The Dark Mod: TD4: Alchemist (Expert | All loot | Stealth Score 0)

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Published on ● Video Link: https://www.youtube.com/watch?v=vtn4_i-SX1A



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Duration: 1:16:18
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Gameplay at 2:19
This mission was run on a beta for the next version of The Dark Mod, which means there are some graphical bugs (but otherwise the lighting is incredibly improved) and moss arrow surfaces now have odd issues in regards to their traction and grip on the player when walked on.
Please don't let this paint your reception of The Dark Mod, as these issues most likely won't be in the game when you play it!

Screenshot of the notes I miss @ 3:20 in the well lit area
https://i.imgur.com/Yi9N0Ze.jpg
https://i.imgur.com/9UuYY1b.jpg
Screenshot of the note I miss @ 7:20
https://i.imgur.com/TLzA77g.jpg

@55:44 I use a glitch to access a note that would otherwise force me to sacrifice stealth score, since the zombie wouldn't leave the closet when coaxed with a noisemaker arrow. Hopefully my viewers will forgive me.

"Title Thief's Den 4: Alchemist
Released 2010-06-01
Version 1
Author(s) Sotha, Fidcal
Mission Type Single Mission
Size 27 MB
Description A city/mansion FM that follows on from Heart of Lone Salvation. Try to get a special holy healing potion from an alchemist to offset any possible effects of the Heart of Lone Salvation. Sam paid with his life; Martha with her mind. Will YOU be in time? [This FM needs Dark Mod Update 1.02 or later.]"

Vision and hearing set to hardcore.


Difficulty level: Expert

Time: 1:13:48
Times saved: 24

Damage dealt: 215 (Probably NPC on NPC violence) and received: 5 (Necessary to use the holy healing potion)
Health restored: 20 (Necessary to use the holy healing potion)
Pockets picked: 6
Loot acquired: 6870 out of 6870

Killed by the player: 0
KOed by the player: 0
Bodies found by AI: 0

Alerts: 10 suspicious, 0 searches, 0 sightings
Stealth score: 0

This was a mission started by Sotha, and finished by Fidcal.
It shows.
Thieves are randomly spawned to run around the map to be chased by the guards, and this creates a lot of RNG I'm not a fan of. The jeweler, for instance, would get caught up in interactions as potentially could the inventor. A guard @ 10:20 wants to enter the house next to him but can't as he doesn't have the keys. Various basements and bedrooms exist with no notes, items or loot.
Most damningly @ 17:30 I had to use a rope arrow to access the building because outside the front door a thief and a note-holding guard were frozen, bugged, trying to kill each other.
The level is good, but has an unfinished feeling to it as a direct result of these and other things (such as the oddly well-lit status of the refuge for the needy's entrance) so while I love the mission for it's scale and sense of experimentation (the glass in particular was implemented in just the right way to be tough but fair, and the pre-alerteed guards aren't bad in concept) and atmosphere (the alchemist's room and the zombie closet in particular, which I had to use a glitch to read the note of) I can't say it's as good as Thief's Den 3.

This is the fourth "Thief's Den" mission, a series starring Farrell.
"Farrell was the lesser son of an aristocratic family; educated and smart, but lazy. He idled away his time looking forward to an easy inheritance, without any real responsibility. His elder brother died or was killed, and he wound up with the entire family fortune after his parent's death. Lazy and unmotivated, he spent his money frivolously while family 'friends' handled the day to day business.

Eventually the fortune was gone, and bill collectors took all his remaining property. Much of the property was unaccountably missing and his family friends and advisors were nowhere to be found. Farrell was thrown out of his house onto the streets, where he spent many years.

Eventually, he wound up as an informant for a local thieves' guild, where his knowledge of various noble houses was worth a coin or two. After a while, contact with the guild led him to rise from begging to purse-snatching and armed robbery, and eventually to learning some real skills: stealth, climbing, entry and escape. His knowledge of particular mansions and grand houses in general helped enormously.

After a while he became more and more confident, and started to strike out on his own. Farrell is on good terms with a few guilds in the city, offering them information and occasionally doing them favours (and not blatantly operating in their territory). Other guilds actively want him dead, so he must constantly look over his shoulder. "

Edited in Sony Vegas for 2 brightness, 3 contrast.

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Tags:
the dark mod (video game)
stealth game (media genre)
thief (video game series)
freeware (software liscense)



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