "final boss". Assumedly, he is the leader of the terrorist side.
- The player enters a chopper, their weapons are temporarily removed, and they are temporarily unable to stand. The chopper makes its way to the embassy, where an autosave will trigger after Gaz confirms the chopper is in position. At this point, weapons are restored to the player. The squad is instructed to stay quiet while negotiations take place.
- The negotiator attempts to negotiate with one of the terrorists, Salim. Salim hears the squad on the rooftop, and seems to be quite alarmed. Even though the negotiator attempts to calm Salim, the radio transmission from the negotiator cuts assumedly after Salim kills them. The player then jumps down to the roof. The player then has to walk over to the ropes to begin abseiling down. The player is reminded periodically by their squad until they begin abseiling.
Parabolic
Aside from the string file found in the mod tools, we can find an audio file, parabolic_knife_sequence.xma in this build. There is a corresponding folder in the voiceovers/US directory, but it was emptied and only contains a 0 second xma file.
- parabolic_knife_sequence.xma
The following is found starting at line 61877 in autoreplay1.svg:
if ( level.script == "parabolic" ) { game[ "gaveweapons" ] = 1; level.player giveWeapon("parabolic"); level.player giveWeapon("m4m203_silencer"); level.player giveWeapon("usp_silencer"); level.player giveWeapon("flash_grenade"); level.player giveWeapon("fraggrenade"); level.player takeweapon("m4m203_silencer"); level.player takeweapon("usp_silencer"); level.player takeweapon("flash_grenade"); level.player takeweapon("fraggrenade"); level.player switchToWeapon("parabolic"); level.campaign = "american"; return; }
Which tells the game to give the player an M4 with a grenade launcher, oddly with a silencer, a silenced USP, a set of grenades, then take them away and replace them with the parabolic microphone. The following pertain to animations and are found starting at line 77889:
level.scr_anim["smoker"]["idle"][0] = %parabolic_leaning_guy_idle; level.scr_anim["smoker"]["idle"][1] = %parabolic_leaning_guy_twitch; level.scr_anim["smoker"]["smoke"] = %parabolic_leaning_guy_smoking_idle; level.scr_anim["smoker"]["smoke2"] = %parabolic_leaning_guy_smoking_twitch; level.scr_anim["smoker"]["idle_to_smoke"] = %parabolic_leaning_guy_trans2smoke; level.scr_anim["smoker"]["smoke_to_idle"] = %parabolic_leaning_guy_trans2idle;
We see a list of animations later in the file starting at line 82457:
parabolic { human_shield_death_1_H human_shield_death_1_T human_shield_idle_1_H human_shield_idle_1_T human_shield_flashbang_1_H human_shield_flashbang_1_T parabolic_knifekill_mark parabolic_knifekill_phoneguy parabolic_knifekill_altending_mark parabolic_phoneguy_idle parabolic_phoneguy_reaction parabolic_chessgame_surprise_a parabolic_chessgame_surprise_b parabolic_chessgame_idle_a parabolic_chessgame_idle_b parabolic_chessgame_death_a parabolic_chessgame_death_b parabolic_guard_sleeper_idle parabolic_guard_sleeper_react parabolic_leaning_guy_idle parabolic_leaning_guy_twitch parabolic_leaning_guy_trans2smoke parabolic_leaning_guy_smoking_idle parabolic_leaning_guy_smoking_twitch parabolic_leaning_guy_trans2idle
Subtitles for the mission can be found within the game's memory.
