- Black Mesa Announcement System/Words - Combine OverWiki, The ...
- Black Mesa Announcement System Soundboard
- Black Mesa Announcement System Audio
- Hl1 Vox Text To Speech
- Black Mesa Announcement System Text To Speech
- Black Mesa Announcement System Audio
- Black Mesa Announcement System - Image Results
- Black Mesa is a full 50% off until November 2nd. The studio released an announcement on Steam that a Definitive Edition is in the works currently. The new dynamic lighting system now allows.
- The following is a list of quotes from the Black Mesa Announcement System. Included are also the many cut Half-Life announcements only found in the file sentences.txt. The announcements are generated in real-time from a total of 608 separate words, with occasionally blank sound files for pauses between words and notification sounds when needed.
Everything About Fiction You Never Wanted to Know.
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Good morning, and welcome to the Black Mesa Transit System. This automated train is provided for the security and convenience of the Black Mesa Research Facility personnel. --Black Mesa Transit Announcement System, Half Life |
![Text Text](https://vignette.wikia.nocookie.net/half-life/images/3/34/Dy_dampen0020.jpg/revision/latest/zoom-crop/width/320/height/320?cb=20100319171953&path-prefix=en)
Any form of scene setting in a game that allows you to explore a very limited area of the setting while getting a tour of the level. Often gives you a small chance to get familiar with the controls and shows off the scenery. Sometimes throws the player right through an area of combat, or even drops him right into it. This section of the game generally helps to build the atmosphere and set the tone that the player can expect from the game in the hours to come.
Usually laden with Scenery Porn, or in contrast Scenery Gorn, and Video Game Set Pieces, and can be used as part of a Justified Tutorial. Occasionally overlaps with Developing Doomed Characters. Expect to be given Non-Combatant Immunity during this section
Examples of Black Mesa Commute include:
Action
- Batman: Arkham Asylum opens with Batman escorting The Joker through the halls of Arkham, following the guards through the halls, broken up with an encounter with Killer Croc.
- Its sequel, Batman: Arkham City, has a similar sequence where you must control Bruce Wayne being brought into Arkham City itself as a prisoner. Add in the opening cutscene at the beginning of the game and you get a pretty good introduction to how completely messed up the situation has become.
- The tutorial levels in Star Wars Rebel Assault later become action levels when The Empire attacks Tatooine.
- In Famous has Cole McGrath walk through the crater created by the Ray Sphere. (Granted, it's a bit short, and it leads to an expo cutscene.)
First Person Shooter
- Half-Life is the Trope Namer and essentially the codifier if not Trope Maker, beginning with a slow tram ride through Black Mesa. The player can move freely inside the tram and look in all directions, but the tram itself moves independently. Additionally, Half-Life's opening is split into the uncontrolled tram sequence and the controlled 'get yourself to the lab' sequence. Both help introduce you to the controls, specific characters, and the current situation, and if you pay attention, certain plot points.
- This was reused wih variations in POV Sequel games: Half-Life: Opposing Force had the player was introduced to the military's insertion and situation (even if Adrian awakes hours after his chopper crashes). Half-Life: Blue Shift starts in the same way, and, amusingly enough, once the ride is over it inverts the original game's opening sequence, as the player plays the role of the security guard who gets stuck just outside a door at the start, and can watch from the side as Freeman passes him by in another car.
- Half-Life 2 also has the scene in the Citadel, where an immobile Gordon is transported the fortress for several minutes and giving the player some of the only glimpses of the inner workings of their adversary.
- Half-Life 2's intro also fits this, where you are introduced to City 17 by walking around in the train station and then the surrounding city. Admittedly, the cops provide a semi-enemy (they will attack you if you get too close), but you can't really be killed in this, so it still counts.
- Portal 2 has many segments seemingly designed to show off just how big Aperture Laboratories is:
- The game begins with Wheatley moving your room, with a crane, from the Relaxation Vault to an old testing track, allowing you to observe the dilapidation of the facility.
- Just before the fight against GLaDOS, you crawl into a pneumatic transportation tube that pumps you through a whole series of tubes, to show how massive the testing facilities are, and how elaborate the transportation system is.
- After Wheatley takes over Aperture Science, you fall down an elevator shaft in a sequence that is several minutes long, just to indicate how far down the labs go.
