Plays in main menu
Start - Yet Alone [outro]
piece1 - Time to Dance
piece2 - Key to the City
piece3 - Still Grounded [edit]
piece4 - Replacements
piece5 - These Darkened Streets
Stops (fade out 6 inverse power curve)
Start of cutscene
Door of rookie's pod is closed
Start - player wakes up (and has done look training)
Stops - all the covy that spawn in the pre-dare's helmet section of the level (dropped off on the street and in the courtyard and building) are dead / 10 min timeout
Start - player's pod has opened (2 sec before the game makes them jump out)
Stops - 3 sec after player has exited pod (if level was opened from main menu?) / 30 sec timeout
Start - player answers phone
Stops (fade out 10 inverse power curve) - the grunts in the courtyard are dead / 10 min timeout
Backup - player has exited the courtyard, just before the stairs leading up to dare's helmet
Start - the door going into a building that leads to the courtyard is fully open (or the player has entered that building)
Stops - the grunts in the courtyard are dead / 3 min timeout
Backup - player has exited the courtyard, just before the stairs leading up to dare's helmet
Start - player enters a curved room (where "Hell on Earth" is written on the wall) just before the courtyard
Stops - the grunts in the courtyard are dead / 3 min timeout
Backup - player has exited the courtyard, just before the stairs leading up to dare's helmet
Start - the door to the courtyard is fully open (or the player is in the courtyard)
Stops - the grunts in the courtyard are dead / 3 min timeout
Backup - player has exited the courtyard, just before the stairs leading up to dare's helmet
Start - player is about to go up the stairs that lead to dare's helmet
Stops (fade out 12 inverse power curve) - tayari plaza intro cutscene: cut to rookie looking over plaza / 10 min timeout
Start - just after turning the corner at the top of the stairs
Stops (fade out 12 inverse power curve) - tayari plaza intro cutscene: cut to rookie looking over plaza / 2 min timeout
Start - not played
Stops (fade out 12 inverse power curve)
Start - not played
Start - not played
Tayari plaza intro cutscene: just after romeo (flashback) starts speaking (as virgil spots rookie through window)
Start (no intro) - before intro cutscene after sc100
Stops (fade out 10 inverse power curve) - 3 min 20 sec timeout
Backup - data hive cutscene: start
Start (no intro) - before intro cutscene after sc110
Stops (fade out 10 inverse power curve) - 2 min timeout
Backup - data hive cutscene: start
Start (no intro) - before intro cutscene after sc120
Stops (fade out 10 inverse power curve) - 1 min 40 sec timeout
Backup - data hive cutscene: start
Start (no intro) - before intro cutscene after sc130
Stops (fade out 10 inverse power curve) - 2 min 54 sec
Backup - data hive cutscene: start
Start (no intro) - before intro cutscene after sc140
Stops (fade out 10 inverse power curve) - 1 min 50 sec
Backup - data hive cutscene: start
Start (no intro) - before intro cutscene after sc150
Stops (fade out 10 inverse power curve) - 2 min 50 sec / data hive cutscene: start
Backup - data hive cutscene: cut to lower shot as rookie slide down the rope
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 3 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 3 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 3 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 12 inverse power curve) - player has activated a beacon / 3 min timeout
Start - player is within 50 WU of a beacon
Alt Start (fade cross 6 inverse power curve) - player is within the active beacon's radius
Alt Stop (fade cross 6 inverse power curve) - player moves out of the active beacon's radius
Stops (fade out 10 inverse power curve) - intro cutscenes:
Tayari Plaza - cut to rookie looking over plaza
Uplift Reserve - after rookie picks up the drone, just as buck (flashback) starts speaking
Kizingo Boulevard - as rookie is aiming the broken gauss cannon
ONI Alpha Site - as rookie is about to spin around what's left of a remote detonator
NMPD HQ - as rookie is trying to unbend the sniper barrel, just before they stop and flashback dialogue starts
Kikowani Station - as rookie is examining the biofoam canister, about 2 seconds after romeo (flashback) starts speaking
Backup - player moves further than 50 WU from a beacon
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start [alt_trans_in > alt_loop] - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start (fade in 6 inverse power curve) [alt_loop] - randomly plays when starting or 4 to 6.1 minutes after another 2xx or 4xx started playing (if the player is not near a beacon) (after sc100)
Stops (fade out 8 inverse power curve) - player has activated a beacon / 2 min timeout
Start (no intro) [l200m_inthb_sh1_fr1_loop] - data hive cutscene: start
Intro cutscene: cut to the close up of buck's pod