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
SUBTITLE_PARABOLIC_HQ_CONFIRM_PRISONER | Bravo Six, the Russians are standing by to commence their diversionary attack. Confirm you have a fix on the prisoner, over. | |
SUBTITLE_PARABOLIC_PRICE_STANDBY_CONFIRMATION | Copy, standby for confirmation. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01NAG_01 | Carver! Use your parabolic mike. Get me audio from those guys on the bridge. | Mike is the spelling in the files. |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_01 | Keep the mike on those guys on the bridge. | Mike is the spelling in the files. |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_02 | Hey! Stay with the guys on the bridge. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV01_FOCUSNAG_03 | Come on you're drifting too much, keep the mike on the guys on the bridge. | Mike is the spelling in the files. |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02NAG_01 | Check out the guy at the machine gun nest, 11 o'clock, he's on his cell phone. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_01 | Hey! Keep the mike on the guy at the machine gun nest. | Mike is the spelling in the files. |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_02 | Stay on the guy with the cell phone. He's by the machine gun nest. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV02_FOCUSNAG_03 | You're off target. Keep the mike on the guy by the machine gun. | Mike is the spelling in the files. |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03NAG_01 | Focus on that officer. He's standing by the shack closest to the bridge. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_01 | Keep the mike on that officer. He's talking to the sentry by the shack next to the bridge. | Mike is the spelling in the files. |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_02 | I want to hear what that officer and sentry by the shack are talking about. Keep the mike focused on them. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_CONV03_FOCUSNAG_03 | You're off target. Keep the mike on that officer by the shack. | Mike is the spelling in the files. |
SUBTITLE_PARABOLIC_CONVERSATION01_01 | Her last album was ok, but the new one is just crap. I mean...she's just trying to cater to the masses. | |
SUBTITLE_PARABOLIC_CONVERSATION01_02 | Uh-huh...yeah, I know what you mean. | |
SUBTITLE_PARABOLIC_CONVERSATION01_03 | I really preferred her stuff when it was less mainstream. And then she went and married that idiot...what's his name... | |
SUBTITLE_PARABOLIC_CONVERSATION01_04 | Yeah the guy who always wears the hat backwards? I dunno...I can't remember his name, but he's a real idiot. | |
SUBTITLE_PARABOLIC_CONVERSATION02_01 | No sir, nothing to report. We've been moved to sentry detail at the riverbanks. The commander wants coverage on all access points and that includes all bridges and river entry points… | |
SUBTITLE_PARABOLIC_CONVERSATION02_02 | He is in town, from what I understand. I think they are questioning him to see if they can squeeze out any information....I don't know that. They don't really tell me much. | |
SUBTITLE_PARABOLIC_CONVERSATION02_03 | I'm not sure...some kind of intelligence officer. Fairly important. Not sure where they picked him up. Guy is scared shitless, that's all I can tell you. | |