- BioShock (series) has one of the most memorable such sequences in recent memory, thanks in part to the inital shock value of seeing Rapture in all its underwater glory for the first time through the bathysphere window.
- Deus Ex Human Revolution Begins with a walk through the R&D Department of Sarif Industries. Everything and everyone you see (with the exception of the Department of Defense representative) is important to the story.
- System Shock 2background-based character creation and tutorial to some extent also introduce you to the AFGNCAAP you are this way.
- The Chronicles of Riddick: Escape From Butcher Bay has a scene where you are being led into the prison but can look around on your own. It's not quite the beginning as there was a short dream sequence tutorial first, but it's the opening of the game proper. The developers even said it was their tribute to Half-Life.
- Halo 2's opening level has Sgt. Johnson taking you on a short tram-ride tour of the Cairo space station after your Justified Tutorial. The level design and Johnson's dialogue draws your attention to the Human fleet sitting at anchor and the view of Earth from orbit.
- The original Halo also had this with the Master Chief waking up out of stasis before rushing off to the bridge to meet up with Captain Keyes and picking up his first weapons. He passes by several firefights with the Covenant en route.
- Call of Duty 2's Russian boot camp (which ends in an actual attack by Germans) and, in Modern Warfare, Soap going through the basics with Gaz at an SAS station, both of which are justified tutorials. Also many of the levels start with a quick helicopter ride to the starting area. It's possible to shoot, but doing so is a waste of ammo so you're pretty clearly just supposed to kick back and hum The Ride Of The Valkyries.
- Also in Modern Warfare's 'The Coup', when Al-Fulani is driven through the streets of the city to his execution. And you're watching through his eyes.
- Continues in Modern Warfare 2, when the game opens with the player at an American base in Afghanistan, where he trains some local militia, runs an obstacle course, and can walk around and observe the other soldiers.
- Prey starts you off at a bar owned by the main character's girlfriend, where you can talk to people, gamble on poker machines and headbang to Judas Priest until the inevitable alien abduction occurs.
- Also when you are first abducted, you are restrained and taken by some automated system on a brief tour of a part of the alien vessel.
- Doom 3 does this with the player character's arrival to the Mars base.
- Red Faction, the tutorial, and the early part in the mines just before the rebellion starts.
- Undying, before too many mangled corpses begin showing up.
- Far Cry 2 begins with the protagonist being driven to his hotel from the airfield, with his driver giving some background exposition about the country he's just entered.
- Quake 4 has Matthew Kane take a short stroll through a Strogg building before the actual combat begins.
- The Darkness follows the Half-Life tradition by starting in first person, while riding a vehicle you are not controlling.
- The third and fourth Myst games have something similar. Until the inciting action that kicks off the plot, you're present at Atrus' home as his guest.
- The first actual level of Medal of Honor: Pacific Assault is Pearl Harbor. It involves a guided tour of the island by jeep by a friendly officer, before you are to report to the USS Arizona. You can guess what happens next.
- The second and third levels of Duke Nukem Forever take place at Duke's Vegas hotel, and allow the player to walk around Duke's highrise condo (and see his awards and magazine covers) before going down the elevator to the bottom floor for a TV show appearance, allowing you to walk through the halls and talk show set. Interestingly, these levels occur after the Game Within a GameJustified Tutorial where you wield the Devastator and face off against a boss. Also notable because Duke gains a permanent health bonus for doing things like winning at pool or admiring himself in the mirror, meaning that skipping straight to the action is inadvisable.
- Home Front begins with Robert Jacobs being arrested by North Korean forces in his apartment and forced onto a bus that travels through a warzone (complete with images of families being gunned down on the street in front of their children and prisoners being marched into other buses).
Platformer
- Dynamite Headdy sort of has this. The first level is a fast forced-scroller where your character runs at the same speed as the screen, so you can get used to the basic controls and get a feel for the Mercy Invincibility that enemies get without having any impact on how quickly you finish the level.
Role Playing Game
- The first several days of Persona 3 gradually introduce the different areas the protagonist can visit. The effect is more obvious in FES, where the Main Character automatically walks with a friend through different parts of town, giving the player a good look in the process.