Start - intro cutscene: cut to first person (or cutscene is skipped)
Stops - player is either going under the bit of building that goes over the first section (between start and ODSTs) or all the covy in the section are dead / 10 min timeout
Start - after the conversation with the ODSTs at the end of the first section or player passes the conversation and goes into the second section (just before the door they can enter)
Stops - player goes past or up the stairs to where the plasma turret is in the second section / 10 min timeout
Backup - on easy or normal: about 6-7 sec after player passes by the dumpster on the right (where the road straightens out)
Start - player moves past the 2 palm trees in the second section (between ODSTs and the elite + brute bodies on the road)
Backup - 3 or less covy are left in the second section
Stops - player goes past or up the stairs to where the plasma turret is / 5 min timeout
Backup - on easy or normal: about 6-7 sec after player passes by the dumpster on the right (where the road straightens out)
Start - in the third section (between the elite + brute bodies on the road and the big door leading to the square), either the player passes by the first truck to the left, or less than 12 covy are left in the area
Backup - after conversation about the brutes + elites [not implimented]
Stops - either all the covy in the third area are dead or the door to the square is opening / 6 min timeout
Start - just before the road turns left where the elite + brute bodies on the road are
Stops - either all the covy in the third area are dead or the door to the square is opening / 2 min timeout
Start - either player is passing by the blown up warthog in the middle of the road or there are less than 9 covy left in the third area
Backup - easy or normal: after the conversation between buck and dare about shield jackals (if, as the player is passing by the blown up warthog in the middle of the road, there are shield jackals still alive)
Stops - either all the covy in the third area are dead or the door to the square is opening / 2 min timeout
Start - either player is passing the bus in the middle of the road, less than 6 covy are left in the third area, or 4 covy have been killed since loop 6 started
Stops - either all the covy in the third area are dead or the door to the square is opening / 2 min timeout
Start - in the fourth section (the square), either player is partway down the square (to where the near ramp to the walkways is) or "Don't move! I'm coming, you hear?"
Backup - hunters arrive
Stops - either all the initial covy in the square + hunters are dead or player has entered the fifth section (the plaza) / 10 min timeout
Start - player has started decending into the plaza's courtyard
Backup - player has reached the plaza's courtyard
Stops (fade out 12 inverse power curve) - outro cutscene: as buck is saying "No, never"
Backup - player opens dare's pod (end of mission trigger) [not implimented]
Outro cutscene: after buck opens dare's pod
Start - intro cutscene: cut to first person (or cutscene is skipped)
Alt Start (transition) - player(s) has entered a warthog (trigger stops when player is just before the turn to the short tunnel leading into the second area)
Stops - either player is just before the turn to the short tunnel leading into the second area or all the covy in the first area are dead / 10 min timeout
Backup - player has halfway down the short tunnel to the second area (there's also another backup after dutch says "Roger that! I'm Oscar Mike!", but it has to go through the regular stop to get to it so it wouldn't do anything)
Start - one of the wraiths in the first area is down (or the turrets of both wraiths are dead)
Stops - either player is just before the turn to the short tunnel leading into the second area or all the covy in the first area are dead / 3 min timeout
Backup - player has halfway down the short tunnel to the second area (there's also another backup after dutch says "Roger that! I'm Oscar Mike!", but it has to go through the regular stop to get to it so it wouldn't do anything)
Start - 2.5 sec after the phantom in the first area drops off more covy, either there are less than 2 phantom covy left or 15 sec
Stops - either player is just before the turn to the short tunnel leading into the second area or all the covy in the first area are dead / 2 min timeout
Backup - player has halfway down the short tunnel to the second area (there's also another backup after dutch says "Roger that! I'm Oscar Mike!", but it has to go through the regular stop to get to it so it wouldn't do anything)
Start - either player has exited the open part of the first area or there is 1 or less covy in the first area
Stops - either player is just before the turn to the short tunnel leading into the second area or all the covy in the first area are dead / 2 min timeout
