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Red Dead Redemption 2/Unused Audio

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This is a sub-page of Red Dead Redemption 2.

The game's audio files are located in x64\audio\sfx.

Hmmm...
To do:
Unused audio for gang members and Arthur in New Austin.

ANIMALS_FAR.rpf

The file containing the long-distance sounds for the animals.

BEARBABY.awc
A completely unused audio container with the long-distance sounds for an animal that got cut from the game: the baby bear. This would've been an interesting inclusion, but in the actual game there are only adult bears like in the first Red Dead Redemption.

Filename Audio
0x0B168065
0x0ECB0763
0x0ECDC7D3
0x0FF1C786
0x1B921EC6
0x1CC4612B
0x1D0B644E
0x07FCF79D
0x008A28B8
0x12ABCBF4
0x17C7D9C4
0x158E92DA
0x0611F658
0x02682F05
0x13948ECD
0x19579A52
0x144312BB
0x172655F0
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
ANGRY_05
ANGRY_06
ANGRY_07
ANGRY_08
ANGRY_09
ANGRY_10
INJURED_01
INJURED_02
INJURED_03
INJURED_04
INJURED_05
INJURED_06
INJURED_07
INJURED_08
INJURED_09
INJURED_10
INJURED_11
INJURED_12
PAIN_01
PAIN_02
PAIN_03
PAIN_04
PAIN_05
PAIN_06
PAIN_07
PAIN_08
PAIN_09
PAIN_10
ROAR_01
ROAR_02
ROAR_03
ROAR_04
ROAR_05
ROAR_06
ROAR_07
ROAR_08
ROAR_09
ROAR_10
ROAR_11

BOBCAT.awc
Completely unused container with the long-distance sounds for the cut bobcat animal.

Filename Audio
0x1DF618E1
0x1E26D948
0x08ACAE54
0x11E340BD
0x111E7F33
0x1862CDC1
0x17500B96
0x0492261A
AGITATED_01
AGITATED_02
AGITATED_03
AGITATED_04
AGITATED_05
AGITATED_06
AGITATED_07
AGITATED_08
AGITATED_09
AGITATED_10
AGITATED_11
AGITATED_12
DEATH_MOAN_01
DEATH_MOAN_02
DEATH_MOAN_03
GROWL_01
GROWL_02
GROWL_03
GROWL_04
GROWL_05
GROWL_06
GROWL_07
GROWL_08
INJURED_01
INJURED_02
INJURED_03
INJURED_04
INJURED_05
INJURED_06
INJURED_07
INJURED_08
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_FIDGET_05
INJURED_FIDGET_06
LUNGE_01
LUNGE_02
LUNGE_03
LUNGE_04
LUNGE_05
LUNGE_06
LUNGE_07
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
PAIN_DEATH_06
PAIN_DEATH_07
PAIN_DEATH_08
PAIN_DEATH_09
PAIN_DEATH_10
PURR_01
PURR_02
PURR_03
PURR_04
PURR_05
PURR_06
PURR_07
PURR_08
PURR_09
PURR_10
PURR_11
PURR_12
ROAR_01
ROAR_02
ROAR_03
ROAR_04
ROAR_05
ROAR_06
ROAR_07
ROAR_08
WARNING_01
WARNING_02
WARNING_03
WARNING_04
WARNING_05

CHIMP.awc
Completely unused container with leftover far-distance sounds of the chimpanzee animal from Grand Theft Auto V. It's unknown if this animal was planned for this game.

Filename Audio
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
PAIN_DEATH_06
PAIN_DEATH_07
PAIN_DEATH_08
PAIN_DEATH_09

CROCODILE.awc
Completely unused audio container with the long-distance sounds for a cut animal: the crocodile. Note that alligators, which are present in the game, are a completely different animal, so be sure to not confuse the two.

Filename Audio
0x1B0BF838
0x10C223C4
0x027C8739
0x145FEAFF
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
GROWL_01
GROWL_02
GROWL_03
GROWL_04
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
PAIN_DEATH_06
PAIN_DEATH_07
PAIN_DEATH_08
PAIN_DEATH_09
PAIN_DEATH_10
SNORT_01
SNORT_02
SNORT_03
SNORT_04

PIGLET.awc
Completely unused container with the far-distance sounds for a cut animal: the piglet. Like with the case of bears, there are only adult pigs present in the final game.

Filename Audio
0x00BEC73B
0x0A989AEF
0x0EF7A3AE
0x1D490051
0x038E0CD9
0x121AE9F2
0x168EB2DB
0x0857D66C
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_FIDGET_05
INJURED_FIDGET_06
INJURED_FIDGET_07
INJURED_FIDGET_08
INJURED_FIDGET_09
INJURED_FIDGET_10
INJURED_FIDGET_11
INJURED_FIDGET_12
INJURED_FIDGET_13
INJURED_FIDGET_14
INJURED_FIDGET_15
INJURED_SQUEAL_01
INJURED_SQUEAL_02
INJURED_SQUEAL_03
INJURED_SQUEAL_04
INJURED_SQUEAL_05
INJURED_SQUEAL_06
INJURED_SQUEAL_07
INJURED_SQUEAL_08
INJURED_SQUEAL_09
INJURED_SQUEAL_10
INJURED_SQUEAL_11
INJURED_SQUEAL_12
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
PAIN_DEATH_06
PAIN_DEATH_07

RHESUS.awc
Completely unused container with leftover long-distance sounds of the rhesus monkey from Grand Theft Auto V. Like with the chimp, it's unknown if it was meant to be a proper animal here.

Filename Audio
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
PAIN_DEATH_06

RIVERMONSTER.awc
Completely unused container with the long-distance sounds for a cut "animal" that, as shown by other leftovers, was meant to be a creature based on the Loch Ness Monster.

Filename Audio
IDLE_01
IDLE_02
IDLE_03
IDLE_04
IDLE_05
IDLE_06
IDLE_07
IDLE_08
IDLE_09
IDLE_10
IDLE_11
IDLE_12
IDLE_13
IDLE_14
IDLE_15
ROAR_01
ROAR_02
ROAR_03

SHARK.awc
Completely unused container with leftover long-distance shark sounds from Grand Theft Auto V. Since sharks were also planned for this game in Guarma, as shown by other leftovers, it's possible these sounds would have gotten re-used.

Filename Audio
0x0ED13F8D
0x1F21E02F
0x11F1A5B3
0x14B5D7A2
0x14DC4FD3
0x060C3233

ANIMALS_NEAR.rpf

The file containing the short-distance sounds for the animals.

BEARBABY_NEAR_01.awc
The first completely unused container with the short-distance sounds for the cut baby bear animal.

Filename Audio
0x0A672EA0
0x0DFC75C9
0x0ECB0763
0x1CB6133E
0x1DC6DFEB
0x1E76214A
0x03AE6134
0x06F6FC39
0x07C47DDF
0x07FCF79D
0x008A28B8
0x10E39019
0x11B811BB
0x13ABDDB0
0x016E3935
0x17C7D9C4
0x081E4698
0x094E6C77
0x158E92DA
0x177B08D2
0x0562E497
0x0611F658
0x1182BCD6
0x1428CCAE
0x02725EB5
0x19579A52
0x144312BB
0x154458D4
0x172655F0
0x1168992A
0x10658529
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
ANGRY_05
BREATH_01
BREATH_02
BREATH_03
BREATH_04
BREATH_05
BREATH_06
BREATH_07
BREATH_08
BREATHING_TRANSITION_01
BREATHING_TRANSITION_02
BREATHING_TRANSITION_03
BREATHING_TRANSITION_04
BREATHING_TRANSITION_05
BREATHING_TRANSITION_06
INJURED_01
INJURED_02
INJURED_03
INJURED_04
INJURED_05
INJURED_06
PAIN_01
PAIN_02
PAIN_03
PAIN_04
PAIN_05
PAIN_06
PAIN_07
ROAR_01
ROAR_02
ROAR_03
ROAR_04
ROAR_05
SNIFF_01
SNIFF_02
SNIFF_03
SNIFF_04
SNIFF_05

BEARBABY_NEAR_02.awc
The second completely unused container with the short-distance sounds for the cut baby bear animal.

Filename Audio
0x0A672EA0
0x0DFC75C9
0x0ECB0763
0x1CB6133E
0x1DC6DFEB
0x1E76214A
0x03AE6134
0x06F6FC39
0x07C47DDF
0x07FCF79D
0x008A28B8
0x10E39019
0x11B811BB
0x13ABDDB0
0x016E3935
0x17C7D9C4
0x081E4698
0x094E6C77
0x158E92DA
0x177B08D2
0x0562E497
0x0611F658
0x1182BCD6
0x1428CCAE
0x02725EB5
0x19579A52
0x144312BB
0x154458D4
0x172655F0
0x1168992A
0x10658529
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
ANGRY_05
BREATH_01
BREATH_02
BREATH_03
BREATH_04
BREATH_05
BREATH_06
BREATH_07
BREATH_08
BREATHING_TRANSITION_01
BREATHING_TRANSITION_02
BREATHING_TRANSITION_03
BREATHING_TRANSITION_04
BREATHING_TRANSITION_05
BREATHING_TRANSITION_06
INJURED_01
INJURED_02
INJURED_03
INJURED_04
INJURED_05
INJURED_06
PAIN_01
PAIN_02
PAIN_03
PAIN_04
PAIN_05
PAIN_06
PAIN_07
ROAR_01
ROAR_02
ROAR_03
ROAR_04
ROAR_05
SNIFF_01
SNIFF_02
SNIFF_03
SNIFF_04
SNIFF_05

BOBCAT_NEAR_01.awc
The first completely unused container with the short-distance sounds for the cut bobcat animal.