- Persona 4 does something similar, introducing the player to the city of Inaba and some of the characters therein. The plot gets started much faster than Persona 3, but the characters are understandably more cautious about getting involved in it, and it ends up taking about the same amount of time to get the game proper started.
- Skyrim starts the player in chains on a cart where they are given some scene setting by fellow prisoners. The scene is notable for letting you know just enough of the setting to get by (there's a rebellion, these guys against these other guys), but telling you nothing about the history between the last game and this one (a span of two hundred years). You have to find that out for yourself.
- Final Fantasy VII's opening in Midgar, and your explorations of it in Crisis Core. For all the very interesting and visually appealing scenery, the party never explores more than a small percentage of it.
Third Person Shooter
- Heavy Metal F.A.K.K.2, up until the first boss. And, to a lesser extent, before the planetary shield is destroyed.
- In Dead Space You start off just cruisin' through space in your little ship, approaching the big mining-ship, having a bit of excitement on the landing, and then getting your first look around inside, while surrounded by friendly, heavily-armed Marines. Which is how you know that everything is going to go to hell in short order.
- Dead Rising starts with a helicopter ride into the city. You can see the first signs of the zombie infection, along with taking some pictures of it. Nailing all the pictures and doing the first escort mission (right outside the start) ad nauseum is actually good way to grind the first few levels.
- Dark Void starts you off as a random Resistance member flying around in your jetpack, in a quick Justified Tutorial of the flight controls, followed by a short aerial battle before you even see the actual protagonist.
- Scarface the World Is Yours has much gameplay before the opening credits/theme song. Then you get Tony taking a somewhat leisurely drive to his lawyer's office.
- Duke's base in Duke Nukem: Zero Hour, which gets overrun in the post-apocalyptic future.
Retrieved from 'https://allthetropes.org/w/index.php?title=Black_Mesa_Commute&oldid=1729009'
Central Autonomic Service System for Internal Emergencies | |
---|---|
Info | |
Role | Maintain Site-02's safety |
Voice Actor | Narlor Welk (.g7/reeee) |
Overview[edit]
The Central Autonomic Service System for Internal Emergencies, also known as C.A.S.S.I.E. is an automatic service system that is used for the management and mitigation of emergencies that occur within Site-02. C.A.S.S.I.E. will make announcements throughout the facility during an emergency. These announcements can range from warning everyone in Light Containment Zone about the Decontamination Process to the recontainment of an SCP.In-game, C.A.S.S.I.E. is not a true Text-to-Speech system. Everything C.A.S.S.I.E. can say is a pre-recorded line said by a real human. C.A.S.S.I.E. is voiced by Narlor.
Lore[edit]
C.A.S.S.I.E. first began operation in March 2008. Initially, it primarily functioned as a simple PA system, although it had limited autonomy to, for example, put out fires or detect a disease outbreak within the site. In the following six years, C.A.S.S.I.E. was continually upgraded, with new and improved systems expanding C.A.S.S.I.E.'s control over the site.
C.A.S.S.I.E.'s present role is to keep the staff of Site-02 safe from a range of emergencies. Such emergencies include containment breaches, fires, Chaos Insurgency attacks or biological threats. If a threat is detected, Site Management will be alerted and C.A.S.S.I.E. will wait for a response. If no response is provided, C.A.S.S.I.E. will act within its capabilities to mitigate or eliminate the threat.
Because of the nature of C.A.S.S.I.E.'s role, several security measures are implemented. C.A.S.S.I.E.'s core is tightly guarded, requiring Level 5 clearance to access and override it. Sources indicate that C.A.S.S.I.E.'s core was last opened in December 2014 for the installation of new upgrades. This restriction means that C.A.S.S.I.E. can't be controlled remotely - with numerous measures in place to prevent hacking or malicious communications.
For more info about C.A.S.S.I.E., the official public C.A.S.S.I.E. Doc can be viewed by clicking here.
For more info about C.A.S.S.I.E., the official public C.A.S.S.I.E. Doc can be viewed by clicking here.
Components[edit]
C.A.S.S.I.E.'s system is divided into several cores, each of which are responsible for different tasks.
