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My sandbox for WIP projects (and maybe other stuff). I work on this stuff sporadically, so there will probably be long periods of inactivity between each major update; what I work on is also heavily dependant on what I'm currently interested in. Feel free to correct any typos/grammatical errors/coding errors that you may notice.

Hunt Down The Freeman

Hunt Down The Freeman
Steam header image
Release Date: Demo: September 7, 2016
Full release: February 23, 2018
Developer: Royal Rudius Entertainment
Publisher: Royal Rudius Entertainment
Platforms: PC
Genre: First-person shooter

Hunt Down The Freeman is a 2018 video game developed by Royal Rudius Entertainment. A demo (although drastically different to the final game) was first released in 2016.

The plot presents itself as the opposing side of Half-Life, starting with the protagonist Mitchell, a HECU soldier deployed in Black Mesa during the incident, getting beaten up by Gordon Freeman and swears revenge on him.

Upon release, the game was critically panned and received a "Mostly Negative" rating on Steam, with a majority of the criticism being towards the glitches, level design, poor writing, and lack of direction. Though patches were released, a lot of issues remain.

The game had multiple scandals during development, including accusations of stolen assets and the usage of bots to get it approved on Steam's now-defunct Greenlight service.

The following weapons appear in the video game Hunt Down The Freeman:


Beretta 92FS Inox

A Beretta 92FS Inox with wood grips appears in-game. It is the very first weapon the player can use in-game (acquired right when the game starts; it is given even before the melee weapon, which is a few steps behind Mitchell at the game's starting location), and is the standard handgun during Act 1. Like most of the other weapons that do not appear in Act 3, it is not seen again after its appropriate act.

Beretta 92FS Inox with wood grips (US made gun with black controls) - 9x19mm Parabellum
Drawing the Beretta in the first level of the game and turning the safety off. Despite the gun being previously on safe, the hammer is cocked, which shouldn't be, as the safety on Beretta pistols acts as a decocker too.
Iron sights.
Dumping out a mag.
Shoving in a new mag. Note the odd shading on the barrel.
Releasing the slide.

Colt M1911A1

A Colt M1911A1 can be used in-game. It is first seen during the opening cutscene, and Mitchell gets his hands on one during the Arctic section of Act 2, and uses it throughout; it is never seen again afterwards.

Colt M1911A1 - .45 ACP
Mitchell picks up the M1911A1 and has a look at the left side...
...then the right side...
...and finishes it off with a one-handed slide rack.
The M1911A1 in idle. Note that Mitchell appears to be using the safety as a thumb rest, a technique used by expert 1911 shooters in real life.
Iron sights.
Firing and ejecting a case slightly too large to fit in the chamber.
Dumping out a mag. Of note is that it plays the Half-Life 2 USP Match reloading sound on top of its reload sound.
Inserting in a new one...
...giving it a nice smack...
...and releasing the slide.

Heckler & Koch USP Match

A pistol based on Half-Life 2’s rendition of the Heckler & Koch USP Match appears in-game. Even though Half-Life 2’s depiction of the USP was already somewhat stylised, Hunt Down The Freeman takes it a step further and turns it into a pistol that only superficially resembles the USP Match - it now appears to be striker-fired, and the hammer turns into a small, seemingly useless nub on the back of the slide, and certain features like the safety are completely removed. It is first seen being used by Civil Protection officers during Act 3, and Mitchell will be given one at the start of the raid on Black Mesa East.

Heckler & Koch USP Match - 9x19mm Parabellum
Mitchell holds the USP Match whilst observing some glitched textures. Note the small nub in place of the hammer.
Aiming at a wall...
...and firing.
Ejecting a magazine.
Inserting in a new one.

Smith & Wesson Model 629 Performance Center Hunter

A Smith & Wesson Model 629 Performance Center Hunter can be used in-game. It is also prominently featured in the game's infamous ending.

Smith & Wesson Model 629 Performance Center Hunter - .44 Magnum
Mitchell holding the 629 in a cave. A second revolver can be seen near the dead Antlion grubs.
Iron sights. Note that the front sight is aligned slightly too high.
Dumping out some rounds...
...inserting some new ones in...
...and closing the cylinder.
A few weapons have unused alternate textures in the files which appear to be earlier versions of their textures; in the case of the 629, it will gain the "Performance Center" marking on the side of the barrel and change the finish.

Submachine Guns

Heckler & Koch MP5SD3

A Heckler & Koch MP5SD3 fitted with a Tasco red dot sight can be used in-game. It is the second firearm acquired, being located under a large door, and will later be the standard submachine gun throughout the rest of Act 1. It is also Adam's primary weapon during Act 1.

