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* BodyArmorAsHitPoints:
** Unless you play Director's Cut, in which armor is completely removed.
%%** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there are "Armor Pills". You'll need it, since the server is HarderThanHard.

to:

* BodyArmorAsHitPoints:
**
BodyArmorAsHitPoints: Unless you play Director's Cut, in which armor is completely removed.
%%** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there are "Armor Pills". You'll need it, since the server is HarderThanHard.
removed.
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* DrugsAreBad: Yes.

to:

* DrugsAreBad: Yes.[[spoiler:Everything that happens to David is caused by the drugs that he is addicted to, as the entire game is a hallucination caused by them.]]

Added: 382

Changed: 55

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* PurpleProse: ''"Don't let the Devil torture the God. Kill the Devil, and let the God show you the way."'' This is a hint given in order to progress in the game, so what does it mean? [[spoiler:Destroy the columns holding up the ball-shaped statue. It will fall and break through the closed well under it, which you can climb down. Amusingly, one path through the game has a much more succinct "'''KILL ME'''" scrawled over the prose [[CouldntFindAPen in blood]].]]

to:

* PurpleProse: ''"Don't let the Devil torture the God. Kill the Devil, and let the God show you the way."'' This is a hint given in order to progress in the game, so what does it mean? [[spoiler:Destroy the columns holding up the ball-shaped statue. It will fall and break through the closed well under it, which you can climb down. Amusingly, one One path through replaces the game statue with a person, and has a much more succinct "'''KILL ME'''" scrawled over the prose [[CouldntFindAPen in blood]].]]



* RuleOfScary

to:

%%* RuleOfScary
* RuleOfScaryRuleOfSymbolism: The bad endings are all capped off with David running down a pitch-black tunnel towards a far-off light. The first two endings cut off to the actual ending cinematic partway through the trip, but the last one has David actually reach the light at the end of the tunnel before playing the cutscene - [[spoiler:the one where David has hanged himself out of guilt.]]
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what is that even supposed to mean


** "FORGIVE ME"

to:

** "FORGIVE ME""Forgive me."



** Before that, there's the Glock David that finds in the cafeteria. More ammo capacity, but less stopping power. Pick it up, waste its magazine to kill a Twitcher or two, then go back for your P228.
** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower along with the fact that there's a notable wind-up delay when you press the fire button which means you have to time it to run up to an enemy right as you swing, and mistiming can mean a miss at best or unnecessary damage at worst. The axe, though, is a much needed upgrade, combining the hammer's ridiculous power with a much faster swing speed.

to:

** Before that, there's the Glock David that finds in the cafeteria. More ammo capacity, but less stopping power.power than the P228 you find first. Pick it up, waste its magazine to kill a Twitcher or two, then go back for your P228.
** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower along with the fact that there's a notable wind-up delay when you press the fire button which means you have to time it to run up to an enemy right as you swing, and mistiming can mean a miss at best or unnecessary damage at worst. The axe, though, is a much needed upgrade, combining the hammer's ridiculous power with a much faster swing speed.speed (still not as fast as the knife, but without a wind-up).



** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there are "Armor Pills" which only decide how much damage you receive overall until it's depleted. You'll need it, since the server is HarderThanHard.

to:

** %%** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there are "Armor Pills" which only decide how much damage you receive overall until it's depleted.Pills". You'll need it, since the server is HarderThanHard.
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* WhamLine: [[spoiler:In the final ending path, the way forward is marked with a note saying "When I was young, my mother used to point at things she wanted me to destroy" and a painting of a figure pointing at part of the ceiling, telling you to break that to move forward. Do so, you find another note saying "Now, she is pointing at your enemy." A Twitcher then breaks into the room, you kill it and move towards a mirror, and the third note hits: "No, not the innocent. The enemy!" At which point a grotesque, evil version of ''[[TomatoInTheMirror you]]'' steps out of the mirror and attacks you.]]

to:

* WhamLine: [[spoiler:In the final ending path, the way forward is marked with a note saying "When I was young, my "My mother used to point at things she wanted me to destroy" and a painting of a figure pointing at part of the ceiling, telling you to break that to move forward. Do so, you find another note saying "Now, she is pointing at your enemy." A Twitcher then breaks into the room, you kill it and move towards a mirror, and the third note hits: "No, not the innocent. The enemy!" At which point a grotesque, evil version of ''[[TomatoInTheMirror you]]'' steps out of the mirror and attacks you.]]
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* UpdatedRerelease: ''Afraid of Monsters: Director's Cut'', which added a ludicrous amount of content. New weapons, better graphics, new monsters, new levels, old levels redesigned, new scares, new music, new twists, a boss fight, four different endings, new flashlight, redesigned models, more types of zombies, more nightmare sequences. The fandom was pleased.

to:

* UpdatedRerelease: ''Afraid of Monsters: Director's Cut'', which added a ludicrous amount of content. New weapons, better graphics, new monsters, new levels, old levels redesigned, new scares, new music, new twists, a boss fight, four different endings, a new flashlight, redesigned models, more types of zombies, more nightmare sequences. The fandom was pleased.



* WhamLine: [[spoiler:"No, not the innocent! The enemy!" Which is ''[[TomatoInTheMirror you]]'', by the way.]]

to:

* WhamLine: [[spoiler:"No, [[spoiler:In the final ending path, the way forward is marked with a note saying "When I was young, my mother used to point at things she wanted me to destroy" and a painting of a figure pointing at part of the ceiling, telling you to break that to move forward. Do so, you find another note saying "Now, she is pointing at your enemy." A Twitcher then breaks into the room, you kill it and move towards a mirror, and the third note hits: "No, not the innocent! innocent. The enemy!" Which is At which point a grotesque, evil version of ''[[TomatoInTheMirror you]]'', by you]]'' steps out of the way.mirror and attacks you.]]
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* AcceptableBreaksFromReality: More often than not, you can find many good things in garbage cans and containers. Things like ammunition and bottles of painkillers that give health. That is standard in games, but sometimes you also find something rare, like ''functioning flashlight batteries'' (which itself justifies why they [[TenSecondFlashlight run out so fast]] - the batteries David keeps finding are [[WordOfGod old and leaking]]]].

to:

* AcceptableBreaksFromReality: More often than not, you can find many good things in garbage cans and containers. Things like ammunition and bottles of painkillers that give health. That is standard in games, but sometimes you also find something rare, like ''functioning flashlight batteries'' (which itself justifies why they [[TenSecondFlashlight run out so fast]] - the batteries David keeps finding are [[WordOfGod old and leaking]]]].leaking.



* PointOfNoReturn: Escaping the Hospital via the air ducts makes it impossible to go back in. Director's Cut adds a few more, particularly after the branching point in the subway - while you can turn around and go back down a different path up to a point (this is even how you get one of the endings - go down one path just far enough to find a key that has no use on that path, then turn around and go down the other path to find a door that has no key within that path), after that point you're stuck with your choice. Particularly, in one path it is possible for David to take a car and drive away from the city, without being able to return [[spoiler:because he crashes into a tree.]] The final time this trope kicks in is during the final dream, when David must either type the code to heaven, or continue in the opposite direction to face a DownerEnding.

to:

* PointOfNoReturn: Escaping the Hospital via the air ducts makes it impossible to go back in. Director's Cut adds a few more, particularly more after the branching point in the subway - while you can turn around and go back down a different path up to a point (this is even how you get one of the endings - go down one path just far enough to find a key that has no use on that path, then turn around and go down the other path to find a door that has no key within that path), point, after that point you're stuck with your choice. Particularly, in one path it is possible for David to take a car and drive away from the city, without being able to return [[spoiler:because he crashes into a tree.]] The final time this trope kicks in is during the final dream, when David must either type the code to heaven, or continue in the opposite direction to face a DownerEnding.



* PurpleProse: ''"Don't let the Devil torture the God. Kill the Devil, and let the God show you the way."'' This is a hint given in order to progress in the game, so what does it mean? [[spoiler:Destroy the columns holding up the ball-shaped statue. It will fall and break through the closed well under it, which you will climb down.]]

to:

* PurpleProse: ''"Don't let the Devil torture the God. Kill the Devil, and let the God show you the way."'' This is a hint given in order to progress in the game, so what does it mean? [[spoiler:Destroy the columns holding up the ball-shaped statue. It will fall and break through the closed well under it, which you will can climb down.down. Amusingly, one path through the game has a much more succinct "'''KILL ME'''" scrawled over the prose [[CouldntFindAPen in blood]].]]



** One of the zombie models wears a Mario hat. It's... hard to see until you kill it.

to:

** One of the zombie models wears a Mario [[Franchise/SuperMarioBros Mario]] hat. It's... hard to see until you kill it.



* ShotgunsAreJustBetter: Played straight in both versions. It is the first two-handed weapon found, and usually most enemies run straight at David, making easy targets for the shotgun's spread. Ammo's also much more plentiful than for the [=MP5k=] and Uzi.

to:

* ShotgunsAreJustBetter: Played straight in both versions. It is the first two-handed weapon found, and usually most enemies run straight at David, making easy targets for the shotgun's spread. Ammo's also both much more plentiful than for the [=MP5k=] and Uzi.Uzi, and goes a lot longer.



* SlidingScaleOfLinearityVsOpenness: The Level 3 variant.

to:

* SlidingScaleOfLinearityVsOpenness: The Level 3 variant.variant; backtracking is allowed up to a point, though with each path having a couple points of no return that lock you into going forward. Getting one of the endings even requires you to take advantage of this - you have to play one route far enough to find a key that has no use on that route, then go back to the divergence point at the subway to switch to the other route and find a door that normally has no key to unlock it on that route.



* TheReveal: Two. The first is: [[spoiler:the monsters you've been killing? People, and dogs]]. The second: [[spoiler:your enemies in the game were never the "Monsters", it was yourself and your addiction to the pain pills]].

to:

* TheReveal: Two. The first is: [[spoiler:the monsters you've been killing? People, People and dogs]].dogs who [[ThroughTheEyesOfMadness just look monstrous because you're high as balls]]]]. The second: [[spoiler:your enemies in the game were never the "Monsters", it was yourself and your addiction to the pain pills]].