- Data Storage Module(CASSIE-DSM)- a three-stage device, responsible for storing and saving all universal and management logs and event summaries, which C.A.S.S.I.E. has retained since first activation. Thanks to this, C.A.S.S.I.E. can learn and make decisions based on events from the past. CASSIE-DSM consists of:
- HDD submodule - used to store pre-recorded voice announcements and non-essential data, such as system logs or insignificant memories. This submodule allows saving up to 20 terabytes of data.
- SSD submodule - used to store the most important data and current activities. 2 terabytes of space.
- Magnetic tape reader - allows C.A.S.S.I.E. and its systems to read older, outdated formats, such as magnetic tape, etc.
![See See](/uploads/1/2/6/4/126486750/285105983.jpg)
- Memory Bank(CASSIE-RAM)- 128 GB in 64x units of static random-access memory. Typically used for caching.
- Public Address System(CASSIE-PAS)- a small subsystem responsible for formulating and processing phrases/sentences and announcing them using Facility speakers for use of essential personnel information and facility monitoring.
- Decision-Making Module(CASSIE-DMM)- the biggest subsystem responsible for analyzing danger and executing judgement procedures. The module has several connected microprocessors, having a cumulative total of 128 cores. Every single core has a computing power of 3.4 GHz.
- Hardware Diagnostic Module(CASSIE-HDM)- periodically scans for hardware damage. If any is present, it specifies a temporary solution in which a compromise can be made with existing backup systems, and/or to store repair methods for planned repairs in the near-future.
- Standby-mode Handlers(CASSIE-SMH)- when C.A.S.S.I.E. is not actively dealing with a threat, standby mode is activated and the rest of the modules are turned off to avoid unnecessary use of resources and potential passive overload. CASSIE-SMHs are always waiting to arm in preparation for potential internal emergencies, and are ready to initiate C.A.S.S.I.E.’s main systems when necessary. For safety, two CASSIE-SMH modules have been installed are. They are constantly diagnosing each other, to ensure there are no system errors, faults, and that continuity and maintenance is upheld to the highest level for optimal response time.
- Emergency Power Unit(CASSIE-EPU)- a special unit that provides emergency power (up to 10 hours) when the main power fails.
- Backup Generator(CASSIE-BGR)- when the CASSSIE-EPU runs out, the final backup generator will start. It’s an alternator based on a diesel engine - an independent source of electrical power that keeps C.A.S.S.I.E. in operational mode until the diesel fuel tank is empty. The generator has never been used in any emergency situation, but its technical condition is checked by CASSIE-HDM once a month. The fuel tank is big enough to support C.A.S.S.I.E. for at least 3 days in operational (alarmed) mode, and at least a month in the passive standby mode. This amount of time is sufficient for the technical crew.
Black Mesa Announcement System/Words - Combine OverWiki, The ...
Procedures[edit]
C.A.S.S.I.E. has many procedures that it will activate in the response to a threat, such as anti-fire procedures, lockdown procedures and anti-SCP procedures.
There are four different types of procedures that C.A.S.S.I.E. can use.
There are four different types of procedures that C.A.S.S.I.E. can use.
- P-E protocols are Thermal procedures which are used to stop the spread of fire or prevent explosions.
- P-B protocols are Biological hazard removal procedures which include things like Decontamination of a zone and Alpha Warhead activation.
- P-L protocols are Lockdown procedures which are used to lockdown the facility.
- P-S protocols are Anti-SCP procedures are used to slowdown SCPs and announce their termination or recontainment.
In-game Procedures[edit]
Only some of C.A.S.S.I.E.'s procedures are ingame, they are as follows:
- P-B-3Zone-wide Decontamination (S): A schedule Decontamination of a zone.
- P-S-1SCP Proximity Track: C.A.S.S.I.E. uses the security cameras around the facility to monitor the breached SCPs.
- P-S-2SCP Mortality and Status Track: Equivalent of P-S-1, which notifies personnel regarding elimination & recontainment of escaped SCPs.
- P-S-3Tesla Gate: Enabling Tesla Gates to terminate and/or obstruct passing SCPs.
In-game[edit]
At the start of the game, C.A.S.S.I.E. will perform a site wide scan, as shown by the monitors found in the Light Containment Checkpoints and LCZ elevators. After about 20 seconds into the round C.A.S.S.I.E. will initiate a P-B-3 security procedure, a schedule Decontamination Process, in Light Containment Zone. C.A.S.S.I.E. will warn everyone in Light Containment Zone about the schedule decontamination. The monitors found in both LCZ Checkpoints and above the elevators that lead to Light Containment Zone will now have a timer showing how much time is remaining until decontamination. After the timer hits zero, C.A.S.S.I.E. will lock down Light Containment Zone and decontaminate it, killing anyone left inside it.
