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		<id>https://wiki.thedarkmod.com/index.php?title=Internationalization&amp;diff=17442</id>
		<title>Internationalization</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Internationalization&amp;diff=17442"/>
		<updated>2013-12-30T11:45:38Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article deals with the localisation/translation of both TDM itself, as well as [[Fan Missions]].&lt;br /&gt;
&lt;br /&gt;
{{infobox|{{red|The I18N support in TDM will only work with v1.07 or newer.}}}}&lt;br /&gt;
&lt;br /&gt;
== I18N, L10N? ==&lt;br /&gt;
&lt;br /&gt;
I18N stands for &#039;&#039;&#039;internationalisation&#039;&#039;&#039; (the 18 means there are 18 letters missing between I and N), and L10N stands for &#039;&#039;&#039;localisation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In TDM this means that both the menu, the HUD and all the readable content (shown in in-game GUIs) in a mission can be shown in the language the user selects.&lt;br /&gt;
&lt;br /&gt;
{{infobox|Note: There is not yet support for subtitles. This will come with the next version.}}&lt;br /&gt;
&lt;br /&gt;
== For Users ==&lt;br /&gt;
&lt;br /&gt;
You can switch the language of TDM in the &#039;&#039;&#039;Settings&#039;&#039;&#039; menu under &#039;&#039;&#039;Video&#039;&#039;&#039;, &#039;&#039;&#039;General&#039;&#039;&#039;. The language is stored in the CVAR &#039;&#039;&#039;sys_lang&#039;&#039;&#039; (Note: in v1.07, it was stored in tdm_lang).&lt;br /&gt;
&lt;br /&gt;
Switching the language does not require a restart, except for switching between Russian and Western languages. There the game will inform you that you need to restart it manually, or the display will not look correct.&lt;br /&gt;
&lt;br /&gt;
Changing the language will change the language of the HUD, as well as the inventory immidiately. It can also be done during a mission. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{infobox|&#039;&#039;&#039;Note:&#039;&#039;&#039; Not all FMs are yet multi-lingual, and for these certain inventory items, the objectives, or readables might appear in English. See the &#039;&#039;&#039;[[I18N Status|list of already internationalized FMs]]&#039;&#039;&#039; and their status.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Mappers ==&lt;br /&gt;
&lt;br /&gt;
As a mapper, you want to reach an audience as wide as possible with your FM. One way is to provide alternative language versions of your map. There are two ways that can be achieved:&lt;br /&gt;
&lt;br /&gt;
# You can ignore the issue, and hope that somebody else modifies your FM and provides a translation. The past shows that the changes that someone does this are slim, tho. Only a handful of FMs were every translated, most of them only into one other language. That is because modifying and translating an FM are quite a lot of work, and translators would rather just translate things than to muck around with your PK4 file.&lt;br /&gt;
# You can (from v1.07 on) build in support for translation from the beginning, and make the work for translators easier.&lt;br /&gt;
&lt;br /&gt;
The second point can achieved in two ways:&lt;br /&gt;
&lt;br /&gt;
# You build the FM with hard-coded strings like &#039;Silver Key&#039;, and then use [[I18N.pl]] to transform the FM into a package that can have external dictionaries. That might be easier to work with in DR (as DR itself has no support for dictionaries yet), but the script might not be 100% correct and you may need to manually help it out. However, this is a step that needs to be done only once.&lt;br /&gt;
# You build your FM with string templates like &#039;&#039;&#039;&amp;quot;#str_23456&amp;quot;&#039;&#039;&#039; (use the range 20000 … 89999) instead of hard-coded names, and supply an external dictionary with these strings.&lt;br /&gt;
&lt;br /&gt;
In both cases, translating your mission becomes super easy, there is only one file with all the strings in place, and this can be easily edited.&lt;br /&gt;
&lt;br /&gt;
=== FM specific dictionaries ===&lt;br /&gt;
&lt;br /&gt;
Please see the main article about [[I18N - Translating Fan Missions|about translating FMs]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing Names ===&lt;br /&gt;
&lt;br /&gt;
The TDM core dictionary contains a lot of strings, both for inventory items like keys, for locations, monster names, jobs, titles and descriptions. If possible, use one of these names. That has the advantage that the translation is already provided in many languages. For instance, instead of &amp;quot;a silvery key&amp;quot;, use if possible &amp;quot;Silver Key&amp;quot; (if you plan on converting your mission with [[I18N.pl]]) or &amp;quot;#str_10000&amp;quot; (if you are doing it manually).&lt;br /&gt;
&lt;br /&gt;
Browse through &#039;&#039;strings/all.lang&#039;&#039; to see which strings are available.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Item Names with multiple lines ===&lt;br /&gt;
&lt;br /&gt;
If you have an inventor item name which is very long, you can insert &#039;&#039;&#039;\n&#039;&#039;&#039; to split it up into two (but not more!) lines:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;#str_20000&amp;quot; &amp;quot;This is a very very\nlong item name.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You should try in the game to see how it looks, so that both lines are roughly the same length.&lt;br /&gt;
&lt;br /&gt;
=== Support in DR ===&lt;br /&gt;
&lt;br /&gt;
Darkradiant currently does not support the dictionaries, so strings will look like &amp;quot;#str_07118&amp;quot; instead of the &amp;quot;OK&amp;quot;. This is tracked here: http://bugs.angua.at/view.php?id=2845&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For Developers ==&lt;br /&gt;
&lt;br /&gt;
=== CVAR tdm_lang ===&lt;br /&gt;
&lt;br /&gt;
The D3 CVAR &#039;&#039;&#039;sys_lang&#039;&#039;&#039; is restricted to a few hard-coded values, and is thus not usable. We have added a new CVAR &#039;&#039;&#039;tdm_lang&#039;&#039;&#039;, which contains the current language as English lower-case string, e.g. &amp;quot;english&amp;quot;, &amp;quot;german&amp;quot;, &amp;quot;portuguese&amp;quot; etc. This variable is controlled by the GUI via a call back into the SDK code, which switches the language underneath, and also reloads the GUI.&lt;br /&gt;
&lt;br /&gt;
{{infobox|If you change the CVAR manually (via the console f.i.), you need to restart TDM so it works!}}&lt;br /&gt;
&lt;br /&gt;
=== Code ===&lt;br /&gt;
&lt;br /&gt;
The main translation object is of the class CI18N (which is short for &amp;quot;Class Internationalization&amp;quot;) and lives in &#039;&#039;framework/I18N.cpp&#039;&#039; and &#039;&#039;framework/I18N.h&#039;&#039; (in v1.07, it was in &#039;&#039;Darkmod/I18N.cpp&#039;&#039; and &#039;&#039;Darkmod/I18N.h&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Charset ===&lt;br /&gt;
&lt;br /&gt;
The D3 code that handles the GUI bitmap font can only load a specific range of bytes as characters. To get the most out of the available entries, an special charset (based on ISO 8859-1 with modifications) is used. The details can be found [[I18N - Charset|on this page]].&lt;br /&gt;
&lt;br /&gt;
=== New Strings ===&lt;br /&gt;
&lt;br /&gt;
If you need to add a new string, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* search for a fitting, free ID in &#039;&#039;&#039;strings/all.lang&#039;&#039;&#039;.&lt;br /&gt;
* Add your string there. If possible, add any translation you can, or ask the translators to translate it for you.&lt;br /&gt;
* re-generate the language files with &#039;&#039;&#039;perl devel/gen_lang.pl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that if the translations for the new strings (or any other string) are missing, the script will substitute the English variant - so you should always have at least the English variant.&lt;br /&gt;
&lt;br /&gt;
The other translations are optional, but if they are added later, you need to re-run &#039;&#039;&#039;perl devel/gen_lang.pl&#039;&#039;&#039;! See also the next point:&lt;br /&gt;
&lt;br /&gt;
{{infobox|{{red|Always edit all.lang with a UTF-8 editor and keep it in UTF-8.}}}}&lt;br /&gt;
&lt;br /&gt;
{{infobox|{{red|Never edit the other language files manually, they will be regenerated and your edits will be lost.}}}}&lt;br /&gt;
&lt;br /&gt;
=== Missing Translations ===&lt;br /&gt;
&lt;br /&gt;
The following will generate files called &amp;quot;missing_language.txt&amp;quot; in the darkmod directory:&lt;br /&gt;
&lt;br /&gt;
 perl devel/gen_lang.pl --missing&lt;br /&gt;
&lt;br /&gt;
Note that the script can no differentiate between a string that was not translated, and a string that is the same even after translation. An example is &amp;quot;Normal&amp;quot; in English, and German. This will be listed as missing string in &#039;&#039;&#039;missing_german.txt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To avoid that, add the following comment:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;#str_03005&amp;quot;    &amp;quot;Normal&amp;quot;                        // stays the same&lt;br /&gt;
&lt;br /&gt;
to each language variant where the string is unchanged after translation.&lt;br /&gt;
&lt;br /&gt;
Since it can be a bother to ask translators for a new string translation every other day, the current solution is to gather strings for a while, then regenerate the missing_xyz.txt files, and then ask the translators for a translation.&lt;br /&gt;
&lt;br /&gt;
See also the [[I18N - List of TDM translators|List of TDM translators]].&lt;br /&gt;
&lt;br /&gt;
=== Relocating String IDs ===&lt;br /&gt;
&lt;br /&gt;
{{infobox|Note: Relocation of string IDs can only be done either before release, or when it is clear that this string is not used by any FM, otherwise you break FMs!}}&lt;br /&gt;
&lt;br /&gt;
 perl devel/rename_string.pl FIRSTOLDID FRISTNEWID COUNT&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 perl devel/rename_string.pl 2236 2298 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adding a new i18n language ===&lt;br /&gt;
The TDM i18n system works by having the translated strings given individual numbers. These numbers are included from separate language files at compile time, and then replaced with the language strings at runtime.&lt;br /&gt;
&lt;br /&gt;
====Relevant files====&lt;br /&gt;
* all.lang - all the languages&lt;br /&gt;
* devel/gen_lang.pl - perl script for breaking up the all.lang master file&lt;br /&gt;
* (language).lang - the individual language files, eg english.lang or german.lang&lt;br /&gt;
&lt;br /&gt;
====Very basic overview of the translation process====&lt;br /&gt;
* Edit the file &amp;quot;all.lang&amp;quot;. Just copy the english language section to the end of the file and rename the new section.&lt;br /&gt;
* Run the perl script &amp;quot;devel/gen_lang.pl&amp;quot; To do this, you need to have commit access to the developer SVN. This will &amp;quot;break up&amp;quot; the all.lang file into separate files for each translated language.&lt;br /&gt;
* The new strings should now be accessible at next compile time.&lt;br /&gt;
&lt;br /&gt;
=== GUI ===&lt;br /&gt;
&lt;br /&gt;
In v1.07 there was a bug in &#039;&#039;&#039;choiceDef&#039;&#039;&#039; inside the GUI, which did not allow other characters than a-z. To work around this &#039;&#039;&#039;choiceDef&#039;&#039;&#039; bug, two new main menu commands were added, called &amp;quot;initChoice&amp;quot; and &amp;quot;stepChoice&amp;quot;. However, for v1.08, the bug is fixed in the main code (due to the source code now being available), so the work-arounds were removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Known bugs ==&lt;br /&gt;
&lt;br /&gt;
At the moment only a few things are still not working:&lt;br /&gt;
&lt;br /&gt;
* Not all fonts contain accented characters yet.&lt;br /&gt;
* [[Darkradiant]] does not support the &#039;&#039;&#039;#str_01234&#039;&#039;&#039; strings yet.&lt;br /&gt;
* Doom3 does not render/support all characters (f.i. 0xFF in Russian, 0xF7 .. 0x9F in Western). To work around this, the characters are remapped (moved) during load. See [[I18N - Charset]] for details on this.&lt;br /&gt;
&lt;br /&gt;
{{i18n}} {{editing}} {{sdk}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17338</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17338"/>
		<updated>2013-11-02T00:47:05Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Junk Objects: Bodies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.&lt;br /&gt;
&lt;br /&gt;
* Healing potion - restore hit points, the effect beeing somewhat gradual.  &lt;br /&gt;
* Breath potion - increase the player&#039;s breath meter, allowing you to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Compass ===&lt;br /&gt;
The compass does not have to be &amp;quot;used&amp;quot; as such; it will simply indicate north. Just select it in the inventory.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17337</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17337"/>
		<updated>2013-11-02T00:46:52Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Junk Objects: Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
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When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
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When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
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&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
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1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
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2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
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== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
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Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.&lt;br /&gt;
&lt;br /&gt;