Backup - player has halfway down the short tunnel to the second area (there's also another backup after dutch says "Roger that! I'm Oscar Mike!", but it has to go through the regular stop to get to it so it wouldn't do anything)
Start - player is halfway through the large puddle in the lower section of the second area
Stops - "The Covenant carrier that just slipped away from the city? We need to secure its old LZ, snatch a tier-one asset!" / 10 min timeout
Backup - player is just before the third area (where the firefight map takes place)
Start - player is going up the ramp from the lower to the higher part of the second area
Stops - "The Covenant carrier that just slipped away from the city? We need to secure its old LZ, snatch a tier-one asset!" / 5 min timeout
Backup - player is just before the third area (where the firefight map takes place)
Start - player has passed the turrets and is heading toward the dirt part of the road in the higher part of the second area (passing the dead-end road to the left)
Stops - "The Covenant carrier that just slipped away from the city? We need to secure its old LZ, snatch a tier-one asset!" / 2 min timeout
Backup - player is just before the third area (where the firefight map takes place)
Start - player has passed the turrets and is heading toward the dirt part of the road in the higher part of the second area (passing the dead-end road to the left)
Stops - "The Covenant carrier that just slipped away from the city? We need to secure its old LZ, snatch a tier-one asset!" / 2 min timeout
Backup - player is just before the third area (where the firefight map takes place)
Start - after decending into the main part of the third area, either player has gone to the top floor of the building, gone past the building, or 1 min
Backup - player has broken through the covy line and is closing in on the exit to the bridge
Stops - after loop 10 starts, either all these conditions are true {one of the wraiths is down (or the turrets of both wraiths are dead), 1 or less shade turret is active, and all the ghost are down}, player is going across the bridge, or 90 sec / 2 min timeout
Start - after loop 9 start, either one of the wraiths is down (or the turrets of both wraiths are dead), 1 or less chopper is active, all the brutes in the watchtower are dead, player has entered the room just before the bridge, or 30 sec
Alt Start (transition) - after loop 10 starts, either all these conditions are true {one of the wraiths is down (or the turrets of both wraiths are dead), 1 or less shade turret is active, and all the ghost are down}, player is going across the bridge, or 90 sec
Stops - either 3 to 6 sec after all the wraiths in the third area are dead and there are 3 or less covy left in the area, or player has entered the room just before the bridge / 10 min timeout
Start - either 3 to 6 sec after all the wraiths in the third area are dead and there are 3 or less covy left in the area, or player has entered the room just before the bridge
Stops - after the teather breaks: "Trooper! Head up the hill! We gotta find a way out of this park!" / 2 min timeout
Start (no intro) - player is going across the bridge
Start - in the fourth area, player has gone around and up to the higher part and is about to pass by a building on the left (as the drones fly overhead)
Stops (fade out 10 inverse power curve) - end cutscene trigger / 7 min timeout
Start - player is going round the first 180 turn after leaving circular area (again, as the drones fly overhead)
Stops - end cutscene trigger / 2 min timeout
Start (no intro) - end cutscene trigger
Outro cutscene: cut to rear view after dutch hits the ground
Before intro cutscene, as mickey's name shows
Start - intro cutscene: cut to first person (or cutscene is skipped)
Stops - "Sure. As long as I get to drive the tank!" / 2 min timeout
Backup - player is exiting the first area / after reaching the second open area, player moves into it past just the corner where they entered / player is leavving the second area after all the phantoms are gone or destroyed, and the watchtower covy and shades are killed, there are 3 or less covy left overall: "Don't worry! This ODST we got? He's an artist with high explosives!" / either player took the upper exit from the second area or after taking the lower exit they're going up another ramp after an energy barrier blocks the straight path / end cutscene trigger
Start - 5 sec after game start
Stops - "Sure. As long as I get to drive the tank!" / 5 min timeout
Backup - player is exiting the first area / end cutscene trigger
Start - 15 sec after game start
Stops - "Sure. As long as I get to drive the tank!" / 2 min timeout
Backup - player is exiting the first area / end cutscene trigger
Start - "Sure. As long as I get to drive the tank!"
