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Afraid of Monsters

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Nice, but where's the trigger?

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Afraid of Monsters
Aomheader.jpg
Release Date: 2005
Developer: Andreas Rönnberg
Publisher: Andreas Rönnberg
Platforms: PC
Genre: First-person shooter, horror


Afraid of Monsters: Director's Cut (2007)

Afraid of Monsters is a mod for Half-Life developed by Andreas "ruMpel" Rönnberg. It was first released in 2005 with an updated "Director's Cut" released in 2007. A Co-op version of AoM:DC called Afraid of Monsters: Dark Assistance was released into beta in 2020.

Afraid of Monsters follows David Leatherhoff, a drug addict who visits a hospital for rehab. During a trip to the restroom, he passes out and when he wakes up, the hospital is seemingly abandoned and filled with monsters.

The game received a spiritual successor in the form of Cry of Fear in 2012.

Note: firearms in Director's Cut are not named during gameplay; the names listed for the Director's Cut firearms are from the closing credits, which lists off each weapon and its modeller, animator, and texture artist. The exception to this is the L85A1, which is never named during gameplay nor the credits.


The following weapons appear in the video game Afraid of Monsters:


Pistols

Handguns in Director's Cut are split into two categories: the first being "small" handguns, and the second being "heavy" handguns. The first category includes the Beretta 92FS, the Glock 19, and the P226. The second includes the Colt Anaconda and the Desert Eagle. All weapons in the first category share ammunition, despite the caliber and magazine differences.

Beretta 92FS

The Beretta 92FS appears as the world model for the Beretta 92FS Inox in the original Afraid of Monsters. The model is from the optional HD model pack from Half-Life.

Beretta 92FS - 9x19mm Parabellum
David finds the Beretta in a janitor's closet.

Director's Cut

The Beretta makes another appearance in Director's Cut as the "Beretta", this time with an Inox slide and barrel. It is between the Glock and P226 in terms of power, packing a higher magazine capacity than the P226 and more damage than the Glock, but has a smaller capacity than the Glock and less damage than the P226.

Two-tone Beretta 92FS - 9x19mm Parabellum
David finds a magazine for the Beretta. Interestingly, this magazine is found quite a long while before the Beretta itself can actually be acquired.
This sign with a silhouette of a Beretta can be found in the exact same place the Beretta is found in the original, seemingly to troll players of the original.
David, having being teased for so long, finally finds a 92FS.
He then picks it up, and realizes that it quite underwhelming.
Firing.
Reloading. Every magazine-fed handgun in Director's Cut uses the exact same reload animation, where David lowers the weapon and it is reloaded offscreen.

Dark Assistance

The Beretta in Dark Assistance is a standard black model, with the only modification being the mirroring of the model.

Beretta 92FS Inox

The Beretta 92FS Inox appears in the original as the "9MM". It functions identically to the Glock 17 from Half-Life.

Beretta 92FS Inox - 9x19mm Parabellum
The Beretta in idle.
Firing.
Dumping out a mag.
Inserting in a new one.
Releasing the slide.

Colt Anaconda

The Colt Anaconda appears in Director's Cut as the "Revolver". Interestingly, a few points in the game files indicate that it was meant to be a Taurus Raging Bull.

Firstly, some of its sound files have the prefix "bull_". And secondly, the back of the cartridges say ".454 Casull".

Colt Anaconda - .44 Magnum
David finds a generous donor giving him the only Anaconda in the entire game.
David, having thanked the donor, draws his Anaconda and closes the cylinder. It also makes a cylinder spinning sound effect despite the animation only showing him closing the cylinder.
Idle.
Firing.
Reloading starts off with opening the cylinder...
...ejecting the rounds...
...inserting in new rounds without a speedloader...
...closing the cylinder...
...and finishing off with a spin.
David finds a speedloader before he realizes he only needs the ammunition part, and not the speedloader part.

Colt Python

The Colt Python appears as the world model for the Desert Eagle in the original game.

Colt Python - .357 Magnum
David finds the Python. It turns into a Desert Eagle when it is picked up.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears as the "DGL" in the original. Its model is of the .50 AE version but its ammo pickups say .357 Magnum on them. It also has a six-round capacity, which is not on any Desert Eagle model. Strangely, a second, lower-quality model can be seen offscreen on the viewmodel; it is unclear why is it there, as it is never onscreen. This model appears to have a fluted barrel like those on the .44 and .357 versions. This second model is also a Mark XIX variant, as it has the scope rails.