C.A.S.S.I.E. will also make multiple announcements throughout the game, including the death of an SCP, time remaining until LCZ is decontaminated, activation of an Emergency Power Station, Mobile Task Force spawn, and the activation and deactivation of the Alpha Warhead. Randomly, when C.A.S.S.I.E. is making announcements, glitch sound effects will occur and C.A.S.S.I.E. will even sometimes stutter on a word.
C.A.S.S.I.E. will also make multiple announcements throughout the game, including the death of an SCP, time remaining until LCZ is decontaminated, activation of an Emergency Power Station, Mobile Task Force spawn, and the activation and deactivation of the Alpha Warhead. Randomly, when C.A.S.S.I.E. is making announcements, glitch sound effects will occur and C.A.S.S.I.E. will even sometimes stutter on a word.
Using Remote Admin, one can create custom announcements with C.A.S.S.I.E.. There are over 700 possible words C.A.S.S.I.E. can say including numbers, ending sounds and the NATO Alphabet. One can also change the pitch of these custom announcements, add glitch sound effects and even make C.A.S.S.I.E. stutter on a word.
If one tries to make C.A.S.S.I.E. say a word that isn't in the database, the word will simply be skipped.
If one tries to make C.A.S.S.I.E. say a word that isn't in the database, the word will simply be skipped.
Currently, C.A.S.S.I.E.'s room is not ingame, but the C.A.S.S.I.E. doc mentions that its room is located on the Surface Zone.
Announcements[edit]
Throughout the game, C.A.S.S.I.E. will make multiple announcements related to events that have happened. Bells will play before each announcement allowing the player to know when an announcement is about to start. When an announcement ends, bells will play once more. Throughout the announcement, background fuzz can be heard. C.A.S.S.I.E. will also glitch and stutter on a word every once in awhile.
(The audio files below will not have the background noises or bells for clarity)
Nine Tailed Fox[edit]
One of the following will play when Nine Tailed Fox respawn.
'Mobile Task Force Unit, Epsilon-11, designated, [Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols until an MTF squad reaches your destination. Awaiting re-containment of: [#] SCP subject(s).'
'Mobile Task Force Unit, Epsilon-11, designated, '[Military Phonetic Alphabet]-[#], has entered the facility. All remaining personnel are advised to proceed with standard evacuation protocols, until MTF squad reaches your destination, substantial threat to safety remains within the facility -- exercise caution.'
'Tactical Holiday Unit, Epsilon-11, designated, '[Military Phonetic Alphabet-[#], has entered the workshop. All remaining elves are advised to seek shelter in the nearest gingerbread house, until a unit has festivized the facility. Awaiting recontainment of [#] spoil-sport holiday haters. '
SCP Related Announcements[edit]
When an SCP dies, C.A.S.S.I.E. will announce the SCP's death plus how the SCP died.
If multiple SCPs die from Alpha Warhead or Decontamination Process at the same time, C.A.S.S.I.E. will list all of them in one announcement.
If multiple SCPs die from Alpha Warhead or Decontamination Process at the same time, C.A.S.S.I.E. will list all of them in one announcement.
'SCP-XXX contained successfully, containment unit [Military Phonetic Alphabet]-[#].'
'SCP-XXX successfully terminated by Automatic Security System.'
Black Mesa Announcement System Soundboard
'SCP-XXX successfully terminated by Alpha Warhead.'
'SCP-079 successfully terminated by generator recontainment sequence.'
'[Last SCP's Death Announcement] All SCP subjects have been secured, SCP-079 recontainment sequence commencing, Heavy Containment Zone overcharge in T-minus one minute'
'SCP-106 contained successfully by [Class that pushed button].'
'SCP-XXX successfully terminated, termination cause unspecified.'
Emergency Power Stations[edit]
When an Emergency Power Station is turned on C.A.S.S.I.E. will play the following announcements
'5 out of 5 generators activated. All generators have been successfully engaged. Finalizing recontainment sequence. Heavy Containment Zone overcharge in T-minus one minute.'