Filename Audio
0x1E26D948
0x08ACAE54
0x1862CDC1
0x0492261A
AGITATED_01
AGITATED_02
AGITATED_03
AGITATED_04
AGITATED_05
AGITATED_06
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
ANGRY_05
CHUFF_01
CHUFF_02
CHUFF_03
CHUFF_04
CHUFF_05
CHUFF_06
CHUFF_07
DEATH_GASP_01
DEATH_MOAN_01
DEATH_MOAN_02
DEATH_MOAN_03
EAT_01
EAT_02
EAT_03
GROWL_01
GROWL_02
GROWL_03
GROWL_04
HISS_01
HISS_02
HISS_03
INJURED_01
INJURED_02
INJURED_BREATH_01
INJURED_BREATH_02
INJURED_BREATH_03
INJURED_BREATH_04
INJURED_BREATH_05
INJURED_BREATH_06
INJURED_BREATH_07
INJURED_BREATH_08
INJURED_BREATH_09
INJURED_BREATH_10
INJURED_BREATHING_01
INJURED_BREATHING_02
INJURED_BREATHING_03
INJURED_BREATHING_04
INJURED_BREATHING_05
INJURED_BREATHING_06
INJURED_BREATHING_07
INJURED_BREATHING_08
INJURED_BREATHING_09
INJURED_BREATHING_10
INJURED_BREATHING_11
INJURED_BREATHING_12
INJURED_BREATHING_13
INJURED_BREATHING_14
INJURED_BREATHING_15
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_FIDGET_05
INJURED_FIDGET_06
LUNGE_01
LUNGE_02
LUNGE_03
LUNGE_04
LUNGE_05
LUNGE_06
LUNGE_07
PAIN_DEATH_01
PAIN_DEATH_02
PURR_01
PURR_02
PURR_03
ROAR_01
ROAR_02
ROAR_03
ROAR_04
SNIFF_01
SNIFF_02
SNIFF_03
SNIFF_04
SNIFF_05
WARNING_01
WARNING_02

BOBCAT_NEAR_02.awc
The second completely unused container with the short-distance sounds for the cut bobcat animal.

Filename Audio
0x1E26D948
0x08ACAE54
0x1862CDC1
0x0492261A
AGITATED_01
AGITATED_02
AGITATED_03
AGITATED_04
AGITATED_05
AGITATED_06
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
ANGRY_05
CHUFF_01
CHUFF_02
CHUFF_03
CHUFF_04
CHUFF_05
CHUFF_06
CHUFF_07
DEATH_GASP_01
DEATH_MOAN_01
DEATH_MOAN_02
DEATH_MOAN_03
EAT_01
EAT_02
EAT_03
GROWL_01
GROWL_02
GROWL_03
GROWL_04
HISS_01
HISS_02
HISS_03
INJURED_01
INJURED_02
INJURED_BREATH_01
INJURED_BREATH_02
INJURED_BREATH_03
INJURED_BREATH_04
INJURED_BREATH_05
INJURED_BREATH_06
INJURED_BREATH_07
INJURED_BREATH_08
INJURED_BREATH_09
INJURED_BREATH_10
INJURED_BREATHING_01
INJURED_BREATHING_02
INJURED_BREATHING_03
INJURED_BREATHING_04
INJURED_BREATHING_05
INJURED_BREATHING_06
INJURED_BREATHING_07
INJURED_BREATHING_08
INJURED_BREATHING_09
INJURED_BREATHING_10
INJURED_BREATHING_11
INJURED_BREATHING_12
INJURED_BREATHING_13
INJURED_BREATHING_14
INJURED_BREATHING_15
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_FIDGET_05
INJURED_FIDGET_06
LUNGE_01
LUNGE_02
LUNGE_03
LUNGE_04
LUNGE_05
LUNGE_06
LUNGE_07
PAIN_DEATH_01
PAIN_DEATH_02
PURR_01
PURR_02
PURR_03
ROAR_01
ROAR_02
ROAR_03
ROAR_04
SNIFF_01
SNIFF_02
SNIFF_03
SNIFF_04
SNIFF_05
WARNING_01
WARNING_02

CHIMP_NEAR_01.awc
Completely unused container with leftover short-distance sounds of the chimpanzee from Grand Theft Auto V.

Filename Audio
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
PAIN_DEATH_06

CROCODILE_NEAR_01.awc
The first completely unused container with the short-distance sounds for the cut crocodile animal.

Filename Audio
0x0D966728
0x0E48C9B6
0x01BFB0BF
0x1B0BF838
0x1FF26D09
0x10C223C4
0x12F21324
0x16D75AEB
0x18F3FDE0
0x021D1034
0x027C8739
0x145FEAFF
0x1468B4CB
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
ANGRY_05
GROWL_01
GROWL_02
GROWL_03
GROWL_04
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
SNORT_01
SNORT_02
SNORT_03
SNORT_04
SNORT_05
SNORT_06

CROCODILE_NEAR_02.awc
The second completely unused container with the short-distance sounds for the cut crocodile animal.

Filename Audio
0x0D966728
0x0E48C9B6
0x01BFB0BF
0x1B0BF838
0x1FF26D09
0x10C223C4
0x12F21324
0x16D75AEB
0x18F3FDE0
0x021D1034
0x027C8739
0x145FEAFF
0x1468B4CB
ANGRY_01
ANGRY_02
ANGRY_03
ANGRY_04
ANGRY_05
GROWL_01
GROWL_02
GROWL_03
GROWL_04
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05
SNORT_01
SNORT_02
SNORT_03
SNORT_04
SNORT_05
SNORT_06

PIGLET_NEAR_01.awc
The first completely unused container with the short-distance sounds for the cut piglet animal.

Filename Audio
0x00BEC73B
0x0A989AEF
0x0B533C51
0x182B5600
BREATH_01
BREATH_02
BREATH_03
EAT_01
EAT_02
EAT_03
EAT_04
EAT_05
EAT_06
EAT_07
EAT_08
EAT_09
EAT_10
EXCITED_01
EXCITED_02
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_SQUEAL_01
INJURED_SQUEAL_02
INJURED_SQUEAL_03
PAIN_DEATH_01
PAIN_DEATH_02
SNORT_BREATH_01
SNORT_BREATH_02
SNORT_BREATH_03
SNORT_BREATH_04
SNORT_LONG_01
SNORT_LONG_02
SNORT_LONG_03
SNORT_SHORT_01
SNORT_SHORT_02
SNORT_SHORT_03

PIGLET_NEAR_02.awc
The second completely unused container with the short-distance sounds for the cut piglet animal.

Filename Audio
0x00BEC73B
0x0A989AEF
0x0B533C51
0x182B5600
BREATH_01
BREATH_02
BREATH_03
EAT_01
EAT_02
EAT_03
EAT_04
EAT_05
EAT_06
EAT_07
EAT_08
EAT_09
EAT_10
EXCITED_01
EXCITED_02
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_SQUEAL_01
INJURED_SQUEAL_02
INJURED_SQUEAL_03
PAIN_DEATH_01
PAIN_DEATH_02
SNORT_BREATH_01
SNORT_BREATH_02
SNORT_BREATH_03
SNORT_BREATH_04
SNORT_LONG_01
SNORT_LONG_02
SNORT_LONG_03
SNORT_SHORT_01
SNORT_SHORT_02
SNORT_SHORT_03

PIGLET_NEAR_03.awc
The third completely unused container with the short-distance sounds for the cut piglet animal.

Filename Audio
0x00BEC73B
0x0A989AEF
0x0B533C51
0x182B5600
BREATH_01
BREATH_02
BREATH_03
EAT_01
EAT_02
EAT_03
EAT_04
EAT_05
EAT_06
EAT_07
EAT_08
EAT_09
EAT_10
EXCITED_01
EXCITED_02
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_SQUEAL_01
INJURED_SQUEAL_02
INJURED_SQUEAL_03
PAIN_DEATH_01
PAIN_DEATH_02
SNORT_BREATH_01
SNORT_BREATH_02
SNORT_BREATH_03
SNORT_BREATH_04
SNORT_LONG_01
SNORT_LONG_02
SNORT_LONG_03
SNORT_SHORT_01
SNORT_SHORT_02
SNORT_SHORT_03

PIGLET_NEAR_04.awc
The fourth completely unused container with the short-distance sounds for the cut piglet animal.

Filename Audio
0x00BEC73B
0x0A989AEF
0x0B533C51
0x182B5600
BREATH_01
BREATH_02
BREATH_03
EAT_01
EAT_02
EAT_03
EAT_04
EAT_05
EAT_06
EAT_07
EAT_08
EAT_09
EAT_10
EXCITED_01
EXCITED_02
INJURED_FIDGET_01
INJURED_FIDGET_02
INJURED_FIDGET_03
INJURED_FIDGET_04
INJURED_SQUEAL_01
INJURED_SQUEAL_02
INJURED_SQUEAL_03
PAIN_DEATH_01
PAIN_DEATH_02
SNORT_BREATH_01
SNORT_BREATH_02
SNORT_BREATH_03
SNORT_BREATH_04
SNORT_LONG_01
SNORT_LONG_02
SNORT_LONG_03
SNORT_SHORT_01
SNORT_SHORT_02
SNORT_SHORT_03

RHESUS_NEAR_01.awc
Completely unused container with leftover short-distance sounds of the rhesus monkey from Grand Theft Auto V.