Heckler & Koch MP5SD3 - 9x19mm Parabellum
Flicking the MP5SD3's safety off in the draw animation.
The MP5 in idle. Note the different rear sight.
Aiming down the Tasco sight; for some reason it has a small amount of magnification.
Firing off a burst; note that, despite the suppressor, it still produces a full muzzle flash.
Locking back the bolt...
...removing the magazine...
...inserting in a new one...
...and ending with a satisfying slap.
A close-up of the world model reveals that it is chambered in "9x9mm". Note the fire selector.

Heckler & Koch MP7A1

Heckler & Koch MP7A1 - 4.6x30mm

Sa vz. 61 Skorpion

An Sa vz. 61 Skorpion can be used in-game. It is first found on a table in a warehouse during Act 1 but is not seen again until Act 3. It is incorrectly chambered in 9x19mm Parabellum.

Sa vz. 61 Skorpion - .32 ACP
Mitchell holding the vz. 61.
Iron sights.
Firing off at a wall.
Changing mags...
...and releasing the bolt. Note that the selector is on semi-auto.

Steyr TMP

A Steyr TMP with its somewhat rarely seen shoulder stock can be used in-game. It is given to Mitchell at the start of the Black Mesa East raid, and will remain the standard submachine gun in the rest of Act 3.

Steyr TMP with shoulder stock - 9x19mm Parabellum
Holding a TMP.
Aiming at a wall.
Spraying it with dozens of 9x19mm rounds.
Flicking away a magazine, giving us a great view of the right side. Though not visible here, the markings incorrectly state that it's made by Heckler & Koch and chambered in .45 ACP; the .45 marking is even inconsistent in-game, as its ammo feeds from the 9x19mm ammo pool. The bolt also doesn't lock back.
Inserting in a new one.
Pulling the charging handle. The bolt itself never moves during this.


Double Barrel Shotgun

A 12 Gauge Double Barreled Shotgun of indistinct manufacture can be used in-game. It is found right after the raid on Black Mesa East and is kept afterwards as the only shotgun in Act 3. A flashlight will be attached to it Left 4 Dead-style when it is picked up in order to navigate the areas after it. Despite the alternate fire allowing the player to fire both barrels at once, the gun's model in both first and third person does not have a visible double set trigger.

Stevens side-by-side shotgun - 12 gauge

Remington 870

A Remington 870 with polymer furniture and an unused shell holder can be used in-game. It is the standard shotgun throughout Act 1.

Remington 870 with polymer furniture - 12 gauge. The in-game model has a shorter barrel and tube.
Racking the pump when it is acquired for the first time.
The 870 in idle.
Aiming through the rather odd iron sights.
Firing. Note that a shell has already been ejected.
Working the pump.
Inserting in some shells. This animation is weirdly sped up; according to one of the animators, the reason for this is because the developers sped up the animation to make it look more smooth, but it failed, and instead the result was it looking unnaturally fast.
Chambering a round after the reload.

Assault Rifles


The AK-47 can be used in-game. It is a rather strange hybrid of Type 1 and Type 2 AKs with the stock mounting bracket and left side of the receiver of a Type 2, but the right side of the receiver of a Type 1; it also has an unusable laser sight on the right side of the handguard. It, like many of Act 3's weapons, is given at the start of the raid on Black Mesa East; it also appears to be standard-issue within Mitchell's army.

Type 2 AK-47 - 7.62x39mm

M16A4 with M203 Grenade Launcher

An M16A4 (that incorrectly fires full-auto) with an M203 Grenade Launcher and a Trijicon ACOG can be used in-game. Mitchell will most likely first encounter it from a dead soldier at a fortification (this area was also one of the major criticisms of the game, incidentally) and will remain the standard assault rifle during Act 1. It is also the only weapon to have an attached underbarrel grenade launcher.

M16A4 with Trijicon ACOG and M203 grenade launcher - 5.56x45mm NATO & 40x46mm grenade
Drawing the M16 for the first time involves Mitchell having a look at a magazine (with only one round loaded, no less)...
...then smacking it against the receiver...
...shoving it back in...
...and chambering a round.
The regular draw animation has Mitchell switch the fire selector off "look I just broke the fire selector" to semi-auto.
The M16 in idle.
Aiming through the ACOG. It uses an incorrect red dot reticle.
Dumping out a magazine...
...inserting in a new one...
...and hitting the bolt release.
Flicking the M203's ladder sight up.
The M203 in idle.
Opening up the M203 and ejecting a (not) spent case whilst the grenade explodes in the background.
Inserting in a new grenade.
Closing the launcher.