* Healing potion - restore hit points, the effect beeing somewhat gradual.  &lt;br /&gt;
* Breath potion - increase the player&#039;s breath meter, allowing you to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Compass ===&lt;br /&gt;
The compass does not have to be &amp;quot;used&amp;quot; as such; it will simply indicate north. Just select it in the inventory.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
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== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17336</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17336"/>
		<updated>2013-11-02T00:46:43Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Junk Objects: Candles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.&lt;br /&gt;
&lt;br /&gt;
* Healing potion - restore hit points, the effect beeing somewhat gradual.  &lt;br /&gt;
* Breath potion - increase the player&#039;s breath meter, allowing you to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Compass ===&lt;br /&gt;
The compass does not have to be &amp;quot;used&amp;quot; as such; it will simply indicate north. Just select it in the inventory.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17335</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17335"/>
		<updated>2013-11-02T00:44:49Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.&lt;br /&gt;
&lt;br /&gt;
* Healing potion - restore hit points, the effect beeing somewhat gradual.  &lt;br /&gt;
* Breath potion - increase the player&#039;s breath meter, allowing you to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Compass ===&lt;br /&gt;
The compass does not have to be &amp;quot;used&amp;quot; as such; it will simply indicate north. Just select it in the inventory.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17334</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17334"/>
		<updated>2013-11-02T00:43:35Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.&lt;br /&gt;
&lt;br /&gt;
* Healing potion - restore hit points, the effect beeing somewhat gradual.  &lt;br /&gt;
* Breath potion - increase the player&#039;s breath meter, allowing you to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
=== Compass ===&lt;br /&gt;
The compass does not have to be &amp;quot;used&amp;quot; as such; it will simply indicate north. Just select it in the inventory.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17333</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17333"/>
		<updated>2013-11-02T00:39:35Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.&lt;br /&gt;
&lt;br /&gt;
* Healing potion - restore hit points, the effect beeing somewhat gradual.  &lt;br /&gt;
* Breath potion - increase the player&#039;s breath meter, allowing you to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17332</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17332"/>
		<updated>2013-11-02T00:37:20Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Object:  Spyglass */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17331</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17331"/>
		<updated>2013-11-02T00:37:11Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Object:  Potions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17330</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17330"/>
		<updated>2013-11-02T00:37:01Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Object:  Player Lantern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17329</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17329"/>
		<updated>2013-11-02T00:36:50Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Object:  Mines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17328</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17328"/>
		<updated>2013-11-02T00:36:40Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Objects:  Maps and Readables */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17327</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17327"/>
		<updated>2013-11-02T00:36:30Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Objects:  Lockpicks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17326</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17326"/>
		<updated>2013-11-02T00:36:16Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Objects:  Keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17325</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17325"/>
		<updated>2013-11-02T00:36:04Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Object:  Holy Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17324</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17324"/>
		<updated>2013-11-02T00:35:50Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Object:  Flashbomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17323</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17323"/>
		<updated>2013-11-01T21:43:22Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Junk Objects: Candles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17322</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17322"/>
		<updated>2013-11-01T21:38:37Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Missile Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candled can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things* at you. &lt;br /&gt;
&lt;br /&gt;
(* &#039;Things&#039; used to be bottles, but now means rocks.) &#039;&#039;[changed in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17321</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17321"/>
		<updated>2013-11-01T21:32:52Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Junk Objects: Candles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candled can be extinguished by:&lt;br /&gt;
*Water (ie. a waterarrow)&lt;br /&gt;
*Pinching them out by picking them up and clicking the Use key.  This can also be used on some movable lanterns. &lt;br /&gt;
*Knocking them over. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17320</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17320"/>
		<updated>2013-11-01T21:28:04Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Inventory Object:  Mines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to TDM 1.07, mines were not very sensitive and AI could occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving, and they have a higher chance of exploding.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17319</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17319"/>
		<updated>2013-11-01T21:25:08Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* HUD Display */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem. &#039;&#039;[underwater &#039;hiding&#039; added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The little äwings&#039; on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17318</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17318"/>
		<updated>2013-11-01T21:23:05Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
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If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
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Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
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{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
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== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
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To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
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See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
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== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
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*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
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== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
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Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
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When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
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When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
You can check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;, so keep on your toes while reading &#039;&#039;[objectives key was added in 1.01]&#039;&#039;&lt;br /&gt;
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= HUD Display =&lt;br /&gt;
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[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
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1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
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2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
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3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
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{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
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4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
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5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
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== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
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You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
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You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
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To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
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=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
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An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
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AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
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Flashbombs have no effect on the undead.&lt;br /&gt;
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=== Inventory Object:  Holy Water ===&lt;br /&gt;
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Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
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=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
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You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
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=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
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=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
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The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
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=== Inventory Object:  Mines === &lt;br /&gt;
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Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
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{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
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{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
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=== Inventory Object:  Player Lantern === &lt;br /&gt;
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Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
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Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
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=== Inventory Object:  Potions ===&lt;br /&gt;
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Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
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=== Inventory Object:  Spyglass === &lt;br /&gt;
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A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
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= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
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== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
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Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
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Ladder/vine climbing:&lt;br /&gt;
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Rope climbing:  &lt;br /&gt;
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=== Swinging on Ropes ===&lt;br /&gt;
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Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
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Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
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== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
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You cannot mantle while carrying a junk object or body.&lt;br /&gt;
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= Interacting With Your Environment =&lt;br /&gt;
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The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
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== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
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To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
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The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
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To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
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To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
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Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
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=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