SUBTITLE_PARABOLIC_CONVERSATION02_04 | Yes, yes. We are going to continue rotating shifts until they can move him to the compound. Probably within 24 hours at the maximum. I understand they are bringing in someone important to question him further. | |
SUBTITLE_PARABOLIC_CONVERSATION03_01 | We need you to stay alert, soldier. The enemy will try to get into town by the bridge or the river. The safehouse must not be captured. | |
SUBTITLE_PARABOLIC_CONVERSATION03_02 | Yes sir, I understand. My men will cover the river and Gregor's will take the bridge. All access points have been covered. | |
SUBTITLE_PARABOLIC_CONVERSATION03_03 | Do not disturb Verchenko's men at the house on the hilltop unless you radio ahead of time. They need time to interrogate the prisoner undisturbed. | |
SUBTITLE_PARABOLIC_CONVERSATION03_04 | I understand. You can count on me, sir. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_01 | I'm getting a good signal. Hold it right there. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_02 | Perfect, keep it steady just like that. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_03 | Good. I can hear them loud and clear. | |
SUBTITLE_PARABOLIC_PRICE_MICROPHONE_GOOD_04 | That's good. I'm getting a clean signal. | |
SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV01 | (grunt) Nothing special, they're just talking about some pop singer. | |
SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV02 | He's talking about our man. They're definitely holding him somewhere in this village. Let's keep scanning. | |
SUBTITLE_PARABOLIC_PRICE_TRANSLATION_CONV03 | Sounds like the prisoner's in that house on the hill to our left. Good work Carver. | |
SUBTITLE_PARABOLIC_HICKS_RIVERDONTCROSS_01 | Carver get back here, you're gonna compromise the mission. | |
SUBTITLE_PARABOLIC_HICKS_RIVERDONTCROSS_02 | Carver, where the hell are you going...wait until the Russians start their diversionary attack. | |
SUBTITLE_PARABOLIC_CHAVEZ_OFFICERAPPROACH | Someone’s approaching the shack on the far bank. Looks like an officer. | |
SUBTITLE_PARABOLIC_CHAVEZ_INTELCONFIRMED | Delta Two Charlie, we have a confirmed fix on the prisoner. Tell our Russian friends we're good to go, over. | |
SUBTITLE_PARABOLIC_RADIO_DIVERSIONSTART | Copy Bravo Six, they're starting their diversionary attack now. Standby. | |
SUBTITLE_PARABOLIC_PRICE_WAITTOCROSSRIVER_01 | Squad get ready. We'll move when the fireworks start. | |
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_01 | The HQ is under attack! They're pounding it with artillery! | |
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_02 | Yes, yes. But they've left. They went to reinforce the HQ! | |
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_03 | Well you'd better find some more troops. I cannot secure the bridge by myself. | |
SUBTITLE_PARABOLIC_RUSSIAN_CELLPHONE_04 | Yes. We have mobile artillery in town but it will take time! | |
SUBTITLE_PARABOLIC_PRICE_MOVEACROSSRIVER | Ok, let's do this. | |
SUBTITLE_PARABOLIC_PRICE_RIVERCROSSQUIET | Nice and easy people. | |
SUBTITLE_PARABOLIC_CHAVEZ_HOSTILEDOWN | Tango Down | |
SUBTITLE_PARABOLIC_HICKS_HOSTILEDOWN | Tango Down | |
SUBTITLE_PARABOLIC_CHAVEZ_GETTINGTOBREACH_01 | Ready to breach. | |