Added: 368

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Removed: 845

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* AbandonedHospitalAwakening

to:

* AbandonedHospitalAwakeningAbandonedHospitalAwakening: David starts the game checking himself into the local hospital about his addiction, but he just can't help himself and downs a few more pills in the bathroom - next thing he knows, he's the only living person still there.



* AbsurdlySharpBlade: With a few chops, a kitchen knife can cut through wood, boxes, windows, the floor of a elevator, and metal grills sealing the vents.

to:

* AbsurdlySharpBlade: With a few chops, a kitchen knife can cut through wood, boxes, windows, the floor of a elevator, and metal grills sealing the vents.



* AcceptableBreaksFromReality: More often than not, you can find many good things in garbage cans and containers. Things like ammunition and bottles of painkillers that give health. That is standard in games, but sometimes you also find something so rare, like ''functioning flashlight batteries.''
** Which itself justifies why they run out so fast. The batteries David keeps finding are [[WordOfGod old and leaking]].

to:

* AcceptableBreaksFromReality: More often than not, you can find many good things in garbage cans and containers. Things like ammunition and bottles of painkillers that give health. That is standard in games, but sometimes you also find something so rare, like ''functioning flashlight batteries.''
** Which
batteries'' (which itself justifies why they [[TenSecondFlashlight run out so fast. The fast]] - the batteries David keeps finding are [[WordOfGod old and leaking]].leaking]]]].



** The fully-automatic weapons are all cool but mostly not used. The AK-47 in the original had very little ammunition that could be used for it, though this was mitigated since you didn't need to drop the shotgun to pick it up. Director's Cut plays this much more straight, however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns are tempting, but not useful in the long run.
** Before that, there's the Glock David that finds in the cafeteria. More ammo capacity, but less stopping power. Pick it up, waste its magazine, then go back for your P228.
** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower along with the fact that there's a notable wind-up delay when you press the fire button which means you have to time it to run up to an enemy right as you swing and mistiming can mean a miss at best or unnecessary damage at worst. The axe, though, is a much needed upgrade, combining the hammer's ridiculous power with a much faster swing speed.

to:

** The fully-automatic weapons are all cool but mostly not used. The AK-47 in the original had very little ammunition that could be used for it, ammunition, though this was mitigated since you didn't need to drop the shotgun to pick it up. Director's Cut plays this much more straight, however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns are tempting, but not useful in the long run.
** Before that, there's the Glock David that finds in the cafeteria. More ammo capacity, but less stopping power. Pick it up, waste its magazine, magazine to kill a Twitcher or two, then go back for your P228.
** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower along with the fact that there's a notable wind-up delay when you press the fire button which means you have to time it to run up to an enemy right as you swing swing, and mistiming can mean a miss at best or unnecessary damage at worst. The axe, though, is a much needed upgrade, combining the hammer's ridiculous power with a much faster swing speed.



* BilingualBonus: Not in the mod itself as much as when digging into the game files. Many of the files are titled in Swedish instead of English, and as such, anyone knowing Swedish have a interesting, and somewhat creepy time reading the titles. For example, multiple soundfiles are named "Viskningar", which means Whispers. There is also "Brutalskrik" (Brutal Scream), and Karringskrik. Karring is slang, in this case spelled without the letter Ä, that is used in the same context nowadays as Bitch. In case you wonder what some of them are used for, it's ambiance [[spoiler:and some of the jumpscares.]]

to:

* BilingualBonus: Not in the mod itself as much as when digging into the game files. Many of the files are titled in Swedish instead of English, and as such, anyone knowing Swedish will have a interesting, an interesting and somewhat creepy time reading the titles. For example, multiple soundfiles are named "Viskningar", which means Whispers. There is also "Brutalskrik" (Brutal Scream), and Karringskrik. Karring is slang, in this case spelled without the letter Ä, that is used in the same context nowadays as Bitch. In case you wonder what some of them are used for, it's ambiance [[spoiler:and some of the jumpscares.]]



** Another good example: David has to enter a subway, but to get there he needs to open up the door, which is locked away inside a room only accessible by blowing up a pack of dynamite, which can only safely be detonated by entering a room which can only be entered by climbing through a small vent.

to:

** Another good example: David has to enter a subway, but to get there he needs to open up the door, the key to which is locked away inside a room only accessible by blowing up a pack of dynamite, which can only safely be detonated by entering a room which can only be entered by climbing through a small vent.



** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there's "Armor Pills" which only decide how much damage you receive overall until it's depleted. You'll need it, since the server is HarderThanHard.

to:

** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there's there are "Armor Pills" which only decide how much damage you receive overall until it's depleted. You'll need it, since the server is HarderThanHard.



* ColdTurkeysAreEverywhere: The pills, which, ironically, are needed to survive.

to:

* ColdTurkeysAreEverywhere: The pills, which, ironically, are needed to survive.survive, since they act as the health pickups.



* DistractedByTheSexy:
** A specific door leads to a changing room for men, that has posters on the wall featuring suggestively clad women. They can be seen after opening the door. But enter the room for a closer look, however, and [[SchmuckBait three Zombies will smash out of the lockers next to David.]]
** Justified in the Let's Play Developer Commentaries made by ruMpel, where he states that it was supposed to be a changing room for workers there and the like.

to:

* DistractedByTheSexy:
**
DistractedByTheSexy: A specific door leads to a changing room for men, that has posters on the wall featuring suggestively clad women. They can be seen after opening the door. But enter Enter the room for a closer look, however, and [[SchmuckBait three Zombies will smash out of the lockers next to David.]]
**
]] Justified in the Let's Play Developer Commentaries made by ruMpel, where he states that it was supposed to be a changing room for workers there and the like.



* HyperspaceArsenal: Averted in Director's Cut. There are four weapon slots that can only take one weapon each: a melee weapon (knife, hammer or axe), a pistol (P228, Glock, or Beretta), a heavy pistol (Desert Eagle or revolver), and a two-handed weapon (shotgun, Uzi, or [=MP5K=]).



* JourneyToTheCenterOfTheMind: Your ultimate enemy in the game? [[spoiler:Yourself. The last levels completely leave reality and into David's head, where he must fight off even more disfigured zombies in a twisted void.]]

to:

* JourneyToTheCenterOfTheMind: Your ultimate enemy in the game? [[spoiler:Yourself. The last levels completely leave reality and go into David's head, where he must fight off even more disfigured zombies in a twisted void.]]]]
* LimitedLoadout: In the Director's Cut version, there are four weapon slots that can only take one weapon each: a melee weapon (knife, hammer or axe), a pistol (P228, Glock, or Beretta), a heavy pistol (Desert Eagle or revolver), and a two-handed weapon (shotgun, Uzi, or [=MP5K=]).



* NotUsingTheZWord: The developers call them Twitchers.

to:

* NotUsingTheZWord: The developers call them Twitchers.Twitchers, but for all intents and purposes they're just faster versions of ''Half-Life''[='=]s headcrab zombies.



* ShoutOut: One of the zombie models wears a Mario hat. It's... hard to see until you kill it.

to:

* ShoutOut: ShoutOut:
**
One of the zombie models wears a Mario hat. It's... hard to see until you kill it.
Is there an issue? Send a MessageReason:
None


* AmazingTechnicolorPopulation: The Twitchers are often in different skintones (mostly pitch-black or blood-stained), but it is most obvious when David is in Markland Forest. Almost all of them are completely white - or invisible.
* AnAxeToGrind: The best melee weapon in the Director's Cut is the axe. Unfortunately, the final boss has one, too - and to make it even worse, he pulls that axe ''out of his body''.

to:

* AmazingTechnicolorPopulation: The Twitchers are often in different skintones (mostly pitch-black or blood-stained), but it is most obvious when David is in Markland Forest. Almost all of them are completely white - or invisible.
* AnAxeToGrind: The best melee weapon in the Director's Cut is the axe. Unfortunately, the final boss has one, too - and to make it even worse, he pulls that axe ''out of his body''.



* AntiFrustrationFeature: Sort of. If you run out of batteries, your flashlight will slowly recharge just enough to not make the game unwinnable. The problem is, you still need to stop every minute or two and wait for the batteries to refill, and staying still in complete darkness with a bunch of aggressive monsters lurking around is not the most pleasant thing, [[NightmareFuel/AfraidOfMonsters to say at least]]. The flashlight also only recharges to 5% battery, and it does so very slowly.
* AppliedPhlebotinum: The bottles of Remedy David is addicted to.

to:

* AntiFrustrationFeature: AntiFrustrationFeatures: Sort of. If you run out of batteries, your flashlight will slowly recharge just enough to not make the game unwinnable. The problem is, you still need to stop every minute or two and wait for the batteries to refill, and staying still in complete darkness with a bunch of aggressive monsters lurking around is not the most pleasant thing, [[NightmareFuel/AfraidOfMonsters to say at the least]]. The flashlight also only recharges to 5% battery, and it does so very slowly.
* AppliedPhlebotinum: The bottles of Remedy that David is addicted to.



** The fully-automatic weapons are all cool but mostly not used. The AK-47 in the original had very little ammunition that could be used for it, though this was mitigated since you didn't need to drop the shotgun to pick it up. Director's Cut plays this much more straight however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns are tempting, but not useful in the long run.
** Before that, there's the Glock David finds in the cafeteria. More ammo capacity, but less stopping power. Pick it up, waste its magazine, then go back for your P228.

to:

** The fully-automatic weapons are all cool but mostly not used. The AK-47 in the original had very little ammunition that could be used for it, though this was mitigated since you didn't need to drop the shotgun to pick it up. Director's Cut plays this much more straight straight, however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns are tempting, but not useful in the long run.
** Before that, there's the Glock David that finds in the cafeteria. More ammo capacity, but less stopping power. Pick it up, waste its magazine, then go back for your P228.



