Red Dead Redemption 2/Unused Audio
This is a sub-page of Red Dead Redemption 2.
The game's audio files are located in x64\audio\sfx.
To do: Unused audio for gang members and Arthur in New Austin. |
Contents
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. |