SUBTITLE_PARABOLIC_HICKS_INPOSITION_01 | In position. | |
SUBTITLE_PARABOLIC_HICKS_ALLRIVERENEMIESDEAD | Clear. All enemies down. | |
SUBTITLE_PARABOLIC_PRICE_PROCEEDTOSAFEHOUSE | Good. Let's hit the safehouse. | |
SUBTITLE_PARABOLIC_PRICE_COVERBLOWN_GETTOCOVER_01 | Shit - we've been compromised! | |
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEGUNS_01 | Mounted guns - top floor windows! Take 'em out! | |
SUBTITLE_PARABOLIC_PRICE_GETTOSAFEHOUSE_01 | Get to the safehouse! Move! Move! | |
SUBTITLE_PARABOLIC_PRICE_GETTOSAFEHOUSE_02 | Move up and assault the safehouse, go go go! | |
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACHNAG_01 | Stack up. Carver, you're with me. | |
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACHNAG_02 | Carver - over here. Get in position. | |
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACH_GETBACK | Breaching breaching! | |
SUBTITLE_PARABOLIC_CHAVEZ_SAFEHOUSEBREACH_GETBACK | Breaching breaching! | |
SUBTITLE_PARABOLIC_HICKS_SAFEHOUSEBREACH_GOGOGO | Go go go!!! | |
SUBTITLE_PARABOLIC_PRICE_SAFEHOUSEBREACH_GOGOGO | Go go go!!! | |
SUBTITLE_PARABOLIC_CHAVEZ_LIVINGROOM_CLEAR | Room Alpha one clear! | |
SUBTITLE_PARABOLIC_PRICE_KITCHEN_CLEAR | Room Bravo one clear! | |
SUBTITLE_PARABOLIC_CHAVEZ_CLEAR_ALPHA_ONE | ||
SUBTITLE_PARABOLIC_PRICE_CLEAR_BRAVO_ONE | Bravo one room clear! | |
SUBTITLE_PARABOLIC_PRICE_CLEAR_CHARLIE_ONE | Charlie one clear! | |
SUBTITLE_PARABOLIC_PRICE_TEAM_RED_UPSTAIRS | Team Red moving upstairs | |
SUBTITLE_PARABOLIC_PRICE_CLEAR_DELTA_ONE | Delta one is clear! | |
SUBTITLE_PARABOLIC_PRICE_CLEAR_ECHO_ONE | Room Echo one clear! | |
SUBTITLE_PARABOLIC_CHAVEZ_CLEAR | ||
SUBTITLE_PARABOLIC_PRICE_CLEAR | ||
SUBTITLE_PARABOLIC_PRICE_UPSTAIRS_01 | Hostage must be upstairs. Move! Move! Move! | |
SUBTITLE_PARABOLIC_PRICE_MOUNTED_MG | Machine gun! Take cover! | |
SUBTITLE_PARABOLIC_CHAVEZ_HOSTAGEPRESENT | Hostage! Hold your fire! Hold your fire! | |
SUBTITLE_PARABOLIC_CHAVEZ_HOSTAGESTANDSTILL | Everyone stay where you are!!! | |
SUBTITLE_PARABOLIC_PRICE_HOSTAGE_NOFIRE | Everyone stand down, stand down! Hold your fire!! | |
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_01 | Drop your weapons!!! I said drop your weapons or I kill him right here, right now! | |
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_02 | One step closer and I'll blow his fucking head off!!! | |
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_03 | DROP YOUR WEAPONS!!!! | |
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_04 | What part of ""drop your weapons"" do you not understand, you American piece of shit?! | |
SUBTITLE_PARABOLIC_ENEMY_HOSTAGETHREAT_05 | Fuck you!!!! You drop your weapons first!!! You want me to kill him right now!? I'll give you three seconds and then I'm going to blow his brains out!!!! | |
SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_01 | Okay, calm down, we just want him back. (English: Carver, line him up.) Leave him with us and you can get out of here alive. | |
SUBTITLE_PARABOLIC_ENEMY_SHUTUP_01 | You just shut up!!! | |
SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_02 | (English: You got the shot Carver?) Just let him go, and you walk out of here alive. (English: Carver…SHOOT HIM before he figures out what I'm saying!) Do you understand me? Just let him go! | |
