Sound File Index, by Mechanical Paladin
File name | Audio Source | Usage | Location used and notes |
---|---|---|---|
40S&W.WAV | Cutscene | Sound of Albert's gun when he shoots Rebecca. | Laboratory B4 Main Lab Entry |
A_MCN03.WAV | Handgun | Bullet case hits floor. | |
AQUARIUM.WAV | SFX | Aquarium drains. | Mansion 2F: Study |
BATHMIX.WAV | SFX | Bathtub draining. | |
BATTERY.WAV | SFX | Elevator battery set. | Courtyard: Falls Laboratory B1: Emergency Tunnel |
BEE_FUMU.WAV | Wasp | Wasp stomped. | |
BEE4_ED.WAV | Wasp | Wasp attack. | |
BEEP.WAV | SFX | Keypad puzzle. | Guardhouse 1F: Beehive Passage |
Bgm_00.wav | BGM | Name: At Deep Mountains And Dark Valleys, The Night Begins | Main Hall 1F |
BGM_02.WAV | BGM | Name: Disappearance | Mansion 1F: Main Hall 1F / Albert disappeared. |
BGM_04.WAV | BGM | Name Terror Pt.2 (Death Trap) | Mansion 1F: Trap Room / Trap activated. |
BGM_05.WAV | BGM | Name: Terror Pt.1 (Zombie) | Mansion 1F: Dining Room / Barry and Jill encounter the first zombie. |
BGM_07.WAV | BGM | Name: Waking The Dead | Mansion 1F: Large Gallery / Painting puzzle solved. |
BGM_08.WAV | BGM | Name: Terror Pt. 4 (Yawn) | Mansion 2F: Attic / Lesson Room / Yawn battle theme. |
BGM_09.WAV | BGM | Name: Death Trap | Mansion 2F |
BGM_0A.WAV | BGM | Name: Bloody Evening (The Balcony) | Mansion 2F: Terrace Entry / Terrace |
BGM_0B.WAV | Cutscene | Name: Discovery Of Forest | Mansion 2F: Terrace / Discovered Forest's body |
BGM_0C.WAV | Cutscene | Name: Sigh Of Relief | Mansion 1F revisited: Mansion Save Room / Meeting Rebecca. |
BGM_0E.WAV | BGM | Name: Vacant Flat | Music that plays in the Guardhouse's rooms. |
BGM_0F.WAV | Cutscene | Name: A Testator | Mansion 2F: Pillar Passage / Gave Richard serum. |
BGM_10.WAV | Cutscene | Moonlight Sonata (wrong) | Mansion 1F: Bar / Rebecca tries to play the piano. |
BGM_11.WAV | BGM | Moonlight Sonata (wrong) | Mansion 1F: Bar / Rebecca practicing the piano. |
BGM_12.WAV | Cutscene | Moonlight Sonata (wrong) | Mansion 1F: Bar / Chris tries to play the piano. |
BGM_13.WAV | BGM | Name: The One Whoe Survives | Mansion 1F: Mansion Save Room / Waking up. |
BGM_14.WAV | Cutscene | Name: Terror Pt. 3 (Richard) | Mansion 2F: Pillar Passage / Meeting Richard |
BGM_15.WAV | Cutscene | Richard is dead | Mansion 2F: Pillar Passage / Richard found dead |
BGM_16.WAV | BGM | Name: Ivies Domain | Music that plays in corridors of the Guardhouse. |
BGM_17.WAV | BGM | Name: Flooded Corridor (Cold Water) | Guardhouse B1 |
BGM_18.WAV | BGM | Name: The Night Continues | Mansion 1F revisited |
BGM_19.WAV | BGM | Name: Queer Structure | Mansion 2F revisited |
BGM_1A.WAV | BGM | Name: Narrow and Close | Mansion B1 |
BGM_1B.WAV | BGM | Name: Dark Underground Maze | Underground |
BGM_1C.WAV | Cutscene | Name: Concealed Passage | Underground: Boulder Passage 1 / Survived the boulder trap. |
BGM_1D.WAV | BGM | Name: The Depth (Far From The Sun) | Laboratory B1 / B2 |
BGM_1E.WAV | BGM | Name: Concrete Bound | Laboratory B3 |
BGM_1F.WAV | BGM | Moonlight Sonata (wrong) | Mansion 1F: Tea Room / Rebecca playing piano in the Bar. |
BGM_20.WAV | BGM | Name: ? (just one instrument sample that loops) | Laboratory B4: Main Lab / Plays when Tyrant is still in it’s tank. |
BGM_23.WAV | BGM | Name: Black Tiger | Underground: Black Tiger Room Guardhouse 1F: Plant 42 Room (Chris's scenario). |
BGM_24.WAV | BGM | Name: The Ultimate Lifeform | Laboratory B4: Main Lab / Tyrant battle theme. |
BGM_24A.WAV | BGM | Name: The Ultimate Lifeform 1/2 | Laboratory B4: Main Lab / UNUSED |
BGM_24B.WAV | BGM | Name: The Ultimate Lifeform 2/2 | Laboratory B4: Main Lab / UNUSED |
BGM_25.WAV | BGM | Name: Tyrant | Courtyard: Heliport / Tyrant battle theme. |
BGM_26.WAV | BGM | Name: Am I Poisoned? | Mansion 2F: Attic Entry / Poisoned by Yawn. |
BGM_28.WAV | Cutscene | Name: Vines Of Wrath | Guardhouse 1F: Plant 42 Room / Grabbed by Plant 42. |
BGM_29.WAV | Cutscene | Name: Unexpected Crisis (The Nimble One) | Mansion 1F: Back Passage/ After killing the first hunter, Rebecca screams. |
BGM_2B.WAV | Cutscene | Moonlight Sonata | Mansion 1F: Bar |
BGM_2C.WAV | Cutscene | Name: A Testator Pt. 2 | Mansion 2F: Small Library / Rebecca is killed by a Hunter. |
BGM_2D.WAV | Cutscene | Name: Disclosed Secret | Laboratory B2: Visual Data Room / Slide projector used. |
BGM_2E.WAV | Cutscene | Name: Double-Crosser | Laboratory B4: Main Lab Entry / Albert turned out to be a traitor. |
BGM_2F.WAV | Cutscene | Name: ? | Laboratory B4: Main Lab Entry / Wesker shot Rebecca. |
BGM_30.WAV | BGM | Name: 5 Minutes Until Explosion! | Laboratory / Starts playing after the triggering system announcement has been made. |
BGM_31.WAV | BGM | Name: Peace Of Mind | Save Room theme |
BGM_32.WAV | Cutscene | Name: “I'll just go and get some fresh air and BE EATEN BY A MONSTER!” | Guardhouse 1F: Room 002 / Jill runs into Barry. |