Filename Audio
PAIN_DEATH_01
PAIN_DEATH_02
PAIN_DEATH_03
PAIN_DEATH_04
PAIN_DEATH_05

RIVERMONSTER_NEAR_01.awc
The first completely unused container with the short-distance sounds for the cut River Monster.

Filename Audio
IDLE_01
IDLE_02
IDLE_03
IDLE_04
IDLE_05
IDLE_06
IDLE_07
IDLE_08
IDLE_09
IDLE_10
IDLE_11
IDLE_12
IDLE_13
IDLE_14
IDLE_15
ROAR_01
ROAR_02
ROAR_03

RM01_NEAR_01.awc
The second completely unused container with the short-distance sounds for the cut River Monster.

Filename Audio
IDLE_01
IDLE_02
IDLE_03
IDLE_04
IDLE_05
IDLE_06
IDLE_07
IDLE_08
IDLE_09
IDLE_10
IDLE_11
IDLE_12
IDLE_13
IDLE_14
IDLE_15
ROAR_01
ROAR_02
ROAR_03

CUTSCENE_MASTERED_ONLY.rpf

The file containing the audio for the cutscenes.

IND1_MCS_1_MASTERED_ONLY.awc
Completely unused container with the audio for the aforementioned unused mid-mission cutscene of "The Gilded Cage".

Filenames Audio Transcript

0x03E155E7

0x07671153

0x12359580

Dutch: Thank you, good sir! Well, well, well, well, well... ain't we just the finest yankee carpet baggers ever set foot in this sophisticated metropolis?

Arthur: If you say so.

Dutch: Come on. Let's go find out what Saint Denis thinks of itself.

JBO6_EXT_MASTERED_ONLY.awc
Completely unused container with the audio for the unused cutscene where Charles gets Arthur out of the Annesburg jail.

Filenames Audio Transcript

0x014EB51D

0x16D72EE3

0x08687E5E

Charles: You let my friend go... now! In! Hey.

Arthur: Thank you, Mr. Smith.

Charles: My pleasure. Get yourself out of here.

RCDIN_RSC2_MASTERED_ONLY.awc
The audio container for the cutscene of "A Test of Faith - II".

Due to the ability to access New Austin as Arthur being for some reason restricted late in development, the second parts of the side quests "A Test of Faith" and "A Fisher of Fish", both of which have unlocking conditions involving New Austin, can only be done as John in the Epilogue chapters, leaving the Arthur versions of the cutscenes' audio unused.

Using certain glitches on the unpatched console versions (1.00) or using mods on the PC release, the player can collect all the dinosaur bones in New Austin as Arthur without getting one-hit killed by the invisible snipers. Mailing the bones will unlock the ability to visit Deborah and gain the Jawbone Knife with Arthur too. Also, this has the same dialogue as it does for John.

Filenames Audio

0x036F4566

0x1BAC6686

0x16773A0C

RCFSH_RSC2_MASTERED_ONLY.awc
The container for the intro cutscene of "A Fisher of Fish - II", which contains the Arthur version of the cutscene's audio.

Unlike "A Test of Faith - II", without modding this mission cannot be unlocked with Arthur at all; even mailing all of the Legendary Fish as Arthur won't do anything.

This has the same dialogue as it does for John. Also, note that while there is audio for the opening and ending cutscenes, there is no Arthur variation in the files for the mid-mission cutscene that is shown when arriving with Jeremy Gill to the fishing location (RCFSH_RSC3).

Filenames Audio

0x1B9B162D

0x19E52FA7

0x0257BAEF

RCFSH_EXT_MASTERED_ONLY.awc
The container for the ending cutscene of "A Fisher of Fish - II", which contains the Arthur version of the cutscene's audio.

Again, the dialogue is the same as it is for John.

Filenames Audio

0x039AB41B

0x06B0B1E3

0x198B6E30

PEDS_08.rpf

The ninth file containing the dialogue for the pedestrian characters.

0829_S_M_Y_NEWSPAPERBOY_01_WHITE_01.awc
The container with the dialogue for the first newspaper vendor.

In the game, the newspaper vendors are programmed to be completely unattackable by the player, which includes tying them up with the lasso. However, they do have lines asking to be untied, which are normally unheard unless the player modifies the game to be able to attack them.

Filename Audio Transcript
PLEAD_HOGTIED_01
You stop this foolery and untie me.
PLEAD_HOGTIED_02
Come on, just untie me now.

0830_S_M_Y_NEWSPAPERBOY_01_WHITE_02.awc
The container with the dialogue for the second newspaper vendor.

The normally-unhearable quotes for this boy asking to be untied by the player's lasso.

Filename Audio Transcript
PLEAD_HOGTIED_01
Please, untie me.
PLEAD_HOGTIED_02
Get the ropes off of me, I didn't do anything wrong.

0831_S_M_Y_NEWSPAPERBOY_01_WHITE_03.awc
The container with the dialogue for the third newspaper vendor.

The quotes for this vendor pleading to be untied from the lasso, also normally non-heard.

Filename Audio Transcript
PLEAD_HOGTIED_01
Ugh, the ropes are hurting, please.
PLEAD_HOGTIED_02
My papers, please let me go.

PEDS_10.rpf

The eleventh file containing the dialogue for the pedestrian characters.

1087_U_M_M_TUMBARTENDER_01.awc
The container with the dialogue for the Tumbleweed saloon's bartender.

This gossip line would've been heard after completing the Frank Heck mission of "The Noblest of Men, and a Woman" strand, had the mission not get cut. This is the only "RGUN4"-related dialogue sound that remained in the files instead of getting deleted like the rest.

Filename Audio Transcript
CHAT_STORY_RGUN4_01
Can you believe Frank Heck, gunned down in this very building? Wish I got a good look at that feller.

SCORE_02.rpf

The second file containing the game's music.

BOB_GUNSLINGER_4.awc
An audio container with the music that, as the filename shows, was supposed to be heard in the cut Frank Heck mission ("RGUN4") of the strand "The Noblest of Men, and a Woman".

Filename Audio
BOB_GUNSLINGER_4_STEM_1
BOB_GUNSLINGER_4_STEM_2
BOB_GUNSLINGER_4_STEM_3
BOB_GUNSLINGER_4_STEM_4
BOB_GUNSLINGER_4_STEM_5

BOB_GUNSLINGER4_ONESHOT1_1_OS.awc
A container that has a one shot track that was meant for the cut mission that involved Frank Heck.

Filename Audio
BOB_GUNSLINGER4_ONESHOT1_1_OS

BOB_GUNSLINGER4_ONESHOT2_1_OS.awc
An audio container with another one shot track meant for the cut Frank Heck gunslinger mission.

Filename Audio
BOB_GUNSLINGER4_ONESHOT2_1_OS

BOB_GUNSLINGER4_STINGER_1_OS.awc
A container with yet more one shot tracks meant for the cut Frank Heck mission.

Filename Audio
0x13AE9630
0x04318AF6

SCORE_03.rpf

The third file containing the game's music.

BOB_NATIVE_0.awc
A container containing with a music track that was meant to be used for the aforementioned cut Chapter 4 mission codenamed "NTV0".

Filename Audio
BOB_NATIVE_0_STEM_1

BOB_NATIVE_0_ONESHOT_1.awc
A container that has a one shot track that was meant for the cut "NTV0" mission.

Filename Audio
BOB_NATIVE_0_ONESHOT1_1_OS

BOB_NATIVE_0_ONESHOT_2.awc
An audio container with another one shot track meant for the scrapped "NTV0" mission.

Filename Audio
BOB_NATIVE_0_ONESHOT2_1_OS

SCRIPT.rpf

The file containing the sounds scripted to specific mechanics.

LIARS_DICE.awc
As shown by voicelines and other assets, Liar's Dice, which was previously a playable minigame in the first Red Dead Redemption, was planned to be featured here. This container has the sounds intended for this cut minigame.

Filename Audio
0x00CD1BD6
0x0BBFB62D
0x0C63B738
0x0E0F365A
0x1A9A13A5
0x1ADA1462
0x1BB1919C
0x1C4152BD
0x09CBDE13
0x17E54E77
0x1218FE6D
0x1488F38D
0x1538C920

SS_AM.rpf

The file containing the character lines for the game's missions whose codenames start with letters A to M.

GUA1.awc
An entirely unused audio container that was meant for "Lost and Not Quite Found", the first Chapter 5 mission. It seems these quotes would've been for a cut gameplay sequence with Arthur in the water soon after the ship sinks, in the actual game this entire mission is only a cutscene.

Filename Audio Transcript
GUA1_BLAA_01
Arthur: Hey...
GUA1_BMAA_01
Arthur: Heeeey!
GUA1_BNAA_01
Arthur: Heeeeeeeeeey!
GUA1_BOAA_01
Arthur: Heeeeeeeey! Heeeeeeey! Heeeeeeeey!
GUA1_BPAA_01
Arthur: I'm lost! I'm lost! Ehhh, I'm lost!

IND1_DCOACH.awc
Completely unused "The Gilded Cage" container with a line that Dutch was meant to say during a cut section of the mission before the arrival to the mayor's party, where Arthur would've been informed about the stagecoach that takes them there.