SUBTITLE_PARABOLIC_ENEMY_SHUTUP_02 | (to hostage) Shut up!!! Shut your fucking mouth!!! | |
SUBTITLE_PARABOLIC_PRICE_HOSTAGECALM_03 | Look at me, look at me!!! (English: Carver, any day now…) You DON'T want to do this. | |
SUBTITLE_PARABOLIC_ENEMY_EXECUTES | AAAAAA!!!!! | |
SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_01 | Fuck this guy! Shoot him! What are you waiting for? | |
SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_02 | What is it with you Americans? Stop negotiating and just shoot! | |
SUBTITLE_PARABOLIC_HOSTAGE_HOSTAGESCREAM_03 | You think I'm scared of this motherfucker? He's the one who's scared! He's already pissing in his pants!! Take him down!! | |
SUBTITLE_PARABOLIC_PRICE_CUFF_HIM | Good shot Carver. Lopez, cuff him and get him to the LZ. | |
SUBTITLE_PARABOLIC_HOSTAGE_THANKYOU | Wait, you know who I am, no? | |
SUBTITLE_PARABOLIC_CHAVEZ_RELAX | Relax sir, we're getting you outta here. | |
SUBTITLE_PARABOLIC_PRICE_HOSTAGE_SECURED | Delta Two Charlie, this is Bravo Six. Package secured, moving to LZ Alpha. | |
SUBTITLE_PARABOLIC_MARINE2_YOUSEETHAT | Sir! Enemy rocket artillery in the village down there! You see that? | |
SUBTITLE_PARABOLIC_COMMAND_HELI_COMING | Copy Bravo Six. Bird is en route. | |
SUBTITLE_PARABOLIC_RUSSIAN3_REQUESTHELP1 | Bravo Six, this is Star Two-Six. We are taking heavy fire from rocket artillery in your vicinity. Counterbattery radar cannot calculate a firing solution. Can you assist, over? | |
SUBTITLE_PARABOLIC_HQRADIO_DISREGARD1 | Bravo Six, disregard that last, secure the VIP and stick to the mission profile over. | |
SUBTITLE_PARABOLIC_RUSSIAN3_REQUESTHELP2 | Bravo Six, this is Star Two-Six. Requesting assistance!! We are taking heavy losses, over! | |
SUBTITLE_PARABOLIC_HQRADIO_DISREGARD2 | Bravo Six, your orders are to secure the VIP and exfiltrate. The Russians'll have to take care of their own problems. Get out of there. Now. | |
SUBTITLE_PARABOLIC_PRICE_RADIOMALFUNCTION | Delta Two Charlie, did not receive your last transmissions, uh, possible radio malfunction, we'll get back to you on that, out! | |
SUBTITLE_PARABOLIC_CREWCHIEF_LOWONFUEL | Sir!! We're getting low on fuel, we gotta go, NOW!!!! | |
SUBTITLE_PARABOLIC_PRICE_TAKE_THE_PRISONER | Crew chief!! Get the VIP out of here!!! We’ll get back in touch for evac once we’ve taken out that artillery. | |
SUBTITLE_PARABOLIC_CREW_GOOD_LUCK | Christ, you’re lucky you have a team as crazy as you are, Price!!! Good luck!!! | |
SUBTITLE_PARABOLIC_MARINE_WITH_YOU | We're with ya sir! | |
SUBTITLE_PARABOLIC_PRICE_GOOD | Good, we could use your help! Fall in, let's go! | |
SUBTITLE_PARABOLIC_PILOT_SPOTTED_ARTY | Bravo Six this is Viper Two-Four. Uh, be advised, we spotted at least three, possibly uhhh, four…yeah, looks like mobile artillery. | |
SUBTITLE_PARABOLIC_PRICE_THANKS_HEADSUP | Copy that Viper Two-Four, thanks for the heads up. | |
SUBTITLE_PARABOLIC_PRICE_SUPRESS_AND_FLANK | Keep 'em suppressed while we outflank their position! | |
SUBTITLE_PARABOLIC_MARINE_YES_SIR | You got it sir! | |
SUBTITLE_PARABOLIC_CHAVEZ_FARMHOUSE_MOVEMENT | Movement by the farmhouse. | |
SUBTITLE_PARABOLIC_PRICE_C4_NAG_01 | Carver, C4 on that mobile artillery, move! | |
SUBTITLE_PARABOLIC_PRICE_C4_NAG_02 | Carver, scuttle that truck! | |