* AxCrazy: [[spoiler:David in the bad ending(s); it's revealed he went on a psychotic rampage during his hallucination, and all those monsters he killed were people.]]
* BattleInTheCenterOfTheMind: The final ending [[spoiler:implies that the whole game was this, with the final boss fight in particular being against an alternate version of David himself.]]

to:

* AxCrazy: [[spoiler:David in the bad ending(s); it's revealed that he went on a psychotic rampage during his hallucination, and all those monsters he killed were people.]]
* BattleInTheCenterOfTheMind: The final ending [[spoiler:implies that the whole game was this, with the final boss fight in particular being against an alternate version of David himself.]]himself]].



** [[spoiler:David's Doppelgänger]].

to:

** [[spoiler:David's Doppelgänger]].Doppelgänger.]]
Is there an issue? Send a MessageReason:
None


** The fully-automatic weapons are all cool but mostly not used. The AK-47 in the original had very little ammunition that could be used for it, though this was mitigated since you didn't need to drop the shotgun to pick it up. Director's Cut plays this much more straight however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and tempting, but not useful in the long run.

to:

** The fully-automatic weapons are all cool but mostly not used. The AK-47 in the original had very little ammunition that could be used for it, though this was mitigated since you didn't need to drop the shotgun to pick it up. Director's Cut plays this much more straight however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and are tempting, but not useful in the long run.
Is there an issue? Send a MessageReason:
None


* PointOfNoReturn: Escaping the Hospital via the air ducts makes it impossible to go back in. There are several more of these in Director's Cut. After going through one of the branching paths after escaping the hospital, the other paths become locked out. Depending on the path chosen, it is possible for David to take a car and drive away from the city, without being able to return [[spoiler:because he crashes into a tree.]] The final time this trope kicks in is during the final dream, when David must either type the code to heaven, or continue in the opposite direction to face a DownerEnding. All of it, depending on what directions you go.

to:

* PointOfNoReturn: Escaping the Hospital via the air ducts makes it impossible to go back in. There are several more of these in Director's Cut. After going through one of Cut adds a few more, particularly after the branching paths after escaping point in the hospital, subway - while you can turn around and go back down a different path up to a point (this is even how you get one of the endings - go down one path just far enough to find a key that has no use on that path, then turn around and go down the other paths become locked out. Depending on the path chosen, to find a door that has no key within that path), after that point you're stuck with your choice. Particularly, in one path it is possible for David to take a car and drive away from the city, without being able to return [[spoiler:because he crashes into a tree.]] The final time this trope kicks in is during the final dream, when David must either type the code to heaven, or continue in the opposite direction to face a DownerEnding. All of it, depending on what directions you go.



** The corridor is not odd at first (aside from the obvious electric and highly dangerous cables). There is a message written on a Notebook nearby, however, asking David to turn off the electricity in the basement so the problem can be fixed. If David exits the corridor but returns without turning of the electricity, the picture on the wall has been put down to the ground, with the woman in the picture having disappeared from it, and there is a bloodprint on the wall. After finally causing the blackout and returning, the walls are scribbled with ''THANK YOU'' written all over them.

to:

** The corridor is not odd at first (aside from the obvious electric and highly dangerous cables). There is a message written on a Notebook notebook nearby, however, asking David to turn off the electricity in the basement so the problem can be fixed. If David exits the corridor but returns without turning of the electricity, the picture on the wall has been put down to the ground, with the woman in the picture having disappeared from it, and there is a bloodprint on the wall. After finally causing the blackout and returning, the walls are scribbled with ''THANK YOU'' written all over them.



* ShotgunsAreJustBetter: Played straight in both the original and Director's Cut. It is the first two-handed weapon found, and usually most enemies run straight at David, making easy targets for the Shotgun's spread. Ammo's also much more plentiful than for the [=MP5k=] and Uzi.

to:

* ShotgunsAreJustBetter: Played straight in both the original and Director's Cut. versions. It is the first two-handed weapon found, and usually most enemies run straight at David, making easy targets for the Shotgun's shotgun's spread. Ammo's also much more plentiful than for the [=MP5k=] and Uzi.



* SoftWater: You can jump down the wells with shallow water in the mod with ease, unless they are dried out.

to:

* SoftWater: You can jump down In the wells with same manner as ''Half-Life'' - any sort of water immediately breaks a fall from any height, even if it's so shallow water in you still hit the mod with ease, unless they are dried out. bottom at full speed.



* TheReveal: Two. The first is: [[spoiler:the Monsters you've been killing? People, and dogs]]. The second: [[spoiler:your enemies in the game were never the "Monsters", it was yourself and your addiction to the pain pills]].

to:

* TheReveal: Two. The first is: [[spoiler:the Monsters monsters you've been killing? People, and dogs]]. The second: [[spoiler:your enemies in the game were never the "Monsters", it was yourself and your addiction to the pain pills]].



* TragicHero: David's addiction is the cause.

to:

* TragicHero: David's addiction is the cause.cause for everything that happens in the game.



* UniversalAmmunition: Much like the game it's based on. It does at least differentiate between pistol ammo and submachine gun ammo, but otherwise abuses this trope even more - 20-round Glock mags will feed just fine into the 13-shot P228 and 15-shot Beretta, just as the 25-round Uzi mags and 30-round [=MP5k=] ones exchange freely with one another. You can even get more mags for the Desert Eagle by picking up speedloaders for the revolver. The only weapon with a unique ammo type is the shotgun.

to:

* UniversalAmmunition: Much like the game it's based on. It does The Director's Cut at least does differentiate between pistol ammo and submachine gun ammo, but otherwise abuses this trope even more - 20-round Glock mags will feed just fine into the 13-shot P228 and 15-shot Beretta, just as the 25-round Uzi mags and 30-round [=MP5k=] ones exchange freely with one another. You can even get more mags for the Desert Eagle by picking up speedloaders for the revolver. The only weapon with a unique ammo type is the shotgun.
Is there an issue? Send a MessageReason:
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''Afraid of Monsters'' is a horror mod for ''VideoGame/HalfLife1''.

to:

''Afraid of Monsters'' is a horror mod for ''VideoGame/HalfLife1''.
''VideoGame/HalfLife1'', originally released in December 2005, with an overhauled [[UpdatedRerelease "Director's Cut"]] version later releasing in October 2007.



One of the more notable ''Half-Life'' mods, mostly because it's [[NightmareFuel quite frightening]]. Received a SpiritualSuccessor in the form of ''VideoGame/CryOfFear''.

to:

One of the more notable ''Half-Life'' mods, mostly because it's [[NightmareFuel quite frightening]]. Received a SpiritualSuccessor in 2012, in the form of ''VideoGame/CryOfFear''.



* AmazingTechnicolorPopulation: The Twitchers are often in different skintones (mostly pitch-black or blood-stained), but it is most obvious when David is in Markland Forest: Almost all of them are completely White - or invisible.

to:

* AmazingTechnicolorPopulation: The Twitchers are often in different skintones (mostly pitch-black or blood-stained), but it is most obvious when David is in Markland Forest: Forest. Almost all of them are completely White white - or invisible.



** The Automatic Rifles are all cool but mostly not used. The AK-47 in the original, with very little ammunition that could be used for it, is this somewhat, since you could keep it along with the shotgun. Director's Cut plays this much more straight however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and tempting, but not useful in the long run.

to:

** The Automatic Rifles fully-automatic weapons are all cool but mostly not used. The AK-47 in the original, with original had very little ammunition that could be used for it, is though this somewhat, was mitigated since you could keep it along with didn't need to drop the shotgun.shotgun to pick it up. Director's Cut plays this much more straight however, with the [[MoreDakka MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and tempting, but not useful in the long run.



* MonoGenderMonsters: Almost all the Zombies/Twitchers are men. The only exception being two female figures with smashed faces that can be encountered in the city section of the game. The rest of the monsters are far to twisted to say for sure, although the flying launcher ghosts appear to have a woman-like face.

to:

* MonoGenderMonsters: Almost all the Zombies/Twitchers are men. The only exception being two female figures with smashed faces that can be encountered in the city section of the game. The rest of the monsters are far to too twisted to say for sure, although the flying launcher ghosts appear to have a woman-like face.



* NeverBringAKnifeToAFistFight: Inverted. When one has run out of ammunition, the Knife is the must-use weapon against the punching zombies, until you find either the hammer or the axe.

to:

* NeverBringAKnifeToAFistFight: Inverted. When one has run out of ammunition, the Knife knife is the must-use weapon against the punching zombies, until you find either the hammer or the axe.
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''Afraid Of Monsters'' is a horror mod for ''VideoGame/HalfLife1''.

to:

''Afraid Of of Monsters'' is a horror mod for ''VideoGame/HalfLife1''.
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Added: 499

Changed: 859

Removed: 457

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* InfinityPlusOneSword: A weapon only obtained [[spoiler:after beating all 4 endings]] is found in the hospital with the bathroom with letters. It's an [=L85A2=] with [[BottomlessMagazines infinite ammo]], a [[MoreDakka high rate of fire]], devastating stopping power, and a scope. Ladies and Gentlemen, meet the GM_General.
** And it's the only weapon practical for a {{Muzzle Flashlight}}.

to:

* InfinityPlusOneSword: A weapon only obtained [[spoiler:after beating all 4 endings]] is found in the hospital with the bathroom with letters. It's an [=L85A2=] with [[BottomlessMagazines infinite ammo]], a [[MoreDakka high rate of fire]], fire]] (both of which also make it the only weapon practical for use as a MuzzleFlashlight), devastating stopping power, and a scope. Ladies and Gentlemen, meet the GM_General.
** And it's the only weapon practical for a {{Muzzle Flashlight}}.
GM_General.



* PointOfNoReturn: Escaping the Hospital via the air ducts makes it impossible to go back in. There are several more of these in Director´s Cut. After going through one of the branching paths after escaping the hospital, the other paths become locked out. Depending on the path chosen, it is possible for David to take a car and drive away from the city, without being able to return [[spoiler:because he crashes into a tree.]] The final time this trope kicks in is during the final dream, when David must either type the code to heaven, or continue in the opposite direction to face a DownerEnding. All of it, depending on what directions you go.

to:

* PointOfNoReturn: Escaping the Hospital via the air ducts makes it impossible to go back in. There are several more of these in Director´s Director's Cut. After going through one of the branching paths after escaping the hospital, the other paths become locked out. Depending on the path chosen, it is possible for David to take a car and drive away from the city, without being able to return [[spoiler:because he crashes into a tree.]] The final time this trope kicks in is during the final dream, when David must either type the code to heaven, or continue in the opposite direction to face a DownerEnding. All of it, depending on what directions you go.