Filename Audio Transcript
IND1_ATAA_01
Dutch: I asked Bill and Lenny to arrange a coach for us so we can arrive in a little style for once.

IND1_FROMTAILOR.awc
Completely unused "The Gilded Cage" container with a line Dutch was meant to say during the cut section after getting the suits for the mayor's party and before getting in the stagecoach to go there.

Filename Audio Transcript
IND1_ADAC_01
Dutch: Ah, good look. Our chariot awaits.

IND1_IG2_DRIVE.awc
Completely unused "The Gilded Cage" container with a line Hosea was meant to say to Lenny before the ride to the mayor's party started.

Filename Audio Transcript
0x07A21A7B
Hosea: Drive on.

IND1_IG2_ENTER.awc
Completely unused "The Gilded Cage" container with the dialogue there was meant to be in the cut part where the player had to board the stagecoach that gets the gang to the mayor's party.

Filename Audio Transcript
0x11A53E0A
Dutch: Hello, William... Leonard... thank you for joining us.
0x0B62ECA4
Lenny: Sir.
0x161A0CF4
Bill: (gasp) Hello.
0x13C8AE36
Lenny: Good evening, sir.
0x08B69C1F
Arthur: I'm sorry, kid.
0x0207D117
Lenny: Don't worry about it.
0x0148E45D
Lenny: Make yourself comfortable and we'll soon be on our way.

IND1_LENNY.awc
Completely unused "THe Gilded Cage" container with a line of Arthur greeting Lenny in the cut section where the player had to get on the stagecoach that goes to the mayor's party.

Filename Audio Transcript
IND1_JLAA_01
Arthur: Hey, Lenny.

IND1_MCS2_LI.awc
Completely unused "The Gilded Cage" container with the dialogue for a cut scenario that, as its filename shows, was meant to lead into the cutscene where the gang arrives to the mayor's house (IND1_MCS2). Here, Molly would have had an appearance in this mission and she unsuccesfully attempted to enter the party.

Filename Audio Transcript
0x1D9D2E57
Molly: I'm here as a guest, the Van der Linde Party.
0x0AC7A0F5
Doorman: They haven't arrived.
0x0385CD87
Molly: Yes, they have! Don't you look down your nose at me, don't you dare! I'll rip it off I will!
0x00CB3103
Molly: You have no idea...
0x0A20997E
Molly:

IND1_WAITCOACH.awc
Completely unused "The Gilded Cage" container with the lines Dutch was meant to say when the player took too long to enter the stagecoach during the cut section where the player had to get in there before going to the mayor's party.

Filename Audio Transcript
IND1_JMAA_01
Dutch: Don't leave young Leonard on ceremony at the door.
IND1_JMAA_02
Dutch: Are you getting in then? We have drinks.
IND1_JMAA_03
Dutch: What is taking so long, Arthur?

MAR6.awc
The container with the dialogue for "Bare Knuckle Friendships".

A line from Uncle that was meant to lead into the unused cutscene of him and John arriving to Riggs Station following the cut objective to ride there.

Filename Audio Transcript
MAR6_DSAA_01
You wait here, I-I'll get the tickets.

The conversation that John and Uncle were going to have during the aforementioned removed ride to Riggs Station.

Filename Audio Transcript
MAR6_DXAB_01
John: What exactly did you hear last night?
MAR6_DXAD_01
Uncle: Well, now let me think... Charles Smith is alive in Saint Denis.
MAR6_DXAF_01
Uncle: Really, John, it ain't sunk in yet? You'd think you was the one with the bad head on you.
MAR6_DXAH_01
John: Uncle... don't try me. It's details I want.
MAR6_DXAJ_01
Uncle: Well, it's just this... feller who'd seen him, or... knew someone who'd seen him, or...
MAR6_DXAL_01
Uncle: ...seen someone who'd knew him...
MAR6_DXAN_01
John: And...? and...?
MAR6_DXAP_01
Uncle: And he ain't doing too well, he's fighting.
MAR6_DXAR_01
John: Fighting? Fighting who?
MAR6_DXAT_01
Uncle: I don't know. Fighters, I guess. He's, he's boxing and... not the respectable kind either.
MAR6_DXAV_01
Uncle: Back alley fights for a local hoodlum.
MAR6_DXAX_01
John: We know where these fights are held?
MAR6_DXAZ_01
Uncle: Well, it won't be in the opera house.
MAR6_DXBB_01
Uncle: Find the grubbiest corner of that city and wait for a rat to take a shit in it, and that's where they fight.
MAR6_DXBD_01
Uncle: That sort of fighting moves around.
MAR6_DXBF_01
John: Then what are we gonna do?
MAR6_DXBH_01
Uncle: Well asked! Put that famous charm of yours to work.
MAR6_DXBJ_01
Uncle: "Excuse me, sir. You seen a big Indian about the size of a door who likes to punch fellers in the face?"
MAR6_DXBL_01
Uncle: "Why, yes, I do mean Charles Smith... oh! He's taking tea at the governor's house, I'll head right over."
MAR6_DXBN_01
John: I guess we got it all planned out then!
MAR6_DXBP_01
Uncle: I've done more for us in one night of inebriation and one more morning of crapulousness...
MAR6_DXBR_01
Uncle: ...than you done in all those weeks of carrying rocks.
MAR6_DXBT_01
John: You ain't done nothing yet, Uncle!
MAR6_DXBV_01
Uncle: Wait, you know how hot that cabin gets? With that sheet metal roof?
MAR6_DXBX_01
Uncle: It's like an oven in there. Are you trying to cook me, Marston?
MAR6_DXBZ_01
John: Not yet, but I ain't discounting the idea.
MAR6_DXCB_01
John: Why don't you get up before the sun like regular people?
MAR6_DXCD_01
Uncle: Hah, hah. Regular folk. I ain't regular folk, I'm a thinker.
MAR6_DXCF_01
Uncle: And you're lucky I'm in any kind of shape to think up these ideas for you.
MAR6_DXCH_01
John: And you're lucky you got a roof over your head at all.
MAR6_DXCJ_01
Uncle: Well, then we're lucky to have each other! Ain't that grand.
MAR6_DXCL_01
Uncle: Hey, you think having Charles along might spoil our witty repartee?
MAR6_DXCN_01
John: I think having anyone along might prevent me from killing you. For a short while at least.
MAR6_DXCP_01
Uncle: I never did think I'd be relying on stony-faced Charles Smith to lighten the mood.
MAR6_DXCR_01
Uncle: Times are strange indeed.

Quotes that Uncle was meant to say after he and John arrived at Riggs Station following the aforementioned cut objective.

Filename Audio Transcript
MAR6_EGAB_01
Uncle: Fort Riggs Station! Eheh, this is it.
MAR6_EGAB_02
Uncle: Let's leave our horses, get a train.

SS_NZ.rpf

The file containing the character lines for the game's missions whose codenames start with letters N to Z.

NTV0.awc
An entirely unused audio container meant for the cut Chapter 4 that involved helping Charles free Eagle Flies' men. Almost all of its sounds got deleted and the only remaining lines in it are these two that would've led into the unused intro cutscene.

Filename Audio Transcript
NTV0_BCAA_01
How you doing?
NTV0_BCAB_01
Fine, just about finished packing.

RELZ1.awc
Completely unused container with the dialogue for the cut first mission that involved Eliza. As mentioned by Roger Clark in multiple interviews, the mother of Arthur's dead son was originally going to be a member of the Van der Linde gang, until the plot got rewritten so that dialogue in the mission "Archeology for Beginners" mentions her as having died before the events of the game. Unfortunately, many of the sounds in this container got deleted, and so it's not clear what the mission was about.

Filename Audio Transcript
RELZ1_AJAA_01
Arthur: Hey, Eliza.
RELZ1_AJAB_01
Eliza: Go away!
RELZ1_AJAC_01
Arthur: What you doing out here?
RELZ1_AJAD_01
Eliza: Ah...
RELZ1_AJAE_01
Arthur: Trying to get yourself killed?
RELZ1_AJAF_01
Eliza: What concern is it of yours?
RELZ1_AJAG_01
Arthur: Well, there are easier ways.
RELZ1_AKAA_01
Abigail: Arthur.
RELZ1_AKAB_01
Arthur: Abigail. What's wrong?
RELZ1_AKAC_01
Abigail: Have you seen Eliza?
RELZ1_ALAA_01
Abigail: Arthur, Arthur.
RELZ1_AMAA_01
Abigail: Arthur! Arthur!
RELZ1_ANAA_01
Abigail: Arthur!

RELZ2.awc
A completely unused audio container with the dialogue for the cut second Eliza mission. Almost every sound from it got deleted, except a single line from Grimshaw.

Filename Audio Transcript
RELZ2_ABAA_01
Grimshaw: You seen that girl Eliza, Mr. Morgan?

RELZ5.awc
Completely unused audio container that has the dialogue for the cut fifth Eliza mission, note that no containers for the third and fourth missions can be found. This mission took place in the Epilogue and not much else is known beyond that due to this container also having a lot of its sounds deleted from it. The first sound is rather odd, as it doesn't follow the usual naming pattern and it has Eliza's dialogue getting cut off, it's unknown what exactly was the deal with this sound.

Filename Audio Transcript
RE_BA_RKR_V1_DISPOSE_E_03
Eliza: Eliza, I was s-
RELZ5_AAAA_01
Eliza: Well...
RELZ5_AAAB_01
John: Do I know you?
RELZ5_AAAD_01
Eliza: If it isn't John Marston, hah.