BGM_33.WAV | Cutscene | Name: Wesker?! | Guardhouse 1F: Central Corridor / Ran into Albert. |
BGM_34.WAV | Cutscene | Name: Researcher’s Will | Mansion 2F: Study / Jill runs into Barry. |
BGM_36.WAV | Cutscene | Name: ? | Mansion 2F: Lesson Room / Barry dropped the rope. |
BGM_37.WAV | BGM | Name: Trust Or Not? | Underground: Branched Passage / Jill runs into Barry. |
BGM_38.WAV | Cutscene | Name: Requiem Pt. 1 | Underground: Branched Passage / After Barry went ahead and Jill heard his gun go off. |
BGM_3A.WAV | Cutscene | Name: Requiem Pt. 2 | Underground: Underground Entry / Laboratory B2: Ladder Room / Barry died. |
BGM_3B.WAV | Cutscene | Name: Requiem Pt. 3 | Laboratory B4: Main Lab Entry / Barry knocks out Wesker. |
BGM_3D.WAV | Cutscene | Name: Rebecca In Peril | Mansion 1F: West Stairway 1F / Mansion 2F: Small Library / Rebecca is attacked by a Hunter. |
BGM_3E.WAV | BGM | Name Beta Track 04 | UNUSED |
BGM_3F.WAV | Cutscene | Name: ? | Mansion 1F: West Stairway 1F / Saved Rebecca from a Hunter. |
BGM_40.WAV | Cutscene | Name: Beta Track 02 [Stinger] | UNUSED |
BGM_48.WAV | BGM | Name: Beta track 08 [Stinger] | UNUSED |
BGM_49.WAV | Cutscene | Name: What You Hear Is… | Guardhouse 1F: Central Corridor / Overhear Barry and Albert talking in Room 002. |
BGM_4A.WAV | Cutscene | Name: ? | Guardhouse 1F: Room 002 / Jingle that plays when Jill finds Barry. |
BGM_56.WAV | Cutscene | Name: Finally The Two Met | Laboratory B3: Cell / Reunion of Chris and Jill. |
BGM_57.WAV | BGM | Name: Plant 42 | Guardhouse 1F: Plant 42 Room / Plant 42 battle theme. |
BIO01.WAV | Menus | Title call (Biohazard). | Title menu |
BIO02.WAV | Menus | Move cursor. | UNUSED |
BIO03.WAV | Menus | Move to previous menu. | UNUSED |
BIO04.WAV | Menus | Make selection. | UNUSED |
BIO05.WAV | Menus | Space hit. | UNUSED |
BIO06.WAV | Menus | Key hit. | UNUSED |
BLAZE.WAV | Cutscene | Barry's flamethrower. | Guardhouse 1F: Plant 42 Room |
BRK_STN.WAV | SFX | Stone statue breaks. | |
BUBBLE_L.WAV | SFX | Tyrant tank air bubble sfx. | Laboratory B4: Main Lab |
BUBBLE_S.WAV | SFX | Tyrant tank air bubble sfx. | Laboratory B4: Main Lab |
CALL.WAV | SFX | Radio call. | |
Cancel.wav | Menus | Move to previous menu. | |
CEILPRES.WAV | SFX | Trap ceiling reached the floor. | Mansion 1F: Trap Room |
CER_BITE.WAV | Cerberus | Attack. | |
CER_CRYA.WAV | Cerberus | Death | |
CER_CRYB.WAV | Cerberus | Hurt. | |
CER_FOOT.WAV | Cerberus | Run. | |
CER_JKMX.WAV | Cerberus | Lunging attack. | |
CER_KAMU.WAV | Cerberus | Killing attack. | |
Cer_runMX.wav | Cerberus | Walk. | |
CER_TAOA.WAV | Cerberus | Land after successful attack. | |
CER_TAOB.WAV | Cerberus | Land after missed attack. | |
CER_UNAR.WAV | Cerberus | Growl after getting up. | |
CH_EF01.WAV | Chris | Small amount of damage received (reverb). | |
CH_EF02.WAV | Chris | Moderate amount of damage received (reverb). | |
CH_EF03.WAV | Chris | Large amount of damage received. Pinned down. Inhaled toxic gas (reverb). | |
CH_EF04.WAV | Chris | Death scream (reverb). | |
CH_NOM.WAV | Chris | Swallowed by Yawn. | |
CH_SIME.WAV | Chris | Chris grabbed by a Vine. | |
CHAIN1.WAV | SFX | Ceiling descends. | Mansion 1F: Trap Room |
CHAIN2.WAV | SFX | Mansion 1F: Trap Room / UNUSED | Mansion 1F: Trap Room / UNUSED |
CHAKUCHI.WAV | SFX | Player jumps down above ladder. Player drops down the airshaft. | Courtyard: Water Gate Laboratory B3: Morgue |
CHRIS01.WAV | Chris | Small amount of damage received. | |
CHRIS02.WAV | Chris | Moderate amount of damage received. | |
CHRIS03.WAV | Chris | Large amount of damage received. Pinned down. Inhaled toxic gas. | |
CHRIS04.WAV | Chris | Death scream. | |
CHRIS05.WAV | Menus | Move cursor. | UNUSED |
CHRIS06.WAV | Menus | Move to previous menu. | UNUSED |
CHRIS07.WAV | Menus | Make selection. | UNUSED |
CHRIS08.WAV | SFX | Radio use. | Answering radio |
CHRIS09.WAV | Menus | Map open. | |
CHRIS10.WAV | Menus | File change page. | |
CLKDX4LR.WAV | Cutscene | Clock chiming. | Mansion 1F: Dining Room / Emblem puzzle solved. |
CLST_BAD.WAV | Cutscene | Mansion 1F: Keeper's Bedroom / UNUSED | Mansion 1F: Keeper's Bedroom / UNUSED |
CLST_HIT.WAV | Cutscene | Closet doors hit the wall. | Mansion 1F: Keeper's Bedroom |
CLST_OP.WAV | Cutscene | Closet doors open. | Mansion 1F: Keeper's Bedroom |
CONPANE.WAV | SFX | Power control panel pressed. Computer keyboard pressed. | Laboratory B3: Power Maze 1 Laboratory B4: Main Lab |
CRACKMIX.WAV | SFX | Tyrant tank glass crack. | |
CRANK.WAV | SFX | Use Crank. | |
CURSOR.WAV | Menus | Move cursor. | |
D_GACHA.WAV | Door | Wooden door is locked. | |
D_GIGI.WAV | Door | Creaky door opening. | UNUSED |
DBROCK.WAV | SFX | Cell entry door unlocked. | Laboratory B3: Private Corridor / All pass code's set, door unlocks. |
DECIDE.WAV | Menus | Make selection. | |
DESTROY.WAV | SFX | Explosion. | UNUSED |