Backup - player is exiting the first area / [not implemented] in the first area, 3 sec after player is crossing the street to traffic island with the palm trees
Alt Start (transition) - after leaving the first area, player is going up a slight incline (just before an energy barrier to the right)
Stops (fade out 12 inverse power curve if not alt) - after reaching the second open area, player moves into it past just the corner where they entered / 10 min timeout
Backup - in the second area, after all the phantoms are gone or destroyed, and the watchtower covy and shades are killed, and there are 3 or less covy overall: "Don't worry! This ODST we got? He's an artist with high explosives!" / either player took the upper exit from the second area or after taking the lower exit they're going up another ramp after an energy barrier blocks the straight path / end cutscene trigger
Start - not implimented ["Sure. As long as I get to drive the tank!"]
Backup - not implimented [player is exiting the first area]
Stops - not implimented [after reaching the second open area, player moves into it past just the corner where they entered]
Backup - not implimented [player is leavving the second area after all the phantoms are gone or destroyed, and the watchtower covy and shades are killed, there are 3 or less covy left overall: "Don't worry! This ODST we got? He's an artist with high explosives!" / either player took the upper exit from the second area or after taking the lower exit they're going up another ramp after an energy barrier blocks the straight path / end cutscene trigger]
Start - as the phantom in the third area flies off
Backup - either player is approaching the exit to the third open area or player has killed all but 5 or less covy in the area (including all the ghosts, brutes, grunt, shades, and turrets) / at the end of the third open area, when player is going through the door to the fourth / player has entered the fourth area
Alt Start (transition) - player has entered the fourth area
Backup - after the third area is mostly clear and player is moving towards the exit (but is still taking their time): "Trooper! Door's unlocked! Roll on through!"
Stops - all wraiths in the fourth area are destroyed / 7 min timeout
Backup - player is going through the door to the fifth area (firefight map) / end cutscene trigger
Start - after dutch reponds to mickey about how to take out the wraith in the final area
Alt Start (transition) - [not implemented] the second phantom in the final area starts to move in (when there's 10 or less covy left)
Backup - [not implemented] second phantom gets destroyed
Stops - after the final battle: "That's all of 'em! Way to go, Mickey!" / 10 min timeout
Backup - end cutscene trigger
Start - after the final battle: "That's all of 'em! Way to go, Mickey!"
Stops (fade out 5 inverse power curve) - end cutscene trigger
Backup - outro cutscene: during the upward panning shot
Start - before intro cutscene, as "2 hours after drop" shows (or cutscene is skipped)
Stops - player activates bridge detonation / 7 min timeout
Start - player activates bridge detonation
Stops - player is retreating into the main area / 7 min timeout
Start - the signal to fall back is given, after the second and third phantoms in the main area drop off their troops (in coop there's also a check for less than 4 allies remaining, followed by a check for less than 6 allies remaining, both with a 1 min timeout)
Stops - "Too many of 'em Dutch! We gotta scoot!" / 8 min timeout
Start - "Too many of 'em Dutch! We gotta scoot!"
Stops - player is going through the left or right hallway into the oni building / 2 min timeout
Start - "Too many of 'em Dutch! We gotta scoot!"
Stops - player is going through the left or right hallway into the oni building / 2 min timeout
Start - player enters either the left or right hallway into the oni building
Stops - covy are about to land at the back of the lobby: "Phantom dropping reinforcements! Cover our rear, trooper!" / 10 min timeout
Start - doors to the lobby explode open
Stops - covy are about to land at the back of the lobby: "Phantom dropping reinforcements! Cover our rear, trooper!" / 8 min timeout
Start - door to the elevator to the roof open
Alt Start (fade cross 6 equal power curve) - "Where the heck did these buggers come from?!"