Sniper Rifles

Accuracy International Arctic Warfare Magnum

An Accuracy International Arctic Warfare Magnum can be used in-game. It is the first sniper rifle acquired, given by Adam, and is the standard sniper rifle in Act 1. It uses the same "7.62mm" ammo as the AK-47, but this cannot be seen under normal circumstances.

Accuracy International Arctic Warfare Magnum - .338 Lapua Magnum
The AWM is first acquired from Adam.
Mitchell cycles the bolt and takes the AWM for a spin on a rooftop; this is not actually the same AWM in the above image, as the one from Adam disappears during a level transition and Mitchell has to reacquire it from this rooftop.
Scoping in on a Combine Synth, one of the few new enemies introduced in the game.
Swapping mags...
...and chambering a new round.

Mauser Karabiner 98k

A Karabiner 98k with a Zeiss ZF42 scope can be used in-game. It is the last sniper rifle in the game, being found in Act 2 in a shack.

Mauser Karabiner 98k with Zeiss ZF42 - 7.92x57mm Mauser
Mitchell picks up the K98k and prepares to open the bolt...
...and discovers that it isn't loaded.
He then loads it up...
...and chambers a round.
The K98k in idle.
Aiming through the ZF42.
Cycling the action.
Opening the bolt...
...loading it up...
...and finishing off the reload.

Machine Guns

Browning M2HB

Browning M2HBs can be found as emplaced turrets and mounted on Humvees.

Browning M2HB on vehicle mount - .50 BMG
The first M2HB found is mounted on some sandbags.
Shooting at some Combine Synths. Of note is that every 4th shot fires a tracer round.
An M2 mounted on a Humvee.

General Dynamics GAU-17/A

A handheld General Dynamics GAU-17/A styled after the handheld M134 minigun seen in Terminator 2 can be used in-game. It is only used in a rather bizzare scripted defence segment where Mitchell has to fend off Gunships attacking a train while standing on top of said train.

General Dynamics GAU-17/A - 7.62x51mm NATO
Airsoft handheld M134 Minigun - (fake) 7.62x51mm NATO
The GAU-17/A is acquired from a corpse that suddenly teleports in.
Not fazed by the sudden corpse, Mitchell picks up the GAU-17.
Its sole purpose is then revealed shortly after.


M18A1 Claymore

M18A1 Claymores can be used in-game. They incorrectly function like proximity mines instead of remotely detonated ones.

M18A1 Claymore
A few Claymores in a tent.
Mitchell holds an M18 and looks at a deployed one. Of note is that the top section appears to have been referenced off the Type 66 (a Chinese copy of the Claymore), albeit with slight differences.
Shooting it yields rather predictable results.
Mitchell comes across a field of Claymores at a rather inopportune time. These Claymores are the main obstacle for this puzzle, where Mitchell has to traverse the Claymores and disable them. Setting off these Claymores will kill Mitchell no matter what distance he is from them.

MK3A2 Offensive Hand Grenade

MK3A2 offensive hand grenades styled after the "M83" grenades seen in Half-Life 2 can be used in-game.

MK3A2 Offensive Hand Grenade
The MK3A2 in-game.

Cut, Demo, & Unusable Weapons

These weapons were either cut, only present in the demo or unavailable to the player.

Colt Anaconda

The Colt Anaconda model from Half-Life 2 can be very briefly seen in the demo's recap cutscene.

Colt Anaconda - .44 Magnum
Mitchell attempts to reach for an Anaconda. Note that it is clipping halfway into the ground.

FN Five-seveN

FN Five-seveNs can be seen in the holsters on the various soldier NPCs around the second half of Act 1. They are never unholstered.

FN Five-seveN - 5.7x28mm
A Five-seveN in the holster of a soldier.
A closer look at the Five-seveN of a dead soldier.
Another angle, this time looking through the Tasco sight of the MP5SD3.

Franchi SPAS-12

The Franchi SPAS-12 is only seen once in the final game, which is in a cutscene near the end of the game. The model appears to be from Half-Life 2. It is also seen in the demo; this time the model appears to be from Left 4 Dead 2.

Franchi SPAS-12 with stock folded - 12 gauge
Mitchell interrogates a rebel with a SPAS-12 visible to the right. Note the flashlight under the tube. Also of note is that the hook (which is included on L4D2's model) is clipping through the table, as it extends out the right.
Franchi SPAS-12 without stock - 12 gauge
A good view of the SPAS. Note the solid rear sight.
A closer look in its fully recoiled position.