IMI Desert Eagle Mark XIX - .50 AE
Cocking the hammer while drawing the Desert Eagle.
Holding the Deagle. Note that it has shorter slide serrations akin to the Mark VII or I.
The idle animation gives a great view of the top of the weapon, and confirm that it is the Mark XIX variant. Also note that the safety is on...
...not that this stops it from firing, however.
Starting the reload by ejecting a magazine. Note the unusable LAM on the trigger guard.
Inserting in a new mag.
About to hit the slide release.
A box of ammunition for the Desert Eagle.
Magnum Research Desert Eagle Mark XIX with polished chrome finish - .44 Magnum
The hidden Deagle model. The markings appear to say "Desert Eagle .50 Caliber", which contradict the fluted barrel. Note the two extra magazines.

Director's Cut

The Desert Eagle returns in Director's Cut as the "Desert Eagle". This time it has a matte black finish and wood grips, making it heavily resemble the Bruni Combat, a blank-firing copy of the Desert Eagle. It is slightly weaker than the Anaconda, despite firing a larger cartridge.

Bruni Combat, for comparison - 8mm P.A.K. blanks
David finds the first Desert Eagle in the game, and hopes that it doesn't turn into a Colt Python.
Idle. Note that it lacks a rear sight for some reason.
Firing. Note that the safety is placed slightly too far forward and the slide clipping into David's arm.
The Desert Eagle locks open.
However, like every other magazine-fed handgun, it automatically snaps forward when reloaded.
David finds a magazine for the Desert Eagle and a battery. The battery is an addition in Director's Cut, where the flashlight system was revamped to require batteries instead of slowly recharging. These batteries appear to be D size batteries, however the flashlight model looks like it would only fit AA batteries at the largest.

Dark Assistance

The Dark Assistance model is nearly identical to the Director's Cut model, with the only update being new animations.

Glock 17 Pro

Dark Assistance replaces the Glock 19 with a Glock 17 Pro.

Glock 17 Pro - 9x19mm Parabellum

Glock 19

The Glock 19 appears in Director's Cut as the "Glock". It has an incorrect 20-round capacity and full-auto firing mode. It deals the least amount of damage out of all the handguns but makes up for it with its high capacity and full-auto firing mode.

Glock 19 - 9x19mm Parabellum
David, hoping to find a meal in the cafeteria, finds a Glock 19 instead.
But without any other options, David picks up the Glock. Note the interesting aftermarket aperture rear sight.
Firing off some shots in semi-auto.
Firing in full-auto will, predictably, lead to very high recoil.
David reloads the Glock, after vowing to never do that again.
David finds a 20-round 15-round Glock magazine.

SIG-Sauer P226R

The SIG-Sauer P226R appears in Director's Cut as the "P228", and is the first firearm David comes across. It does the most damage out of all the small handguns, but has the lowest magazine capacity at 13 rounds.

SIG-Sauer P226R - 9x19mm Parabellum
David finds the P226.
Holding the P226. Note the hammer, which is always uncocked.
Firing. Note that the chamber is modeled as part of the slide.
Reloading.
David finds a P226 magazine. Note that the rounds inside are straight-walled, implying that it is chambered in .40 S&W instead of .357 SIG as the markings say.

SIG-Sauer P228

An actual SIG-Sauer P228 replaces the P226 in Dark Assistance.

SIG-Sauer P228 - 9x19mm Parabellum

Submachine Guns

Heckler & Koch MP5K

The Heckler & Koch MP5K appears in Director's Cut as the "MP5K". It has a 30-round capacity, which is twice the size of its modeled magazine.

Heckler & Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm Parabellum
David finds an MP5K.
Holding the MP5K.
Strangely, the MP5K is the only weapon to have an idle animation, where David lowers the weapon a bit.
Firing.
Starting off the reload by locking back the charging handle...
...removing the magazine...
...shoving in a new one...
...and finishing off with the slap.
David looks at an MP5K magazine. For some reason, these magazines are unloaded.