DHIT_CH.WAV | SFX | Computer desk slam Chris. | Laboratory B3: Small Lab |
DHIT_JI.WAV | SFX | Computer desk slam Jill. | Laboratory B3: Small Lab |
DLBEEP.WAV | SFX | Pass code set. | Laboratory B3: Private Corridor |
DM_GACHA.WAV | Door | Metal door is locked. | |
DR_AIR01.WAV | Door | Open hydraulic door. | |
DR_AIR02.WAV | Door | Close hydraulic door. | |
DR_BRK01.WAV | Door | UNUSED | UNUSED |
DR_GAT01.WAV | Door | Open metal gate. | |
DR_GAT02.WAV | Door | Close metal gate. | |
DR_MTL01.WAV | Door | Open metal door. | |
DR_MTL02.WAV | Door | Close metal door. | |
DR_REB01.WAV | Cutscene | Rebecca: Chris! (line 1/2). | Mansion 2F: Attic Entry / Rebecca finds Chris passed out. |
DR_REB02.WAV | Cutscene | Rebecca: Chris! (line 2/2). | Mansion 2F: Attic Entry / Rebecca finds Chris passed out. |
DR_WD01.WAV | Door | Open wooden door. | |
DR_WD02.WAV | Door | Close wooden door. | |
DRW_C_OP.WAV | SFX | Laboratory B3: Operating Room / UNUSED | Laboratory B3: Operating Room / UNUSED |
DRW_C_SH.WAV | SFX | Laboratory B3: Operating Room / UNUSED | Laboratory B3: Operating Room / UNUSED |
DRW_OPMT.WAV | SFX | Metallic desk drawer opened. | UNUSED |
DRW_OPWD.WAV | SFX | Wooden desk drawer opened. | |
DRW_SHMT.WAV | SFX | Metallic desk drawer closed. | UNUSED |
DRW_SHWD.WAV | SFX | Wooden desk drawer closed. | UNUSED |
ELV_ON.WAV | SFX | Lab elevator is powered on. | Laboratory B3: Elevator entry |
ELV1.WAV | SFX | Elevator begins to move. | Courtyard: Water Gate / Underground: Boulder Passage 2 |
ELV2.WAV | SFX | Elevator reaches it's destination. | Courtyard: Water Gate / Underground: Boulder Passage 2 |
ELV515.WAV | SFX | Main lab elevator moving. | |
ELVX1.WAV | SFX | Elevator begins to move. | Courtyard: Falls |
ELVX2.WAV | SFX | Elevator reaches it's destination. | Courtyard: Falls |
EMBLEMA.WAV | SFX | Emblem placed. | |
EMBLEMB.WAV | SFX | Gold Emblem placed. | Mansion 1F: Bar |
ENDING01.WAV | Menus | Move cursor. | UNUSED |
ENDING02.WAV | Menus | Move to previous menu. | UNUSED |
ENDING03.WAV | Menus | Make selection. | UNUSED |
ENDING04.WAV | Menus | Space hit. | UNUSED |
ENDING05.WAV | Menus | Key hit. | UNUSED |
ENDING06.WAV | Menus | Closet key unlocked. | |
ENDING07.WAV | Menus | Rocket Launcher unlocked. | |
ESCELV.WAV | SFX | Elevator to heliport moving. | Laboratory B1: Emergency Tunnel |
EV_FTN01.WAV | Door | Fountain elevator door open. | UNUSED |
EV_FTN02.WAV | Door | Fountain elevator door open. | UNUSED |
EV_LAB01.WAV | Door | Elevator doors opening and closing. | Laboratory B3: Elevator Entry |
EV_MV.WAV | SFX | Elevator started moving. | UNUSED |
EV_NEW01.WAV | Door | Elevator door open. | UNUSED |
EV_NEW02.WAV | SFX | Elevator door close. | UNUSED |
EV_OLD01.WAV | Door | Mansion elevator gate open. | |
EV_OLD02.WAV | Door | Mansion elevator gate close. | |
EVIL01.WAV | Menus | Title calling (Resident Evil). | Title menu. |
FILEFALL.WAV | Cutscene | Chris throws V-Jolt Report to Rebecca. | Guardhouse 1F: Plant 42 Room / UNUSED |
FL_ATT.WAV | Chimera | Attack hit. | |
FL_CEIL.WAV | Chimera | Ceiling attack / attack miss. | |
FL_DAM.WAV | Chimera | Hurt. | |
FL_FALL.WAV | Chimera | Drop from ceiling. | |
FL_JUMP.WAV | Chimera | Jump. | |
FL_OUT.WAV | Chimera | Death / Kill taunt. | |
FL_SLASH.WAV | Chimera | Ceiling attack hit. | |
FL_WALK.WAV | Chimera | Walk. | |
FLAME01.WAV | Flamethrower | Initial fire. | Doesn’t change to next sfx (flame02.WAV) |
FLAME02.WAV | Flamethrower | Continued fire. | UNUSED |
FLAME03.WAV | Flamethrower | Out of ammo. | |
FRAME_FA.WAV | Cutscene | Painting drops on the floor. | Mansion 1F: Large Gallery |
FRAME_GA.WAV | Cutscene | Painting drops half way. | Mansion 1F: Large Gallery |
FT_CAVEA.WAV | Footstep | Walk on cave floor. | |
FT_CAVEB.WAV | Footstep | Run on cave floor. | |
FT_COEFA.WAV | Footstep | Walk on concrete (reverb). | |
FT_COEFB.WAV | Footstep | Run on concrete (reverb). | |
FT_CONCA.WAV | Footstep | Walk on concrete. | |
FT_CONCB.WAV | Footstep | Run on concrete. | |
FT_CPA.WAV | Footstep | Walk on carpet. | |
FT_CPB.WAV | Footstep | Run on carpet. | |
FT_FLOA.WAV | Footstep | Walk on creaky wood floor. | |
FT_FLOB.WAV | Footstep | Run on creaky wood floor. | |
FT_HAA.WAV | Footstep | Walk on stone tile floor (reverb). | |
FT_HAB.WAV | Footstep | Run on stone tile floor (reverb). | |
FT_KIBA.WAV | Footstep | Walk on floating crate. | |
FT_KIBB.WAV | Footstep | Run on floating crate. | |
FT_LAD.WAV | Footstep | Climb ladder. | |
FT_LADA.WAV | Footstep | Climb ladder. | UNUSED |
FT_LADB.WAV | Footstep | Climb ladder. | UNUSED |
FT_LIN.WAV | Footstep | Walk on stone tile floor (lower pitch). | UNUSED |
FT_LINA.WAV | Footstep | Walk on stone tile floor. | |
FT_LINB.WAV | Footstep | Run on stone tile floor. | |
FT_MTNA.WAV | Footstep | Walk on metal grate. | |
FT_MTNB.WAV | Footstep | Run on metal grate. | |
FT_PLAA.WAV | Foorstep | Walk on metal floor. | |