Heckler & Koch MP5A3

A Heckler & Koch MP5A3 appears in the recap cutscene that plays when the demo is launched. The model appears to be from Counter-Strike: Source. It also appears as the HUD icon for the MP5K.

Heckler & Koch MP5A3 with Navy trigger group - 9x19mm Parabellum
Mitchell holds the MP5A3 while observing a gruesome scene. Note the left-handed charging handle.
The MP5 HUD icon.

Heckler & Koch MP5K "Reverse Stretch"

A Heckler & Koch MP5K mated with an MP5A5 receiver is the standard SMG in the demo.

Heckler & Koch MP5K "Reverse Stretch" - 9x19mm Parabellum
Holding the MP5K.
Firing. Unlike the final game, there is no way to aim down sights in the demo.
Locking back the bolt. Also unlike the final game, the guns only have one reload animation, which always show them empty.
Removing the mag...
...shoving a new one in...
...and finishing off with the slap.
Strangely, the alt-fire is to throw a grenade. It starts off with Mitchell lowering the MP5K for a bit...
...then throwing the grenade. The grenade model is the MK3A2 model from Half-Life 2.
It is, however, not a reskin of Half-Life 2's SMG grenade, as the grenade does not explode on impact; it instead has a red light and beeping of the MK3A2 in Half-Life 2.
After 2 seconds, it explodes.

Heckler & Koch MP7 Prototype

The Heckler & Koch MP7 Prototype model from Half-Life 2 can be seen in the hands of rebels, Civil Protection officers, and Mitchell's soldiers. It can be seen in both the demo and the final game.

Heckler & Koch MP7 Prototype - 4.6x30mm
Mitchell barges into a room with two rebels, one of which has an MP7...
...however, his MP7 proves no match for Mitchell's machete.

Heckler & Koch USP Match

The Heckler & Koch USP Match model from Half-Life 2 can be seen in a cutscene in the demo depicting Gordon acquiring the USP Match for the first time.

Heckler & Koch USP Match - 9x19mm Parabellum
A Civil Protection officer performs the opposite of civil protection by bashing a man in the head with a USP Match.
Gordon holds the same USP Match after performing a much more successful job of civil protection.


What appears to be the M16A2 model from Left 4 Dead can be very briefly seen in the demo's opening cutscene. It does not appear anywhere else.

M16A2 - 5.56x45mm
A soldier holds the M16A2 right before he gets impaled by the Hydra. Note the underbarrel flashlight.

M67 Hand Grenade

M67 hand grenades appear in-game, however, they cannot be picked up, meaning you cannot use them without using console commands.

M67 Hand Grenade
A box of M67s.
Mitchell pulls out a grenade that you can only acquire with cheats in a map which you can only access through cheats.
Pulling out the safety clip. Note the markings on the top of the lever; there are also markings on the body, though those are quite difficult to see in first-person.
Ripping out the pin. Note that the end of the pin is completely flat, which would be extremely dangerous.
Throwing the grenade. Note that, despite the lever visibly releasing (near the top of the image), the thrown model of the grenade still has the pin and lever attached.
Despite this, the grenade still produces a nice blast.

Norinco QSZ-92

A rather curious choice, Norinco QSZ-92s with brown grips can be seen in the holsters of Nick and other NPCs. Like the Five-seveN, it is never unholstered.

Norinco QSZ-92-9 - 9x19mm Parabellum
The QSZ-92 in Nick's holster.

Remington 700

A Remington 700 can be found in the game files.

Remington 700 - .308 Winchester

Remington 870 Field Gun

A Remington 870 Field Gun is the standard shotgun in the demo. It is simply a reskin of the SPAS-12 from Half-Life 2, and retains the "fire both barrels" feature from there.

Remington 870 Field Gun - 12 gauge. The in-game model has an extended magazine tube.
Cycling the pump.
Firing "both barrels" of the 870.
Inserting some shells. Unlike the final game's 870, this animation is not sped up.
Chambering a new round. Strangely, this is done twice in the empty reload.

Sawn-off Double Barreled Shotgun

A Sawed-off Double Barrel Shotgun can be found in the game files as the "oneshotgun".

Sawn-off Rossi Overland SBS Shotgun - 12 gauge

SIG-Sauer SIG556xi Russian

Whilst not normally accessible during the game, the SIG-Sauer SIG556xi Russian can be acquired using console commands.