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Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
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=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
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To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
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You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
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=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
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In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
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== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
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If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
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= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17317</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17317"/>
		<updated>2013-11-01T21:21:07Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Changing Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
*There are new settings for combat (difficulty, etc), as well as extra volume controls that lets you control SFX, ambient and speech. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*New graphic settings for graphic quality and bloom. &#039;&#039;[added in 1.03]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*There is an option for &amp;quot;AI Vision&amp;quot;.  This controls how quickly AI realize you are an enemy when they spot you. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17316</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17316"/>
		<updated>2013-11-01T21:12:22Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
TDM has gone through a lot of evolution over the years, and gained a lot of features. Some features mentioned here are followed by &#039;&#039;[added in VERSION]&#039;&#039; to show you when someting was implemented.&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17315</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17315"/>
		<updated>2013-11-01T21:03:29Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Blackjacking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
{{red|Updates for versions after v1.00 are listed in red.}}&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17314</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17314"/>
		<updated>2013-11-01T21:02:23Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Melee Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
{{red|Updates for versions after v1.00 are listed in red.}}&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17313</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17313"/>
		<updated>2013-11-01T21:01:07Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* AI Behaviour */&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
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{{red|Updates for versions after v1.00 are listed in red.}}&lt;br /&gt;
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Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
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If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
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Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
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= The Game Menus =&lt;br /&gt;
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Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
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{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
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== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
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# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
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To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
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See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
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== Changing Settings ==&lt;br /&gt;
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# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
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{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
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{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
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{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
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== Objectives ==&lt;br /&gt;
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When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
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Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
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When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
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When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
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{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
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= HUD Display =&lt;br /&gt;
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[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
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1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
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2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
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3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
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{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
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4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
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5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
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== Weapons ==&lt;br /&gt;
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Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
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&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
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== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
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To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
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You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
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You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
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To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
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=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
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An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
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AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
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Flashbombs have no effect on the undead.&lt;br /&gt;
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=== Inventory Object:  Holy Water ===&lt;br /&gt;
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Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
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=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
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You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
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=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
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=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
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In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
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The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
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=== Inventory Object:  Mines === &lt;br /&gt;
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Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
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Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
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{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
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{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
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{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
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=== Inventory Object:  Player Lantern === &lt;br /&gt;
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Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
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Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
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=== Inventory Object:  Potions ===&lt;br /&gt;
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Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
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=== Inventory Object:  Spyglass === &lt;br /&gt;
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A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
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= Movement =&lt;br /&gt;
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Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
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== Climbing ==&lt;br /&gt;
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&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
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Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
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Ladder/vine climbing:&lt;br /&gt;
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Rope climbing:  &lt;br /&gt;
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=== Swinging on Ropes ===&lt;br /&gt;
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Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
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Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
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== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
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You cannot mantle while carrying a junk object or body.&lt;br /&gt;
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= Interacting With Your Environment =&lt;br /&gt;
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The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
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== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
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To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
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The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
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To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
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To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
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Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
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=== Junk Objects: Candles ===&lt;br /&gt;
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Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
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Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
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Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
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=== Junk Objects: Bodies ===&lt;br /&gt;
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Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
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To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
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This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
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You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
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=== Junk Objects: Food ===&lt;br /&gt;
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Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
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== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
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You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
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Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
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== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
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There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
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The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
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Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
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In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
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== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
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If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