WNT1.awc
The container with the dialogue for "Outlaws from the West".

It seems it was planned for there to be an option to threaten the O'Driscoll that Arthur interrogates inside the barn, judging by the existence of this alternate dialogue exchange for the enemy revealing information about his gang, where here Arthur sounds angrier and the O'Driscoll more scared. In the actual game, both intraction options in the interrogation give the same dialogue. Two quotes of this exchange that were meant to start it got deleted, as the filenames show, and it seems more dialogue is missing because there are no alternate quotes present of the O'Driscoll revealing the important information of the O'Driscoll's location and the plans to rob a train.

Filename Audio Transcript
WNT1_EEAC_01
Arthur: Tell me exactly where or I will smash your head clean up.
WNT1_EEAD_01
O'Driscoll: I don't-I don't know. Near a lake, or- or a waterfall!
WNT1_EEAE_01
O'Driscoll: Look, we- we just took the main trail up here.

WNT2.awc
The container with the dialogue for "Enter, Pursued by a Memory".

An unused conversation between Arthur and Javier. Judging by the similar subject discussed here, this may or not have been an alternate version of the exchange at the beginning of the mission.

Filename Audio Transcript
WNT2_CGAA_01
Arthur: Goddamn waste of time.
WNT2_CGAB_01
Javier: No, something's wrong. That was a nasty storm, he should be back by now.
WNT2_CGAC_01
Arthur: It's sending good men after bad luck.
WNT2_CGAD_01
Javier: He wouldn't leave, not like that.
WNT2_CGAE_01
Arthur: Wouldn't he?
WNT2_CGAF_01
Javier: I don't know why you're so hard on John, he's always been good to me.
WNT2_CGAG_01
Arthur: He's good at telling people what they wanna hear.
WNT2_CGAH_01
Javier: I thought we looked out for each other, brother.
WNT2_CGAI_01
Arthur: I'm here, ain't I?

WNT3.awc
An entirely unused audio container for a cut Chapter 1 mission that took place between "Enter, Pursued by a Memory" (WNT2) and "Who the Hell is Leviticus Cornwall?" (WNT4), it only has one remaining quote in it and it's this one of Arthur making a grunting noise of which its context is unknown.

Filename Audio Transcript
WNT3_GGAA_01
Arthur: (grunt)

STREAMS.rpf

The file containing the sounds attached to scripted events.

LOADING_TD_01.awc
Completely unused container containing leftover sounds from Grand Theft Auto V: its loading screen music.

Filename Audio
0x0C254AE9
0x1D083B3B

STREAMS_AS.rpf

The file containing the sounds attached to in-game animations.

IG6_NT_FTHR_SLPNG_AHSHHSHH.awc
Completely unused container with the audio for an also-unused animation for "The Spines of America" that shows it was meant to be possible to threaten Crawford Jr. in the night robbery approach like it can be done with his father, and here Crawford Jr. would've led Arthur to his father. In the actual game, Crawford Jr. cannot be interacted with while he sleeps.

Filename Audio Transcript
0x06A02446

Arthur: Shhh, shh, shh, shh, shh, shhh. Now just stay quiet and you'll get to see morning, okay? Where is the money hidden?

Crawford Jr.: I do-I don't know, it's my pa's...

Arthur: (sigh) No... don't you lie to me. Now, where is it? Tell me... or I'll kill you.

Crawford Jr.: O-only my pa knows, I swear.

SAL1_INT.awc
Completely unused container that is the first one to have a different sound of the audio of the intro cutscene of "A Quiet Time", the used sound is instead located in CUTSCENE_MASTERED_ONLY.rpf like the rest of the cutscene audios. This audio here sounds the same as the used one, except it has "beep" sound at the beginning and it's missing some ambient noises like foot steps.

Filename Audio
SAL1_INT.C

SAL1_INT_MASTERED.awc
Completely unused container with another different audio of the intro cutscene of "A Quiet Time". This one sounds almost, if not identical, to the used for the cutscene in the actual game.

Filename Audio
SAL1_INT_MASTERED

SAL1_INT_P2_T03.awc
Completely unused container with yet another different audio of the intro cutscene of "A Quiet Time". Interestingly, this one isn't just the cutscene's audio like the previous ones, but it's also a B-roll-type edit of the second part of the cutscene's audio:

  • This one also has a "beep" sound at the beginning of it.
  • There are various alternate takes of the line deliveries.
  • Starting from 0:55 some removed dialogue from Arthur and Dutch can be heard, see below for details. Also, one of these clips notoriously contains a rather amusing blooper from Dutch's actor.
Filename Audio Notes
SAL1_INT_P2_T03.C

Removed dialogue is marked in bold:

Arthur: What? Fool brought this on himself. You know my feelings about him, Dutch.

Dutch: And you're wrong, you think I can't see past his bluster to the heart inside? He's a fine man.

Arthur: He's wild, Dutch.

Dutch: He's a warrior. I'm asking, I cannot go to a sheriff station.

Arthur: No, I ain't saving that fool.

SAL1_INT_P2_T03_EDITED.awc
Completely unused container that has the last different sound of the audio of the intro cutscene of "A Quiet Time". Like the previous one, only the second part of the cutscene can be heard, but it's otherwise identical to the audio heard in SAL1_INT.awc.

Filename Audio
SAL1_INT_P2_T03_EDITED.C

S_MISC.rpf

The file containing the dialogue for the game's non-pedestrian characters.

0x16E1668A.awc
A container with a single sound that has a robotic voice saying "placeholder greet".

Filename Audio
0x0B9DE352

0x24652525.awc
An audio container that also has one sound with the same previously mentioned robotic voice saying "placeholder greet".

Filename Audio
0x0B9DE352

ARTHUR_NORMAL_02.awc
The second container with Arthur's regular dialogue.

Arthur's "Greet" quotes for interacting with the cut character Eliza. He is the only character that has interaction lines for this character. The text file arthur.yldb has subtitles for these quotes, except for the third one.

Filename Audio Transcript
GREET_ELIZA_01
Eliza.
GREET_ELIZA_02
Hi, Eliza.
GREET_ELIZA_03
How you doing, Eliza?

ARTHUR_NORMAL_03.awc
The fourth container with Arthur's regular dialogue.

Arthur's "Antagonize" quotes for interacting with the cut character Eliza.

Filename Audio Transcript
0x02B3EB47
Cheer up, Eliza. You're like a cloud on a sunny day.
0x02BAEB51
Every time I see you, you look at me like I'm the devil himself.

ARTHUR_NORMAL_06.awc
The seventh container with Arthur's regular dialogue.

Trying to get in a horse belonging to another member of the Van der Linde gang results in the game telling the player that it cannot be done "right now", and despite how the game words it, that time never comes and at no point can the player ride these horses. However, these lines show that it was actually planned for the player to be able to borrow the horses of fellow gang members.

Filename Audio Transcript
TAKE_HORSE_BILL_01
I'm taking Bill's horse.
TAKE_HORSE_BILL_02
I'm taking Brown Jack for a ride.
TAKE_HORSE_CHARLES_01
Tell Charles I've taken his horse.
TAKE_HORSE_CHARLES_02
Taking Taima, tell Charles.
TAKE_HORSE_DUTCH_01
Tell Dutch I'm taking his horse.
TAKE_HORSE_DUTCH_02
I'm taking The Count.
TAKE_HORSE_HOSEA_01
Let Hosea know I got his horse.
TAKE_HORSE_HOSEA_02
Tell Hosea the Silver Dollar's with me.
TAKE_HORSE_JAVIER_01
I'm taking Javier's horse.
TAKE_HORSE_JAVIER_02
Tell Javier I've taken Boaz.
TAKE_HORSE_JOHN_01
Tell Marston I got his horse.
TAKE_HORSE_JOHN_02
I'm taking Old Boy out for a ride.
TAKE_HORSE_LENNY_01
I'm taking Lenny's horse.
TAKE_HORSE_LENNY_02
I'm taking Maggie, let Lenny know.
TAKE_HORSE_MICAH_01
I'm taking Micah's horse.
TAKE_HORSE_MICAH_02
I'm taking Baylock, just for the hell of it.
TAKE_HORSE_SADIE_01
Tell Sadie I got her horse.
TAKE_HORSE_SADIE_02
I'm taking Bob, tell Sadie.
TAKE_HORSE_SEAN_01
I'm taking Sean's horse.
TAKE_HORSE_SEAN_02
Tell Sean I'm bringing in Ennis forth.

DR_HIGGINS.awc
Completely unused container with the dialogue for the cut character Dr. Higgins, who, has shown by other unused dialogue, was meant to be found in Guarma and even be part of a Chance Encounter there.