SUBTITLE_PARABOLIC_PRICE_C4_NAG_03 | Get some C4 on that truck and take it out! | |
SUBTITLE_PARABOLIC_PRICE_C4_COMPLIMENT | Good, let's hit the next one, come on. | |
SUBTITLE_PARABOLIC_MARINE_C4_COMPLIMENT | It's history - let's go. | |
SUBTITLE_PARABOLIC_CHAVEZ_BMP_REACTION | Shit...B-M-P to the north. Take cover take cover!!! | |
SUBTITLE_PARABOLIC_HICKS_BMP_REACTION | Multiple hostiles closing in. | |
SUBTITLE_PARABOLIC_HICKS_DEFINITELY_KNOW | They definitely know we're here now. We got a bunch of 'em comin' back to the village. | |
SUBTITLE_PARABOLIC_PRICE_FOCUS_ARTY | Stay focused on the mobile artillery, I want 'em taken out. | |
SUBTITLE_PARABOLIC_PRICE_BMPIFYOUCAN | Take out the BMP if you can but stay focused on the mobile artillery. That's our main objective. | |
SUBTITLE_PARABOLIC_PRICE_LASTARTY | Good, that's the last one! | |
SUBTITLE_PARABOLIC_PRICE_MISSIONCOMPLETE | Viper Two-Four, this is Bravo Six. Mission accomplished. Requesting evac at LZ Charlie. | |
SUBTITLE_PARABOLIC_PILOT_EVAC_ENROUTE | Copy Bravo Six, we are en route to LZ Charlie. E.T.A. 3 minutes. Out. | |
SUBTITLE_PARABOLIC_MARINE_TONOFEM | There's a ton of 'em sir! They're movin' in fast! | |
SUBTITLE_PARABOLIC_PRICE_GRAVEYARD_01 | Fall back to the graveyard! Move! | |
SUBTITLE_PARABOLIC_PRICE_GRAVEYARD_02 | Up to the graveyard, go go go! | |
SUBTITLE_PARABOLIC_PILOT_MINIGUN | Bravo Six, Viper Two-Four. We gotcha covered. Comin' down. | |
SUBTITLE_PARABOLIC_MARINE_PLAYERHIT | Man down!! Carver's been hit! | |
SUBTITLE_PARABOLIC_PRICE_GETPLAYER | Get him on the chopper! Move it!. | |
SUBTITLE_PARABOLIC_CREW_NOMAJORWOUNDS | No major wounds! He'll be all right! Looks like you guys are due for some serious Overtime. | Original subtitle appeared to be broken , "overtime" moved to end of line instead of being part of the codename. |
SUBTITLE_PARABOLIC_PRICE_FNA | Heh, fuckin' A. |
Pursuit
That's No Sandstorm
The only remnant of this mission in the build files is an empty folder in the voiceovers/US directory containing a 0 second xma file.
Subtitles for the mission can be found within the game's memory.
REFERENCE | LANG_ENGLISH | Notes |
---|---|---|
SUBTITLE_SANDSTORM_RAMIREZ_ANOTHERPATROL | Another day, Another mindless patrol. | |
SUBTITLE_SANDSTORM_SHEPARD_SANDANDSUN | All this sand and sun wouldn’t be so bad if there was a little bit of surf to break it up | |
SUBTITLE_SANDSTORM_GORDON_REASSIGNED | That’s it, Shepard. Just get assigned to the SoCal/Mexico border next time. I’m sure they have plenty of openings. | |
SUBTITLE_SANDSTORM_RAMIREZ_SANDSTORM | Looks like we have a sandstorm moving in from the south. | |
SUBTITLE_SANDSTORM_GORDON_HOLDCONVOY | Bachelor One, this is Bachelor Five, stop the convoy. Let’s hold up it up, Shepard. | |
SUBTITLE_SANDSTORM_FRND_ROGERTHAT | Roger that, Bachelor Five. | |
SUBTITLE_SANDSTORM_GORDON_NOSANDSTORM | That’s no sandstorm. My God... | |
SUBTITLE_SANDSTORM_RAMIREZ_MOVECONVOY | Uh, Sarge, I think we better move the convoy... | |
SUBTITLE_SANDSTORM_GORDON_RADIOHQ | Move! Let’s move! Ramirez, get on the line to HQ... | |
SUBTITLE_SANDSTORM_RAMIREZ_DOYOUCOPY1 | Base this is Bachelor Five, do you copy? | |
SUBTITLE_SANDSTORM_RAMIREZ_RADIODEAD | Base this is Bachelor Five. Damn it! Radio’s dead. | |
SUBTITLE_SANDSTORM_SHEPARD_TAKINGFIRE | We’re taking fire! | |