* RespawningEnemies: In Director´s Cut. Where and when they spawn, however, is random.

to:

* RespawningEnemies: In Director´s Director's Cut. Where and when they spawn, however, is random.



* ShotgunsAreJustBetter: Played straight in both the original and Director´s Cut. It is the first two-handed weapon found, and usually most enemies run straight at David, making easy targets for the Shotgun's spread. Ammo's also much more plentiful than for the [=MP5k=] and Uzi.

to:

* ShotgunsAreJustBetter: Played straight in both the original and Director´s Director's Cut. It is the first two-handed weapon found, and usually most enemies run straight at David, making easy targets for the Shotgun's spread. Ammo's also much more plentiful than for the [=MP5k=] and Uzi.



* SinisterSubway: Let´s just say there is [[JumpScare lots]] [[ZergRush to see here.]]

to:

* SinisterSubway: Let´s Let's just say there is [[JumpScare lots]] [[ZergRush to see here.]]



* StandardFPSGuns
* SurrealHorror: Take a read through this whole article. The Mod would be summarized up as this combined with PsychologicalHorror.
* TenSecondFlashlight: The flashlight recharges slowly over time when it is not in use. In Director´s Cut, however, it needs batteries to work. Hope you like wandering around in the dark if you like wasting energy.
** A LetsPlay [[http://lparchive.org/Afraid-of-Monsters-Directors-Cut/ by Mr. Sunabouzu]] actually had to mod the game so every battery fully replenished the flashlight's energy, just so the viewers could actually ''see'' the game as he played it - and even then, as the game went on he found himself getting closer and closer to running out of battery power on several occasions ''anyway''.

to:

* StandardFPSGuns
StandardFPSGuns: About as standard as you can get, with melee, regular pistol, [[HandCannon heavier pistol]], shotgun, and submachine gun. Interestingly, it cuts itself off from the list past that - no even bigger machine guns, no marksman's weapons, no gimmicky projectile weapons, and (outside of the pre-Director's Cut version, which had hand grenades), no explosives.
* SurrealHorror: Take a read through this whole article. The Mod mod would be summarized up as this combined with PsychologicalHorror.
* TenSecondFlashlight: The flashlight recharges slowly over time when it is not in use. In Director´s Director's Cut, however, it needs batteries to work. Hope you like wandering around in the dark if you like wasting energy.
**
energy. A LetsPlay [[http://lparchive.org/Afraid-of-Monsters-Directors-Cut/ by Mr. Sunabouzu]] actually had to mod the game so every battery fully replenished the flashlight's energy, just so the viewers could actually ''see'' the game as he played it - and even then, as the game went on on, he found himself getting closer and closer to running out of battery power on several occasions ''anyway''.



* TheMaze: Director´s Cut has a second Nightmare sequence, when David [[spoiler:falls asleep while driving a car]], that is a labyrinth. In order to get through it, you have to follow the roadsigns while defending yourself from zombies. If you go the wrong way, the ground crumbles under David and he falls into a prison to get torn apart by zombies. When you have finally reached the end of the labyrinth, [[spoiler:David wakes up to the sound of the car crashing into a tree]]. Welcome to Markland Forest...

to:

* TheMaze: Director´s Director's Cut has a second Nightmare sequence, when David [[spoiler:falls asleep while driving a car]], that is a labyrinth. In order to get through it, you have to follow the roadsigns while defending yourself from zombies. If you go the wrong way, the ground crumbles under David and he falls into a prison to get torn apart by zombies. When you have finally reached the end of the labyrinth, [[spoiler:David wakes up to the sound of the car crashing into a tree]]. Welcome to Markland Forest...



* UnitsNotToScale: The bottles of painkillers throughout the mod are as big as Pickle jars.
* UpdatedRerelease: ''Afraid of Monsters: Director´s Cut'', which added a ludicrous amount of content. New weapons, better graphics, new monsters, new levels, old levels redesigned, new scares, new music, new twists, a boss fight, four different endings, new flashlight, redesigned models, more types of zombies, more nightmare sequences. The fandom was pleased.

to:

* UnitsNotToScale: The bottles of painkillers throughout the mod are as big as Pickle pickle jars.
* UpdatedRerelease: ''Afraid of Monsters: Director´s Director's Cut'', which added a ludicrous amount of content. New weapons, better graphics, new monsters, new levels, old levels redesigned, new scares, new music, new twists, a boss fight, four different endings, new flashlight, redesigned models, more types of zombies, more nightmare sequences. The fandom was pleased.



* UniversalAmmunition: Much like the game it's based on. It does at least differentiate between pistol ammo and submachine gun ammo, but otherwise abuses this trope even more - 20-round Glock mags will feed just fine into the 13-shot P228 and 15-shot Beretta, just as the 25-round Uzi mags and 30-round [=MP5k=] ones exchange freely with one another. You can even get more mags for the Desert Eagle by picking up speedloaders for the revolver. The only weapon with a unique ammo type is the shotgun.



---> '''David attempting to open another door''': Another '''[[PrecisionFStrike FUCKING]]''' locked door!

to:

---> '''David attempting '''David:''' ''(attempting to open another door''': door)'' Another '''[[PrecisionFStrike FUCKING]]''' locked door!
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* DummiedOut: Director's Cut had the Grenades, the monster fish, and the BodyArmor from the original version removed. One can also find many unused Music/AphexTwin tracks in the files that were apparently supposed to play while the mod loaded the next area.

to:

* DummiedOut: Director's Cut had removed the Grenades, grenades, the monster fish, and the BodyArmor body armor from the original version removed.version. One can also find many unused Music/AphexTwin tracks in the files that were apparently supposed to play while the mod loaded the next area.
Is there an issue? Send a MessageReason:
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** [[spoiler: The only ending in the original mod counts in which doctors are attempting to revive David after he's OD'd in the bathroom, but unlike the good ending in DC, he doesn't make it]].

to:

** [[spoiler: The only ending in the original mod counts in which doctors are attempting to revive David after he's OD'd in the bathroom, but bathroom but, unlike the good ending in DC, he doesn't make it]].
Is there an issue? Send a MessageReason:
None


** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower. The axe, though, is a much needed upgrade, combining the hammer's ridiculous power with a much faster swing speed.

to:

** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower.slower along with the fact that there's a notable wind-up delay when you press the fire button which means you have to time it to run up to an enemy right as you swing and mistiming can mean a miss at best or unnecessary damage at worst. The axe, though, is a much needed upgrade, combining the hammer's ridiculous power with a much faster swing speed.
Is there an issue? Send a MessageReason:
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[[quoteright:270:http://static.tvtropes.org/pmwiki/pub/images/afraid_of_director_3441.jpg]]

to:

[[quoteright:270:http://static.[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/afraid_of_director_3441.jpg]]org/pmwiki/pub/images/3av2f.jpg]]

Added: 475

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Lost Forever has been renamed.


* LostForever: There is an axe in the shack in the Markland Forest. Gather the courage to walk in it before jumping down the well, or you miss out on the most powerful melee weapon in the game.
** If you miss a single letter containing the code to the fourth ending, the happy end is completely out of reach, until you find that paper by replaying the mod again. Painful enough by itself, but are you willing to put yourself through all that fear ''again?!''


Added DiffLines:

* PermanentlyMissableContent:
** There is an axe in the shack in the Markland Forest. Gather the courage to walk in it before jumping down the well, or you miss out on the most powerful melee weapon in the game.
** If you miss a single letter containing the code to the fourth ending, the happy end is completely out of reach, until you find that paper by replaying the mod again. Painful enough by itself, but are you willing to put yourself through all that fear ''again?!''
Is there an issue? Send a MessageReason:
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* AntiFrustrationFeature: Sort of. If you run out of batteries, your flashlight will slowly recharge just enough to not make the game unwinnable. The problem is, you still need to stop every minute or two and wait for the batteries to refill, and staying still in complete darkness with a bunch of aggressive monsters lurking around is not the most pleasant thing, [[NightmareFuel/AfraidOfMonsters to say at least]].

to:

* AntiFrustrationFeature: Sort of. If you run out of batteries, your flashlight will slowly recharge just enough to not make the game unwinnable. The problem is, you still need to stop every minute or two and wait for the batteries to refill, and staying still in complete darkness with a bunch of aggressive monsters lurking around is not the most pleasant thing, [[NightmareFuel/AfraidOfMonsters to say at least]]. The flashlight also only recharges to 5% battery, and it does so very slowly.



* MonoGenderMonsters: The Zombies/Twitchers are all men, while the flying ghosts (those that resemble humans) appear as women.

to:

* MonoGenderMonsters: The Almost all the Zombies/Twitchers are all men, while men. The only exception being two female figures with smashed faces that can be encountered in the city section of the game. The rest of the monsters are far to twisted to say for sure, although the flying launcher ghosts (those that resemble humans) appear as women.to have a woman-like face.
Is there an issue? Send a MessageReason:
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* LostForever: There is am axe in the shack in the Markland Forest. Gather the courage to walk in it before jumping down the well, or you miss out on the most powerful melee weapon in the game.

to:

* LostForever: There is am an axe in the shack in the Markland Forest. Gather the courage to walk in it before jumping down the well, or you miss out on the most powerful melee weapon in the game.