Filename Audio Transcript
BUMP_01
Do you mind?
BUMP_02
Mind your step, please.
CHALLENGE_THREATEN_01
Oh, you insist on this violence...
CHALLENGE_THREATEN_ARMED_01
Do you doubt my aim?
CUT_THAT_OUT_01
You must stop this.
DEFUSE_RESPONSE_01
Well, some kind of interaction that was...
DEFUSE_RESPONSE_02
This is a civil breakdown, that's what this is.
DISMISSIVE_REACT_01
Why do I even bother...
DISMISSIVE_REACT_02
Not worth my time. No, sir.
DISMISSIVE_REACT_CASUAL_01
Well...
DISMISSIVE_REACT_CASUAL_02
Huh, okay...
DONT_BE_STUPID_01
Don't, please don't.
EQUIP_MASK_REACT_01
Oh... I am increasingly concerned about your intentions, sir.
FIGHT_01
Take this!
FIGHT_RESPONSE_01
Oh, you rotten...!
GENERIC_ANGRY_REACTION_01
What on earth?!
GENERIC_ANGRY_REACTION_02
Hey, this is unfair!
GENERIC_ANGRY_SHOUT_01
A reckoning is coming to you!
GENERIC_CURSE_HIGH_01
Unbelievable!
GENERIC_CURSE_HIGH_02
Ridiculous!
GENERIC_CURSE_MED_01
Absurd.
GENERIC_CURSE_MED_02
What the hell?
GENERIC_FRIGHTENED_HIGH_01
Save me!
GENERIC_FRIGHTENED_HIGH_02
I repent! I repent!
GENERIC_FRIGHTENED_MED_01
This is ridiculous.
GENERIC_FRIGHTENED_MED_02
I am a man of science.
GENERIC_GOODBYE_01
Until the next time.
GENERIC_GOODBYE_02
You take care.
GENERIC_INSULT_HIGH_MALE_01
You're a jackass!
GENERIC_INSULT_HIGH_MALE_02
You're a despicable man!
GENERIC_INSULT_HIGH_NEUTRAL_01
You waste!
GENERIC_INSULT_HIGH_NEUTRAL_02
Damned child!
GENERIC_INSULT_MED_MALE_01
You jackass.
GENERIC_INSULT_MED_MALE_02
Harebrained fool.
GENERIC_INSULT_MED_NEUTRAL_01
You're worthless.
GENERIC_INSULT_MED_NEUTRAL_02
Peasant.
GENERIC_SHOCKED_DISBELIEF_01
I cannot quite believe it.
GENERIC_SHOCKED_DISBELIEF_02
GENERIC_SHOCKED_HIGH_01
Lord, no!
GENERIC_SHOCKED_HIGH_02
Oh, no, no!
GENERIC_SHOCKED_MED_01
Jesus...
GENERIC_SHOCKED_MED_02
Heavens...
GET_AWAY_FROM_ME_01
Get far away from me.
GET_AWAY_FROM_ME_02
Leave me alone.
GET_THE_LAW_01
Alright, I've had enough of this.
GREET_AGAIN_01
Yes, yes, hello. Look, I really don't have the time for this.
GREET_GENERAL_FAMILIAR_01
Oh, yes. Hello.
GREET_GENERAL_STRANGER_01
Hello there.
GUN_01
No... please, please holster that.
GUN_AGGRO_TRANSITION_01
You think you scare me with that... huh?
GUN_RUN_01
Please, God. Don't!
HAND_OVER_ITEM_01
This will have to do.
HAND_OVER_MONEY_01
Take it, take it all.
HEY_IM_TALKING_01
Do you mind? I am talking to you.
HEY_IM_TALKING_02
I know you can hear me...
IGNORING_YOU_01
I am ignoring you now.
IGNORING_YOU_02
I refuse to hand you another moment of my attention.
IM_OUTTA_HERE_01
Alright... surely I have no business here, I think.
INSULT_RESPONSE_01
Pardon me?
INSULT_RESPONSE_02
Sorry, I must have misheard you.
INTIMIDATED_AGAIN_GEN_01
Why?! Please, mercy!
INTIMIDATED_AGAIN_ROB_01
I have nothing else.
INTIMIDATED_GEN_01
Don't you do this.
INTIMIDATED_ROB_01
I don't have anything, anything.
INTIMIDATED_WITNESS_01
Fine, fine. It is our secret.
LAW_HAIL_01
I need the authorities.
LAW_TATTLE_NEUTRAL_01
Will you do something about this madness?
LEAVE_ME_01
You leave me be.
MELEE_01
Oh, please. No need for any of that.
MELEE_AGGRO_TRANSITION_01
I'm no fallen lily, you know?
MELEE_BRING_IT_ON_01
Have at it!
MELEE_BRING_IT_ON_02
Do your worst!
MELEE_THAT_ALL_YOU_GOT_01
And I thought you were though.
MELEE_THAT_ALL_YOU_GOT_02
What lack of ferocity.
NERVOUS_COMMUNICATE_NEUTRAL_01
Keep far away from them.
NERVOUS_COMMUNICATE_NEUTRAL_02
I'd stay away from that one back there.
OPENS_FIRE_01
Have this!
PANIC_COMMUNICATE_01
Hide, now!
PANIC_COMMUNICATE_02
Get, you don't have any time!
PANIC_HELP_01
Won't anyone save me?!
PANIC_HELP_02
Someone save me, please!
PLAYER_AIMING_NOBODY_01
Can't you put the weapon down? It's unsettling.
PLAYER_FOLLOWING_01
Oh... you aren't following me, are you?
PLAYER_LASSO_SWINGING_01
I must say, I find that rope rather menacing.
PLAYER_LOITERING_01
You are very, very close.
PLAYER_LOITERING_02
I'm quite... sensitive to odors, if you don't mind stepping back.
PLAYER_STARING_01
Ehhh... do I amuse you?
PLAYER_WEAPON_EQUIPPED_01
PLEAD_01
Oh, I beg of you. Don't.
PLEAD_02
Look, this is not needed.
PLEAD_HOGTIED_01
I beg of you to release me!
PLEAD_HOGTIED_02
Loosen these ropes!
PLEAD_HOGTIED_03
This is unnacceptable treatment!
RELIEVED_REACT_01
This world is simply savage.
RELIEVED_REACT_02
At least it's over now.
SCARED_COMMUNICATE_01
Get out of here!
SCARED_COMMUNICATE_02
Save me, please!
SCARED_HELP_01
I am in danger!
SCARED_HELP_02
Help, I need assistance!
STEAL_BACK_01
This belongs to me!
STOP_THAT_01
Do you mind?
STORM_OFF_01
Unbelivable.
VICTIMIZED_REACT_01
Savages left and right...
VICTIMIZED_REACT_02
Why must I always bare the brunts of these burdens?
WHATS_YOUR_PROBLEM_01
What have I done to you?
WHATS_YOUR_PROBLEM_02
What is the matter with you?
WON_DISPUTE_01
That's right.
WON_DISPUTE_ESCALATED_01
You saw the light, eventually.
WON_DISPUTE_ESCALATED_ARMED_01
You nearly died, I hope you know this.
WON_FIGHT_01
Hah... I'm not just a man of letters, you know?

FUD1_WOMAN.awc
Completely unused container with the dialogue for a character that, as the filename and text strings show, was meant to be a female civilian present in "The New South" (FUD1) but is nowhere to be seen in the actual mission.

Filename Audio Transcript
GENERIC_ANGRY_REACTION_01
You son of a bitch.
GENERIC_ANGRY_REACTION_02
What the hell are you doing?
GENERIC_SHOCKED_HIGH_01
God damn you!
GENERIC_SHOCKED_HIGH_02
What the hell?!
PLEAD_HOGTIED_01
I'll cut your goddamn throat.
PLEAD_HOGTIED_02
Let me go right now, you bastard.
PLEAD_HOGTIED_03
Try and have your way with me, I'll bite your face off.

GIANT.awc
Completely unused container with the dialogue for the Giant's cut physical appereance.