IMI Uzi

The IMI Uzi appears in Director's Cut as the "Uzi". It holds 25 rounds in its 32-round magazine. It deals more damage than the MP5K but has a lower magazine capacity

IMI Uzi - 9x19mm Parabellum
David finds an Uzi.
David draws the Uzi with a tug of the charging handle.
Idle.
Firing. Note that it has a reciprocating charging handle.
Pulling out a magazine...
...shoving in a new magazine...
...and finishes off with a pull of the charging handle.
David finds an Uzi magazine. Note that the magazine is completely solid.

Shotguns

Benelli M3 Super 90

The Benelli M3 Super 90 with wooden furniture appears as the sole shotgun in Director's Cut. It operates exclusively in pump-action mode.

Benelli M3 Super 90 - 12 gauge
David finds the Benelli M3.
Idle.
Firing.
Cycling the pump. Note that the bolt doesn't actually move.
Reloading. All of the action is done completely offscreen. David also doesn't cycle the pump on empty.

Franchi SPAS-12

The Franchi SPAS-12 appears as the world model for the Mossberg 500A in the original game. Its model is from the Half-Life's HD model pack.

Franchi SPAS-12 - 12 gauge
David finds a room with a recipe for a good time in it.

Mossberg 500A

The Mossberg 500A appears in the original game as the "SG". Strangely, it can fire two shells at the same time, as it is functionally identical to Half-Life's SPAS-12.

Mossberg 500A Field Gun - 12 gauge. The in-game model has a shorter barrel.
Daivd draws the Mossberg with a one-handed pump that would probably fit better in another game.
Idle.
Firing. Like in Half-Life, the shell is ejected before it is pumped. Also note that the shell does not have a struck primer.
Racking the pump.
Performing the "double-shot".
Inserting in some shells.
Finishing off the reload with another one-handed pump.

Assault Rifles

AKS-47 with GP-25 Grenade Launcher

An AKS-47 with a GP-25 grenade launcher appears in the original game as the "9MMAR". It is functionally identical to Half-Life's MP5SD3 and as such, shares ammo with the Beretta 92FS. Ammunition for the GP-25 is incredibly rare, only appearing twice throughout the entire game.

Type 3 AKS-47 - 7.62x39mm. The in-game model has a polymer handguard & grip.
GP-25 Grenade Launcher - 40mm VOG caseless
Drawing the AKS-47 will have David unfold the stock the wrong way.
Idle.
Firing. Note the pistol-like casings.
Ejecting the mag, which apparently doesn't require the use of the mag release.
Inserting in a new mag. Note that it uses slab-sided magazines.
Pulling the bolt.
Firing the GP-25. Like in Half-Life, the trigger on the grenade launcher is never pulled, nor is it reloaded.
The explosion from the grenade.

Colt Model 727 with M203 Grenade Launcher

A Colt Model 727 with an M203 grenade launcher appears in the original AoM as the world model for the AKS-47.

Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO / 40x46mm grenade
The M727 is found on a bed in an apartment.

Enfield L85A1

The Enfield L85A1 appears in Director's Cut; it is not assigned any name during gameplay, but the game files refer to it as the "gm_general". It has infinite ammo and is unlocked when the player sees every ending in the game. The model is from S.T.A.L.K.E.R.: Shadow of Chernobyl.

Enfield L85A1 with SUSAT scope - 5.56x45mm NATO
David finds the L85 in the Room of Letters.
The "IL 86" in idle.
David fires the L85, surprised he hasn't gotten a popup saying "The weapon has jammed. You need to reload." Note that the casings eject out the right, despite the left-handed ejection port. Also note that the bolt doesn't move.
It also has a functional scope, and is the only weapon to have one. It serves little practical use in-game however, as most of the game's combat take place at extremely close ranges, and the only enemy that would benefit from having a scope is quite rare.

Other

M7A3 CS Gas Grenade

The M7A3 CS gas grenade appears in the original AoM as the "HE". It incorrectly functions as an explosive grenade. Its model is based on (but not identical to) the "HE Grenade" from Counter-Strike.

M7A3 CS gas grenade
Holding the M7A3. Note that it has "M7A3" markings on it.
Pulling the pin...
...and throwing the grenade. Note that the lever has not come off the grenade.
After a few seconds, it does the opposite intended effect of a less-lethal grenade.

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