SIG-Sauer SIG556xi Russian - 7.62x39mm
Pulling the bolt back when equipping it for the first time.
The regular draw animation. Note the incorrect 40-round capacity; while this may imply that it uses the RPK's 40-round magazines, its model is still of a 30-rounder.
Aiming down the iron sights.
Firing; this makes the same sound as Half-Life 2's USP Match.
Removing the magazine...
...inserting in another one...
...and chambering a round, all being completely silent in the process.

Sphinx SDP Compact Duty

The standard handgun in the demo is the Sphinx SDP Compact Duty. Its model (although missing textures) can still be found in the final game.

Sphinx SDP Compact Duty - 9x19mm Parabellum
The SDP in idle.
Dumping out a mag.
Insertng in a new mag.
Releasing the slide.

Winchester Model 1886

Father Grigori can be seen holding his Winchester Model 1886 in the demo's recap cutscene. The model is from Half-Life 2.

Winchester Model 1886 - .45-70 Government
The Winchester 1886 model from Half-Life 2.
Father Grigori aims his Winchester at Mitchell.

[[Category:Video Game]] [[Category:First-Person Shooter]] [[Category:Science-Fiction]]

Afraid of Monsters

Afraid of Monsters (2005)
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, Afraid of Monsters: Director's Cut, & Afraid of Monsters: Dark Assistance:


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.
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.
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.
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.
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.
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.


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.
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.


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.
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.
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.
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.


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.

[[Category:Video Game]] [[Category:First-Person Shooter]] [[Category:Horror]] [[Category:Swedish Produced/Filmed]]


Just the foundations of something I plan to do sometime.


Glock 17C

A Glock 17C can be used in-game.

Glock 17 (2nd Generation) - 9x19mm Parabellum

Stechkin APS

The Stechkin APS appears in-game as the "Stechkin APS". It operates exclusively in semi-auto mode.

Stechkin APS - 9x18mm Makarov

Submachine Guns

Heckler & Koch MP5A3 with RM Equipment M203PI

A Heckler & Koch MP5A3 with an RM Equipment M203PI can be used in-game. It is modeled after the weapon seen in End of Days, but with a Navy trigger group.

Heckler & Koch MP5A3 with M203PI used in End of Days - 9x19mm Parabellum and 40x46mm grenade
Heckler & Koch MP5A3 with Navy trigger group - 9x19mm Parabellum

Assault Rifles


The AKM incorrectly appears in-game as the "AK-74M".

AKM - 7.62x39mm
Norinco Type 56 mocked up as AK-74 - 7.62x39mm. Image provided to show the bakelite 7.62 AK magazine.



The AKS-74 correctly appears in-game as the "AKS-74"

AKS-74 - 5.45x39mm

AS Val

The AS Val with a PSO-1 scope can be used in-game.

AS Val with PSO-1 scope - 9x39mm

OTs-14-4A-03 Groza

The OTs-14-4A-03 Groza can be used in-game.

OTs-14-4A-03 Groza - 9x39mm

Machine Guns


The PK machine gun appears as the "RPK-74".

PK machine gun - 7.62x54mmR


Franchi SPAS-12

The Franchi SPAS-12 can be used in-game.

Franchi SPAS-12 without stock - 12 gauge


F-1 hand grenade

The F-1 hand grenade can be used in-game.

F-1 hand grenade


The RPG-7 can be used in-game.

RPG-7 - 40mm

Unusable weapons


AK-74 - 5.45x39mm


AK-74M - 5.45x39mm


AKMS - 7.62x39mm


AKS-74 - 5.45x39mm


AKS-74U - 5.45x39mm

AS Val

AS Val - 9x39mm


GP-25 - 40mm VOG

Makarov PM

Makarov PM - 9x18 Makarov

OTs-02 Kiparis

OTs-02 Kiparis with LAM and suppressor - 9x18mm Makarov


PKT - 7.62x54mmR

PP-19 Bizon-2

PP-19 Bizon-2 - 9x18mm Makarov

PP-91 Kedr

PP-91 Kedr - 9x18mm Makarov


PP-93 with suppressor - 9x18mm Makarov


RPK-74 - 5.45x39mm

Shipunov 2A42

Shipunov 2A42 mounted on BTR-90 - 30x165mm

SVD Dragunov

SVD Dragunov - 7.62x54mmR

Yakushev-Borzov Yak-B

Yakushev-Borzov Yak-B mounted on Mi-24 - 12.7x108mm

Postal III

Postal III (2011)

Postal III is a 2011 third-person shooter developed by Running With Scissors and Trashmasters, and published by Akella. It is the third main installment in the Postal franchise and the sequel to Postal 2.