SUBTITLE_SANDSTORM_GORDON_GETONFIFTYCAL | Carver! Get on the 50cal. We’ve got to get the rest of these vehicles back to HQ. | |
SUBTITLE_SANDSTORM_SHEPARD_LOSTHUMVEE | We’ve lost Bachelor One! | |
SUBTITLE_SANDSTORM_GORDON_RETURNFIRE | Carver! Carver! You with me? Grab your rifle and take position on those sand barriers and return fire. | |
SUBTITLE_SANDSTORM_GORDON_FURTHERORDERS | I am going to rally up with our commander to get further orders. | |
SUBTITLE_SANDSTORM_FRND_HOSTILESWEST1 | Multiple hostiles moving in west of the checkpoint! | |
SUBTITLE_SANDSTORM_FRND_APCWEST1 | Carver! We need to put some fire on that BMP! Get a LAW from the ammo dump, now! | |
SUBTITLE_SANDSTORM_FRND_APCEAST1 | More BMP’s east of the checkpoint! Get some more LAW rockets and get your ass over there, Carver! | |
SUBTITLE_SANDSTORM_GORDON_BASEISALOSS | We’re completely outnumbered. We need to scuttle the base. | |
SUBTITLE_SANDSTORM_GORDON_C4BASE1 | Carver, get to weapon storage. Find some C4 explosives and place them inside HQ. We’re getting the hell out of here. | |
SUBTITLE_SANDSTORM_FRND_HOSTILESINBASE1 | There’s too many of them! Hold them back! | |
SUBTITLE_SANDSTORM_FRND_HOSTILESINBASE2 | Hostiles are in the base! Repeat, enemy troops have overrun the... | |
SUBTITLE_SANDSTORM_FRND_C4BASENOW | Get that C4 wired! I’ll try to hold them off! | |
SUBTITLE_SANDSTORM_GORDON_FINDTRANSPORT | We need to get the hell out of here. Ramirez, Carver, find us some transportation. | |
SUBTITLE_SANDSTORM_RAMIREZ_TOVEHICLEDEPOT | Let’s get over to the vehicle depot! | |
SUBTITLE_SANDSTORM_GORDON_HUMVEESWASTED | These aren’t going anywhere. | |
SUBTITLE_SANDSTORM_GORDON_INTOHANGER | Come on. Into the repair hanger. | |
SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE1 | Into the Humvee, let’s move! Let’s move! | |
SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE2 | Carver! Get in! | |
SUBTITLE_SANDSTORM_GORDON_GETINTOHUMVEE3 | Carver! Over here! Get in the vehicle now or we’re leaving without you! | |
SUBTITLE_SANDSTORM_RAMIREZ_DOORBLOCKED | Sir! The door is blocked on the other side! | |
SUBTITLE_SANDSTORM_GORDON_BUSTDOOR | We’ll we’re just going to have to bust through. | |
SUBTITLE_SANDSTORM_GORDON_HITTHEGAS | Hit it! | |
SUBTITLE_SANDSTORM_GORDON_LOOKOUT | Look out! | |
SUBTITLE_SANDSTORM_RAMIREZ_THATSATANK | Holy! That’s a T-72... | |
SUBTITLE_SANDSTORM_GORDON_IKNOW | I know what it is, private. Get this vehicle started now! | |
SUBTITLE_SANDSTORM_RAMIREZ_IMTRYING | I’m trying! | |
SUBTITLE_SANDSTORM_GORDON_HURRYUPPRIVATE | Private! We’ve got company! | |
SUBTITLE_SANDSTORM_RAMIREZ_GOTCARSTARTED | There! Got it! | |
SUBTITLE_SANDSTORM_GORDON_DRIVENOW | Drive! Drive! Drive! | |
SUBTITLE_SANDSTORM_GORDON_BLOWC4 | Bring up that detonator, Carver. Blow it! Blow it! | |
SUBTITLE_SANDSTORM_RAMIREZ_THATWASCLOSE | Heh. You can’t get much closer to a T-72 then that! | |
SUBTITLE_SANDSTORM_GORDON_THATWASCLOSE | That’s closer than I ever care to get, private. |
School
This mission is identified as being part of the American campaign, despite featuring soldiers that are in the SAS in the final game, including Captain Price. The mission occurs in a similar setting to the multiplayer map Overgrown, and it is probable this is the campaign mission it was based off of.