Filename Audio Transcript
BUMP_01
Careful, little feller.
BUMP_02
Hey... watch out down there.
CHALLENGE_THREATEN_01
Don't make me squash you.
CHALLENGE_THREATEN_02
Go now, I don't wanna hurt you.
CHALLENGE_THREATEN_ARMED_01
Don't make me shoot you.
CHALLENGE_THREATEN_ARMED_02
Please, I don't wanna kill you.
CUT_THAT_OUT_01
Come on, please. That's enough.
DEFUSE_RESPONSE_01
Well, I'm not sure I find that very funny.
DEFUSE_RESPONSE_02
It's not right to mess a feller around like that.
DISMISSIVE_REACT_01
No harm done, I guess.
DISMISSIVE_REACT_02
Some distraction is better than none, I suppose.
DONT_BE_STUPID_01
You don't have to be scared of me, I promise.
DONT_BE_STUPID_02
Put the gun down, please. I'm not as frightening as I look.
EQUIP_MASK_REACT_01
What are you doing? You have nothing to hide.
FIGHT_01
Alright, if you won't listen...
FIGHT_02
I tried to warn you.
FIGHT_RESPONSE_01
Oh, I'm so afraid.
FIGHT_RESPONSE_02
Yes, you're really frightening.
GENERIC_ANGRY_REACTION_01
What are you doing?!
GENERIC_ANGRY_REACTION_02
Hey... don't do that.
GENERIC_ANGRY_SHOUT_01
I hope you die!
GENERIC_CURSE_HIGH_01
I hate this!
GENERIC_CURSE_MED_01
Not again.
GENERIC_FRIGHTENED_HIGH_01
This isn't fair!
GENERIC_FRIGHTENED_HIGH_02
Why is this happening?!
GENERIC_FRIGHTENED_MED_01
This is why I should be alone.
GENERIC_GOODBYE_01
Be well now.
GENERIC_GOODBYE_02
You take care.
GENERIC_GOODBYE_03
Look after yourself.
GENERIC_INSULT_HIGH_MALE_01
Go and die, tiny man!
GENERIC_INSULT_HIGH_NEUTRAL_01
You're the monster, not me!
GENERIC_INSULT_MED_MALE_01
You silly little man.
GENERIC_INSULT_MED_NEUTRAL_01
Why are you so annoying?
GENERIC_MOCK_01
Oh my... I shouldn't laugh.
GENERIC_SHOCKED_DISBELIEF_01
What a world.
GENERIC_SHOCKED_DISBELIEF_02
That makes me sad.
GENERIC_SHOCKED_HIGH_01
Oh, lord!
GENERIC_SHOCKED_HIGH_02
My God!
GENERIC_SHOCKED_MED_01
My word.
GENERIC_SHOCKED_MED_02
Good heavens.
GENERIC_SYMPATHIZE_01
Oh no... are you alright?
GET_AWAY_FROM_ME_01
Get away from me.
GET_AWAY_FROM_ME_02
Just go away.
GET_AWAY_FROM_ME_03
I don't want you around me.
GET_THE_LAW_01
I'll find someone else to deal with you.
GREET_AGAIN_01
Yes, hello, hello, hello again.
GREET_GENERAL_FAMILIAR_01
Hello, friend.
GREET_GENERAL_STRANGER_01
Hello there.
GREET_PLAYER_ANGRY_01
If you're going to be mean again, I'd rather you leave.
GREET_PLAYER_ANGRY_02
What do you want? Go away, you nasty man.
GREET_PLAYER_ARTHUR_01
You're back.
GREET_PLAYER_ARTHUR_02
Nice to see you again.
GREET_PLAYER_ARTHUR_03
My old friend.
GREET_PLAYER_ARTHUR_FIRST_TIME_01
A visitor...
GREET_PLAYER_JOHN_01
Hello again.
GREET_PLAYER_JOHN_02
What brings you back here?
GREET_PLAYER_JOHN_03
I thought you'd be back.
GREET_PLAYER_JOHN_FIRST_TIME_01
Hi, little feller.
GREET_PLAYER_MASK_01
Show your face, we're all friends here.
GREET_PLAYER_WARY_01
Are you going to be friendly now?
GREET_PLAYER_WARY_02
Are you going to be nice to me this time?
GREET_SICK_01
Are you under the weather, my friend?
GUN_01
No, no. Don't do that.
GUN_02
Hey, what's that for?
GUN_AGGRO_TRANSITION_01
I don't want to use this, but I will if I have to.
GUN_RUN_01
No, don't...
GUN_RUN_02
Don't kill me, please.
HAND_OVER_ITEM_01
Here, this is all I have.
HAND_OVER_MONEY_01
Look, just take it and go.
HEY_IM_TALKING_01
It's rude to ignore people, you know?
HEY_IM_TALKING_02
Don't be scared, I'm a very nice person.
HEY_IM_TALKING_03
I'm just trying to be friendly.
HOWS_IT_GOING_01
How are you today?
IGNORING_YOU_01
I'm going to ignore you until you learn to be nice.
IGNORING_YOU_02
I'm pretending you're invisible now.
IM_OUTTA_HERE_01
If you won't be nice, I'll just leave.
IM_OUTTA_HERE_02
That's enough, I'm going to go now.
INSULT_RESPONSE_01
Well, that isn't a nice way to talk.
INSULT_RESPONSE_02
Come on, there's no need to be mean.
INTIMIDATED_AGAIN_GEN_01
That's enough now.
INTIMIDATED_AGAIN_ROB_01
You already took what little I have.
INTIMIDATED_GEN_01
Hey, come on.
INTIMIDATED_ROB_01
Come on, I don't have a thing to my name.
INTIMIDATED_WITNESS_01
Alright, fine. Who am I to judge?
LAW_HAIL_01
Somebody get the sheriff.
LAW_TATTLE_NEUTRAL_01
Please arrest that silly little fool.
LEAVE_ME_01
Please just leave me be.
LEAVE_ME_02
Will you leave me alone?
MELEE_01
Hey, why would you attack me?
MELEE_02
No, come on, that's not nice.
MELEE_AGGRO_TRANSITION_01
You should leave now.
MELEE_AGGRO_TRANSITION_02
I'm a lot bigger than you.
MELEE_BRING_IT_ON_01
I will eat you.
MELEE_BRING_IT_ON_02
I'll step on your head!
MELEE_THAT_ALL_YOU_GOT_01
What was that? A fly?
MELEE_THAT_ALL_YOU_GOT_02
Stop tickling me.
NERVOUS_COMMUNICATE_NEUTRAL_01
That little person back there is very strange.
OPENS_FIRE_01
I'm sorry!
PANIC_COMMUNICATE_01
Run, please! Save yourselves!
PANIC_HELP_01
Why do they hate me?!
PLAYER_ACTING_WEIRD_01
I am strange, but you are stranger.
PLAYER_AIMING_NOBODY_01
Please put that down, you're safe here.
PLAYER_FOLLOWING_01
Don't follow me like that, I wouldn't wanna step on you by mistake.
PLAYER_LASSO_SWINGING_01
What are you hoping to catch with that rope?
PLAYER_LOITERING_01
Don't get too close, I don't wanna squash you.
PLAYER_LOOKING_WEIRD_01
I see you but I, of all people, know not to judge someone on apperance.
PLAYER_STARING_01
I know I'm big, you don't have to stare.
PLAYER_STILL_HANGING_01
I like the company but I'd hate to keep you.
PLAYER_STILL_HANGING_02
I'm sure you have better things to do than idle out here with me.
PLAYER_STILL_HANGING_03
You're a good friend keeping me company, but I'll be alright.
PLAYER_WEAPON_EQUIPPED_01
You won't need that weapon around me, I'm a peaceful man.
PLEAD_01
I'm not so different from you.
PLEAD_02
What did I do to deserve this?
PLEAD_HOGTIED_01
Let me go, please.
PLEAD_HOGTIED_02
I'm not some animal.
PLEAD_HOGTIED_03
Don't put me in the circus again, please.
RELIEVED_REACT_01
Well, that's a relief.
RELIEVED_REACT_02
It's not like I can be harmed anyway.
SCARED_COMMUNICATE_01
You should go, it's not safe.
SCARED_HELP_01
I just want everyone to be nice to each other!
STEAL_BACK_01
That's mine.
STOP_THAT_01
Wait, don't do that.
STORM_OFF_01
Now you've made me mad.
STORM_OFF_02
People always let me down.
TROUBLE_RECENTLY_01
You really shouldn't treat people so bad, you know?
TROUBLE_RECENTLY_02
Such an angry little feller, I've seen how you act.
VICTIMIZED_REACT_01
I tried to be nice and this is what I get.
WHATS_YOUR_PROBLEM_01
Why are you acting like this?
WHATS_YOUR_PROBLEM_02
What are you so angry about?
WHATS_YOUR_PROBLEM_03
Why don't you like me?
WON_DISPUTE_01
See, can't we just be friends?
WON_DISPUTE_ESCALATED_01
That's better, stop being a bully.
WON_DISPUTE_ESCALATED_ARMED_01
Okay, let's calm down, nobody needs to get shot here.
WON_FIGHT_01
Small and stupid, as they so often are.

S_RE.rpf

The file containing the dialogue for the Chance Encounters.

0763_RL.awc
As previously mentioned, there was meant to be a Chance Encounter in Guarma about the player having to recover relics of which their models are unused ("RL" is short for "relic"), and the quest was given by the cut character Dr. Higgins. The dialogue shows that the relics were being searched by Spanish-speaking looters in a ruin somewhere (Guarma has no ruins in the final game) and they were trying to get away with them on a boat. This completely unused container has the lines for the leader looter.

Filename Audio Transcript
RE_RL_GUA_V1_AGGRO_01
El extranjero se volvio loco, ¡matenlo! (The foreigner has gone crazy, kill him!)
RE_RL_GUA_V1_AGGRO_FOLLOWED_01
¡Parece que tenemos a un intruso hurgando donde no debe, cortemosle la cabeza! (Seems we have an intruder poking around where he should not, let's cut his head!)
RE_RL_GUA_V1_AGGRO_NOT_SEEN_01
¿Que, quien anda ahi? ¡Muestrate, cobarde! (What, who is there? Show yourself, coward!)
RE_RL_GUA_V1_CALLOUT_01
¿Encontraste algo? (Did you find something?)
RE_RL_GUA_V1_GET_HIM_01
¡Ya esta bien, maten a ese gusano! (Alright, kill that worm!)
RE_RL_GUA_V1_HURRY_UP_01
¿Porque demoran tanto? (Why are you taking so long?)
RE_RL_GUA_V1_KEEP_LOOKING_01
Sigan buscando. (Keep searching.)
RE_RL_GUA_V1_LOOT_A_01
Vamos, vamos, busquen por todos lados. (Come on, come on, search everywhere.)
RE_RL_GUA_V1_LOOT_C_01
Santo cielo, ya esta bien de tonterias. (Holy heavens, that's enough nonsense.)
RE_RL_GUA_V1_LOOT_D_01
Hey. ¿Que es lo que quieres, gringo? No te metas en nuestros asuntos. (Hey. What do you want, gringo? Stay out of our business.)
RE_RL_GUA_V1_PREP_BOAT_01
¡Por fin! (Finally!)
RE_RL_GUA_V1_PREP_BOAT_B_01
Vamonos de aqui. (Let's get out of here.)
RE_RL_GUA_V1_SAW_NOTHING_01
Aqui no has visto nada. ¿Esta claro, gringo? (You didn't see anything here. Is that clear, gringo?)
RE_RL_GUA_V1_VALUE_01
En el continente pagan una fortuna por esta basura. (In the continent they pay a fortune for this garbage.)
RE_RL_GUA_V1_WARN_01
¿Que haces? ¡Largo de aqui ahora mismo, largo! (What are you doing? Get ouf of here right now, get out!)