Stops - player exits elevator / 2 min timeout
Start - player has moved to either side of the elevator room on the roof
Stops - all covy on the roof are dead / 5 min timeout
Outro cutscene: start
Before intro cutscene, as romeo's name shows
Start - after intro cutscene
Stops - the covy in the first outside area (after passing through east lobby 1) are aware that the player is there: "That did it! Shoot and scoot!" / 5 min timeout
Start - there are less than 7 covy left in the first part of the first outside area, or player is 1/3 of the way down that area
Backup - as the phantom arrives in the first part of the first area: "Romeo! Phantom! Landing on the pad!"
Stops - "Rooftop, northeast of your location!" / 5 min timeout
Start - after player enters second part of the first outside area: "Jackals with carbines up top! Watch yourself!"
Stops - "Rooftop, northeast of your location!" / 2 min timeout
Start - in the second part of the first open area, either all the carbine jackals are dead or player has at the first set of stairs up (or has already jumped up past there)
Stops - "Rooftop, northeast of your location!" / 2 min timeout
Start - "Rooftop, northeast of your location!"
Backup - rally point charlie
Stops - either all covy in the first part of the second open area are dead or player is in the room between the two parts of the area / 8 min timeout
Start - player has either entered the second part of the second open area or the covy in that part have a clear line of sight of the player
Stops - after going inside again: "Affirmative. We'll be right there!" / 7 min timeout
Start - after either player has reached the top level of the construction platform or 1 or less covy is left there: "Why am I not surprised?"
Stops (fade out 12 inverse power curve) - outro cutscene: chieftain is about to deliver a killing blow to romeo / 10 min timeout
Backup - [not implemented] just before outro cutscene
Outro cutscene: chieftain tosses away romeo's bent sniper rifle
Before intro cutscene, as buck's name shows
Start - shortly after level start: "Well let's see what you remember, Trooper! Move!"
Backup - rally point bravo / rally point charlie
Stops - after entering the third outdoor area, player moves (flies) past the landing / 12 min timeout
Start - as mickey is about to go into the phantom: "Here goes nothing!"
Backup - rally point bravo
Stops - the door to the second indoor area is opening / 2 min timeout
Start - after mickey is in the phantom and player is in a banshee: "On my way!"
Backup - rally point bravo
Alt Start (transition) - the door to the first indoor area is fully open
Backup - rally point bravo
Stops - the door to the second indoor area is opening / 8 min timeout
Start - shortly after the door to the first indoor area is open: "Head through the tunnel, Gunny!"
Backup - rally point bravo
Stops - the door to the second indoor area is opening / 2 min timeout
Start - shortly after the door to the first indoor area is open: "Head through the tunnel, Gunny!"
Backup - rally point bravo
Stops - the door to the second indoor area is opening / 2 min timeout
Start - shortly after the door to the first indoor area is open: "Head through the tunnel, Gunny!"
Backup - rally point bravo
Stops - the door to the second indoor area is opening / 2 min timeout
Start (to intro) - easter egg: in the third indoor area, in the furthest offshoot to the right (where the access denied sign is)
Stops (fade out 10) - leaving that area
Start - player has activated the door to the third indoor area which gets stuck: "I'll head through on foot, see if I can find a workaround inside the tunnel!"
Backup - rally point delta
Stops - after player has entered the fourth outdoor area: "This is the best mission ever." / 8 min timeout
Backup - player is almost near the scarab island
Start - either the chieftain in the third indoor area has seen the player or player is in the room with the controls to open the door to the fourth outdoor area
Backup - rally point delta / the door to the fourth outdoor area is opening
Stops - after player has entered the fourth outdoor area: "This is the best mission ever."