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= Combat =&lt;br /&gt;
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There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
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Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
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== Blackjacking ==&lt;br /&gt;
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Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI...&lt;br /&gt;
&lt;br /&gt;
*...don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
*...need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
*...can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
*...will become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
*...can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). &lt;br /&gt;
&lt;br /&gt;
*...will also often notice and be suspicious of arrows that are left sticking into things. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently. &#039;&#039;[added in 1.06]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will notice the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...can notice important doors (set by mapper) that have been left open, and will start to become suspicious. &#039;&#039;[added in 1.07]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*...will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible. &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17312</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17312"/>
		<updated>2013-11-01T20:51:33Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* AI Senses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
{{red|Updates for versions after v1.00 are listed in red.}}&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
*AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
*Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves. &#039;&#039;[added in 1.01]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  &lt;br /&gt;
&lt;br /&gt;
*They can also hear the sound of falling bodies, so watch what AI&#039;s you knock out are wearing &#039;&#039;[added in 2.0]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
AI need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one).  {{update|1.07|AI will often notice and be suspicious of arrows that are left sticking into things.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.06| AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI that see a rope from a rope arrow will walk over to investigate, and will treat it as evidence of an intruder.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0| AI will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.}}&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17311</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17311"/>
		<updated>2013-11-01T20:47:42Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
{{red|Updates for versions after v1.00 are listed in red.}}&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves.}}&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  {{update|2.0|As of 2.0, they can hear the sound of falling bodies.}}&lt;br /&gt;
&lt;br /&gt;
AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
AI need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one).  {{update|1.07|AI will often notice and be suspicious of arrows that are left sticking into things.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.06| AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI that see a rope from a rope arrow will walk over to investigate, and will treat it as evidence of an intruder.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0| AI will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.}}&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17310</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17310"/>
		<updated>2013-11-01T20:46:20Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Starting a Mission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red|Updates for versions after v1.00 are listed in red.}}&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it. &#039;&#039;[added in 1.04]&#039;&#039;&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves.}}&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  {{update|2.0|As of 2.0, they can hear the sound of falling bodies.}}&lt;br /&gt;
&lt;br /&gt;
AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
AI need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one).  {{update|1.07|AI will often notice and be suspicious of arrows that are left sticking into things.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.06| AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI that see a rope from a rope arrow will walk over to investigate, and will treat it as evidence of an intruder.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0| AI will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.}}&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17309</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17309"/>
		<updated>2013-11-01T20:44:36Z</updated>

		<summary type="html">&lt;p&gt;Akira: Undo revision 17304 by Akira (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red|Updates for versions after v1.00 are listed in red.}}&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# {{update|1.04|Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it.}}&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|New settings for combat have been added, as well as extra volume controls.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.03|New graphic settings have been added for better graphic quality and bloom.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0|A new &amp;quot;AI Vision&amp;quot; option has been added.  This controls how quickly AI realize you are an enemy when they spot you.}}&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|There is now a way to check your Objectives without going to the menus.  Hitting {{key|O}} will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. {{update|1.03|Being under water also reduces your lightgem.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.}}&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow.&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Prior to TDM 1.07, mines are not very sensitive and AI can occasionally step right over them or even kick them without setting them off.  Starting in 1.07, mines are not so forgiving; they have a higher chance of exploding.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Also beginning in 1.07, map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.}}&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). {{update|1.06|Candles can also be extinguished by knocking them over.}}&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
In TDM 1.07 and beyond, armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07|Different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing things at you {{update|(1.01|this now means rocks)}}.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
{{update|1.01|Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves.}}&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects.  {{update|2.0|As of 2.0, they can hear the sound of falling bodies.}}&lt;br /&gt;
&lt;br /&gt;
AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
AI need to see evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, the AI will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one).  {{update|1.07|AI will often notice and be suspicious of arrows that are left sticking into things.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.06| AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI that see a rope from a rope arrow will walk over to investigate, and will treat it as evidence of an intruder.}}&lt;br /&gt;
&lt;br /&gt;
{{update|1.07| AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious.}}&lt;br /&gt;
&lt;br /&gt;
{{update|2.0| AI will turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.}}&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17308</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17308"/>
		<updated>2013-11-01T20:44:10Z</updated>

		<summary type="html">&lt;p&gt;Akira: Undo revision 17305 by Akira (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Intended article audience:&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of the Thief series, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it.&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
# Under &#039;&#039;Gameplay&#039;&#039; are settings for combat difficulty, auto-parry, and more.&lt;br /&gt;
# &amp;quot;AI Vision&amp;quot; under &#039;&#039;Gameplay&#039;&#039; controls how quickly AI realize you are an enemy when they spot you.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
Hitting {{key|O}} during gameplay will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem.&lt;br /&gt;
&lt;br /&gt;
The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow. You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). Candles can also be extinguished by knocking them over.&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
Armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. Also, different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing rocks at you.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves...&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects. They can also hear the sound of falling bodies, so aware of not only what you are walking on, but of what an AI is walking on, and what they are wearing. AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
* AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
* AI need to see direct evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
* AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
* AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
* AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, they will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). AI will often notice and be suspicious of arrows that are left sticking into things, and they can see the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder.&lt;br /&gt;
&lt;br /&gt;
*AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.&lt;br /&gt;
&lt;br /&gt;
*AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious. They will also turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17307</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17307"/>
		<updated>2013-11-01T20:42:46Z</updated>

		<summary type="html">&lt;p&gt;Akira: Undo revision 17306 by Akira (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of the Thief series, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it.&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
# Under &#039;&#039;Gameplay&#039;&#039; are settings for combat difficulty, auto-parry, and more.&lt;br /&gt;
# &amp;quot;AI Vision&amp;quot; under &#039;&#039;Gameplay&#039;&#039; controls how quickly AI realize you are an enemy when they spot you.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
Hitting {{key|O}} during gameplay will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem.&lt;br /&gt;
&lt;br /&gt;
The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow. You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). Candles can also be extinguished by knocking them over.&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
Armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. Also, different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing rocks at you.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves...&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects. They can also hear the sound of falling bodies, so aware of not only what you are walking on, but of what an AI is walking on, and what they are wearing. AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
* AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
* AI need to see direct evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
* AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
* AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
* AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, they will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). AI will often notice and be suspicious of arrows that are left sticking into things, and they can see the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder.&lt;br /&gt;
&lt;br /&gt;
*AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.&lt;br /&gt;
&lt;br /&gt;
*AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious. They will also turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17306</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17306"/>
		<updated>2013-11-01T16:42:19Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Changing Settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of the Thief series, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it.&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
&lt;br /&gt;
Under &#039;&#039;Gameplay&#039;&#039; are settings for combat difficulty, auto-parry, and more. AI Vision&amp;quot; under &#039;&#039;Gameplay&#039;&#039; controls how quickly AI realize you are an enemy when they spot you.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
Hitting {{key|O}} during gameplay will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem.&lt;br /&gt;
&lt;br /&gt;
The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow. You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). Candles can also be extinguished by knocking them over.&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
Armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. Also, different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing rocks at you.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves...&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects. They can also hear the sound of falling bodies, so aware of not only what you are walking on, but of what an AI is walking on, and what they are wearing. AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
* AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
* AI need to see direct evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
* AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
* AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
* AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, they will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). AI will often notice and be suspicious of arrows that are left sticking into things, and they can see the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder.&lt;br /&gt;
&lt;br /&gt;
*AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.&lt;br /&gt;
&lt;br /&gt;
*AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious. They will also turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17305</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17305"/>
		<updated>2013-11-01T15:58:14Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of the Thief series, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it.&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
# Under &#039;&#039;Gameplay&#039;&#039; are settings for combat difficulty, auto-parry, and more.&lt;br /&gt;
# &amp;quot;AI Vision&amp;quot; under &#039;&#039;Gameplay&#039;&#039; controls how quickly AI realize you are an enemy when they spot you.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
Hitting {{key|O}} during gameplay will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem.&lt;br /&gt;
&lt;br /&gt;
The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow. You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). Candles can also be extinguished by knocking them over.&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
Armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. Also, different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing rocks at you.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves...&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects. They can also hear the sound of falling bodies, so aware of not only what you are walking on, but of what an AI is walking on, and what they are wearing. AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
* AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
* AI need to see direct evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
* AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
* AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
* AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, they will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). AI will often notice and be suspicious of arrows that are left sticking into things, and they can see the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder.&lt;br /&gt;
&lt;br /&gt;
*AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.&lt;br /&gt;
&lt;br /&gt;
*AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious. They will also turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17304</id>
		<title>The Dark Mod Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay&amp;diff=17304"/>
		<updated>2013-11-01T15:57:56Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Intended article audience:&#039;&#039; players&lt;br /&gt;
&lt;br /&gt;
Since The Dark Mod is designed to simulate the stealth gameplay of the Thief series, many things will be very familiar to Thief players.  There are some features that work differently, however, and some things that are entirely new to TDM.  &lt;br /&gt;
&lt;br /&gt;
If you have never played Stealth Games before, start with the [[Basics of Stealth Gaming]].&lt;br /&gt;
&lt;br /&gt;
Veteran stealth gamers can read the various sections below for more detail:&lt;br /&gt;
&lt;br /&gt;
= The Game Menus =&lt;br /&gt;
&lt;br /&gt;
Your experience with The Dark Mod will start with the Main Menu, where you may wish to adjust some settings before starting your first mission.  If you already have saved games from a currently installed mission, you can load them from the Load/Save menu.  &lt;br /&gt;
&lt;br /&gt;
{{red|Note: While missions remain compatible with all updates, your saved games will not necessarily work after updating, due to code changes.}}&lt;br /&gt;
&lt;br /&gt;
== Starting a Mission ==&lt;br /&gt;
[[Image:new_mission.jpg|thumb|The New Mission menu.]]&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; from the Main Menu.&lt;br /&gt;
# Click &amp;quot;Download&amp;quot; to see a list of new missions available to download.  You can even read details and see screenshots from the mission before downloading it.&lt;br /&gt;
# Select a Mission from the Available Mission list on the right (start with the Training Mission if this is your first time) and click &#039;&#039;Install Mission&#039;&#039;.&lt;br /&gt;
# TDM will install the mission and restart.  Select &#039;&#039;New Mission&#039;&#039; again, and click &#039;&#039;Start Mission&#039;&#039; &lt;br /&gt;
# You will see a briefing that introduces the mission.  Click &#039;&#039;Objectives&#039;&#039; to proceed.&lt;br /&gt;
# Read your objectives, and choose your Difficulty Level.  Then select &#039;&#039;Buy Equipment&#039;&#039; (or &#039;&#039;Start Mission&#039;&#039; in some missions).&lt;br /&gt;
# After purchasing desired equipment, hit &#039;&#039;Start Mission&#039;&#039;.  (The option to &#039;&#039;Drop&#039;&#039; starting items is available, but use with caution...dropping some items may make a mission impossible to complete)&lt;br /&gt;
# The Mission Loading screen should appear. Be patient...loading a mission for the first time can take several minutes.&lt;br /&gt;
&lt;br /&gt;
To call the Main Menu during the game, press {{ESC}}) .&lt;br /&gt;
&lt;br /&gt;
See [[Installing and Running Fan Missions]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Changing Settings ==&lt;br /&gt;
&lt;br /&gt;
# Select &#039;&#039;Settings&#039;&#039; from the Main Menu&lt;br /&gt;
# Select the type of setting you wish to adjust: &#039;&#039;Audio&#039;&#039;, &#039;&#039;Video&#039;&#039;, &#039;&#039;Controls&#039;&#039;, or &#039;&#039;Gameplay&#039;&#039;&lt;br /&gt;
# The controls are set to defaults familiar to &#039;&#039;Thief&#039;&#039; players, however there are new keys/features that are worth reviewing.&lt;br /&gt;
# Under &#039;&#039;Gameplay&#039;&#039; are settings for combat difficulty, auto-parry, and more.&lt;br /&gt;
# &amp;quot;AI Vision&amp;quot; under &#039;&#039;Gameplay&#039;&#039; controls how quickly AI realize you are an enemy when they spot you.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
When you call the Main Menu during a mission (by hitting {{ESC}}), you will see an option for &amp;quot;Objectives&amp;quot;.  This is where you can check your progress.&lt;br /&gt;
&lt;br /&gt;
Your objectives are also displayed after the Mission Briefing when you first start a mission.&lt;br /&gt;
&lt;br /&gt;
When you complete an objective, a chime will sound and “Objective Completed” will be displayed at the top of the screen.  &lt;br /&gt;
&lt;br /&gt;
When you have completed all objectives, the map will close and a “Mission Succeeded” screen will appear.  Likewise, if you fail an objective or are killed, a “Failed Mission” screen will appear.  You can restart the map by selecting the &amp;quot;Restart&amp;quot; option or via the Main Menu.&lt;br /&gt;
&lt;br /&gt;
Hitting {{key|O}} during gameplay will bring up your objectives on screen.  You can use the mouse wheel to scroll up and down.  Note that this method &#039;&#039;does not pause the game&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= HUD Display =&lt;br /&gt;
&lt;br /&gt;
[[Image:hud.jpg|thumb|The Game Screen indicators.]]&lt;br /&gt;
&lt;br /&gt;
1. WEAPON ICON: An icon of your currently selected weapon is displayed in the bottom left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
2. BREATH INDICATOR: When you are underwater a small blue bar will appear above the lightgem.  This bar measures how much air you have left.  When the blue bar runs out, you start to take damage.  Surfacing or using a Breath Potion will restore your air bar. &lt;br /&gt;
&lt;br /&gt;
3. LIGHTGEM: The lightgem at the bottom of the screen indicates how easy you are to see.  This is primarily due to how much light is hitting you, but also includes things like whether you are crouched, moving, or have a weapon drawn. Being under water also reduces your lightgem.&lt;br /&gt;
&lt;br /&gt;
The wings on either side of the gem are a crouch indicator.  When you are crouched, the wings &#039;crouch&#039; down as well.&lt;br /&gt;
&lt;br /&gt;
4. HEALTH INDICATOR: When you are injured, a small red healthbar appears below the lightgem.  It will remain visible until you are returned to full health.&lt;br /&gt;
&lt;br /&gt;
5. INVENTORY ICON: Your currently selected inventory object (or your loot total) is displayed as an icon in the bottom right.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Weapon hotkeys were changed at the last minute, so this list may need modifying:&lt;br /&gt;
* {{key|`}} Put away weapons&lt;br /&gt;
* {{key|1}} Blackjack&lt;br /&gt;
* {{key|2}} Short Sword&lt;br /&gt;
[[Image:arrows.jpg|thumb|A selection of arrows you can choose from.]]&lt;br /&gt;
* {{key|3}} Broadheads&lt;br /&gt;
* {{key|4}} [[Water Arrows]]&lt;br /&gt;
* {{key|5}} [[Fire Arrows]]&lt;br /&gt;
* {{key|6}} [[Rope Arrows]] &lt;br /&gt;
* {{key|7}} [[Gas Arrows]]  &lt;br /&gt;
* {{key|8}} [[Noise Arrows]]&lt;br /&gt;
* {{key|9}} [[Moss Arrows]]&lt;br /&gt;
* {{key|0}} [[Vine Arrows]] (starting in TDM 1.07)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note that there has been a report that linux users cannot use the {{key|`}} as it is mapped to the console.  Linux users will need to select a different key for &#039;Put away weapons&#039;.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Inventory Objects ==&lt;br /&gt;
Cycle through your inventory using the Inventory Prev/Next keys (default: {{key|[}} or {{key|TAB}} for next item and {{key|]}} for prev item). Inventory objects are stored in groups, so all keys will be stored together, all readables, etc.  You can cycle through groups with the Prev/Next Group keys.&lt;br /&gt;
&lt;br /&gt;
To ‘use’ an inventory object, select it and then hit the Use key (default: {{key|U}}). This will drink potions, throw mines, activate the spyglass, etc. To &amp;quot;use&amp;quot; objects on other objects (like using a key on a door), select the object in inventory, highlight the thing you want to use it on, and hit Use. &lt;br /&gt;
&lt;br /&gt;
You can drop inventory items by hitting the Drop key (default: {{key|R}}) twice.  See the section &amp;quot;Holding Junk Objects&amp;quot; for more information. Note that mappers may designate some important inventory items as undroppable.&lt;br /&gt;
&lt;br /&gt;
You can clear the inventory selection by hitting the {{key| ← &amp;amp;nbsp; &amp;amp;nbsp; &amp;amp;nbsp;}} (backspace) key.&lt;br /&gt;
&lt;br /&gt;
To set hotkeys for your inventory items, please see [[Custom Settings for Players]].&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Flashbomb === &lt;br /&gt;
[[Image:equipment.jpg|thumb|The tools of a professional burglar.]]&lt;br /&gt;
Activate a flashbomb by selecting it in inventory and hitting Use. Flashbombs detonate on impact.  A short tap will cause it to fall and go off at your feet. Holding down the Use key will throw the flashbomb farther away.  If you use the Drop key to put the flashbomb down, it is not activated at all.&lt;br /&gt;
&lt;br /&gt;
An AI must be looking at the flashbomb to be blinded.  Don&#039;t look at the point of impact or you&#039;ll be blinded too.&lt;br /&gt;
&lt;br /&gt;
AI are only blinded for a few seconds, and they are alerted by the flash, so this tool is most useful for getting away when you&#039;ve been spotted, or stunning an enemy before an attack.&lt;br /&gt;
&lt;br /&gt;
Flashbombs have no effect on the undead.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Holy Water ===&lt;br /&gt;
&lt;br /&gt;
Select your holy water in inventory and hit the Use key.  This puts holy water into your water arrows, making them lethal to undead.  The effect only lasts 30 seconds, so use it wisely.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Keys === &lt;br /&gt;
Some doors or chests require keys to open.  To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
You can also assign a key to &#039;&#039;Cycle Keys&#039;&#039; to quickly cycle through all keys in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Lockpicks === &lt;br /&gt;
See [[#Lockpicking|Lockpicking]] for more information on lockpicks.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Objects:  Maps and Readables === &lt;br /&gt;
&lt;br /&gt;
In The Dark Mod, both maps and most readables (books, scrolls, etc) are inventory items.  To read them, you scroll to the object in your inventory and then hit the Use key.  The map or readable will be displayed on screen.  Note that &#039;&#039;&#039;this does not pause the game&#039;&#039;&#039;.  Unlike Thief, events continue to unfold around you, and you can be attacked while reading if not careful.  You can see your environment around the edges of the map/readable, but the best suggestion is to find a safe place to read.  With multi-page readables (distinguishable by folded corners on the page), use the next/prev inventory or next/prev weapon keys to scroll through pages.  Hitting Use or Attack will put the readable away.&lt;br /&gt;
&lt;br /&gt;
The Map key (default: {{key|M}}) will also automatically bring up your map, if you have one. You can also define a readables key (default: not mapped) to cycle through any readables you have.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Mines === &lt;br /&gt;
&lt;br /&gt;