FT_PLAB.WAV | Footstep | Run on metal floor. | |
FT_RMA.WAV | Footstep | Walk on stone floor. | |
FT_RMB.WAV | Footstep | Run on stone floor. | |
FT_SPA.WAV | Footstep | Walk on spider webbed floor. | |
FT_SPB.WAV | Footstep | Run on spider webbed floor. | |
FT_STEP.WAV | Footstep | Walk on step ladder. | |
FT_STMT.WAV | Footstep | Walk on metal stairs. | UNUSED |
FT_STS.WAV | Footstep | Walk on gravel. | UNUSED |
FT_STWD.WAV | Footstep | Walk on wood stairs. | |
FT_STWP.WAV | Footstep | Walk on carpeted stairs. | |
FT_SWIMA.WAV | Footstep | Walk in water. | |
FT_SWIMB.WAV | Footstep | Run in water. | |
FT_WDA.WAV | Footstep | Walk on wood floor. | |
FT_WDB.WAV | Footstep | Run on wood floor. | |
GATAN.WAV | SFX | Ceiling trap armed. | Mansion 1F: Living Room |
GLASS.WAV | SFX | Cerberus breaks trough a window. Tyrant breaks trough the containment tank. | Mansion 1F: 'L' Passage Laboratory B4: Main Lab |
GRACID01.WAV | Grenade Launcher (Acid) | Reload ? | UNUSED |
GRACID02.WAV | Grenade Launcher (Acid) | Fire. | |
GRACID03.WAV | Grenade Launcher (Acid) | Hit. | |
GRACID04.WAV | Grenade Launcher (Acid) | Out of ammo. | |
GRBOMB01.WAV | Grenade Launcher (Regular) | Reload ? | UNUSED |
GRBOMB02.WAV | Grenade Launcher (Regular) | Fire. | |
GRBOMB03.WAV | Grenade Launcher (Regular) | Hit. | |
GRBOMB04.WAV | Grenade Launcher (Regular) | Out of ammo. | |
GRFIRE01.WAV | Grenade Launcher (Flame) | Reload ? | UNUSED |
GRFIRE02.WAV | Grenade Launcher (Flame) | Fire. | |
GRFIRE03.WAV | Grenade Launcher (Flame) | Hit. | |
GRFIRE04.WAV | Grenade Launcher (Flame) | Out of ammo. | |
GUN_PF.WAV | Cutscene | Handgun shot that kills Enrico. | Underground: Enrico Room |
GUN01.WAV | Handgun | Fire. | |
GUN02.WAV | Handgun | Out of ammo. | |
GUN03.WAV | Handgun | Bullet case hit floor. | |
GUN04.WAV | Handgun | Reload | |
GUTSPOSE.WAV | SFX | Chris taunts when the computer accepts his input. | Laboratory B3: Small Lab |
GV_BITE.WAV | Yawn | Attack hit. | Also plays on Yawn’s second swallow. |
GV_BLOOD.WAV | Yawn | Swallow bite. | |
GV_DINO.WAV | Yawn | Taunt. | |
GV_GULPA.WAV | Yawn | Swallow. | GV_GULPA.WAV and GV_GULPB.WAV play at the same time. |
GV_GULPB.WAV | Yawn | Swallow. | GV_GULPA.WAV and GV_GULPB.WAV play at the same time. |
GV_HAKAI.WAV | Yawn | Bites a hole in the floor. | |
GV_MOVE.WAV | Yawn | Move. | |
GV_P_AT.WAV | Yawn | Attack. | |
GV_SWING.WAV | Yawn | Attack motion. | |
HATINAGE.WAV | Wasp | Wasp tossed to the ground. | |
HE_ATT.WAV | Hunter | Jump attack hit (reverb). | Hunter sounds used in Underground |
HE_DAM.WAV | Hunter | Hurt (reverb). | Hunter sounds used in Underground |
HE_JUMP.WAV | Hunter | Jump attack (reverb). | Hunter sounds used in Underground |
HE_LAND.WAV | Hunter | Body hit ground (reverb). | Hunter sounds used in Underground |
HE_NOUT.WAV | Hunter | Death / Taunt (reverb). | Hunter sounds used in Underground |
HE_SMASH.WAV | Hunter | Attack (reverb). | Hunter sounds used in Underground |
HE_WALKA.WAV | Hunter | Walk (reverb). | Hunter sounds used in Underground |
HE_WALKB.WAV | Hunter | Run (reverb). | Hunter sounds used in Underground |
HIT_FL.WAV | SFX | Unkown hit sound. | UNUSED |
HOOKMIX.WAV | SFX | Take and set flamethrower to the stand. | Underground: Branched Passage / Boulder Passage 1 / Straight Passage |
HU_ATT.WAV | Hunter | Jump attack hit. | Hunter sounds used in the Mansion |
HU_ATTA.WAV | Hunter | Jump attack hit. | UNUSED |
HU_DAM.WAV | Hunter | Hurt. | Hunter sounds used in the Mansion |
HU_JUMP.WAV | Hunter | Jump attack. | Hunter sounds used in the Mansion |
HU_LAND.WAV | Hunter | Body hit ground. | Hunter sounds used in the Mansion |
HU_NOUT.WAV | Hunter | Death / Taunt. | Hunter sounds used in the Mansion |
HU_SMASH.WAV | Hunter | Attack. | Hunter sounds used in the Mansion |
HU_WALKA.WAV | Hunter | Walk. | Hunter sounds used in the Mansion |
HU_WALKB.WAV | Hunter | Run. | Hunter sounds used in the Mansion |
HUNTER.WAV | Cutscene | Hunter cry. | Laboratory B1: Emergency Tunnel |
INWATER.WAV | SFX | Crate falls to water. | Guardhouse B1: Water Tank Entry |
ITEM01.WAV | Menus | Move cursor item box. | Move cursor in the item box menu |
ITEM02.WAV | Menus | Open item box. | Item box opening sound |
JI_NOM.WAV | Jill | Swallowed by Yawn. | |
JI_SIME.WAV | Jill | Jill grabbed by a Vine. | |
jill_ef01.wav | Jill | Small amount of damage received (reverb). | |
jill_ef02.wav | Jill | Moderate amount of damage received (reverb). | |
jill_ef03.wav | Jill | Large amount of damage received. Pinned down. Inhaled toxic gas (reverb). | |
jill_ef04.wav | Jill | Death scream (reverb). | |
JILL01.WAV | Jill | Small amount of damage received. | |
JILL02.WAV | Jill | Moderate amount of damage received. | |
JILL03.WAV | Jill | Large amount of damage received. Pinned down. Inhaled toxic gas. | |
JILL04.WAV | Jill | Death scream. | |