* MultipleEndings: Four, but the first three are actually a sequence, [[spoiler:they're showing David's discovery that he went on a psychotic rampage and killed 27 people, his interrogation by the police, and, ultimately, his suicide)]]. The fourth, however, [[spoiler:shows hope, where instead, he's suffered from an OD and doctors are working to save him, and he survives]].

to:

* MultipleEndings: Four, but the first three are actually a sequence, [[spoiler:they're showing David's discovery that he went on a psychotic rampage and killed 27 people, his interrogation by the police, police where he can't remember anything, and, ultimately, his suicide)]].suicide out of guilt]]. The fourth, however, [[spoiler:shows hope, where instead, he's suffered from an OD and doctors are working to save him, and he survives]].

Changed: 1760

Removed: 363

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* AnAxeToGrind:
** The best melee weapon in the Director's Cut is the axe. Unfortunately, the final boss has one, too.
** To make it even worse, the final boss pulls the axe ''out of his body''.

to:

* AnAxeToGrind:
**
AnAxeToGrind: The best melee weapon in the Director's Cut is the axe. Unfortunately, the final boss has one, too.
** To
too - and to make it even worse, the final boss he pulls the that axe ''out of his body''.



** The Automatic Rifles are all cool but mostly not used. The AK-47 in the original, with very little ammunition that could be used for it, is this somewhat, since you could keep it along with the shotgun. Director´s Cut plays this much more straight however, with the [[MoreDakka Submachine Gun and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and tempting, but not useful in the long run.

to:

** The Automatic Rifles are all cool but mostly not used. The AK-47 in the original, with very little ammunition that could be used for it, is this somewhat, since you could keep it along with the shotgun. Director´s Director's Cut plays this much more straight however, with the [[MoreDakka Submachine Gun MP5 and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and tempting, but not useful in the long run.



** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower. The axe, though, is a much needed upgrade.

to:

** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower. The axe, though, is a much needed upgrade.upgrade, combining the hammer's ridiculous power with a much faster swing speed.



%%
%% * BattleInTheCenterOfTheMind:
%%
* BlackBugRoom: The nightmare in the beginning and the others that appear through the game. [[spoiler:Depending on how you play, however, the whole experience might been a nightmare.]]

to:

%%
%%
* BattleInTheCenterOfTheMind:
%%
BattleInTheCenterOfTheMind: The final ending [[spoiler:implies that the whole game was this, with the final boss fight in particular being against an alternate version of David himself.]]
* BlackBugRoom: The nightmare in the beginning and the others that appear through the game. [[spoiler:Depending on how you play, however, [[AllJustADream the whole experience experience]] might been be a nightmare.]]



* BlackoutBasement: A basement later in the game is constantly flickering, and inhabited by zombies. The hospital garage and having to plunge the hospital into darkness may count.
* BlatantItemPlacement
* BlockPuzzle: It's the original ''Half-Life'', so this is to be expected.
* BloodlessCarnage: You´ll find blood more often smeared on the walls as part of the scenery than spilled from killed enemies, as they don´t bleed. Justified, in that it is all David's hallucinations.

to:

* BlackoutBasement: A basement later in the game is constantly flickering, and inhabited by zombies. The hospital garage and having to plunge the hospital into darkness to get past some live wires may count.
* BlatantItemPlacement
BlatantItemPlacement: Including bottles of pills and live ammunition in cardboard boxes and tossed into garbage bins. This at least justifies why picking up batteries only adds a little bit of power to your flashlight.
* BlockPuzzle: It's a mod for the original ''Half-Life'', so this is to be expected.
* BloodlessCarnage: You´ll You'll usually find blood more often smeared on the walls as part of the scenery than spilled from killed enemies, as they don´t bleed. Justified, in that it is all David's hallucinations.enemies.



** In Director's Cut; David needs to open a car trunk with a key to find a rope, which he uses to climb a stone fence surrounding an apartment.

to:

** In Director's Cut; Cut, David needs to open a car trunk with a key to find a rope, which he uses to climb a stone fence surrounding an apartment.



** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there's "Armor Pills" which only decide how much damage you receive overall until it's depleted. That, and you'll need it, since the server is HarderThanHard.

to:

** In Cocyx The Skeleton's ''VideoGame/SvenCoop'' server, there's "Armor Pills" which only decide how much damage you receive overall until it's depleted. That, and you'll You'll need it, since the server is HarderThanHard.



** In Director´s Cut, the credits are on many TV monitors, spread around in a dark room, and shown as the camera dramatically pans into them one by one while Music/AphexTwin's "Heart of it All" plays in the background.
** Averted by the original, however, since it consisted of one sentence: "Mod by Andreas Ronnberg (ruMpel)"

to:

** In Director´s Director's Cut, the credits are on many TV monitors, spread around in a dark room, and shown as the camera dramatically pans into them one by one while Music/AphexTwin's "Heart of it All" plays in the background.
** Averted by the original, however, since it consisted of one sentence: "Mod by Andreas Ronnberg (ruMpel)"(ruMpel)".



* DownerEnding: [[spoiler:The first three endings in Director's Cut, wherein David finds that he went on a psychotic mass murder spree, is questioned, and hangs himself out of guilt in his prison cell.]]
** [[spoiler: The only ending in the original mod counts in which doctors are attempting to revive David after he's OD'd in the bathroom but unlike the good ending in DC, he doesn't make it]].

to:

* DownerEnding: [[spoiler:The first three endings in Director's Cut, wherein David finds that he went on a psychotic mass murder spree, is questioned, questioned and can't remember anything about it, and hangs himself out of guilt in his prison cell.]]
** [[spoiler: The only ending in the original mod counts in which doctors are attempting to revive David after he's OD'd in the bathroom bathroom, but unlike the good ending in DC, he doesn't make it]].



* EverybodysDeadDave
* EvilCounterpart

to:

* EverybodysDeadDave
EverybodysDeadDave: At most, David finds three or four other normal people across the game - and all of them are already dead, or about to be.
* EvilCounterpartEvilCounterpart: [[spoiler:The final boss of the good ending is a pale, zombie-like doppelgänger of David.]]



* FauxShadowing: Several of the scares act like this. No, the woman with the drum for a head that you saw in the painting is not going to be significant. You see her for a split second in a bathroom and then never again.
* FingerlessGloves

to:

* FauxShadowing: Several of the scares act like this. No, the woman with the drum for a head that you saw in the painting is not going to be significant. significant after she somehow escapes from her painting. You see her for a split second in a bathroom a minute afterward, and then never again.
* FingerlessGlovesFingerlessGloves: David wears them. [[spoiler:So does his EvilCounterpart in the final ending.]]



* GetOnTheBoat: There is a boat David has to use to cross a lake in the forest. You might or might not find it in Director´s Cut.

to:

* GetOnTheBoat: There is a boat David has to use to cross a lake in the forest. You might or might not find it in Director´s Director's Cut.



** The flashlight in Director´s Cut doesn't recharge, unlike the original. You better have a good quicksave on hand if you run out in certain areas.

to:

** The flashlight in Director´s Director's Cut doesn't recharge, unlike the original. You better have a good quicksave on hand if you run out in certain areas.



* HyperspaceArsenal: Averted in Director´s Cut. There are four weapon slots that can only take one weapon each; A melee weapon, a pistol, a heavy pistol, and a two-handed weapon.

to:

* HyperspaceArsenal: Averted in Director´s Director's Cut. There are four weapon slots that can only take one weapon each; A each: a melee weapon, weapon (knife, hammer or axe), a pistol, pistol (P228, Glock, or Beretta), a heavy pistol, pistol (Desert Eagle or revolver), and a two-handed weapon.weapon (shotgun, Uzi, or [=MP5K=]).



* ImprobableAge: The creator of the Mod, Andreas "ruMpel" Rönnberg, was 12 years old when he began work on it and 14 when it was finished.

to:

* ImprobableAge: The creator of the Mod, mod, Andreas "ruMpel" Rönnberg, was 12 years old when he began work on it and 14 when it was finished.



* InfinityPlusOneSword: A weapon only obtained [[spoiler:after beating all 4 endings]] is found in the hospital with the bathroom with letters. It's an [=L85A2=] with [[BottomlessMagazines infinite ammo]], [[MoreDakka high rate of fire]], devastating stopping power, and a scope. Ladies and Gentlemen, meet the GM_General.

to:

* InfinityPlusOneSword: A weapon only obtained [[spoiler:after beating all 4 endings]] is found in the hospital with the bathroom with letters. It's an [=L85A2=] with [[BottomlessMagazines infinite ammo]], a [[MoreDakka high rate of fire]], devastating stopping power, and a scope. Ladies and Gentlemen, meet the GM_General.



* LostForever: There is a axe in the shack in the Markland Forest. Gather the courage to walk in it before jumping down the well, or you miss out on the most powerful melee weapon in the game.

to:

* LostForever: There is a am axe in the shack in the Markland Forest. Gather the courage to walk in it before jumping down the well, or you miss out on the most powerful melee weapon in the game.



* MookChivalry: Accidentally occurs any time you come across a bunch of Twitchers in a tight hallway. In wide-open areas, they all attack at once.

to:

* MookChivalry: [[NPCRoadblock Accidentally occurs occurs]] any time you come across a bunch of Twitchers in a tight hallway. In wide-open areas, they all attack at once.



* MultipleEndings: Four, but the first three are actually a sequence, [[spoiler:they're showing David's discovery of what he's done (i.e., go on a psychotic rampage that killed a bunch of people and not monsters, his interrogation, and, ultimately, his suicide)]]. The fourth, however, [[spoiler:shows hope, where instead, he's suffered from an OD and doctors are working to save him, and he survives]].

to:

* MultipleEndings: Four, but the first three are actually a sequence, [[spoiler:they're showing David's discovery of what he's done (i.e., go that he went on a psychotic rampage that and killed a bunch of people and not monsters, 27 people, his interrogation, interrogation by the police, and, ultimately, his suicide)]]. The fourth, however, [[spoiler:shows hope, where instead, he's suffered from an OD and doctors are working to save him, and he survives]].