Seaknight Defend
The state of the mission is virtually the same to Descent. It is expected that the level was virtually complete at the time of being cut, and should be found should any earlier builds be uncovered. The FastFile for the mission was removed prior to this build, but the voice files are intact in the voiceovers directory. We also have the string file, and some assets, for the mission from the mod tools.
The following list of animations can be found starting at line 82406 in autoreplay1.svg:
seaknight_defend { neckbreak_enemy neckbreak_enemy_deathidle neckbreak_sarge saw_side_drop saw_side_idleA saw_side_idleB saw_side_pickup saw_side_trans_A_2_B saw_side_pull_off saw_side_twitchB saw_side_pull_idle saw_side_trans_B_2_pull stretcher_F_rescue_sequence stretcher_R_rescue_sequence stretcher_F_rescue_sequence_idle stretcher_R_rescue_sequence_idle }
The voice files for this level can be found here.
Statue
Virtually nothing is known about this mission, if it is indeed a mission. The only remnant of this mission is found starting at line 61719 in autoreplay1.svg:
if ( level.script == "statue" ) { game[ "gaveweapons" ] = 1; level.player giveWeapon("Beretta"); level.player giveWeapon("m16_grenadier"); level.player switchToWeapon("m16_grenadier"); level.player giveWeapon("fraggrenade"); level.player giveWeapon("flash_grenade"); level.player setOffhandSecondaryClass( "flash" ); level.player giveWeapon("claymore"); level.player SetActionSlot( 3, "weapon" , "claymore" ); level.player giveWeapon("c4"); level.player SetActionSlot( 4, "weapon" , "c4" ); level.player setViewmodel( "viewmodel_base_viewhands" ); level.campaign = "american"; return; }
Streetbox
While the map does not feature in the build it is referenced in the devgui_maps_sp, not much is known about the mission.
Training
This mission is present in this build and is fully playable in a virtually complete state, though less polished than what one would expect in the final product. The level ends abruptly after the objective associated with the string "OBJ_HIT_LAUNCHER_TARGETS_DONE" triggers. Judging from the subsequent strings within this file, it was originally intended that players would pick up C4 explosives and destroy a car. This is absent in this build, and the mission immediately ends after grenade launcher training, though a car can be seen. It is expected that after this, there would be a segway into the next mission. Judging from the date, this would be probably be "That's No Sandstorm". The level has a complete set of voice files for what was scripted. Bizarrely, the internal name for this mission is "Kleenex Training".
The level has a build date of March 2, 2007, only a few weeks before this build, so the level was still being worked on at this point.
The voices for this level can be found here.
Wetwork
The FastFile for this mission does feature in this build and the level is fully playable, though very incomplete. There are some friendly NPCs spawned using the default model, but they are not scripted to do anything, and have no collision detection. In fact, there is no scripting in this level at all, the files present are merely placeholders. The level is set in a jungle, and the player would have pushed through a village and a graveyard. The level abruptly cuts off at the end, and it's difficult to see where exactly this would place in the story.
Zipline
Though playable at this point in development, the FastFile for this mission is oddly not present in build 253. (though does feature in build 270) Remnants can still be found, the following is found starting at line 61796 in autoreplay1.svg:
if ( level.script == "zipline" ) { game[ "gaveweapons" ] = 1; level.player giveWeapon("m14_scoped"); level.player giveWeapon("m4m203_silencer"); level.player giveWeapon("fraggrenade"); level.player giveWeapon("flash_grenade"); level.player setOffhandSecondaryClass( "flash" ); level.player giveWeapon("c4"); level.player SetActionSlot( 4, "weapon" , "c4" ); level.player giveWeapon("claymore"); level.player SetActionSlot( 3, "weapon" , "claymore" ); level.player switchToWeapon( "m4m203_silencer" ); level.player setViewmodel( "viewmodel_base_viewhands" ); level.campaign = "american"; return;