KEY_APAR.WAV | SFX | Guardhouse key used. | |
KEY_DESK.WAV | SFX | Small Key used to open a desk drawer. | |
KEY_DOOR.WAV | SFX | Key used on a wood door. | |
KEY_INDR.WAV | SFX | Door unlocked. | |
KEY_LOST.WAV | Cutscene | Master Key drops off Albert to the floor. | Laboratory B4: Main Lab |
KEY_MTL.WAV | SFX | Key used on a metal door. | UNUSED |
KEY_MTR.WAV | SFX | Key used on a metal door. | |
KEYOPEN.WAV | SFX | Drug Storeroom door unlocked. | Guardhouse 1F: Beehive Passage / Keypad puzzle solved. |
KICKDOOR.WAV | Cutscene | Barry kicks open the Back Passage/Trap Room door. | Mansion 1F: Trap Room |
KIGAE1.WAV | SFX | Changing clothes. 2/2. | Mansion 1F: Wardrobe Closet |
KIGAE2.WAV | SFX | Changing clothes. 1/2. | Mansion 1F: Wardrobe Closet |
KNIFE01.WAV | Knife | Slash air. | |
KNIFE02.WAV | Knife | Hit. | |
KNIFE03.WAV | Knife | Hit water. | |
KNIFE04.WAV | Knife | Hit water ? | UNUSED |
KNS_TETU.WAV | SFX | Power room key used. | Laboratory B3: 'O' Room |
KUASI_A.WAV | Web Spinner | Walk ? | UNUSED |
KUASI_B.WAV | Web Spinner | Walk 1 | |
KUASI_C.WAV | Web Spinner | Walk 2 | Used in Guardhouse Residence |
LADDER01.WAV | Door | Climb ladder. | |
LOCK_MIX.WAV | SFX | Living Room door locks behind Jill. | Mansion 1F: Trap Room |
LOCKEF.WAV | SFX | Door lock sound. | UNUSED |
LOCKOUT.WAV | SFX | Door lock sound. | Same as LOCKOUTB.WAV / UNUSED |
LOCKOUTA.WAV | SFX | Door locks when flamethrower is taken from the stand. | Underground: Branched Passage / Straight Passage |
LOCKOUTB.WAV | SFX | Door lock opening when flamethrower is set to the stand. | Underground: Branched Passage / Straight Passage |
MACHA.WAV | SFX | Display shelf opens. | Mansion 2F: Armor Room |
MAGNUM.WAV | Cutscene | Barry’s magnum. | Underground: Branched Passage / Barry's gun goes off. |
MAGNUM01.WAV | Magnum | Fire. | |
MAGNUM02.WAV | Magnum | Reload. | |
MAGNUM03.WAV | Magnum | Bullet case hit floor. | |
MAPLED.WAV | SFX | Room on a map blinks red. | |
MUSEN01.WAV | Cutscene | Control (E64): This is Ecto Six Four calling Neo Pan Four Zero Zero. Confirm cumulonimbus clouds in your immediate flight path, over. Pilot (NP400): This is Neo Pan Four Zero Zero, cumulonimbus clouds confirmed. Perimiter indicates no hazard. We'll maintain course, expect to arrive on schedule. Control (E64): This is Ecto Six Four, roger and out. | UNUSED |
MV_CLK.WAV | Cutscene | Clock moving. | Mansion 1F: Dining Room / Solved the Emblem puzzle. |
MV_CP.WAV | SFX | Move aquarium/bookshelf/crate. | |
MV_SHOW.WAV | SFX | Move cabinet/bookshelf. | |
MV_STEP.WAV | SFX | Move step ladder. | |
MV_STN.WAV | SFX | Move statue | |
MV_WALL.WAV | SFX | Wall moves. | Mansion 1F: Bar |
NEP_ATTA.WAV | Neptune | Swim | Appears in Water Tank |
NEP_ATTB.WAV | Neptune | Swim | Appears in Water Tank |
NEP_JUMP.WAV | Neptune | Jump on floor (wet). | Appears in Water Tank |
NEP_NOMU.WAV | Neptune | Hurt/Eat | Appears in Water Tank |
NEP_TURA.WAV | Neptune | Jump on water. | UNUSED |
NEP_TURB.WAV | Neptune | Jump on water. | UNUSED |
NEP_TWIS.WAV | Neptune | Jump on floor. | Appears in Water Tank |
PAKIA.WAV | Plant 42 | Plant 42 roots shrinking | UNUSED |
PAKIB.WAV | Plant 42 | Plant 42 roots shrinking | |
PANEL01.WAV | SFX | Panel opens. | Laboratory B2: Visual Data Room |
PANEL02.WAV | SFX | Pressed the jeweled statue. Switch behind the panel pressed. Restored power to the Main Lab elevator. | Mansion 2F: Private Library Laboratory B2: Visual Data Room Laboratory B3: Power Room |
PHOTO30.WAV | SFX | Barry takes out a photo of his family inside his vest. | Underground: Underground Entry / Laboratory B2: Ladder Room / UNUSED |
PILLAR.WAV | SFX | Pillar moves. | Laboratory B2: Visual Data Room |
POISON.WAV | Black Tiger | Spit attack hit. | |
POWER-ON.WAV | SFX | Computer start. | Laboratory B3: Small Lab |
PRESS.WAV | SFX | Large gate or door closed. | UNUSED |
PY_FALL.WAV | Adder | Fall | Adder sounds used in Water Gate. |
PY_HIT2.WAV | Adder | Attack hit | Adder sounds used in Water Gate. |
PY_MENA.WAV | Adder | Attack | Adder sounds used in Water Gate. |
PYE_FALL.WAV | Adder | Fall | Adder sounds used in Straight Passage. |
PYE_HIT.WAV | Adder | Attack hit | Adder sounds used in Straight Passage. |
PYE_MENA.WAV | Adder | Attack | Adder sounds used in Straight Passage. |
R_CHRIS.WAV | Cutscene | Rebecca: Chris! | UNUSED |
R_PASS.WAV | SFX | Wall mechanism turns. Wall mechanism extends and retreats. | Underground: Underground Entry / Boulder Passage Underground: Item Chamber |
RANCHER.WAV | Cutscene | Brad drops a rocket launcher. | Courtyard: Heliport |
RCK_BROK.WAV | SFX | Boulder breaks trough a wall. | Underground: Boulder Passage 1 |
RCK_HITA.WAV | SFX | Boulder rolling A (plays simultaneously with B) | Underground: Boulder Passage 1 / Boulder Passage 2 |
RCK_HITB.WAV | SFX | Boulder rolling B (plays simultaneously with A) | Underground: Boulder Passage 1 / Boulder Passage 2 |