* NothingIsScarier: At the beginning of the mod, David gets attacked literally less than ten seconds after finding a gun, from behind, no less, in a sudden bum rush. In Director´s Cut, however, no monsters appear until David shuts off the electricity in the hospital's basement, some good fifteen minutes of exploring later... and you have to fight the first monsters that appear in pitch darkness. Players who had tried the original version first were experiencing nothing short of [[ParanoiaFuel Absolute Paranoia]] when DC was released.

to:

* NothingIsScarier: At the beginning of the mod, David gets attacked literally less than ten seconds after finding a gun, from behind, no less, in a sudden bum rush. In Director´s Director's Cut, however, no monsters appear until David shuts off the electricity in the hospital's basement, some good fifteen minutes of exploring later... and you have to fight the first monsters that appear in pitch darkness. Players who had tried the original version first were experiencing [[ParanoiaFuel nothing short of [[ParanoiaFuel Absolute Paranoia]] absolute paranoia]] when DC was released.



* OminousWalk: [[spoiler:The first thing David's Doppelgänger does when they meet.]] Trying to damage him only results in self-damage. David has to run away from him until he gets cornered in the Boss Room for the final showdown, where he finds the conveniently placed [[spoiler:Spear: the Doppelgänger's only weakness]].

to:

* OminousWalk: [[spoiler:The first thing David's Doppelgänger does when they meet.]] Trying to damage him only results in self-damage. David has to run away from him until he gets cornered in the Boss Room for the final showdown, where he finds the conveniently placed [[spoiler:Spear: [[spoiler:Spear, the Doppelgänger's only weakness]].



** In DC, the badly-skinned Vortigaunts are replaced with... hideous blob-things (they're actually glitched zombies, but purposely done). They poison you for a couple of seconds (accompanied by a white noise filter and a ringing effect in your ears.)

to:

** In DC, the badly-skinned Vortigaunts are replaced with... hideous blob-things (they're actually glitched zombies, but purposely done). They poison you for a couple of seconds (accompanied by a white noise red filter and a ringing effect in your ears.)ears).



* PhlebotinumOverdose: David's hallucinations by the pills sets the world into chaos while he is passed out.

to:

* PhlebotinumOverdose: David's hallucinations by the pills sets the world into chaos while he is passed out. [[spoiler:The final ending has him recovering from his overdose.]]



** The corridor is not odd at first (aside from the obvious electric and highly dangerous cables). There is a message written on a Notebook nearby, however, asking David to turn off the electricity in the basement so the problem can be fixed. If David exits the corridor but returns without turning of the electricity, the picture on the wall has been put down to the ground, and there is a bloodprint on the wall. After finally causing the blackout and returning, the walls are scribbled with ''THANK YOU'' written all over them.

to:

** The corridor is not odd at first (aside from the obvious electric and highly dangerous cables). There is a message written on a Notebook nearby, however, asking David to turn off the electricity in the basement so the problem can be fixed. If David exits the corridor but returns without turning of the electricity, the picture on the wall has been put down to the ground, with the woman in the picture having disappeared from it, and there is a bloodprint on the wall. After finally causing the blackout and returning, the walls are scribbled with ''THANK YOU'' written all over them.
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* ActionSurvivor: David Leatherhoff is a completely normal junkie thrown into hell with just a few guns and some pills.
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** In Cocyx The Skeleton's Sven Coop server, there's "Armor Pills" which only decide how much damage you receive overall until it's depleted. That, and you'll need it, since the server is HarderThanHard.

to:

** In Cocyx The Skeleton's Sven Coop ''VideoGame/SvenCoop'' server, there's "Armor Pills" which only decide how much damage you receive overall until it's depleted. That, and you'll need it, since the server is HarderThanHard.
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Read Handling Spoilers. Never put the name of a trope at the beginning of a trope entry in spoiler tags. Ever.


* [[spoiler:JourneyToTheCenterOfTheMind]]: Your ultimate enemy in the game? [[spoiler:Yourself. The last levels completely leave reality and into David's head, where he must fight off even more disfigured zombies in a twisted void.]]

to:

* [[spoiler:JourneyToTheCenterOfTheMind]]: JourneyToTheCenterOfTheMind: Your ultimate enemy in the game? [[spoiler:Yourself. The last levels completely leave reality and into David's head, where he must fight off even more disfigured zombies in a twisted void.]]



** OurZombiesAreDifferent: Twitchy, Franchise/SilentHill things that get worse as David falls deeper into the hallucination (they later show up with hammerheads, claws, or tools for arms, as well as completely disfigured or injured faces if their head isn't some sort of hideous black shape). They can break through walls and burst through lockers when David walks close enough. A few of the Zombies hide behind doors and staircases. If possible, they will only show up when it is dark. Their running speed varies for each one of them, so fighting them with melee weapons can be very difficult - even when it's outright encouraged. Some of them walk on their hands and spit at you, as if they were scorpions. They even learn to duck, to avoid bullets while they attack. If this showcase of unique behavior was not enough, [[spoiler:some of them are invisible too.]]

to:

** * OurZombiesAreDifferent: Twitchy, Franchise/SilentHill things that get worse as David falls deeper into the hallucination (they later show up with hammerheads, claws, or tools for arms, as well as completely disfigured or injured faces if their head isn't some sort of hideous black shape). They can break through walls and burst through lockers when David walks close enough. A few of the Zombies hide behind doors and staircases. If possible, they will only show up when it is dark. Their running speed varies for each one of them, so fighting them with melee weapons can be very difficult - even when it's outright encouraged. Some of them walk on their hands and spit at you, as if they were scorpions. They even learn to duck, to avoid bullets while they attack. If this showcase of unique behavior was not enough, [[spoiler:some of them are invisible too.]]
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Added DiffLines:

** [[spoiler: The only ending in the original mod counts in which doctors are attempting to revive David after he's OD'd in the bathroom but unlike the good ending in DC, he doesn't make it]].

Added: 1999

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* [[spoiler:AllJustADream: The final, good ending (the only one in the original and the fourth ending in DC) shows David OD'd in the hospital, seemingly dead, but he's successfully resuscitated by the doctors.]]

to:

* [[spoiler:AllJustADream: The AllJustADream: [[spoiler:The final, good ending (the only one in the original and the fourth ending in DC) shows David OD'd in the hospital, seemingly dead, but he's successfully resuscitated by the doctors.]]



* AlwaysNight: The sun shines in the beginning, but after David's first nightmare, it becomes dead night. A huge contribution to the dark outdoor areas in the game. [[StayOnThePath You might want to walk along those torches.]]



* AnAxeToGrind: The best melee weapon in the Director's Cut is the axe. Unfortunately, the final boss has one, too.

to:

* AnAxeToGrind: AnAxeToGrind:
**
The best melee weapon in the Director's Cut is the axe. Unfortunately, the final boss has one, too.



* ArcWords: "FORGIVE ME"

to:

* ArcWords: ArcWords:
**
"FORGIVE ME"



* AwesomeButImpractical: The Automatic Rifles are all cool but mostly not used. The AK-47 in the original, with very little ammunition that could be used for it, is this somewhat, since you could keep it along with the shotgun. Director´s Cut plays this much more straight however, with the [[MoreDakka Submachine Gun and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and tempting, but not useful in the long run.

to:

* AwesomeButImpractical: AwesomeButImpractical:
**
The Automatic Rifles are all cool but mostly not used. The AK-47 in the original, with very little ammunition that could be used for it, is this somewhat, since you could keep it along with the shotgun. Director´s Cut plays this much more straight however, with the [[MoreDakka Submachine Gun and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for one of them. Powerful guns and tempting, but not useful in the long run.



* [[spoiler:BattleInTheCenterOfTheMind: The finale.]]

to:

%%
%%
* [[spoiler:BattleInTheCenterOfTheMind: The finale.]]BattleInTheCenterOfTheMind:
%%



* BlackEyesOfEvil: [[spoiler:David's Doppelgänger]].

to:

* BlackEyesOfEvil: BlackEyesOfEvil:
**
[[spoiler:David's Doppelgänger]].



* BilingualBonus: Not in the mod itself as much as when digging into the game files. Many of the files are titled in Swedish instead of English, and as such, anyone knowing Swedish have a interesting, and somewhat creepy time reading the titles. For example, multiple soundfiles are named "Viskningar", which means Whispers. There is also "Brutalskrik" (Brutal Scream), and Karringskrik. Karring is slang, in this case spelled without the letter Ä, that is used in the same context nowadays as Bitch. No points for guessing what they are used for.
** In case you wonder what some of them are used for, it's ambiance [[spoiler:and some of the jumpscares.]]
* BrokenBridge: Not the literal type. Several paths are locked or not possible to take unless a key has been found.
** A more traditional case occurs in Director's Cut; David needs to open a car trunk with a key to find a rope, which he uses to climb a stone fence surrounding an apartment.

to:

* BilingualBonus: Not in the mod itself as much as when digging into the game files. Many of the files are titled in Swedish instead of English, and as such, anyone knowing Swedish have a interesting, and somewhat creepy time reading the titles. For example, multiple soundfiles are named "Viskningar", which means Whispers. There is also "Brutalskrik" (Brutal Scream), and Karringskrik. Karring is slang, in this case spelled without the letter Ä, that is used in the same context nowadays as Bitch. No points for guessing what they are used for.
**
In case you wonder what some of them are used for, it's ambiance [[spoiler:and some of the jumpscares.]]
* BrokenBridge: Not the literal type. Several paths are locked or not possible to take unless a key has been found.
** A more traditional case occurs in In Director's Cut; David needs to open a car trunk with a key to find a rope, which he uses to climb a stone fence surrounding an apartment.



* BodyArmorAsHitPoints: Unless you play Director's Cut, in which armor is completely removed.

to:

* BodyArmorAsHitPoints: BodyArmorAsHitPoints:
**
Unless you play Director's Cut, in which armor is completely removed.



* BodyHorror: The zombies start out as at least fairly humanoid, then turn ''worse''...
** Especially the "Noodle'd" ones, which are zombies with ''very'' deformed, sculpture-like heads and limbs.
* BottomlessPits: If you do not follow the red dots in the nightmares, you fall and die in a black void.
** Falling off the hospital, falling into the elevator shaft, etc.

to:

* BodyHorror: The zombies start out as at least fairly humanoid, then turn ''worse''...
**
''worse''... Especially the "Noodle'd" ones, which are zombies with ''very'' deformed, sculpture-like heads and limbs.
* BottomlessPits: If you do not follow the red dots in the nightmares, you fall and die in a black void.
**
void. Falling off the hospital, falling into the elevator shaft, etc.



