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Eternal Damnation

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Eternal Damnation (2006)

Eternal Damnation is a total-conversion horror mod for Postal 2 developed by Resurrection Studios released in 2006. It was released in the official Postal Fudge Pack and is available as a free download on ModDB.

The plot follows John Murray, a man in a mental asylum located in the fictional city of Hasselridge after killing a man who assaults his girlfriend. Sometime during his stay, a patient escapes and releases the others, letting John escape.

Several weapons from the mod were ported into Postal 2 through patches after its 2013 Steam release.


The following weapons appear in the video game Eternal Damnation:


Pistols

Beretta M9

A Beretta M9 with a LAM appears as the "9mm Pistol" and is the first firearm John gets his hands on. Strangely, each shot uses up two rounds at a time. It has the trait of being able to blow up heads, which the other 9mm weapons do not have.

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Beretta M9 - 9x19mm Parabellum
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Drawing the M9 and releasing the slide. Note the LAM on the front of the trigger guard.
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Idle. Note the hammer; it is incorrectly depicted as double-action only.
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Firing off... one? Two shots?
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Dumping out a magazine.
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Inserting in a new one. Note that the markings are actually correct for an M9 and not a 92FS.
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Releasing the slide without actually touching the slide release.

Glock 18

The Glock 18 appears in-game as the "Glock". It is the only weapon that can be dual-wielded, however, when it is dual-wielded, it is locked to semi-auto. Of note is that the dual Glocks are acquired first, but you cannot use just one Glock until you pick up a singular Glock. The single Glock was one of the weapons ported to Postal 2 in its Steam release, along with an additional burst-fire mode.

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Glock 18 (3rd Generation) - 9x19mm Parabellum
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Drawing the Glock with a dramatic slide rack.
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Idle.
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Firing.
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Flicking the fire selector to full-auto (actually semi-auto in reality, as the fire selector positions are reversed).
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Firing in full-auto.
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Ejecting a magazine.
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Slapping in a new mag. Note that the markings identify it as a 17, but the fire selector still confirms that it is an 18.
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Releasing the slide.
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Figuring that one Glock simply isn't enough, John pulls out two instead.
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The Glocks in idle. Note that the left pistol is just a mirror of the right.
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Firing; each click of the mouse will fire two shots (i.e. one shot from each pistol). First, the right pistol fires...
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...then the left pistol.
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Reloading; John dumps both pistols' magazines...
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...then inserts a new one into the right pistol...
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...then the left pistol...
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...and releases their slides.
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The secondary fire will make John bring the pistols closer to each other.
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It will also make the pistols fire much faster; again, the right pistol will always fire first.
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It also has a unique reload animation in this mode; the pistols' magazines are dumped...
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...then the classic "lower weapons to insert magazines" method...
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...and finally mashing each pistol's magazines into each other. The slide release was soon to follow.

Submachine Guns

Heckler & Koch HK94A2

A "chopped and converted" Heckler & Koch HK94A2 with a Navy trigger group appears as the "Submachine Gun". It is the primary automatic weapon for most of the game. A pair of HK94s are also featured on the sign for the Hasselridge Firearms gun store. It was added to Postal 2 in the Steam release.

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"Chopped and converted" Heckler & Koch HK94A2 - 9x19mm Parabellum
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Heckler & Koch MP5A2 with Navy trigger group - 9x19mm Parabellum
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Pushing forward the charging handle in the draw animation.
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Idle.
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Firing. When firing in semi-auto the upper assembly appears to reciprocate backwards slightly; the charging handle also incorrectly reciprocates.
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Switching to full-auto.
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Firing in full-auto will have John tilt it to the left slightly.
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Ejecting the mag. Note the lack of paddle magazine release and barrel lugs indicative of a HK94.
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Shoving in a new mag. Note that the mag is placed slightly too far back.
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Releasing the charging handle. The charging handle will automatically lock back when the reload starts.
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"Hey, I have that gun too!"
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John looks at a rather out of place seriously-captioned sign in said store.

MAC-11

The MAC-11 appears in-game as the "Ingram SMG". It is first found in the third-last level of the game.

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RPB Industries M11A1 - .380 ACP
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John pushes forward the bolt in the MAC-11's draw animation.
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The MAC-11 in idle; note that it is incorrectly depicted as closed-bolt.
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Firing the weapon. Certainly gives a new meaning to "spray and pray".
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Spraying (and praying) done, John reloads; First, by dumping out a magazine (without actually touching the magazine release)...
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...then inserting a new one...
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...and finishing with pushing the bolt forward.
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A sign for the MAC in the gun store. Too bad you won't get one until right next to the end of the game.

Shotguns

Daewoo USAS-12

The Daewoo USAS-12 appears as the "USAS12" and is only available in the multiplayer mode.

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Daewoo USAS-12 - 12 gauge
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Equipping the USAS-12 with a quick tug of the charging handle; note the dustcover opening.
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The weapon in idle.
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It has two idle animations; the first one has its user (not John, as he never acquires it during the story) pull the sign of the horns. The other is, well... seeing as this is a Postal 2 mod, if you are even remotely familiar with the game you could probably guess what it is.
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Magdumping into the ground; note that it ejects out the left.
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Replacing the mag...
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...and chambering a round.

Franchi SPAS-12

A Franchi SPAS-12 with wooden furniture appears hidden in some areas in the game. It has two fire modes: standard shot, and explosive shot. Its model is of an earlier version of the shotgun from Postal 2 prior to it being replaced with the Remington 870. It was added to Postal 2 after its Steam release, albeit without its explosive secondary firemode.