RCK_STOP.WAV | SFX | Boulder hits a wall and stops. | Underground: Boulder Passage 1 / Boulder Passage 2 |
REB_EF01.WAV | Rebecca | Small amount of damage received (reverb). | |
REB_EF02.WAV | Rebecca | Moderate amount of damage received (reverb). | |
REB_EF03.WAV | Rebecca | Large amount of damage received. Pinned down. Inhaled toxic gas (reverb). | |
REB_EF04.WAV | Rebecca | Death scream (reverb). | |
REB_SCR.WAV | Cutscene | Rebecca tries to run away from a Hunter and dies. | Mansion 2F: Small Library |
REB01.WAV | Rebecca | Small amount of damage received. | |
REB02.WAV | Rebecca | Moderate amount of damage received. | Mansion 1F: West Stairway 1F / Hunter claws Rebecca. Mansion 2F: Small Library / Hunter claws Rebecca. |
REB03.WAV | Rebecca | Large amount of damage received. Pinned down. Inhaled toxic gas. | |
REB04.WAV | Rebecca | Death scream. | Mansion 2F: Small Library / Rebecca is cordered by a Hunter. |
ROCKET01.WAV | Rocket Launcher | Fire. | |
ROCKET02.WAV | Rocket Launcher | Out of ammo. | |
ROCKET03.WAV | Rocket Launcher | Rocket impact. | |
RVCAR1.WAV | Crow | Death. | |
RVCAR2.WAV | Crow | Cry | |
RVFRYED.WAV | Crow | Wing flap. | |
RVPAT.WAV | Crow | Idle. | |
RVPATA.WAV | SFX | Crows crying. | Mansion 2F: Terrace / Background SFX |
RVPATB.WAV | SFX | Crows crying. | Mansion 2F: Terrace / Background SFX |
RVWING1.WAV | Crow | Attack. | |
RVWING2.WAV | Crow | Alerted/Fly. | |
s&w+1.wav | Cutscene | Gunshot heard in the intro cutscene. | Mansion 1F: Main Hall 1F |
SE_01.WAV | SFX | Dining room clock ticking. | Mansion 1F: Dining Room |
SE_03.WAV | BGM | Outside ambience. | Mansion 1F: Roofed Passage |
SE_06.WAV | SFX | Fireplace. | Mansion 2F: Lesson Room Entry |
SE_39.WAV | SFX | Helicopter hovering. | Courtyard: Heliport / UNUSED |
Se_39lp.wav | SFX | Helicopter hovering. | Courtyard: Heliport |
SE_3C.WAV | BGM | Terrance ambience. | Mansion 2F: Terrace |
SE_41.WAV | SFX | Tiger statue rotates. | Mansion 1F: Tiger Statue Room |
SE_42.WAV | SFX | Water flowing. | Courtyard |
SE_43.WAV | SFX | Water flowing stops after closing the water gate. | Courtyard: Water Gate |
SE_44.WAV | BGM | Underground ambiance. | |
SE_45.WAV | SFX | Boulder rolling. | Underground: Boulder Passage 1 / Boulder Passage 2 |
SE_46.WAV | BGM | Heliport ambience | Courtyard: Heliport |
SE_4B.WAV | SFX | Water being drained. | Guardhouse B1: Control Room |
SE_4C.WAV | SFX | Fountain flowing. | Mansion 1F: Greenhouse |
SE_4D.WAV | SFX | Pump running. | Mansion 1F: Greenhouse |
SE_4E.WAV | SFX | Poison gas is filling the room. | Mansion 2F: Armor Room |
SE_4F.WAV | SFX | Elevator starts to move. | Laboratory B1: Laboratory Entry / UNUSED |
SE_50.WAV | SFX | Triggering system alarm. | Laboratory |
SE_51.WAV | SFX | Triggering system announcer. | Laboratory |
SE_53.WAV | SFX | Power Maze ambiance (machinery). | Laboratory B3: Power Maze 1 / Power Maze 2 |
SE_54.WAV | SFX | Power Room ambiance (machinery). | Laboratory B3: Power Room |
SE_55.WAV | SFX | Main Lab ambiance (computers). | Laboratory B4: Main Lab |
SE_59.WAV | Door | Mansion Elevator moves. | |
SE_5A.WAV | Door | Fountain elevator moves. | |
SELECT01.WAV | Menus | Blip. | UNUSED |
SELECT02.WAV | Menus | Computer key pressed. | UNUSED |
SELECT03.WAV | Menus | Wobble. | UNUSED |
SELECT04.WAV | Menus | Typewriter key hit. | UNUSED |
SELECT05.WAV | Menus | Confirm character selection. | Character selection |
SELECT06.WAV | Menus | Change characters. | Character selection |
SHOT01.WAV | Shotgun | Fire. | |
SHOT02.WAV | Shotgun | Shell hitting floor. | |
SHOT03.WAV | Shotgun | Pump. | |
SHOT04.WAV | Shotgun | Out of ammo / insert shell. | |
SHUTER.WAV | SFX | Display shelf lock is released. | Mansion 2F: Armor Room |
SL_CLICK.WAV | SFX | Computer press key. | Laboratory B3: Small Lab |
SL_CRMOV.WAV | SFX | Computer window popup. | Laboratory B3: Small Lab |
SLBACK_C.WAV | SFX | Player or enemy moving. | UNUSED |
SLBACK_W.WAV | SFX | Player or enemy moving. | UNUSED |
SLIDE_B2.WAV | SFX | Bookshelf moves. | Mansion 2F: Private Library |
SLIDE_BK.WAV | SFX | Bookshelf moves. | Guardhouse 1F: Room 003 |
SLIDE1.WAV | SFX | Projector: new slide part 1. | Laboratory B2: Visual Data Room |
SLIDE2.WAV | SFX | Projector: new slide part 2. | Laboratory B2: Visual Data Room |
SLIDE3.WAV | SFX | Projector shuts down. | Laboratory B2: Visual Data Room / UNUSED |
SLIDING.WAV | SFX | Sliding when smacked by Plant 42 or Tyrant. | |
SMASH.WAV | Cutscene | Sound of Barry hitting Albert with his gun. | Laboratory B4: Main Lab Entry |
SP_ATCK.WAV | Web Spinner | Charge attack hit. | |
SP_BOMB.WAV | Black Tiger | Hurt. | |
SP_DOKU.WAV | Web Spinner | Spit attack. | |
SP_FUMU.WAV | Small Spider | Stomp. | |
SP_RAKK.WAV | Web Spinner | Drop from ceiling. | |
SP_SANJ2.WAV | Web Spinner | Spit attack hit. | |