* CreativeClosingCredits: In Director´s Cut, the credits are on many TV monitors, spread around in a dark room, and shown as the camera dramatically pans into them one by one while Music/AphexTwin's "Heart of it All" plays in the background.

to:

* CreativeClosingCredits: CreativeClosingCredits:
**
In Director´s Cut, the credits are on many TV monitors, spread around in a dark room, and shown as the camera dramatically pans into them one by one while Music/AphexTwin's "Heart of it All" plays in the background.



* DeadlyLunge: The very much alive skulls do a leap attack when David is close enough.
** As do hunchbacked zombies in the forest.

to:

* DeadlyLunge: DeadlyLunge:
**
The very much alive skulls do a leap attack when David is close enough.
** As do hunchbacked Hunchbacked zombies in the forest.



* DeusExMachina: When the Boss battle with [[spoiler:David's doppelgänger]] begins, the only weapon capable of killing him, [[spoiler:a spear]], lies at the end of the room on a bench, waiting to be picked up. He thankfully averts becoming an AnticlimaxBoss, because even with the weapon, he is challenging.

to:

* DeusExMachina: DeusExMachina:
**
When the Boss battle with [[spoiler:David's doppelgänger]] begins, the only weapon capable of killing him, [[spoiler:a spear]], lies at the end of the room on a bench, waiting to be picked up. He thankfully averts becoming an AnticlimaxBoss, because even with the weapon, he is challenging.



* DistractedByTheSexy: A specific door leads to a changing room for men, that has posters on the wall featuring suggestively clad women. They can be seen after opening the door. But enter the room for a closer look, however, and [[SchmuckBait three Zombies will smash out of the lockers next to David.]]

to:

* DistractedByTheSexy: DistractedByTheSexy:
**
A specific door leads to a changing room for men, that has posters on the wall featuring suggestively clad women. They can be seen after opening the door. But enter the room for a closer look, however, and [[SchmuckBait three Zombies will smash out of the lockers next to David.]]



* [[spoiler:DrivenToSuicide]]: In the third ending.

to:

* [[spoiler:DrivenToSuicide]]: DrivenToSuicide: In the third ending.



* [[EverybodysDeadDave Everybody's Dead, David]]
* [[spoiler:EvilCounterpart]]: In Director´s Cut.

to:

* [[EverybodysDeadDave Everybody's Dead, David]]
EverybodysDeadDave
* [[spoiler:EvilCounterpart]]: In Director´s Cut.EvilCounterpart



** [[JustForFun/IThoughtItMeant Zombie]] [[FanFic/HalfLifeFullLifeConsequences Goasts]]?



* GuideDangIt: It's extremely easy to lose your way in the hospital in either version after the blackout happens.

to:

* GuideDangIt: GuideDangIt:
**
It's extremely easy to lose your way in the hospital in either version after the blackout happens.

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''[=Afraid Of Monsters=]'' is a Horror Mod for ''VideoGame/{{Half-Life}}''.

to:

''[=Afraid ''Afraid Of Monsters=]'' Monsters'' is a Horror Mod horror mod for ''VideoGame/{{Half-Life}}''.
''VideoGame/HalfLife1''.



One of the more notable VideoGame/{{Half-Life}} Mods, mostly because it's [[NightmareFuel quite frightening]]. Received a SpiritualSuccessor in the form of ''CryOfFear''.

to:

One of the more notable VideoGame/{{Half-Life}} Mods, ''Half-Life'' mods, mostly because it's [[NightmareFuel quite frightening]]. Received a SpiritualSuccessor in the form of ''CryOfFear''.
''VideoGame/CryOfFear''.



!!This game mod demonstrates the [[color:red:FOLLOW the RED]]:

* AbandonedHospital: The first [[spoiler:and last]] level.

to:

!!This game mod demonstrates the [[color:red:FOLLOW FOLLOW the RED]]:

RED:

* AbandonedHospital: The first [[spoiler:and [[spoiler:and, in some paths, last]] level.



* [[spoiler:AllJustADream - The final, good ending (the only one in the original and the fourth ending in DC) shows David OD'd in the hospital, seemingly dead, but he's successfully resuscitated by the doctors.]]

to:

* [[spoiler:AllJustADream - [[spoiler:AllJustADream: The final, good ending (the only one in the original and the fourth ending in DC) shows David OD'd in the hospital, seemingly dead, but he's successfully resuscitated by the doctors.]]



** To make it even worse, the final boss pulls the axe OUT OF HIS BODY.
* AnAesop: Don´t do drugs.
* AntiFrustrationFeature: Sort of. If you run out of batteries, your flashlight will slowly recharge just enough to not make the game unwinnable. The problem is, you still need to stop every minute or two and wait for the batteries to refill, and staying still in complete darkness with a bunch of agressive monsters lurking around is not the most pleasant thing, [[NightmareFuel/AfraidOfMonsters to say at least]].

to:

** To make it even worse, the final boss pulls the axe OUT OF HIS BODY.
''out of his body''.
* AnAesop: Don´t Don't do drugs.
* AntiFrustrationFeature: Sort of. If you run out of batteries, your flashlight will slowly recharge just enough to not make the game unwinnable. The problem is, you still need to stop every minute or two and wait for the batteries to refill, and staying still in complete darkness with a bunch of agressive aggressive monsters lurking around is not the most pleasant thing, [[NightmareFuel/AfraidOfMonsters to say at least]].



* ArtificialStupidity: Sometimes the Twitchers in the hospital simply stand on the stairs, even if they have seen David. This makes it easy to do headshots.
* AwesomeButImpractical: The Automatic Rifles are all cool but mostly not used. The AK-47 in the original, with very little ammunition that could be used for it, is this somewhat, since you could keep it along with the shotgun. Director´s Cut plays this much more straight however, with the [[MoreDakka Submachine Gun and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for the Submachine Gun, and the Revolver or Desert Eagle for the Uzi. Powerful guns and tempting, but not useful in the long run.

to:

* ArtificialStupidity: Sometimes the Twitchers in the hospital simply stand on the stairs, even if they have seen David. This makes it easy to do nail headshots.
* AwesomeButImpractical: The Automatic Rifles are all cool but mostly not used. The AK-47 in the original, with very little ammunition that could be used for it, is this somewhat, since you could keep it along with the shotgun. Director´s Cut plays this much more straight however, with the [[MoreDakka Submachine Gun and the Uzi.]] Both have very little ammunition to be found, they burst away a whole magazine worth of bullets [[RealityEnsues in less than a few seconds,]] and it is easy to overkill a enemy if the player gets startled, getting rid of even more ammo. But worst of all: unlike the original version, weapons have to be swapped because of the weight. Which means that you have to get rid of the [[BoringButPractical very useful shotgun]] for the Submachine Gun, and the Revolver or Desert Eagle for the Uzi.one of them. Powerful guns and tempting, but not useful in the long run.



** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower than it's counterpart. The axe though, is a much needed upgrade.

to:

** The hammer found in the sewer and parts of the city may count. It deals way more damage than the knife (enough to kill an enemy in one or two hits), but is way slower than it's counterpart. slower. The axe axe, though, is a much needed upgrade.



* BlackoutBasement: a basement later in the game is constantly flickering, and inhabited by zombies. The hospital garage and having to plunge the hospital into darkness may count.

to:

* BlackoutBasement: a A basement later in the game is constantly flickering, and inhabited by zombies. The hospital garage and having to plunge the hospital into darkness may count.



* BlockPuzzle: The one when you have to know the barrel down in the water and then jump on.

to:

* BlockPuzzle: The one when you have to know It's the barrel down in the water and then jump on.original ''Half-Life'', so this is to be expected.



* {{Bloody Handprint}}s: frequently found in the hospital, but especially all over where the barricade used to be after you cut the power.

to:

* {{Bloody Handprint}}s: frequently Frequently found in the hospital, but especially all over where the barricade used to be after you cut the power.



* CrateExpectations

to:

* CrateExpectationsCrateExpectations: As in the original ''Half-Life''. Some need to be pushed into position for you to jump on them and on top of or over something, others can be broken to reveal health, batteries and ammo.



** Also counts as a NostalgiaHeaven moment, since in the original Afraid of Monsters, the TV monitors were used to explain how to play the game in the training level.
*** Averted by the original, however, since it consisted of one sentence: "Mod by Andreas Ronnberg (ruMpel)"

to:

** Also counts as a NostalgiaHeaven moment, since in the original Afraid of Monsters, the TV monitors were used to explain how to play the game in the training level.
***
Averted by the original, however, since it consisted of one sentence: "Mod by Andreas Ronnberg (ruMpel)"



* DamnYouMuscleMemory: Or lack of thereof. Director's Cut forces the player to press the Use key to pick up weapons and items, whereas in the original the player just had to walk over the items to collect them. The mechanic was most likely implemented so that players would not replace and re-replace their weapons every time they happened to walk over them (see Hyperspace Arsenal.)

to:

* DamnYouMuscleMemory: Or lack of thereof. Director's Cut forces the player to press the Use key to pick up weapons and items, whereas in the original the player just had to walk over the items to collect them. The mechanic was most likely implemented so that players would not replace and re-replace their weapons every time they happened to walk over them (see Hyperspace Arsenal.)Arsenal).



* DisgustingPublicToilet - Actually quite nice at first... until a ghost draws the alphabet in blood on it.

to:

* DisgustingPublicToilet - DisgustingPublicToilet: Actually quite nice at first... until a ghost draws the alphabet in blood on it.



* DontGoInTheWoods:
* DownTheDrain: The Sewer under the city. One of the rare Scary videogame examples.

to:

* DontGoInTheWoods:
DontGoInTheWoods
* DownTheDrain: The Sewer under the city. One of the rare Scary scary videogame examples.