The plot continues from Postal 2: Apocalypse Weekend as the Postal Dude and his dog, Champ, escape the town of Paradise. Their journey gets cut short when the Dude's car runs out of gas and the duo get stuck in the Arizona town of Catharsis. The Dude then decides to try to build up enough money for gas.

Postal III is generally considered the worst installment in the series; critics primarily focused on the boring gameplay, large amounts of bugs, and outdated writing. This led to IP owner Running With Scissors disowning the game, and the entire game was later retconned in the Postal 2 DLC Postal 2: Paradise Lost.

The game's poor quality had its roots in the 2007 financial crisis which caused mass layoffs of Akella's in-house studio Trashmasters. The game's failure, combined with lawsuits against Akella totaling $6,000,000, eventually pushed Akella to the edge of bankruptcy which led to cessation of all of the company's operations.

The following weapons appear in the video game Postal III:


Colt SSP

The Colt SSP, Colt's entry into the XM9 trials, appears in-game as the "Pistol". Unlike the real weapon, it is extremely common in the game, being the only pistol available.

Interestingly, early gameplay videos showed that it was originally meant to be a Desert Eagle, like in Postal 2; textures for the Desert Eagle model (which was taken from Counter-Strike: Source) can still be found in the final game.

Colt SSP - 9x19mm Parabellum
The Postal Dude holds the SSP as he finds himself in a world where Colt won the M9 trials.
Aiming the pistol; the hammer is never cocked. Also note his thumb clipping through the beavertail.
Firing reveals that the muzzle flash apparently hasn't gotten the memo that guns have recoil.
Reloading the SSP.


Remington 870

The Remington 870 appears in-game as the "Boomstek". It is equipped with an M4-style stock, door-breaching muzzle brake, reflex sight; it is also oddly depicted as semi-automatic. It is the only shotgun in the game, and ammunition is noticeably scarcer than in the previous game.

Remington 870 with M4 stock, pistol grip, and Surefire light - 12 gauge
Remington 870 with early synthetic furniture - 12 gauge

Assault Rifles


The M16A2 appears in-game as the "M16", making it the only firearm in the game referred to by its real name. It is the only assault rifle in the game; it is also generally considered the best weapon in the game, as it is accurate, high-damaging, and has plentiful ammo.

M16A2 - 5.56x45mm NATO

Machine Guns


An M249 SAW with a short barrel and Picatinny rail handguard appears in-game as the "M-Gun". It is, again, the only weapon of its class featured in the game.

Like the SSP, early gameplay videos reveal that it was originally meant to be a different gun altogether, this time an M60; remnants of its previous incarnation can still be found in the game's files. An achievement description also refers to it as an M60.

FN M249 Paratrooper with Picatinny handguard - 5.56x45mm NATO
FN M249-E2 SAW - 5.56x45mm NATO


M67 hand grenade

The M67 hand grenade appears in-game as the "Grenades". Like in Postal 2, they will detonate upon impact with a person, otherwise it will operate on a short timer.

M67 hand grenade
The M67 in its introductory cutscene.
The Postal Dude holding a grenade.
Holding down the primary fire (left mouse button by default) will project an arrow showing the grenade's arc when thrown. If this is not done before throwing, the Dude will place down a grenade that acts like a mine.
"Pulling" the pin. The pin is faced away from the Dude, so he actually pulls nothing.
Throwing the grenade. The pin is actually still on the grenade.
The grenade hits its mark.

Saab Bofors Dynamics AT4

The Saab Bofors Dynamics AT4 appears in-game as the "Rocket Launcher". It is somewhat similar to its Postal 2 depiction. Primary fire (left mouse button) will launch a non-guided rocket, and has to "charge" a rocket for longer travel; if one decides to not charge the primary fire, the rocket will explode immediately after firing. Secondary fire will launch a seeking rocket, which will seek out the target closest to its launching location; the secondary fire will also bypass the charge-up required for the primary fire. It is depicted as reloadable, in contrast to how it worked in the previous game (in 2, its ammunition is rocket fuel, and the launcher itself seems to contain infinite rockets).

Saab Bofors Dynamics AT4 with vertical foregrip - 84mm

Taser X26

The Taser X26 appears in-game simply as the "Taser". Its depiction is rather unrealistic - in-game, when a shot connects to its target, they will stand in place and convulse (and, if a pulse is applied long enough, go unconscious), whereas in reality, its target will lose muscle control and simply fall over. It also has two rather odd firing modes: primary fire will fire a dart, and if it hits a valid target, allows the trigger to be held down to apply a longer pulse; the secondary fire will allow a shot to be charged, though it doesn't appear to make much difference to the primary fire.