SPRAY.WAV | Cutscene | Rebecca sprays Chris. | Mansion 1F: Mansion Save Room |
ST_MTL01.WAV | Door | Step on metal stairs. | |
ST_WCP01.WAV | SFX | Step on wooden crate. | UNUSED |
ST_WD01.WAV | SFX | Step on wooden crate. | UNUSED |
STEAM_A.WAV | SFX | Pipes releasing steam. | Laboratory B3: Power Maze 2 / Power Room |
STEAM_B.WAV | SFX | Pipes releasing steam. | Laboratory B3: Power Maze 1 / Tied to Chimeras. Stops playing if you kill them all. |
SW_411.WAV | SFX | Switch pressed. | Guardhouse B1: Control Room |
SW_BTN.WAV | SFX | Painting switch pressed. Table lamp switch pressed. Light switch pressed. Light switch pressed. Elevator switch pressed. | Mansion 1F: Large Gallery Mansion 1F: Courtyard Study Mansion 2F: Trophy Room Laboratory B3: Private Room Laboratory B3: Elevator Entry |
SW_LEVER.WAV | SFX | Lever pulled. | Guardhouse B1: Control Room |
SW_MEDAL.WAV | SFX | Crest inserted to mechanism. | Mansion 1F: Roofed Passage |
sw_medal2.wav | SFX | Medal inserted to the fountain mechanism. | Courtyard: Fountain |
SW_PUSH.WAV | SFX | Display switch pressed. | Mansion 2F: Study |
SW_PUSH2.WAV | SFX | Floor switch activated. | Underground: Item Chamber |
SW_PUSH3.WAV | SFX | Floor switch activated. | Laboratory B3: Operating Room |
SW_TRAP.WAV | SFX | Weapon set/taken from mechanism. | Mansion 1F: Living Room |
TAO_WALL.WAV | Cutscene | Barry bangs on the Trap Room door. | Mansion 1F: Back Passage |
TAORE_CA.WAV | SFX | Player's body falls on the cave floor. | |
TAORE_CP.WAV | SFX | Player's body falls on a carpet. | |
TAORE_PL.WAV | SFX | Player's body fall on metal floor. | |
TAORE_S1.WAV | SFX | Player's body smacks face first on the ground after Plant 42 hit. | |
TAORE_SP.WAV | SFX | Player's body falls on webbed floor. | |
TAORE_ST.WAV | SFX | Player's body falls on a stone floor. | |
TAORE_WA.WAV | SFX | Player is grabbed by Plant 42 and it throws the body to wooden floor. | |
TAORE_WD.WAV | SFX | Player's body falls on a wooden floor. | |
TAORE_WE.WAV | Cutscene | Rebecca's body falls on the floor. | Laboratory B4: Main Lab Entry |
TIGEREYE.WAV | SFX | Gem inserted or taken from the statue. Gem inserted or taken from the throphy head. | Mansion 1F: Tiger Statue Room / UNUSED Mansion 2F: Trophy Room / UNUSED |
TY_BOMB.WAV | Tyrant | Death by rocket launcher. | |
TY_CRASH.WAV | Tyrant | Player hit wall after tyrant attack hit on helipad. | |
TY_FOOT.WAV | Tyrant | Walk. | |
TY_HIT.WAV | Tyrant | Slash attack hit. | |
TY_KAZE.WAV | Tyrant | Slash miss. | |
TY_NAGE.WAV | Tyrant | Drop player's corpse. | |
TY_SLEF.WAV | Tyrant | Running attack. | |
TY_SLICE.WAV | Tyrant | Stab attack hit. | |
TY_SUBE.WAV | Tyrant | Player sliding on ground after tyrant attack hit on helipad. | |
TY_TAORE.WAV | Tyrant | Death. | Laboratory B4: Main Lab |
TY_TRUST.WAV | Tyrant | Player impaled by tyrant | |
TYPE01.WAV | Typewriter | Space hit. | Save menu. |
TYPE02.WAV | Typewriter | Key hit. | Save menu. |
UNDERGAT.WAV | SFX | Wall panel opening and closing. | Underground: Item Chamber |
V_JOLT.WAV | Plant 42 | Used V-Jolt on the plant roots. | |
v00d_02.wav | Cutscene / Chris | Chris finds Enrico. / Chris: Don't! | Underground: Enrico Room |
V00D_02S.WAV | Cutscene / Chris | Chris finds Enrico. / Chris: Don't! | Underground: Enrico Room / UNUSED |
V110_00.WAV | Cutscene / Jill | Barry is dying. | Underground: Underground Entry Jill: What happened? Barry: Uhh.. I'm really embarrassed. I was clumsy. Jill: Oh, you don't have to talk. I'm going to give you first aid! Barry: Maybe my time's come. Jill, take this. I've been cheating you all f-from the start. If you can forgive me, could you please give this to my family? And if you can, please, try to protect them. Jill: What do you mean by that, Barry? Don't give up! Barry: Uh.. Jill, be careful of that guy. *gasps* Please, stay alive. *dying breath* |
VB00_31.WAV | Cutscene | Tyrant breaks trough the floor. | Courtyard: Heliport / UNUSED |
VB00_31A.WAV | Cutscene | Tyrant breaks trough the floor 1/3. | Courtyard: Heliport |
VB00_31B.WAV | Cutscene | Tyrant breaks trough the floor 2/3. | Courtyard: Heliport |
VB00_31C.WAV | Cutscene | Tyrant breaks trough the floor 3/3. | Courtyard: Heliport |
VN_AIR.WAV | Plant 42 | Breathing. | |
VN_BODY.WAV | Plant 42 | Player's body is cut in half. | Guardhouse 1F: Plant 42 Room / UNUSED |
VN_FALL.WAV | Plant 42 | Acid attack miss. | |
VN_HITA.WAV | Vine | Hit. | Remake uses two different files to create the hit sound |
VN_HITB.WAV | Vine | Grab. | Remake uses two different files to create the grab sound |
VN_HITL.WAV | Plant 42 | Hit. | |
VN_KAZEA.WAV | Plant 42 | Swing miss. | |
VN_KAZEB.WAV | Plant 42 | Swing miss. | |
VN_OUT.WAV | Vine | Killed with Herbicide. | |
VN_OUT2.WAV | Plant 42 | Death cry. | |
VN_SIME.WAV | Plant 42 | Grab attack. | |
VN_WHIP.WAV | Vine | Hit miss. | |
WALLDOWN.WAV | SFX | Wall closed. | Mansion 1F: Bar |