Backup - player is almost near the scarab island
Start - the door to the fourth outdoor area is opening
Backup - rally point delta
Stops - after player has entered the fourth outdoor area: "This is the best mission ever." / 2 min timeout
Backup - player is almost near the scarab island
Start - player enters a vehicle after reaching the fourth outdoor area
Alt Start (transition) - either player is almost near the scarab island or the 3 rechargers near the scarab are destroyed
Stops (fade out 12 inverse power curve if alt) - after player and phantom are through the final door: "Damn, We hit the squid jackpot!" / 10 min timeout
Backup - outro cutscene: phantom's grav lift door begins to close after buck arrives
Outro cutscene: just after start
Start - intro cutscene: start (or cutscene is skipped)
Stops - player has killed one of the grunts where they encounter them for the first time this mission / 5 min timeout
Backup - player is exiting the long hallways of level 7 and intro the interconnected rooms
Start - player is about to enter the long hallways on level 9
Backup - rally point delta
Stops - after dare cutscene / 10 min timeout
Start - if player has gotten all 29 audio logs in mombasa streets - after they kill the cop: "GOOD CITIZENS -- DO THEIR PART."
else: past where the scene with the cop would've been, halfway down the slope in the first part of the long hallways on level 9 (either going down the second part of the slope, or halfway past the middle and after dare says "I should have told you more about this mission. More...about everything.")
Backup - rally point delta
Stops - after dare cutscene / 5 min timeout
Start - player activates dare cutscene
Backup - rally point delta
Stops - after dare cutscene / 2 min timeout
Start - player drops down a chute to where the pipe rooms are
Stops - player is exiting the raised walkway area / 10 min timeout
Start - when player and dare and on the raised walkways and encounter the first drones up there: "Damn, Here they come!"
Stops - player is exiting the raised walkway area / 8 min timeout
Start - player is about to exit onto the platform before the data core
Alt Start (fade cross 10 inverse power curve) - chieftain before the data core sees the player or dare
Alt Stop (fade cross 10 inverse power curve) - the chieftain and other brutes before the data core are dead
Stops (fade out 12 if not alt) - virgil cutscene: when the lights cut out / 8 min timeout
Backup - [not implemented] after virgil cutscene
Virgil cutscene (player doesn't have all the audio logs): virgil pokes their head out
Virgil cutscene (player has all the audio logs): cut to virgil aproaching rookie and dare
Start - after virgil cutscene
Alt Start (transition) - player is about to re-enter the room with the sliding laser grids
Stops (fade out 10 inverse power curve if not alt) - player drops down another scute after reuniting with buck / 8 min timeout
Start - virgil has finished unlocking the door (after buck finishes his animation from the conversation with dare)
Stops - player is on the elevator to exit the level (also virgil is on it or a 20 sec timeout) / 8 min timeout
Intro cutscene: start
Start - Intro cutscene: cut to white before first person view (or cutscene is skipped)
Stops - player hits the switch to the elevator to the highway / 10 min timeout
Start - player is in front of the building that will take them to the highway
Backup - some time after (about 12.5 sec) buck is approaching the entrance to the building to the highway: "There's our exit! Low building against the sea-wall!"
Alt Start (transition) - player hits the switch to the elevator to the highway
Stops - after highway cutscene: "Take the wheel, Rookie! I'll ride shotgun!" / 10 min timeout
Start (no intro) - 4 player co-op on legendary only, when a player at the mongeese needed for the vidmaster challenge
Stops - 1 min 19 sec timeout
Start - player enters the stop between the second and third highway sections
Stops - door to the fourth highway section is opening / 8 min timeout
Start - player enters the stop between the fifth and sixth highway sections
Stops - player enters the stop between the eighth and ninth highway sections / 8 min timeout
Start - as the carrier is charging its excavation beam: "But the dig site's on the other side of the city!"
Stops - scarab sees oliphant (happens when oliphant is halfway down the twelfth highway section / 8 min timeout
Start (no intro) - player enters the stop between the twelfth and thirteenth highway sections
Stops (fade out 12 inverse power curve) - 4 min 20 sec timeout
Start - in the final area, before the third wave arrives: "Additional Phantoms inbound!"