Taser X26

Unusable Weapons

Colt Python

What appear to be Colt Pythons appear on the Raging Arsenal gun shop sign. They appear to have the barrel from a different revolver instead of the Python's, though the resolution of the texture makes it impossible to identify what revolver the barrel came from.

Colt Python - .357 Magnum
The revolvers in question.

Desert Eagle Mark VII

A Desert Eagle Mark VII can be seen on the game's boxart. As mentioned, the game's pistol was originally meant to be a Desert Eagle, but was replaced with the Colt SSP sometime before release.

Desert Eagle Mark VII with nickel finish - .44 Magnum

Glock 19

A 3rd Generation Glock 19 appears in one of the "Yes/No" screens that appear when finishing an Insane Path mission at full morality.

3rd Generation Glock 19 - 9x19mm Parabellum


A strange stockless and pistol grip-less M60 is mounted as the door gun on the helicopter boss the Dude has to fight if the player decides to side with the Ecotologists during the Cash Mart robbery. Its gunner appears to use it as if it has spade grips, which it clearly does not.

M60 - 7.62x51mm NATO

Mossberg 590

A Mossberg 590 appears in the loading screen to the third mission, held by Jennifer Walcott. A few standees of Walcott featuring the same artwork are present in the Catharsis Mega Mall.

Mossberg 590A1 SBS - 12 gauge
The Postal Dude takes some time out of his job to admire an image of Jennifer Walcott holding a Mossberg 590.

Tokarev TT-33

A Tokarev TT-33 can be seen held by Sergei Mavrodi in the intro video.

Tokarev TT-33 (pre-1947 production) - 7.62x25mm Tokarev
The Tokarev in Sergei's hands.



Desert Eagle

A two-toned Desert Eagle appears as the "Hev Pistol"; it appears to be based on the later-model Mark XIXs. It has an unusable underbarrel flashlight and an assembly covering the barrel that resembles the "smart-linked scope" from the Halo Magnum; indeed, the Hev Pistol is described as having a neural-linked optic that is usable as its secondary function. It has a 10-round magazine.

Desert Eagle L6 - .50 AE

"Laz Magnum"

The "Laz Magnum" is based on a Colt Python frame. As its name implies, it is a high-powered laser revolver; it is also the game's only revolver.

Colt Python with 6" barrel and rubber grips - .357 Magnum


The "Pistol" appears to be based on a double-action M1911 variant, judging by the trigger. It is fitted with a slide covering and an unusable laser sight and uses 12-round magazines. The Pistol is the first weapon acquired in the Campaign, and is one of two sidearms unlocked by default in Zone Patrol. The "Tactical Pistol" is a variant of the Pistol with a suppressor, reflex sight, and a 16-round magazine (despite not having a visually extended magazine).

Para-Ordnance 14.45 LDA - .45 ACP

Submachine Guns


The "Laz Rifle" is an FN P90 TR with a massively elongated forend. It is an extremely powerful laser rifle with a 2-round capacity.

FN P90 TR - 5.7x28mm

Heckler & Koch SMG II

A Heckler & Koch SMG II with a drum mag loaded and its foregrip missing appears as the "Scorcher".

Heckler & Koch SMG II - 9x19mm Parabellum

KRISS Vector

An embellished KRISS Vector appears in-game as the "SMG". It has an assembly mounted on the top of the gun that now houses the charging handle and a carrying handle that resembles the one on the M41A Pulse Rifle; this carry handle also contains a scope. The weapon's magazine has also been lengthened to around the length of an intermediate cartridge, and the barrel has been raised. The Tactical SMG has a suppressor, higher-power scope, less recoil, and a black magazine well and pistol grip. The regular SMG is one of two starting primary weapons in Zone Patrol.

KRISS USA Vector Gen II - .45 ACP

"Mech Pistol"

The Mech Pistol seems to be MAC-10 inspired. It is a fully-automatic sidearm that holds 32 rounds. It is fitted with an unusable laser sight (the same one as on the "Pistol"), flashlight, and folding stock. A version with a suppressor, holosight, stock and 42-round magazine is available as the "PDW".

MAC-10 - 9x19mm Parabellum

PP-19 Bizon-2

A PP-19 Bizon-2 with an FN SCAR stock and pistol grip appears as the "HEV SMG". It has a ludicrous 100-round magazine and a usable reflex sight.