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Franchi SPAS-12 without stock - 12 gauge
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John pulls out his SPAS-12.
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The weapon in idle.
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Firing the weapon. Note the misplaced muzzle flash.
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Racking the pump; this will either be done extremely quickly or at a more normal speed, seemingly at random. Note the shell ejecting out of the heat shield instead of the wrong-sided ejection port.
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Blowing up a wall with the secondary fire.
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After this, John will point the weapon as if he were firing it one-handed; this appears to be an animation glitch.
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Racking the pump again.
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Reloading; the bolt will automatically lock back, and John will pull out a handful of shells...
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...and then promptly smashes them into the ejection port; only one of the shells will ever make it into the ejection port, but it somehow still makes six shots.
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Racking the pump again, again. This will close the bolt on the backstroke of the pump.

Remington Model 31

The Remington Model 31 appears in-game as the "Pump Action Shotgun".

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MGC replica Remington Model 31 - (fake) 12 gauge
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John pulls out his Remington in a rather creepy hospital.
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Holding the shotgun.
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It also has an idle animation where John throws and catches the weapon.
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Firing and knocking out the TV across the room in the process.
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Cycling the pump.
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Inserting in some shells (six, to be precise)...
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...and finishing off with a one-handed shotgun pump.

Sawn-off Double Barrel Shotgun

A Sawn-off Double Barreled Shotgun appears in-game as the "Sawnoff Shotgun". It was ported to Postal 2 in the Steam release.

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Sawn-off Remington Spartan - 12 gauge
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Drawing the sawn-off. This particular sawn-off found on this level will max out the player's shotgun shells for some reason.
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The weapon in idle.
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Firing a barrel.
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Opening up the shotgun...
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...loading up the barrels...
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...and flicking it back shut.
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An advertisement for the shotgun in the gun store.

Other

M79 Grenade Launcher

The M79 grenade launcher appears in-game as the "M79 GrenadeLauncher". It is acquired when John is required to move some boxes blocking the way out of a building (no, seriously), and fires grenades that arc rather quickly and detonate on impact. It is also used by the final boss of the game. It was ported to the Steam version of Postal 2, although firing standard hand grenades.

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M79 grenade launcher - 40x46mm grenade
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John pulls out his newfound M79 to rather overzealously push those boxes out of the way.
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He then takes aim...
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...and solves the matter at hand. Surprisingly, this doesn't break open the boxes in the process.
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The obstacle defeated, John reloads his M79; starting off with opening up the launcher and ejecting a case...
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...then inserting a fresh round (that actually has a distinct model from the empty case)...
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...and then closing it back up.

Unusable Weapons

Colt AR-15A2 HBAR

The Colt AR-15A2 HBAR model from Postal 2 appears as a prop in the gun shop and museum.

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Colt Government Model HBAR - 5.56x45mm NATO
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John looks at an AR-15 (and also a MAC-10), and is saddened that they're locked behind a grate.
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Later on, John looks at an AR-15 that he can reach, but is likely pinned to the museum walls.

Colt Single Action Army

Images of Colt Single Action Armys can be seen on the merry-go-round in the Pandemonium Carnival.

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Colt Single Action Army with 5.5" barrel and ivory grips - .45 Long Colt
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The Single Action Army in-game. The image appears to be a render of the "M@D Colt" model from the A Week In Paradise mod for Postal 2 (which was made by the same developers).

Desert Eagle

The Desert Eagle Mark XIX model from Postal 2 appears in the museum. A different model also appears in the museum; this one appears to have wooden grips.

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Desert Eagle Mark XIX - .44 Magnum
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The Postal 2 Desert Eagle in the museum.
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The other Desert Eagle, also seen in the museum.

"King Cobra" airsoft pistol

A "King Cobra" airsoft pistol appears in the museum. It is rather oddly presented as the sidearm of US forces during WWII.

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"King Cobra" airsoft pistol - 6mm BB
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John looks at an airsoft pistol in a museum and wonders if he should really trust this museum.

Luger P08

The Luger P08 appears in the museum.

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Luger P08 - 9x19mm Parabellum
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The Luger in the museum.

M1A1 Thompson

M1A1 Thompsons appear in the museum.

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M1A1 Thompson with 20-round magazine - .45 ACP
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The Thompson in the museum.

M24 Sniper Weapon System

The M24 Sniper Weapon System model from Postal 2 appears in the museum.

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M24 Sniper Weapon System - 7.62x51mm NATO
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The M24 in the museum.

M26 Hand Grenade

The M26 hand grenade model from Postal 2 appears as a prop in various areas. A different model with an orange body is also present. An M26 grenade is also used if the player uses the suicide function.

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M26 hand grenade
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John looks at a couple M26s that he can't pick up for some reason.
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An M26, Mk. 2, and an orange M26 as seen in the museum.

Mk. 2 Hand Grenade

The Mk 2 hand grenade can be seen in the museum.

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Mk. 2 hand grenade
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Some Mk. 2 grenades in the museum.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate appears in the museum.

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Model 24 Stielhandgranate
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Two Stielhandgranaten in the museum.

MP40

The MP40 appears in the museum and in a gun shop.

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MP40 - 9x19mm Parabellum
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The MP40 in the museum.

Remington 870 Police Folder

The Remington 870 model from Postal 2 appears as a prop in some areas.

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Remington 870 Police Folder with extended magazine tube - 12 gauge
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John looks at an 870 and wonders why he can't use it even though it's literally right there.

Saab Bofors Dynamics AT4

The Saab Bofors Dynamics AT4 model from Postal 2 appears in the museum.

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Saab Bofors Dynamics AT4 with AN/PVS-4 scope - 84mm
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John looks at an absolutely massive AT4 above an archway.

Smith & Wesson Model 19

What appears to be a Smith & Wesson Model 19 is featured on the cover of the "Emo Monthly" magazine.

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Smith & Wesson Model 19 - .357 Magnum
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A curious magazine surrounded by other curious magazines.