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Alan Wake's American Nightmare

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Alan Wake's American Nightmare (2012)

Alan Wake's American Nightmare is a 2012 sequel to Remedy Entertainment's Alan Wake. American Nightmare takes place in Night Springs, Arizona, a construct based on Alan's reinterpretation of a screenplay he wrote for the fictional television anthology series "Night Springs," where Alan fights the Taken directed by his evil doppelganger Mr. Scratch.

As in Alan Wake, the title character can carry one one-handed weapon, one two-handed weapon, an Orion flare gun, and a supply of flares and flashbang grenades. Ammunition is abstracted into a generic pickup for each type of weapon.

The following weapons were used in the video game Alan Wake's American Nightmare:


One-Handed Weapons

Beretta 92FS Inox

Alan's initial weapon, the "9mm Handgun" is a Beretta 92FS Inox. It loads a ten-round magazine and can carry fifty extra rounds.

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Beretta 92FS Inox - 9x19mm
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Collectibles Screen info for the 92FS Inox
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Alan (Ilkka Villi) scans the darkness with his flashlight and Beretta 92FS Inox.

Colt Python

Returning from the original Alan Wake, the "Revolver" is a Colt Python with a four-inch barrel. It loads six rounds and can carry forty-four extra.

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Colt Python - .357 Magnum
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Collectibles Screen info for the Colt Python
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A Colt Python sits on an oil drum

MAC-10

The first unlockable weapon is the "SMG," a MAC-10. Its high rate of fire chews through its thirty-round magazine. Its crate is unlocked after collecting three manuscript pages.

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Ingram MAC-10 open-bolt submachine gun - .45 ACP
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Collectibles Screen info for the MAC-10
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A MAC-10 in its case

Smith & Wesson Model 629 Stealth Hunter

The Smith & Wesson Model 629 Stealth Hunter, known simply as "Magnum" in the game, is a phenomenally powerful one-handed weapon, capable of destroying two Taken in a single shot. It holds eight rounds, while the real Stealth Hunter has a 6-shot cylinder.

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Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
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Collectibles Screen info for the Magnum
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A Magnum in its case

Nailgun

The first primary weapon the player is likely to find, the nailgun is fully-automatic and loads a twenty-five round strip, but its full-auto fire is slower than the handgun's rapid fire.

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Collectibles Screen info for the Nailgun
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A nailgun on the shelf in the garage

Sawed-Off Shotgun

Like most video game shotguns, the sawed-off shotgun is devastating at close range but inaccurate and weak at any other range. Its crate is unlocked after collecting thirty manuscript pages.

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Baikal - 12 gauge
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Collectibles Screen info for the sawed-off shotgun
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A sawed-off shotgun in its case

Two-Handed Weapons

All two-handed weapons except the assault rifle and crossbow have a maximum ammunition count of thirty.

Remington 870

The "Pump-Action Shotgun" is a Remington 870 with black synthetic furniture. It loads eight rounds.

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Remington 870 with black synthetic furniture - 12 gauge
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Collectibles Screen info for the Remington 870
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A Remington 870 inside a gun cabinet

Springfield Armory M1A

The "Carbine Rifle" is a Springfield Armory M1A with a green synthetic stock. It loads an eight-round magazine.

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Springfield Armory M1A - 7.62x51mm (.308 Winchester)
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Collectibles Screen info for the Springfield Armory M1A
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A Springfield Armory M1A leaning against the interior of a cube van

Crossbow

It's slow to reload, and the bolts fly in an arc, so need to aim accordingly. Luckily, there's an upside: the crossbow can fire right through the darkness that protects Taken. Max ammo is twenty-five bolts.

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Crossbow - Bolts
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A Crossbow on the tree near the Drive-In Theater

M16A1

The "Assault Rifle" is an M16A1 with A2 handguards. The weapon is modeled with a thirty-round magazine (which Alan does not remove when reloading), but it only loads twenty-five rounds with seventy-five in reserve. It can fire semiauto with a single tap of the trigger or mouse button or full-auto when held. Its crate is unlocked after collecting twenty manuscript pages.

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Colt M16A1 with A2 handguards - 5.56x45mm
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Collectibles Screen info for the Assault Rifle. The poor contrast makes it difficult to see the weapon's identifying characteristics.
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Assault Rifle in its case
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A better look at the Assault Rifle's receiver: forward assist, no brass deflector, full magazine fence, and either an A1 or A2 flash hider. Also note the mirrored front sight.

Remington Model Seven CDL

Returning from Alan Wake is the "Hunting Rifle," a Remington Model Seven CDL with a five-round internal magazine. Although it now has a scope, it is never used. Its low rate of fire and small magazine counter its high damage and ability to destroy two Taken with one shot. Its crate is unlocked after collecting fifteen manuscript pages.

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Remington Model Seven CDL - (Various Calibers)
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Collectibles Screen info for the Remington Model Seven CDL

AA-12

The final unlockable weapon is the "Combat Shotgun," an AA-12 with a twelve-round drum magazine. Its crate is unlocked after collecting forty manuscript pages.

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MPS Auto Assault-12 - 12 Gauge
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Collectibles Screen info for the AA-12
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The AA-12 in its case

Other Weapons

Orion Flare Gun

Returning from Alan Wake, the "Flare Gun" is drastically reduced in power. The new flare gun destroys normal Taken with a direct hit, only knocking down Taken and stripping away their shadow in the blast radius. Max ammo is ten shells.

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Orion flare gun - 12 gauge
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Collectibles Screen info for the Orion flare gun
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The Orion flare gun on the ground

Model 7290 Flashbang Grenade

The Model 7290 flashbang grenade in American Nightmare has a very dark blue or black body labelled "TACTICAL FLASHBANG" in white. They are drastically reduced in power from the original, similar to the flare gun, and Alan can only carry five at a time.

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Model 7290
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Model 7290T
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Collectibles Screen info for the Flashbang Grenade
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Two flashbang grenades along with two flares and a box of two-handed weapon ammo