* DirectorsCut: More like an UpdatedRerelease, but hey.

to:

* DirectorsCut: More Labeled as such, but it's more like an UpdatedRerelease, but hey.UpdatedRerelease.



* DummiedOut: Director's Cut had the Grenades, the monster fish, and the BodyArmor removed, which the original version had. One can also find many unused Music/AphexTwin tracks in the files that were apparently supposed to play while the mod loaded the next area.

to:

* DummiedOut: Director's Cut had the Grenades, the monster fish, and the BodyArmor removed, which from the original version had.removed. One can also find many unused Music/AphexTwin tracks in the files that were apparently supposed to play while the mod loaded the next area.



* EnemyChatter: Mostly averted, unlike Half-Life and its other mods. Most enemies do make noises when discovering and attacking you, but none of it is intelligible speech.

to:

* EnemyChatter: Mostly averted, unlike Half-Life ''Half-Life'' and its other mods. Most enemies do make noises when discovering and attacking you, but none of it is intelligible speech.



* FacelessGoons: You might encounter a Zombie wearing a plastic bag over his head. Literal examples are more frequent, though.

to:

* FacelessGoons: You might encounter a Zombie wearing a plastic bag over his head. [[TheBlank Literal examples examples]] are more frequent, though.



* FadeToWhite: True to the trope, it occurs when you finally kill [[spoiler:the last boss]]. In the original mod, it occurs when you escape.

to:

* FadeToWhite: True to the trope, it occurs when you finally kill [[spoiler:the last boss]]. Also used in [[spoiler:the third ending - the one where David [[DrivenToSuicide hangs himself]].]] In the original mod, it occurs when you escape.



* FauxShadowing: Several of the scares act like this. No, the woman with the pie for a head that you saw in the painting is not going to be significant.
** The woman with the pie for a head is actually a ShoutOut to the cover for the Music/NeutralMilkHotel album "In the Aeroplane Over the Sea". Also, it isn't a pie, it's a shallow drum.

to:

* FauxShadowing: Several of the scares act like this. No, the woman with the pie drum for a head that you saw in the painting is not going to be significant.
** The woman with the pie
significant. You see her for a head is actually split second in a ShoutOut to the cover for the Music/NeutralMilkHotel album "In the Aeroplane Over the Sea". Also, it isn't a pie, it's a shallow drum.bathroom and then never again.



* GrimyWater: The sewer water. There is a giant black fish swimming in it, but was removed in DC.

to:

* GrimyWater: The sewer water. There In the original version of the mod, there is a giant black fish swimming in it, but was removed in DC.the Director's Cut.



* JumpScare - '''All over the place'''. In places where you expect it, and places where you ''least'' expect it. Some are enemies, and thanks to how fast and damaging they are, expect to die the first time around. The worst is the [[spoiler:subway attack. Hope you know where the turnstiles are.]]
* {{Handcannon}} - The Desert Eagle and Revolver. Subverted, in which you'll often have to fight off more than one twitching zombie, it becomes slightly less useful. And contrary to horror fans' expectations, having a Desert Eagle or revolver in your hands ''does not'' make your enemies any less pants-wettingly terrifying.

to:

* JumpScare - JumpScare: '''All over the place'''. In places where you expect it, and places where you ''least'' expect it. Some are enemies, and thanks to how fast and damaging they are, expect to die the first time around. The worst is the [[spoiler:subway attack. Hope you know where the turnstiles are.]]
* {{Handcannon}} - HandCannon: The Desert Eagle and Revolver. Subverted, in which you'll often have to fight off more than one twitching zombie, it becomes slightly less useful. And contrary to horror fans' expectations, having a Desert Eagle or revolver in your hands ''does not'' make your enemies any less pants-wettingly terrifying.



* ImprobableAge: The creator of the Mod, Andres "ruMpel" Rönnberg, was 12 years old when he began work on it and 14 when it was finished.

to:

* ImprobableAge: The creator of the Mod, Andres Andreas "ruMpel" Rönnberg, was 12 years old when he began work on it and 14 when it was finished.



* InterfaceScrew: Being hit by an Abomination turns the screen red and only white noise is heard for a few seconds.

to:

* InterfaceScrew: Being hit by an Abomination turns the screen red and only white noise is heard for a few seconds.seconds as you continue taking damage over time.



* MindScrew: The beginning of the end. Yes. You go through the hospital from the first level, that has in fact been turned sideways, and all the rooms are spinning in their own directions. The chairs and tables are your new substitute for platforms, and do not even dare to follow anything but the red dots. And then you get to the drawings...

to:

* MindScrew: The beginning of the end. Yes. You go through the hospital from the first level, that has in fact been turned sideways, and all the rooms are spinning in their own directions. The chairs and tables are your new substitute for platforms, and do not even dare to follow anything but the red dots. And then you get to the drawings...



** To be more precise, you have to find scattered letters with numbers in the game, which are combined into a single long code. But after leaving the hospital, the levels branch off in different multiple directions. Depending on which route you take, he ends up with a different ending. In all of the locations, these scattered pieces of the code exist, which the player has to memorize. Close to the game's finale, there is a room in David's last nightmare in which he is supposed to press in this code, and a new path opens to the fourth and happy ending. Assuming you dare to replay the game two times more.

to:

** To be more precise, you have to find scattered letters with numbers in the game, which are combined into a single long code. But after leaving the hospital, hospital and getting to the subway, the levels branch off in different multiple directions. Depending on which route you take, he ends up with a different ending. In all of the locations, these scattered pieces of the code exist, which the player has to memorize. Close to the game's finale, there is a room in David's last nightmare in which he is supposed to press in this code, and a new path opens to the fourth and happy ending. Assuming you dare to replay the game two times more.



** In DC, the badly-skinned Voltigaunts are replaced with... hideous blob-things (they're actually glitched zombies, but purposely done). They poison you for a couple of seconds (accompanied by a white noise filter and a ringing effect in your ears.)
* ParkingGarage - More Jump Sc'''[++BEEEEEEEEEEEP++]'''

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** In DC, the badly-skinned Voltigaunts Vortigaunts are replaced with... hideous blob-things (they're actually glitched zombies, but purposely done). They poison you for a couple of seconds (accompanied by a white noise filter and a ringing effect in your ears.)
* ParkingGarage - ParkingGarage: More Jump Sc'''[++BEEEEEEEEEEEP++]'''



** The bathroom only holds importance once you have acquired all 4 endings, as there is where you pick up the [[InfinityPlusOneSword GM]][[MuzzleFlashlight _]][[MoreDakka General]].

to:

** The bathroom only holds importance once you have acquired all 4 endings, as there is where you pick up the [[InfinityPlusOneSword GM]][[MuzzleFlashlight _]][[MoreDakka GM]]_[[MoreDakka General]].



** NeutralMilkHotel's album cover is a painting in the hospital.

to:

** NeutralMilkHotel's Music/NeutralMilkHotel's album cover is a painting in the hospital.



* SlidingScaleOfLinearityVsOpenness - The Level 3 variant.
* SlidingScaleOfRealisticVersusFantastic - Surreal. Big time.

to:

* SlidingScaleOfLinearityVsOpenness - SlidingScaleOfLinearityVsOpenness: The Level 3 variant.
* SlidingScaleOfRealisticVersusFantastic - SlidingScaleOfRealisticVersusFantastic: Surreal. Big time.



* SpiritualSuccessor: ''VideoGame/CryOfFear''. Another VideoGame/HalfLife mod being developed by Andreas Ronnberg featuring gameplay similar to [=AoM:DC=], new weapons, new Storyline, a new Inventory System, a new Save System, and Full Cutscenes.

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* SpiritualSuccessor: ''VideoGame/CryOfFear''. Another VideoGame/HalfLife ''Half-Life'' mod being developed by Andreas Ronnberg featuring gameplay similar to [=AoM:DC=], new weapons, new Storyline, a new Inventory System, storyline, a new Save System, inventory and Full Cutscenes.save system, and fully-voiced cutscenes.



* TenSecondFlashlight: The flashlight recharges slowly over time when it is not in use. In Director´s Cut, however, it needs Batteries to work. Hope you like wandering around in the dark if you like wasting energy.
** A LetsPlay [[http://lparchive.org/Afraid-of-Monsters-Directors-Cut/ by Mr. Sunabouzu]] actually had to mod the game so every battery fully replenished the flashlight's energy, just so the viewers could actually ''see'' the game as he played it.

to:

* TenSecondFlashlight: The flashlight recharges slowly over time when it is not in use. In Director´s Cut, however, it needs Batteries batteries to work. Hope you like wandering around in the dark if you like wasting energy.
** A LetsPlay [[http://lparchive.org/Afraid-of-Monsters-Directors-Cut/ by Mr. Sunabouzu]] actually had to mod the game so every battery fully replenished the flashlight's energy, just so the viewers could actually ''see'' the game as he played it.it - and even then, as the game went on he found himself getting closer and closer to running out of battery power on several occasions ''anyway''.



* TeleportingKeycardSquad: Also when David changes something in the area overall. Like the lightning.
* TheReveal: Two. The first is: [[spoiler:the Monsters you've been killing? People, and dogs]]. The second: [[spoiler:your enemies in the game was never the "Monsters", it was yourself and your addiction to the Pain Pills]].

to:

* TeleportingKeycardSquad: Also when David changes something in the area overall. Like the lightning.
overall.
* TheReveal: Two. The first is: [[spoiler:the Monsters you've been killing? People, and dogs]]. The second: [[spoiler:your enemies in the game was were never the "Monsters", it was yourself and your addiction to the Pain Pills]].pain pills]].



* UpToEleven: The Weapon used against the final boss. If you attempt to use it via the weapon menu, you notice that the whole window is ''Full'' of different symbols, that actually don´t tell you what it is until you click.
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* AntiFrustrationFeature: Sort of. If you run out of batteries, your flashlight will slowly recharge just enough to not make the game unwinnable. The problem is, you still need to stop every minute or two and wait for the batteries to refill, and staying still in complete darkness with a bunch of agressive monsters lurking around is not the most pleasant thing, [[NightmareFuel/AfraidOfMonsters to say at least]].

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