Stops - after the wraiths arrive: "That's not good" / 2 min timeout
Start - after the wraiths arrive: "That's not good"
Stops (fade out 20 inverse power curve) - the friendly phantom arrives and is flying over the highway: "Light 'em up boys!" / 8 min timeout
Backup - if the wraiths are destroyed then it skips the dialogue, and therefore the wait for the dialogue to finish
Start - after the friendly phantom arrives and both wraiths are destroyed: "Just nice to know they really do listen… Come on, let's get out of here!"
Stops - player enter's the phantom's grav lift, ending the mission / 2 min timeout
Start - after the friendly phantom arrives and both wraiths are destroyed: "Just nice to know they really do listen… Come on, let's get out of here!"
Stops (fade out 10 inverse power curve) - player enter's the phantom's grav lift, ending the mission / 2 min timeout
Outro cutscene: as dutch decends from the phantom grav lift
Ending cutscene: start (continuing from last mission's outro cutscene, it's when it cuts to the squad in the phantom)
Epilogue cutscene: start
Legendary cutscene: start
Start - firefight start
Stops (fade out 12 inverse power curve) - players spawn in
Start - 1 in 6 change of playing on first wave of set
Stops (fade out 12 inverse power curve) - end of first wave of set
Start - 1 in 6 change of playing on first wave of set
Stops (fade out 12 inverse power curve) - end of first wave of set
Start - 1 in 6 change of playing on first wave of set
Stops (fade out 12 inverse power curve) - end of first wave of set
Start - 1 in 6 change of playing on first wave of set
Stops (fade out 12 inverse power curve) - end of first wave of set
Start - 1 in 6 change of playing on first wave of set
Alt Start - [not implimented, but there is an alt fade out sound tag]
Stops (fade out 12 inverse power curve) - end of first wave of set
Start [atlas/perc/cp_drums3] - 1 in 6 change of playing on boss wave of set
Alt Start [atlas/firefight/drum3_2] - 5 enemies remaining
Stops - end of boss wave of set or end of game
Start - 1 in 6 change of playing on boss wave of set
Alt Start - 5 enemies remaining
Stops - end of boss wave of set or end of game
Start - 1 in 6 change of playing on boss wave of set
Alt Start - 5 enemies remaining
Stops - end of boss wave of set or end of game
Start - 1 in 6 change of playing on boss wave of set
Alt Start (does nothing) - 5 enemies remaining
Stops - end of boss wave of set or end of game
Start - 1 in 6 change of playing on boss wave of set
Alt Start (does nothing) - 5 enemies remaining
Stops - end of boss wave of set or end of game
Start - end of game
Stops (fade out 12 inverse power curve) - N/A
Is actually referenced in game, by a loop in the same folder. A stop for said loop is called between the first and second intro cutscenes of Kikowani Station (the fade after the squad go down into the station), most likely leftover debugging code. Intrestingly, it has an alt mode (including in and out transitions) that doesn't appear in Halo 3. (It has live drums coming in to suppliment the electronic ones.)
Probably a leftover from before it was moved to the firefight folder.
Probably a leftover from before it was moved to the firefight folder.
Probably a leftover from before it was moved to the firefight folder. (Might suggest it was originally made for Halo 3?)
Probably a leftover from before it was moved to the firefight folder. (Might suggest it was originally made for Halo 3?)
An even more stripped down version of spook1. Has no outro piece.
An even more stripped down version of spook2.
An even more stripped down version of spook6.
Marching snares and bass drum. Was cut up and mixed into cp_action.
More or less like perc3full. Has an alt mode (with an in transition, though no dedicated outro) but they're the same as regular loops for the full version.
Full version of cp_disamb.
Spook ambinece piece, might has bits and pieces in other tracks.
Became cp_drums3
Spook ambience with a stinger outro (alt mode is the string buldup being held). End stinger became strnstng.
cp_reasonpad_plus as one non-looped file.
Full version of perctaiko from Halo 3
Probably a leftover from before it was moved to the firefight folder.
Probably a leftover from before it was moved to the firefight folder.
Probably a leftover from before it was moved to the firefight folder.