History VideoGame / AfraidOfMonsters

5th Aug '16 4:56:03 PM Whistleblower
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Added DiffLines:

* ActionSurvivor: David Leatherhoff is a completely normal junkie thrown into hell with just a few guns and some pills.
22nd Nov '15 2:52:24 AM jormis29
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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.

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** 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.
2nd Oct '15 8:24:14 PM mlsmithca
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* [[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.]]

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* [[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.]]
14th Jul '15 5:48:28 PM Dallenson
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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]].
4th Mar '15 9:12:42 AM crazysamaritan
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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.

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* 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]].

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* 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.

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* 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.

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* [[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.

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* GuideDangIt: GuideDangIt:
**
It's extremely easy to lose your way in the hospital in either version after the blackout happens.
1st Mar '15 10:14:44 PM Kadorhal
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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.

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!!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.

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* 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++]'''

to:

** 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.

to:

* 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.
29th Jan '15 2:24:39 AM MeAndMyNerdyBat
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Added DiffLines:

* 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]].
22nd Aug '14 9:24:02 AM Perelandra
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** 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?!'

to:

** 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?!'''again?!''
22nd Aug '14 9:21:16 AM Perelandra
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Added DiffLines:

** [[JustForFun/IThoughtItMeant Zombie]] [[FanFic/HalfLifeFullLifeConsequences Goasts]]?
25th Apr '14 10:42:29 PM Kadorhal
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** 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.



* UnwinnableByMistake: To get in the bottom floor of the hospital, that could be described as another basement, David has to jump down a broken elevator. Then he can press the button in a room a few meters away that unlocks the other door that leads out, and the door to the next button across the building. The thing is that the door out of the bottom floor closes after him when he walks out, with no way of opening it again. So if the player jumps down the elevator again after pressing the button, he is stuck. He cannot get out because the door is locked, and he cannot get out the way he came.
** This was fixed in Director's Cut, when the whole hospital was redesigned.

to:

* UnwinnableByMistake: To get in the bottom floor of the hospital, that could be described as another basement, David has to jump down a broken elevator. Then he can press the button in a room a few meters away that unlocks the other door that leads out, and the door to the next button across the building. The thing is that the door out of the bottom floor closes after him when he walks out, with no way of opening it again. So if the player jumps down the elevator again after pressing the button, he is stuck. He cannot get out because the door is locked, and he cannot get out the way he came.
**
came. This was fixed in Director's Cut, when the whole hospital was redesigned.
This list shows the last 10 events of 37. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.AfraidOfMonsters