PP-19 Bizon-2 - 9x18mm Makarov
FN SCAR-L STD - 5.56x45mm NATO


"Auto Shotgun"

The "Auto Shotgun" is a fictional AK-pattern fully-automatic magazine-fed shotgun along the lines of the Vepr-12. It has an RPK stock, a slightly elongated OTs-14 Groza carrying handle, and is loaded with a 16-round drum magazine.

Molot Vepr-12 with 12" barrel - 12 gauge
RPK - 7.62x39mm
OTs-14-4A Groza - 9x39mm & 40mm VOG-25

"Hammer Head"

The Hammer Head is a sawn-off Over/Under Shotgun of seemingly fictional model, used as a sidearm. Its primary fire will shoot one barrel, and secondary will fire both.

Sawn off Browning 5.25 O/U (photoshopped) - 12 gauge


The "Mistake" is largely PPSh-41 based, but with a Beretta Sniper stock and Franchi-style trigger guard. It is a suppressed, fully-automatic, scoped shotgun that can only be found in Zone Patrol.

PPSh-41 - 7.62x25mm Tokarev
Beretta 501 Sniper - 7.62x51mm NATO
Franchi PA7 - 12 gauge


The Shotgun has a Franchi SPAS-12 forend mated with what seems to be a High Standard Model 10 receiver. Even though the ejection port is visibly in the back, it is still loaded through a loading port in front of the pistol grip. It holds 8 rounds and its secondary fire is a double shot, seemingly inspired by the SPAS-12 in the Half-Life series. The Tac Shotgun is semi-automatic and has a suppressor and reflex sight; it also has black furniture.

Franchi SPAS-12 - 12 gauge
High Standard Model 10B - 12 gauge


"Assault Rifle"

The Assault Rifle appears to be loosely AK-inspired, with its general profile and an early AK-74 barrel, but has a stock that is a hybrid of the FN Minimi Para and Diemaco C7/C8; it also has a stretched AR-15-style carry handle. Its secondary function is an underbarrel grenade launcher (somewhat resembling an M203) that somehow fires standard hand grenades.

Early AK-74 - 5.45x39mm
FN M249 Para - 5.56x45mm NATO
Colt Canada C8A3 - 5.56x45mm NATO

"Battle Rifle"

This is a scoped three-round burst rifle housed inside a red Accuracy International Arctic Warfare stock. The Tactical version fires 4-round bursts when unscoped, and 2-round bursts scoped; additionally, it has a suppressor, a green stock, and a Hera Arms CQR foregrip. The regular Battle Rifle is one of two primary weapons unlocked by default in Zone Patrol.

Accuracy International Arctic Warfare - 7.62x51mm NATO

Brügger & Thomet APC556

Two variants of the Brügger & Thomet APC556 appear in-game. The first is the "Tac Combat Rifle", which is a suppressed assault rifle that somehow holds 34 round in a 30-round STANAG. The other is the "Smart Rifle"; while otherwise similar the to Tac Combat Rifle, it fires bullets that home in on enemies. It also has a scope instead of a reflex sight, no suppressor, and a blue upper.

Brügger & Thomet APC223 - 5.56x45mm NATO


The Carbine is based on the FAMAS G1, but with the FAMAS's upper replaced with a Heckler & Koch MP7A1 receiver. In the tradition of video game FAMASes, it is loaded with a 30-round STANAG that only holds 25 rounds. It is a fairly powerful scoped semi-automatic rifle.

FAMAS G1 - 5.56x45mm NATO
Heckler & Koch MP7A1 - 4.6x30mm


An FN FAL with a PKM stock and a different handguard appears as the "Heavy Rifle". It is a slow-firing, hard-hitting, scoped automatic rifle that has a somewhat odd 26-round capacity.

FN FAL 50.63 - 7.62x51mm NATO
PKM - 7.62x54mmR

Heckler & Koch SL8

A slightly-altered Heckler & Koch SL8 is featured in-game as the "Phantom Rifle", a powerful railgun that can shoot through walls.

Heckler & Koch SL8 - 5.56x45mm NATO

Karabiner 98k

The Karabiner 98k appears as the "Ancient Rifle". It has a 6-round capacity, though this is more likely representing a fully-loaded 5-round magazine with one in the chamber.

Karabiner 98k - 7.92x57mm Mauser

Mk 14 Mod 0 EBR

A Mk 14 Mod 0 EBR with an SVD stock appears as the "D.M.R."

Mk 14 Mod 0 EBR - 7.62x51mm NATO
SVD - 7.62x54mmR

Weapons List For Future Reference

Just a list of weapons for potential future projects.


S.T.A.L.K.E.R.: Call of Pripyat

American Dream, The

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