0764_RL.awc
A completely unused container for the cut Chance Encounter in Guarma about retrieving relics for Dr. Higgins, this one has the dialogue for one of the looters taking orders from his boss.

Filename Audio Transcript
RE_RL_GUA_V1_AGGRO_01
¡Maten a este hombre! (Kill this man!)
RE_RL_GUA_V1_AGGRO_FOLLOWED_01
¡Miren, alguien nos siguio! (Look, someone followed us!)
RE_RL_GUA_V1_AGGRO_NOT_SEEN_01
¿¡Ah, que diablos fue eso?! (Ah, what the hell was that?!)
RE_RL_GUA_V1_CALLOUT_01
No, nada aun. (No, nothing yet.)
RE_RL_GUA_V1_COMBAT_01
No nos detendras, lacca infecta. (You won't stop us, infectious lac.)
RE_RL_GUA_V1_FOUND_01
¡Creo que he encontrado algo! (I think I found something!)
RE_RL_GUA_V1_FOUND_ALT_01
¡Hah, ¡creo que he encontrado algo! (Hah, I think I found something!)
RE_RL_GUA_V1_LOOT_B_01
Dicen que las ruinas estan enbrujadas. (They say the ruins are hunted.)
RE_RL_GUA_V1_SAW_NOTHING_01
Aqui no paso nada, ¿de acuerdo? ¿De acuerdo? (Nothing happened here, okay? Okay?)
RE_RL_GUA_V1_WASTE_OF_TIME_01
Ahhh, es una perdida de tiempo. (Ahhh, it's a waste of time.)
RE_RL_GUA_V1_WORK_01
(breaths)
RE_RL_GUA_V1_WORK_02
Diablo... (dammit...)
RE_RL_GUA_V1_WORK_03
(grunts)

0765_RL.awc
A completely unused container for the cut Chance Encounter in Guarma about recovering relics, this has the dialogue for the second looter following orders from his boss.

Filename Audio Transcript
RE_RL_GUA_V1_AGGRO_01
¡Tas muerto, bastardo! (You're dead, bastard!)
RE_RL_GUA_V1_AGGRO_FOLLOWED_01
¡Tenemos a un intruso, acabemos con su sufrimiento! (We have an intruder, let's end his suffering!)
RE_RL_GUA_V1_AGGRO_NOT_SEEN_01
¡Nos atacan! (We're being attacked!)
RE_RL_GUA_V1_CALLOUT_01
Te avisaremos, no te preocupes. (We will let you know, don't worry.)
RE_RL_GUA_V1_COMBAT_01
No tendrias que haberte acercado. (You shouldn't have gotten close.)
RE_RL_GUA_V1_OK_BOSS_01
Bien. (Alright.)
RE_RL_GUA_V1_SAW_NOTHING_01
No viste nada aqui, ¿eh, gringo? (You didn't see anything here. Okay, gringo?)
RE_RL_GUA_V1_WORK_01
(breaths)
RE_RL_GUA_V1_WORK_02
(breaths)
RE_RL_GUA_V1_WORK_03
(breaths)

ARTHUR_RL.awc
A completely unused container with Arthur's dialogue for the cut Chance Encounter in Guarma about relics. A lot of lines got deleted from this container, it should also have stuff Arthur responded Dr. Higgins' dialogue with, as shown by DR_HIGGINS_RL.awc. The only two lines remaining here are for the start of exchanges between Arthur and Higgins after completing the objective.

Filename Audio Transcript
RE_RL_GUA_V1_RETURN_KILLED_A_01
I took care of those fellers for you. Now, how about that reward?
RE_RL_GUA_V1_RETURN_RECOVERED_A_01
So, they was trying to make off... with this.

DR_HIGGINS_RL.awc
A completely unused container with the dialogue for the cut character Dr. Higgins in the also-cut Chance Encounter in Guarma where the player would recover relics for him.

Filename Audio Transcript
RE_RL_GUA_V1_AGGRO_LEAD_01
Sir, would you mind, please? Your... rusted odor is a bit much, even for me.
RE_RL_GUA_V1_AGGRO_POST_REWARD_01
I gave you your money, leave me alone!
RE_RL_GUA_V1_AGGRO_VIC_01
Hey, you and I are brothers out here, why this antagonism?
RE_RL_GUA_V1_AGGRO_VIC2_01
Take it out on those looters, not me.
RE_RL_GUA_V1_BAGGRO_01
Please, enough of this. You've made me nervous.
RE_RL_GUA_V1_BWARN_01
Sir, I'm unsure why you're following me. Your business is elsewhere.
RE_RL_GUA_V1_CALL_ACCEPT_B_01
Thank you. I'm no aggresor, and you, well... your reputation preceeds you. Word travels fast here.
RE_RL_GUA_V1_CALL_ACCEPT_C_01
Please hurry. I'll be waiting in the village.
RE_RL_GUA_V1_CALL_DECLINE_B_01
Forgive me for supposing that you might be a man of propriety.
RE_RL_GUA_V1_CALL_DECLINE_C_01
What possessed me to specialize in such primitive cultures?
RE_RL_GUA_V1_CALL_EXPLAIN_A_01_01
Dr. Lane Higgins, Charleston Museum... Professor Higgins, save for one pesky thesis.
RE_RL_GUA_V1_CALL_EXPLAIN_A_02_01
Oh, this is so terrible. Some men are desecrating the ruins up on the hill there...
RE_RL_GUA_V1_CALL_EXPLAIN_C_01
Plundering artifacts to hawk at their mandem as pre-Columbian souvenirs when they are clearly post-Columbian. Would you please do something? I am... I have money.
RE_RL_GUA_V1_CALL_EXPLAIN_D_01
Please, these antiquites belong behind glass in a museum, not on some gross tourist mantel.
RE_RL_GUA_V1_CALL_EXPLAIN_E_01
Hablo Español muy perfectamente, but do they listen? Historical preservation is a thankless task.
RE_RL_GUA_V1_CALL_INTRO_A_01
Sir! You, sir, over here!
RE_RL_GUA_V1_CALL_INTRO_A_ALT_01
Oh, it's you! Please, can you help me?
RE_RL_GUA_V1_CALL_INTRO_B_01
Sir, please, a sacrilege is unfolding.
RE_RL_GUA_V1_CALL_INTRO_B_ALT_01
Oh, I'm glad to have found you again, history is being violated here. I am at loss.
RE_RL_GUA_V1_CALL_INTRO_C_01
Please, you have to help me... one excursionist to another.
RE_RL_GUA_V1_CALL_INTRO_C_ALT_01
I beg of you, please reconsider lending me your services. I promise you a fair, naim, and bold reward.
RE_RL_GUA_V1_HOGTIE_PROF_A_01
No, no, please. I am a peaceful man!
RE_RL_GUA_V1_HOGTIE_PROF_B_01
You are as bad as these savages. Worse, you know beter.
RE_RL_GUA_V1_HOGTIE_PROF_C_01
(whines)
RE_RL_GUA_V1_POST_ROB_PROF_A_01
I think you've received fair payment, sir. Good day to you.
RE_RL_GUA_V1_POST_ROB_PROF_B_01
Okay, here, satisfied? Oh, you are worse than these savages, sir. Much, much worse.
RE_RL_GUA_V1_PRE_ROB_PROF_A_01
Well... I have been fairly treated by the university, but all my funds are locked up in my crucial duties. Ehem...
RE_RL_GUA_V1_PRE_ROB_PROF_B_01
Oh, my, sir! Here, this is all I have. You... you are just like them, another savage.
RE_RL_GUA_V1_REMINDER_01
I don't mean to judge your methods, but, uh... well, you must get going. There is only so long until those brutes rip up the very rocks.
RE_RL_GUA_V1_REMINDER_B_01
Come on already, they won't be up at those ruins forever.
RE_RL_GUA_V1_REMINDER_QUIT_01
Fine, sir. You weren't serious about this, I just hope there is someone else who can help me.
RE_RL_GUA_V1_RETURN_A_01
Oh, There you are. What happened? I heard some kind of commotion.
RE_RL_GUA_V1_RETURN_IDLE01_01
Well? You have me on edge, sir.
RE_RL_GUA_V1_RETURN_IDLE02_01
Well, if you refuse to speak there is nothing I can do... I can just hope those men are gone. You... have a fine day.
RE_RL_GUA_V1_RETURN_KILLED_B_01
Marvelous, marvelous. Here, for your troubles, sir. Thank you.
RE_RL_GUA_V1_RETURN_KILLED_C_01
I'm sure that we will cross paths again.
RE_RL_GUA_V1_RETURN_LIE_B_01
Well, that is disappointing. But, I am a man of my word.
RE_RL_GUA_V1_RETURN_LIE_C_01
If we don't honor our depths, we're no better than them.
RE_RL_GUA_V1_RETURN_RECOVERED_B_01
Oh... marvelous, marvelous. This will justify the sniping, let me tell you. For your troubles, thank you, sir.
RE_RL_GUA_V1_RETURN_RECOVERED_C_01
I am sure that we will cross paths again.