Place a mine by selecting it in inventory and hitting Use.  A short tap will drop the mine at your feet.  Holding down Use will throw the mine further away.  Once activated in this way, a mine is armed and will go off if stepped on.  If you use the Drop key to put the mine down, it is not armed.&lt;br /&gt;
&lt;br /&gt;
Note that you can set mines off by shooting them with an arrow. You can disarm a mine by using a lockpick on it, the same as you would on a locked door. Armed mines give off a distinct ticking sound, which stops when the mine is disarmed. After disarming a mine, you can frob it to put it back into your inventory.&lt;br /&gt;
&lt;br /&gt;
Map authors can place a mine and arm it at mission start. It behaves the same as any mine you&#039;ve thrown: it will explode on contact, and it can be disarmed. So don&#039;t assume that any mine you come across is safe to pick up. Listen for the tell-tale armed ticking sound.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Player Lantern === &lt;br /&gt;
&lt;br /&gt;
Light is usually the bane of thieves everywhere, but there are times when you need just a little to make your way around.  To this end, some thieves carry a covered lantern with a hood that can be closed to block out the light.  To use the lantern, select it in inventory and hit Use.  This will lift the cover if the lantern is currently off, or close the cover if it is currently lit. There is also a hotkey for using the lantern; by default this is {{key|L}}. This lantern is clipped to your belt so your hands are free, and it can even be used underwater for short periods.&lt;br /&gt;
&lt;br /&gt;
Obviously using the lantern makes you clearly visible to any nearby opponents.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Potions ===&lt;br /&gt;
&lt;br /&gt;
Potions are used by selecting them in inventory and hitting Use.  Healing potions will restore hit points (the effect is somewhat gradual).  Breath potions increase the player&#039;s breath meter, allowing them to stay underwater longer.&lt;br /&gt;
&lt;br /&gt;
=== Inventory Object:  Spyglass === &lt;br /&gt;
&lt;br /&gt;
A good Thief likes to scout ahead.  To use the spyglass, select it in inventory and hit Use. Or use {{key|G}} as a shortcut.  You can use the next/prev weapon keys to zoom in and out.  You cannot use weapons or frob objects while using the spyglass.&lt;br /&gt;
&lt;br /&gt;
= Movement =&lt;br /&gt;
&lt;br /&gt;
Movement in The Dark Mod is not that different than Thief.  You can run, walk, or creep, as well as do any of the three while crouching.  The faster you move, the more noise you make.&lt;br /&gt;
&lt;br /&gt;
== Climbing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;needs revising&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding down crouch will cause you to detach from the ladder or rope, causing you to slide down.&lt;br /&gt;
&lt;br /&gt;
Ladder/vine climbing:&lt;br /&gt;
&lt;br /&gt;
Rope climbing:  &lt;br /&gt;
&lt;br /&gt;
=== Swinging on Ropes ===&lt;br /&gt;
&lt;br /&gt;
Tapping the &amp;quot;attack&amp;quot; key while on a rope will cause the rope to swing forward.  You can actually gain more momentum by continuing to tap it every time you start swinging forward (think of it like swinging your legs forward on a swing).  This can allow you to jump off the rope and grab ledges that are otherwise too far away.&lt;br /&gt;
&lt;br /&gt;
Note that the further down the rope you are, the more distance you can travel when swinging (just like a real rope).&lt;br /&gt;
&lt;br /&gt;
== Mantling ==&lt;br /&gt;
There are two different ways to mantle (pull yourself up onto ledges) in The Dark Mod.  One is by holding down the Jump key, which Thief players will be familiar with.  There is also a key specifically for mantling (default: {{key|&lt;br /&gt;
C}}), so that failing to mantle will not result in jumping and making noise.  Ideally there should be no difference in these methods, but occasionally one method will work when the other will not.&lt;br /&gt;
Mantling is affected by where you are looking, so a successful mantle is more likely if you are looking directly at the edge of the object you wish to climb. To climb on a chair, look down at the seat then press the mantle control. By this means you can clamber over relatively low but awkward obstructions and even select one ledge above/below another.&lt;br /&gt;
&lt;br /&gt;
You cannot mantle while carrying a junk object or body.&lt;br /&gt;
&lt;br /&gt;
= Interacting With Your Environment =&lt;br /&gt;
&lt;br /&gt;
The Dark Mod gives you far more flexibility than previous Thief games when it comes to interacting with things.&lt;br /&gt;
&lt;br /&gt;
== Manipulating Junk Objects ==&lt;br /&gt;
This is one area that works quite differently from the Thief series.  “Junk” objects (anything that you can carry that doesn’t go into inventory, like chairs, candles, or bodies) are held out in front of you when frobbed.  Unlike in Thief, they take up physical space, and can be used to push or manipulate other objects.  They can also bump into other objects, making noise (or being knocked out of your hands), so be careful.&lt;br /&gt;
&lt;br /&gt;
To grab a junk object, frob it as normal.  The object will stop highlighting, and any weapons you have selected will lower.  At this point, you can use the next/prev weapon keys (default: mousewheel up/down) to move the object closer/further away from you, and moving your mouse around will move the object (it stays basically in the center of your screen). &lt;br /&gt;
&lt;br /&gt;
The heavier the object, the slower it moves, so you may notice a ‘lag’ if you turn quickly with heavy objects. It can take a while to get used to this.&lt;br /&gt;
&lt;br /&gt;
To drop an object, hit the Drop key (default: {{key|R}}).  By crouching and angling your view down gently, you&#039;ll find that you can easily set down objects without making noise. You can also throw a held object by hitting the Attack key. Tapping the Attack key throws the object a short distance; holding the Attack key down and releasing it will throw it further.&lt;br /&gt;
&lt;br /&gt;
To rotate a held object, hold down the {{key|Z}} key or middle mouse button, and move your mouse. &lt;br /&gt;
(By default, horizontal movement of the mouse yaws the object around the vertical axis, and vertical movement pitches the object up and down. Holding down the Run key makes horizontal mouse movement roll the object around the forward axis.) This can be useful for replacing objects that have been knocked over, or for placing moveable objects in creative ways (like putting a plank over a gap, or stacking chairs).&lt;br /&gt;
It is possible to “drop” inventory items into your hands, where they can be manipulated as if they were junk objects.  Select the object in your inventory, and hit the Drop key {{key|R}}.  The object will appear in front of you like a junk object, and you can rotate it, set it down, etc.  To put it back into your inventory, you must &amp;quot;use&amp;quot; the item again ({{key|U}}) or scroll to the next inventory item ({{key|TAB}} or {{key|[}}/{{key|]}}).&lt;br /&gt;
[[Image:candles6.jpg|thumb|[http://www.youtube.com/watch?v=922ArtrKgC4 Click to see TDM candles in action.] ]]&lt;br /&gt;
AI will hear junk objects that are dropped or banged around.  It takes some skill to pick up objects on a crowded table without knocking them into each other.  Remember than an object moves to the center of the screen when you pick it up.  If you are looking slightly above the object, it will jump up to center screen (usually a good thing).  If you&#039;re looking slightly below the object, it will jump down, banging whatever surface it rests on (a bad thing).  A little practice may be required to smoothly and quietly sort through objects.&lt;br /&gt;
&lt;br /&gt;
Some objects that are too heavy to lift may still be movable (like large crates).  Walking or running into such objects may (mapper&#039;s choice) push them along the ground.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Candles ===&lt;br /&gt;
&lt;br /&gt;
Lit candles can be frobbed and carried around to light your way (obviously you will be easily spotted while carrying a lit candle).  They can also be used to light flammable objects like other candles or torches.  Click the caption on the right for a demonstration.&lt;br /&gt;
&lt;br /&gt;
Candles can be extinguished by water, or you can pinch them out by picking them up and clicking the Use key.  (Note that this method can also be used on some movable lanterns). Candles can also be extinguished by knocking them over.&lt;br /&gt;
&lt;br /&gt;
Be aware that multiple light sources can cause a significant drain on your framerate.  If you go around a room lighting six or seven new candles, don&#039;t be surprised if your framerate drops significantly.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Bodies ===&lt;br /&gt;
&lt;br /&gt;
Bodies work differently than most other objects.  There are two ways to deal with dead or unconscious bodies in The Dark Mod.  You can both drag them and carry them.&lt;br /&gt;
&lt;br /&gt;
To drag a body, you must ‘frob’ it (which probably requires crouching), and then back away.  The body will drag along with you until you frob it again or the body gets stuck on something.  &lt;br /&gt;
&lt;br /&gt;
This is not the most graceful way of moving bodies and is not recommended for long distances.  Bodies can catch on things and get pulled out of your hands.  It can be useful for quickly shifting a body into a shadow, however.  You can even move individual limbs to put a flailing arm back into a shadow.&lt;br /&gt;
&lt;br /&gt;
You can also carry a body over your shoulder.  While a body is being dragged, hitting the Use button will lift it up over your shoulder.  While carrying a body you move more slowly and cannot use weapons or inventory objects (though you can open doors).  When you are ready to drop the body, hit Use again.  If there is not enough room, you will hear a grunt and nothing will happen.  Back up a bit and try again.  When you drop a body, it will be the opposite orientation from the way you picked it up (if a body is face-up when you lift it, it will be face-down when you drop it).  This allows you to easily search a body for keys or other objects.&lt;br /&gt;
&lt;br /&gt;
=== Junk Objects: Food ===&lt;br /&gt;
&lt;br /&gt;
Some food can be eaten.  When holding a piece of food (such as an apple) hit the &amp;quot;use&amp;quot; key.  If the food is edible, you will &#039;eat&#039; it. Discard any left-overs. Some of the healthy food will heal you by one HP.&lt;br /&gt;
&lt;br /&gt;
== Doors == &lt;br /&gt;
You can interrupt a door opening or closing by frobbing it again.  Frobbing a moving door stops it, allowing you to open a door just a crack to peer beyond.&lt;br /&gt;
&lt;br /&gt;
You can lean into a door (use the lean left/right keys) to press your ear up against it and hear what&#039;s on the other side.  Note that while you&#039;re concentrating on what&#039;s beyond the door you&#039;ll be less able to hear the sounds in the room you&#039;re currently in.&lt;br /&gt;
&lt;br /&gt;
Some doors or chests are locked and require keys (or lockpicks, see below) to open. To open a locked door, select the appropriate key by scrolling to it in your inventory and hit the Use key (or the Frob key if you wish) while highlighting the door. Note that certain types of door locks (like padlocks) might have to be frobbed separately.&lt;br /&gt;
&lt;br /&gt;
== Lockpicking ==&lt;br /&gt;
You will definitely want to practice lockpicking in the Training Mission before trying a real map. Just reading the instructions is probably not enough to get the hang of it. &lt;br /&gt;
&lt;br /&gt;
There are two types of lockpicks, &#039;triangle&#039; and &#039;snake&#039;. To begin, you must have the correct lockpick selected in inventory.  If you do not, you will see a red flash behind the lockpick icon when you frob the locked door. To pick a lock, move close enough to highlight the door and hold the Use key.  You will start to hear a sequence of clicks, and see the door handle (or lock pin) jiggle in sync.&lt;br /&gt;
&lt;br /&gt;
The clicks are a random pattern.  At the end of the pattern is a brief period of silence, then the pattern will begin again. To be successful you must hit the Attack key (or release the Use key if you prefer) at the start of that silence.  If you hit the Attack key at the wrong time there is a dull &#039;fail&#039; sound and the pattern begins again.  Your goal is to learn the sequence of clicks so that you can anticipate when it will end.  This requires concentration.&lt;br /&gt;
&lt;br /&gt;
Some locks are more difficult than others and have multiple pins (which may require switching lockpicks).  You can make lockpicking harder or easier in the Settings Menu, by adjusting how much silence there is between each pattern (the more silence, the easier it is to react in time).  Setting Lockpicking to &amp;quot;Auto&amp;quot; will make locks open automatically after the pattern repeats 3 times.&lt;br /&gt;
&lt;br /&gt;
Armed mines can be disarmed by lockpicking them. Afterward, they can be frobbed and put into inventory. Either lockpick type can be used.&lt;br /&gt;
&lt;br /&gt;
== Chests ==&lt;br /&gt;
It can sometimes be a little awkward frobbing items inside deep chests. Leaning forward (or even sideways) will usually help.&lt;br /&gt;
&lt;br /&gt;
If you get too close to a chest, you can sometimes get in the way of the lid opening or closing. Back up a little if the lid is not moving as expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Combat =&lt;br /&gt;
&lt;br /&gt;
There are a number of ways that combat is different in The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are not a warrior.  Guards are generally better trained than you are, and while you might win a few one-on-one battles, you will almost certainly die if facing two guards at once.&lt;br /&gt;
&lt;br /&gt;
== Blackjacking ==&lt;br /&gt;
&lt;br /&gt;
Your blackjack is more effective if your opponent is relaxed and not expecting trouble.&lt;br /&gt;