Alpha Warhead[edit]
C.A.S.S.I.E. will announce the activation, reactivation and deactivation of the Alpha Warhead, plus the time until detonation. When there is about 45 seconds left until the Alpha Warhead blows up, Ajoura starts playing, this is an actual apart of the audio files that play the nuke announcements.
(Unlike the other announcements, the background noises and sirens are apart of the actual announcement and not separate)
Activation[edit]
One of the following lines will play when the nuke is turned on for the first time in a round.
'Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 120 seconds.'
'Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 110 seconds.'
'Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 100 seconds.'
'Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 90 seconds.'
'Alpha Warhead Emergency Detonation Sequence engaged. The underground section of the facility will be detonated in T-minus 80 seconds.'
Cancellation[edit]
Reactivation[edit]
Black Mesa Announcement System Audio
One of the following lines will play when the nuke is reactivated after being cancelled.
Hl1 Vox Text To Speech
'Detonation Sequence resumed, T-minus, 100 seconds.'
'Detonation Sequence resumed, T-minus, 90 seconds.'
'Detonation Sequence resumed, T-minus, 80 seconds.'
'Detonation Sequence resumed, T-minus, 70 seconds.'
'Detonation Sequence resumed, T-minus, 60 seconds.'
'Detonation Sequence resumed, T-minus, 50 seconds.'
'Detonation Sequence resumed, T-minus, 40 seconds.'
'Detonation Sequence resumed, T-minus, 30 seconds.'
Decontamination[edit]
Black Mesa Announcement System Text To Speech
Throughout the round C.A.S.S.I.E. will announce the status of Light Containment Zone Decontamination Process.
All these announcements can only be heard by people in LCZ with the exception of the Light Containment Zone is locked down line, which is played throughout the whole facility.
All these announcements can only be heard by people in LCZ with the exception of the Light Containment Zone is locked down line, which is played throughout the whole facility.
'Attention, all personnel. The Light Containment Zone decontamination process will occur in T-minus 15 minutes. All biological substances must be removed in order to avoid destruction.'
'Danger, Light Containment Zone overall decontamination in T-minus 10 Minutes.'
'Danger, Light Containment Zone overall decontamination in T-minus 5 Minutes.'
'Danger, Light Containment Zone overall decontamination in T-minus 1 Minute.'
'Danger, Light Containment Zone overall decontamination in T-minus 30 seconds. All checkpoint doors have been permanently opened. Please evacuate immediately. 20. 19. 18. 17. 16. 15. 14. 13. 12. 11. 10 seconds. 9. 8. 7. 6. 5. 4. 3. 2. 1.'
Black Mesa Announcement System Audio
'Light Containment Zone is locked down and ready for decontamination. The removal of organic substances has now begun.'
Black Mesa Announcement System - Image Results
Custom[edit]
Using the Remote Admin command, cassie, one can generate custom announcements from a word list of over 700 different words. Attempting to make C.A.S.S.I.E. say a word not in his databank will cause him to just skip it, as no audio file for it exist.
Trivia[edit]
- The font used for C.A.S.S.I.E.'s logo is called Federation Starfleet Hull 23rd. A font that is used for Star Trek.
- Older possible names for C.A.S.S.I.E. included:
- Emergency Public Address System - EPAS.
- Critical Response and Assist Service Station - CRASS.
- Automatic Manager of Emergency Systems - AMES.
- C.A.S.S.I.E. originally stood for Critical Action Service Station for Internal Emergencies.
- C.A.S.S.I.E. is based off Aperture Employee Guardian and Intrusion System also known as AEGIS, from the Portal fan game, Portal Stories: Mel.
- C.A.S.S.I.E. voice is based off the Black Mesa Announcement System from the Half Life series.
- The Decontamination and Alpha Warhead lines are the oldest C.A.S.S.I.E. announcements ingame, existing before C.A.S.S.I.E. was fully finalized ingame.
- The Decontamination and warhead lines were added in v5.0.0 while the SCP recontainment announcements and MTF announcements were added in v7.3.0.
- Before v3.0.0, the Alpha Warhead announcement used the same one from SCP: Containment Breach, but in v3.0.0 it was replaced with a female announcer.
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