WATERGT.WAV | SFX | Water gate closes. | Courtyard: Water Gate |
Win95_mg.wav | Ingram | Fire. | |
YK_30A.WAV | Cutscene | Sound of bullet case hitting the ground. Fired from a handgun that kills Enrico. | Underground: Enrico Room |
YK_405_.WAV | Cutscene | Sound of a bullet case hitting the floor. Albert is shooting wasps. | Guardhouse 1F: Central Corridor |
Z_AOYA01.WAV | Zombie – Lab Coat 05 | Moan getting up / falling down. | Guardhouse 1F: Room 002 Bathroom |
Z_AOYA02.WAV | Zombie – Lab Coat 05 | Grab standing. | Guardhouse 1F: Room 002 Bathroom |
Z_AOYA03.WAV | Zombie – Lab Coat 05 | Moan hurt. | Guardhouse 1F: Room 002 Bathroom |
Z_AOYA21.WAV | Zombie - UNUSED | Moan getting up / falling down. | UNUSED |
Z_AOYA22.WAV | Zombie - UNUSED | Grab standing. | UNUSED |
Z_AOYA23.WAV | Zombie - UNUSED | Moan hurt. | UNUSED |
Z_FTL.WAV | Zombie – shared | Walk. | |
Z_FTR.WAV | Zombie – shared | Crawling / slow walking. | |
Z_HAKI.WAV | Zombie – shared | Bile attack. | |
Z_HEAD.WAV | Zombie – shared | Crush head / Headshot. | |
Z_HKICK.WAV | Zombie – shared | Kick head. | |
Z_ISI01.WAV | Zombie – Lab Coat 04 | Moan getting up / falling down. | Mansion 1F: Central Corridor |
Z_ISI02.WAV | Zombie – Lab Coat 04 | Grab standing. | Mansion 1F: Central Corridor |
Z_ISI03.WAV | Zombie – Lab Coat 04 | Moan hurt. | Mansion 1F: Central Corridor |
z_isi201.wav | Zombie – Green Jacket 03 | Moan getting up / falling down. | Mansion 1F: Back Passage |
Z_ISI202.WAV | Zombie – Green Jacket 03 | Grab standing. | Mansion 1F: Back Passage |
Z_ISI203.WAV | Zombie – Green Jacket 03 | Moan hurt. | Mansion 1F: Back Passage |
Z_ISI301.WAV | Zombie – Green Jacket 02 | Moan getting up / falling down. | Mansion 2F: 'C' Passage |
Z_ISI302.WAV | Zombie – Green Jacket 02 | Grab standing. | Mansion 2F: 'C' Passage |
Z_ISI303.WAV | Zombie – Green Jacket 02 | Moan hurt. | Mansion 2F: 'C' Passage |
Z_K01.WAV | Zombie – Lab Coat 03 | Moan getting up / falling down. | Mansion 1F: East Stairway 1F |
Z_K02.WAV | Zombie – Lab Coat 03 | Grab standing. | Mansion 1F: East Stairway 1F |
Z_K03.WAV | Zombie – Lab Coat 03 | Moan hurt. | Mansion 1F: East Stairway 1F |
Z_KAMU.WAV | Zombie – shared | Bite. | |
Z_MIKA01.WAV | Zombie – Green Jacket 01 | Moan getting up / falling down. | Mansion 1F: Tea Room |
Z_MIKA02.WAV | Zombie – Green Jacket 01 | Grab standing. | Mansion 1F: Tea Room |
Z_MIKA03.WAV | Zombie – Green Jacket 01 | Moan hurt. | Mansion 1F: Tea Room |
Z_NISI1.WAV | Zombie – Naked | Moan getting up / falling down. | Laboratory B3: 'O' Room |
Z_NISI2.WAV | Zombie – Naked | Grab attack. | Laboratory B3: 'O' Room |
Z_NISI3.WAV | Zombie – Naked | Moan hurt. | Laboratory B3: 'O' Room |
Z_OSOU.WAV | Zombie – Lab Coat 01 | Grab standing. | Mansion 2F: Dining Room 2F |
Z_SANJ.WAV | Zombie – shared | Bile attack connect. | |
Z_SIMO01.WAV | Zombie – Lab Coat 05 | Moan getting up / falling down. | Mansion 1F: Dressing Room |
Z_SIMO02.WAV | Zombie – Lab Coat 05 | Grab standing. | Mansion 1F: Dressing Room |
Z_SIMO03.WAV | Zombie – Lab Coat 05 | Moan hurt. | Mansion 1F: Dressing Room |
Z_SUZU01.WAV | Zombie – Lab Coat 02 | Moan getting up / falling down. | Mansion 2F: West Stairway 2F |
Z_SUZU02.WAV | Zombie – Lab Coat 02 | Grab standing. | Mansion 2F: West Stairway 2F |
Z_SUZU03.WAV | Zombie – Lab Coat 02 | Moan hurt. | Mansion 2F: West Stairway 2F |
Z_TAORE.WAV | Zombie – shared | Fall. | |
Z_UGORON.WAV | Zombie – shared | Head roll. | |
Z_UNARUA.WAV | Zombie – Lab Coat 01 | Moan getting up / falling down. | Mansion 2F: Dining Room 2F |
Z_UNARUB.WAV | Zombie – Lab Coat 01 | Moan hurt. | Mansion 2F: Dining Room 2F |
ZE_FTL.WAV | Zombie – shared | Walk (reverb). | Laboratory |
ZE_HAKI.WAV | Zombie – shared | Bile attack (reverb). | Laboratory |
ZE_HEAD.WAV | Zombie – shared | Crush head / Headshot (reverb). | Laboratory |
ZE_HKICK.WAV | Zombie – shared | Kick head (reverb). | Laboratory |
ZE_KAMU.WAV | Zombie – shared | Bite (reverb). | Laboratory |
ZE_SANJ.WAV | Zombie – shared | Bile attack connect (reverb). | Laboratory |
ze_tomo1.wav | Zombie – Lab Coat 06 | Moan getting up / falling down. | Laboratory B2: Stairway |
ze_tomo2.wav | Zombie – Lab Coat 06 | Grab standing. | Laboratory B2: Stairway |
ze_tomo3.wav | Zombie – Lab Coat 06 | Moan hurt. | Laboratory B2: Stairway |
ZE_UGO.WAV | Zombie | Head roll. | UNUSED |
ZEP_FTL.WAV | Zombie – Naked | Walk. | Laboratory B3: 'O' Room |
ZFT_GLAS.WAV | Zombie | Walk on gravel or glass. | UNUSED. |
ZIPPER1.WAV | SFX | Changing clothes. Zipper sound that plays multiple times. | Mansion 1F: Wardrobe Closet |
ZIPPER2.WAV | SFX | Changing clothes. Zipper sound at the end 2/2. | Mansion 1F: Wardrobe Closet |
ZIPPER3.WAV | SFX | Changing clothes. Zipper sound at the end 1/2. | Mansion 1F: Wardrobe Closet |
ZURUZURU.WAV | Cutscene | Mansion 2F: Attic Entry / UNUSED | Mansion 2F: Attic Entry / UNUSED |