&lt;br /&gt;
You must hit an AI on the head to knock them out.  Hitting an AI anywhere else will simply alert them.  For best results, don&#039;t get too close to the AI, or you may hit them with your elbow instead of your blackjack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can successfully knock out:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Unarmed civilian AI from any direction, any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Bare-headed guards from any direction when relaxed, or from behind when their weapon is out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Helmeted guards from behind when relaxed (helmeted guards cannot be knocked out when their weapon is out).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All armed AI are harder to knock out when the AI has drawn a weapon, because they are assumed to be ready for you.  Either they have searched for you or been warned by a friend that something is wrong.&lt;br /&gt;
&lt;br /&gt;
The blackjack does a small amount of damage, so you could theoretically beat someone to death with it, if you have a lot of time on your hands.&lt;br /&gt;
&lt;br /&gt;
Undead and some animals cannot be knocked out with the blackjack.&lt;br /&gt;
&lt;br /&gt;
Certain heavy-duty helmets make their wearer immune to the blackjack.  These can be identified by a face grill and a low back, which protects the base of the neck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; the blackjack makes an overhead swing, so if there is something low in the way (like a doorframe) you might hit it instead of your target, especially if you are looking upwards.&lt;br /&gt;
&lt;br /&gt;
== Melee Combat ==&lt;br /&gt;
[[image:combat1.jpg|thumb|A guard winds up for an overhead attack]]&lt;br /&gt;
There is a combat arena in the Training Map for practicing combat.  After a few rounds you will have a much better feel for how it works.&lt;br /&gt;
&lt;br /&gt;
You can use your shortsword to attack an enemy, as well as block enemy weapons. Attacking a relaxed enemy (ie, backstabbing) does extra damage. &lt;br /&gt;
To attack, hit the Attack key. This will make a left-to-right, slashing attack. If you move the mouse while clicking the Attack key, you can select other kinds of attacks. Moving the mouse down will cause an overhead swing. Moving the mouse up will cause a thrust attack. Moving the mouse left or right will cause a right-to-left or left-to-right slash, respectively. &lt;br /&gt;
&lt;br /&gt;
AI can parry your swings (unless they are using a dagger), and they will do this more easily if you keep using the same kind of attack, so you will want to mix it up. &lt;br /&gt;
&lt;br /&gt;
The amount of damage you do varies depending on where you hit. Hitting an AI in the head will do more damage than hitting their arm or leg. Armour also plays a factor. Your sword can&#039;t penetrate plate armour, and even chainmail or leather armour will provide the AI some protection.&lt;br /&gt;
&lt;br /&gt;
To block an enemy strike, hold the Parry key.  You must hit the parry key &#039;&#039;after&#039;&#039; the AI starts winding up for their attack.  Too early and the AI will see the block and choose a different attack.  Obviously, you must also be facing the AI...holding up a block while looking off to the side won&#039;t help.&lt;br /&gt;
&lt;br /&gt;
If you are using Manual Parry (select in the Settings menu), you need to select the appropriate block.  If your opponent is making an overhead attack, you must select an overhead block.  Select blocks by moving the mouse while holding the Parry button down, just as you would for an attack.  &lt;br /&gt;
&lt;br /&gt;
If you successfully block an attack or damage your opponent the AI will be temporarily &amp;quot;flat-footed&amp;quot;. They can still attack and defend, but they will not chase you if you turn to run. The effect lasts only a second or two, but that can sometimes be enough time to give you a head start.&lt;br /&gt;
&lt;br /&gt;
The trick to a successful combat is timing. You need to try to anticipate your opponent&#039;s attacks, and then launch counter-attacks before he has a chance to parry.&lt;br /&gt;
&lt;br /&gt;
AI will usually try to flee if they are badly wounded.&lt;br /&gt;
&lt;br /&gt;
Different AI have different skill levels (novice, trained, skilled) when it comes to combat.  An armed commoner will no longer fight as well as an elite guard. You can also change the overall combat difficulty in the Settings menu. Also, different weapons do different amounts of damage.  A longsword is one of the most damaging weapons, while short swords do less damage and daggers even less.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible to hit walls or ceilings instead of your target.  Keep track of how much space is around you when choosing your swing.&lt;br /&gt;
&lt;br /&gt;
== Missile Combat ==&lt;br /&gt;
&lt;br /&gt;
Your broadhead arrows cannot penetrate plate armour, and will do less damage if they hit chain or leather armour.  The best result is to hit unarmoured flesh.  A single arrow to the head will kill a relaxed guard.  Alert guards are assumed to be taking measures to minimize the damage from incoming arrows.  &lt;br /&gt;
&lt;br /&gt;
If you are hit while trying to fire an arrow, your attack will be canceled.&lt;br /&gt;
&lt;br /&gt;
AI will switch to missile combat if they can see you but cannot reach you.  If they don&#039;t have a missile weapon, they will become angry and start throwing rocks at you.&lt;br /&gt;
&lt;br /&gt;
AI archers will fire arrows at you.  Some AI are better shots than others.  When you get within melee range of an archer, they will pull out their melee weapon to fight with it instead.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
== AI Senses ==&lt;br /&gt;
&lt;br /&gt;
AI can see you if your lightgem is not totally black.  The longer you&#039;re in their field of vision and the closer you are, the more likely they are to notice you and come and investigate.  &lt;br /&gt;
&lt;br /&gt;
Some AI have hoods, eyepatches, or other things that block their field of vision.  These can be exploited by clever thieves...&lt;br /&gt;
&lt;br /&gt;
AI can hear your footsteps, and noise that you make from banging into things or dropping objects. They can also hear the sound of falling bodies, so aware of not only what you are walking on, but of what an AI is walking on, and what they are wearing. AI can also feel you if you bump into them, or vice versa.&lt;br /&gt;
&lt;br /&gt;
TDM AI are fairly intelligent about searching.  They can identify good hiding spots and will check them out first.&lt;br /&gt;
&lt;br /&gt;
When AI become alert, their senses get slightly better.  A shadow that is sufficient to hide you from a relaxed AI might not be enough for an AI that is alert and actively looking for trouble.&lt;br /&gt;
&lt;br /&gt;
AI do not forget about you after giving up the search.  They remain in an alert state, with heightened senses and their weapons out.&lt;br /&gt;
&lt;br /&gt;
== AI Behaviour ==&lt;br /&gt;
&lt;br /&gt;
* AI don&#039;t necessarily patrol the exact same route every time, or stand for the same amount of time at every spot they go to.  Mappers can add as much randomness to the AI as they wish.&lt;br /&gt;
&lt;br /&gt;
* AI need to see direct evidence in order to react to it.  If a bloodstain or missing loot is in shadow, an AI won&#039;t notice it.&lt;br /&gt;
&lt;br /&gt;
* AI can react to missing objects, but only if mappers set the objects as noteworthy.&lt;br /&gt;
&lt;br /&gt;
* AI become suspicious if they find a weapon lying around.  Finding blood or a body will cause them to go fully alert.&lt;br /&gt;
&lt;br /&gt;
* AI can hear broadhead arrow impacts.  If you shoot an arrow and it hits a wall nearby, they will notice.  AI will also react to water arrows if you fire them too close (or if you hit an AI with one). AI will often notice and be suspicious of arrows that are left sticking into things, and they can see the rope from a rope arrow, walk over to investigate, and will treat it as evidence of an intruder.&lt;br /&gt;
&lt;br /&gt;
*AI can notice and comment on lights that have been put out, and may relight ones that the mapper has set as important.  AI will start to become suspicious of an intruder if this happens frequently.&lt;br /&gt;
&lt;br /&gt;
*AI can notice important doors (set by mapper) that have been left open, and will start to become suspicious. They will also turn towards doors that they see opening, and may get suspicious if they don&#039;t see anyone responsible.&lt;br /&gt;
&lt;br /&gt;
AI do not yet notice moss arrow impacts, broken objects or moss patches.  These things will likely cause minor alerts in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17303</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17303"/>
		<updated>2013-11-01T15:39:50Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players, general users&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Quick install ==&lt;br /&gt;
&lt;br /&gt;
==== Downloading ====&lt;br /&gt;
You can either:&lt;br /&gt;
*Use our dedicated downloader OR&lt;br /&gt;
*Download the torrent from https://thepiratebay.sx/torrent/9024163&lt;br /&gt;
&lt;br /&gt;
See below for system specific instructions.&lt;br /&gt;
&lt;br /&gt;
==== Install on Windows ====&lt;br /&gt;
&lt;br /&gt;
You can also download a torrent of TDM from here: https://thepiratebay.sx/torrent/9024163. This puts you directly at step 6, below&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot;. Saved games will not load properly if you call it anything else.&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
==== Operating Systems supported ====&lt;br /&gt;
*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
*Linux&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* For the base TDM package you need around 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages&lt;br /&gt;
::* ... and a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file; this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17302</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17302"/>
		<updated>2013-11-01T15:39:23Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players, general users&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Quick install ==&lt;br /&gt;
&lt;br /&gt;
=== Downloading ===&lt;br /&gt;
You can either:&lt;br /&gt;
*Use our dedicated downloader OR&lt;br /&gt;
*Download the torrent from https://thepiratebay.sx/torrent/9024163&lt;br /&gt;
&lt;br /&gt;
See below for system specific instructions.&lt;br /&gt;
&lt;br /&gt;
=== Install on Windows ===&lt;br /&gt;
&lt;br /&gt;
You can also download a torrent of TDM from here: https://thepiratebay.sx/torrent/9024163. This puts you directly at step 6, below&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot;. Saved games will not load properly if you call it anything else.&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
==== Operating Systems supported ====&lt;br /&gt;
*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
*Linux&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* For the base TDM package you need around 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages&lt;br /&gt;
::* ... and a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file; this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17301</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17301"/>
		<updated>2013-11-01T15:38:53Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players, general users&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Quick install =&lt;br /&gt;
&lt;br /&gt;
== Downloading ==&lt;br /&gt;
You can either:&lt;br /&gt;
*Use our dedicated downloader OR&lt;br /&gt;
*Download the torrent from https://thepiratebay.sx/torrent/9024163&lt;br /&gt;
&lt;br /&gt;
See below for system specific instructions.&lt;br /&gt;
&lt;br /&gt;
== Install on Windows ==&lt;br /&gt;
&lt;br /&gt;
You can also download a torrent of TDM from here: https://thepiratebay.sx/torrent/9024163. This puts you directly at step 6, below&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot;. Saved games will not load properly if you call it anything else.&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
==== Operating Systems supported ====&lt;br /&gt;
*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
*Linux&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* For the base TDM package you need around 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages&lt;br /&gt;
::* ... and a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file; this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17300</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17300"/>
		<updated>2013-11-01T15:37:27Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players, general users&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Operating Systems supported ===&lt;br /&gt;
*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
*Linux&lt;br /&gt;
&lt;br /&gt;
=== Downloading ===&lt;br /&gt;
You can either:&lt;br /&gt;
*Use our dedicated downloader OR&lt;br /&gt;
*Download the torrent from https://thepiratebay.sx/torrent/9024163&lt;br /&gt;
&lt;br /&gt;
See below for system specific instructions.&lt;br /&gt;
&lt;br /&gt;
=== Install on Windows ===&lt;br /&gt;
&lt;br /&gt;
You can also download a torrent of TDM from here: https://thepiratebay.sx/torrent/9024163. This puts you directly at step 6, below&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot;. Saved games will not load properly if you call it anything else.&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* For the base TDM package you need around 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages&lt;br /&gt;
::* ... and a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file; this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17299</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17299"/>
		<updated>2013-11-01T15:37:17Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players, general users&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Operating Systems supported ====&lt;br /&gt;
*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
*Linux&lt;br /&gt;
&lt;br /&gt;
=== Downloading ===&lt;br /&gt;
You can either:&lt;br /&gt;
*Use our dedicated downloader OR&lt;br /&gt;
*Download the torrent from https://thepiratebay.sx/torrent/9024163&lt;br /&gt;
&lt;br /&gt;
See below for system specific instructions.&lt;br /&gt;
&lt;br /&gt;
=== Install on Windows ===&lt;br /&gt;
&lt;br /&gt;
You can also download a torrent of TDM from here: https://thepiratebay.sx/torrent/9024163. This puts you directly at step 6, below&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot;. Saved games will not load properly if you call it anything else.&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* For the base TDM package you need around 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages&lt;br /&gt;
::* ... and a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file; this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17298</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17298"/>
		<updated>2013-11-01T15:21:38Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players, general users&lt;br /&gt;
&lt;br /&gt;
=== Downloading ===&lt;br /&gt;
You can either:&lt;br /&gt;
*Use our dedicated downloader OR&lt;br /&gt;
*Download the torrent from https://thepiratebay.sx/torrent/9024163&lt;br /&gt;
&lt;br /&gt;
See below for system specific instructions.&lt;br /&gt;
&lt;br /&gt;
=== Install on Windows ===&lt;br /&gt;
&lt;br /&gt;
You can also download a torrent of TDM from here: https://thepiratebay.sx/torrent/9024163. This puts you directly at step 6, below&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot; (saved games will not load properly if you call it anything else).&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=The rest of this article is now out of date and refers to installing The Dark Mod versions 1.0-1.08.  The instructions for installing The Dark Mod 2.0 are somewhat different, as Doom3 is no longer required.}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=You&#039;ll need to install the [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] otherwise the Mod won&#039;t run. Furthermore, the new BFG edition of Doom 3 does not offer mod support, so this is a no go.}}&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Operating System ====&lt;br /&gt;
:*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
:*Linux&lt;br /&gt;
:*MacOSX&lt;br /&gt;
&lt;br /&gt;
==== Doom 3 Patch 1.3.1 ====&lt;br /&gt;
:In order to run The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links, please use these links as there are some bad versions of this patch floating around some sites. Steam copies of Doom3 will already have the correct version and do not need to worry about this.&lt;br /&gt;
&lt;br /&gt;
:*Linux users: make sure that the install path for Doom 3 is all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt;).&lt;br /&gt;
:*Non-English Windows users: Some combinations of Doom 3 English and a non-English version of Windows can result in the patch installer having trouble or not offering an English option, please see [http://modetwo.net/darkmod/index.php?/topic/11815-trouble-patching-and-launching| this forum thread].&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* Doom 3 installation : 1.5 GB.&lt;br /&gt;
::* For the base TDM package you need another 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages.&lt;br /&gt;
::* Plus a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
=== Install on Linux ===&lt;br /&gt;
# You need the native version of Doom 3 (non BFG edition). Installation on Linux is explained on Id&#039;s Doom 3 Linux FAQ([[#Weblinks|see below]]), where you will find download links and install instructions. Be sure to download the 1.3.1.1304-version (not the demo).&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# Create a folder &amp;lt;tt&amp;gt;~/.doom3/darkmod&amp;lt;/tt&amp;gt; in your home directory. Mind the dot in the path.&lt;br /&gt;
# Download the Linux version of the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_linux.zip TDM Updater] and save it to &amp;lt;tt&amp;gt;~/.doom3/darkmod/&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Extract &#039;&#039;tdm_update.linux&#039;&#039;: &amp;lt;tt&amp;gt;unzip tdm_update_linux.zip&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Make &#039;&#039;tdm_update.linux&#039;&#039; executable: &amp;lt;tt&amp;gt;chmod +x tdm_update.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Run the updater: &amp;lt;tt&amp;gt;./tdm_update.linux&amp;lt;/tt&amp;gt;  It will connect to our mirrors and download the packages for you.&lt;br /&gt;
&lt;br /&gt;
# If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;tt&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/usr/local/games/doom3/libgcc_s.so.1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Install on Mac OSX ===&lt;br /&gt;
# Ensure that Doom 3 (non BFG edition) is patched to v1.3.1 RevA (which provides native support for Intel processors), see below for links.&lt;br /&gt;
# It is recommended that the &amp;quot;Doom 3&amp;quot; program folder is installed into the Application Support folder (i.e. &amp;lt;tt&amp;gt;~/Library/Application Support/Doom 3/&amp;lt;/tt&amp;gt;). If Doom 3 is installed into a different location then additional steps will need to be followed.&lt;br /&gt;
# Download the experimental![OS X launcher]([http://www.fidcal.com/darkuser/OSX10_6_i386_malex.zip OSX10_6_i386_malex.zip]) and following file - download [http://www.bloodgate.com/mirrors/tdm/pub/pk4/mac/darkmod.zip darkmod.zip].)&lt;br /&gt;
# Create a folder called Darkmod inside the ~/&amp;lt;User.Name&amp;gt;/Library/Application Support/Doom 3/ folder. To get access user library folder, hold the option key while selecting go from the main menu.&lt;br /&gt;
# Copy the following files from the OSX10_6_i386_malex.zip into your ~/&amp;lt;User.Name&amp;gt;/Library/Application Support/Doom 3/darkmod folder:&lt;br /&gt;
 * TDM.app (the one in the release folder)&lt;br /&gt;
 * tdm_game03.pk4&lt;br /&gt;
 * gdb.sh&lt;br /&gt;
 * tdm_update.macosx&lt;br /&gt;
# Within the darkmod folder, double-click the tdm_update_helper.command file to begin downloading the latest release of TDM (approx 2GB).&lt;br /&gt;
# Start The Dark Mod by double-clicking the TDM.app application in your ~/Library/Application Support/Doom 3/darkmod folder.&lt;br /&gt;
&lt;br /&gt;
==== Using a custom Doom 3 location ====&lt;br /&gt;
Until idTech4 is open sourced, there is some dependency on the Application Support folder, where FMs are currently downloaded to. If the Doom 3 folder is not located within Application Support, you&#039;ll need to do the following to allow TDM to function as intended:&lt;br /&gt;
&lt;br /&gt;
# Open up a terminal window (if you don&#039;t know how to do this, type &#039;terminal&#039; into the SpotLight search bar and press &#039;Enter&#039; to run the terminal application).&lt;br /&gt;
# Type the command &amp;lt;tt&amp;gt;cd ~Library/Application\ Support/Doom\ 3/&amp;lt;/tt&amp;gt; and press the &#039;Enter&#039; key.&lt;br /&gt;
# Enter the command &#039;mkdir darkmod&#039; and then &#039;cd darkmod&#039; to change to the new darkmod directory.&lt;br /&gt;
# Create a symbolic link with the command &amp;lt;tt&amp;gt;ln /folder/darkmod/tdmlauncher.macosx tdmlauncher.macosx&amp;lt;/tt&amp;gt; where /folder/ is the path to your &amp;quot;Doom 3&amp;quot; program folder.&lt;br /&gt;
# You should now be able to launch TDM by double clicking the tdmlauncher_helper.command script in your &amp;quot;Doom 3&amp;quot; program folder where TDM has downloaded.&lt;br /&gt;
&lt;br /&gt;
==== tdmlauncher_helper.command ====&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 export TDMDIR=`dirname &amp;quot;$0&amp;quot;`&lt;br /&gt;
 exec &amp;quot;$TDMDIR/tdmlauncher.macosx&amp;quot; &amp;quot;$TDMDIR/../Doom 3.app/Contents/MacOS/Doom 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== tdm_update_helper.command ====&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 export TDMDIR=`dirname &amp;quot;$0&amp;quot;`&lt;br /&gt;
 cd &amp;quot;$TDMDIR&amp;quot;&lt;br /&gt;
 chmod +x tdm_update.macosx&lt;br /&gt;
 exec ./tdm_update.macosx &lt;br /&gt;
&lt;br /&gt;
==== Known issues ====&lt;br /&gt;
The automatic restart (when installing a FM, or restarting from the Graphics screen) currently fails to relaunch TDM v1.06-1.08 occasionally. If this happens, TDM will need to be launched manually by running the launcher program or script.&lt;br /&gt;
&lt;br /&gt;
==== Alternate instructions &amp;quot;10 Easy Steps&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an instruction. &amp;quot;How to get TDM 1.08 working on Mac OSX in 10 easy steps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
1. Buy Doom 3 from the App Store and allow it to install.&lt;br /&gt;
2. Check version number. Open up Doom 3, hit Escape to skip the ID software cutscene, then hit ctrl+alt+~ to bring up the console. It should say 1.3.1.1304.&lt;br /&gt;
3. If the version number is not correct, I have uploaded the patch [https://docs.google.com/file/d/0B-q67oQkJY1mbWhBNTNVcWJILWc/edit?usp=sharing here]. Alternatively, get it [http://www.dramthethief.com/darkmod/files/Doom3Mac1.3.1RevA.dmg here] .&lt;br /&gt;
4. Get Malex&#039; 1.08 build. I have uploaded it [https://docs.google.com/file/d/0B-q67oQkJY1mNWV3N0Y2MFhtSms/edit?usp=sharing here] so it doesn&#039;t require a login. Alternatively, get it from Malex&#039; drive at http://www.mydrive.ch (login: &amp;quot;darkmod@malex984&amp;quot;, Password: &amp;quot;darkmod&amp;quot;). Just navigate to the site and login with those credentials.&lt;br /&gt;
5. Unpack the file you downloaded to ~/LIbrary/Application Support/Doom 3/.&lt;br /&gt;
6. Open up Terminal, navigate to ~/Library/Application Support/Doom 3/darkmod. The following command will do the trick:&lt;br /&gt;
&lt;br /&gt;
cd ~/Library/Application\ Support/Doom\ 3/darkmod&lt;br /&gt;
&lt;br /&gt;
7. Next, run tdm_update.macosx with the following command (don&#039;t just go ctrl+click and run the script with Terminal, because the files it downloads will end up in your home folder):&lt;br /&gt;
&lt;br /&gt;
exec ~/Library/Application\ Support/Doom\ 3/darkmod/tdm_update.macosx&lt;br /&gt;
&lt;br /&gt;
8. Copy over TDM.app and tdm_game03.pk4 from /darkmod/release&lt;br /&gt;
&lt;br /&gt;
Now for the fix.&lt;br /&gt;
&lt;br /&gt;
9. Go to your Doom app, ctrl+click (or right click), select &amp;quot;Show Package Contents&amp;quot; and navigate to /Contents/Assets/base&lt;br /&gt;
10. Select everything that has &amp;quot;Pak&amp;quot; in it&#039;s name, and copy those files to ~/Library/Application Support/Doom 3/base&lt;br /&gt;
&lt;br /&gt;
== Alternative Download Methods ==&lt;br /&gt;
If you have troubles running tdm_update, you can see if [[tdm_update|this page]] helps you. Otherwise, you can also use other download methods to get a initial copy of the mod. Visit [http://www.mindplaces.com/darkmod/downloads.php TDM Downloads].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Launching The Dark Mod ==&lt;br /&gt;
Use the &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; application to run The Dark Mod. This small application will take care of launching the Doom 3 process with the correct command line arguments. The application is available for all supported platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\thedarkmod.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/.doom3/darkmod/thedarkmod.x86&amp;lt;/tt&amp;gt;&lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;tdmlauncher.linux&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/.doom3/darkmod/thedarkmod.x86&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Mac OSX:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/Library/Application Support/Doom 3/darkmod/thedarkmod.macosx&amp;lt;/tt&amp;gt;&lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;thedarkmod.macosx&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/Library/Application Support/Doom 3/darkmod/thedarkmod.macosx&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The application will also be used by the game itself when installing/re-installing/un-installing FM packages, so &#039;&#039;&#039;please don&#039;t delete tdmlauncher&#039;&#039;&#039;.&lt;br /&gt;
* See also [[Creating Desktop Shortcuts for TDM]].&lt;br /&gt;
* See also [[tdmlauncher in Gentoo Linux]]&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
==== Passing custom command line arguments ====&lt;br /&gt;
Some people like to have custom command line arguments to the game, which is supported by the executable. Open the &amp;lt;tt&amp;gt;dmargs.txt&amp;lt;/tt&amp;gt; in your darkmod folder and add any arguments you&#039;d like the application to pass to the Doom3 command line.&lt;br /&gt;
* See also [[Doom3 command line arguments]].&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file, this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
# Download the mission PK4 file - (IE7 may rename PK4s to zip, dont worry TDM looks for both pk4&#039;s and zip&#039;s).&lt;br /&gt;
# Drop the file into the fms/ folder, e.g. &amp;lt;tt&amp;gt;C:\Games\doom3\darkmod\fms\&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;~/.doom3/darkmod/fms&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Launch The Dark Mod.&lt;br /&gt;
# The mission should now be listed in your &#039;&#039;New Mission&#039;&#039; menu.&lt;br /&gt;
# Highlight the mission and select &#039;&#039;Install&#039;&#039; to install. TDM will automatically restart.&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; and then &#039;&#039;Start this Mission&#039;&#039; on the upper left.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoomConfig.cfg Howto ==&lt;br /&gt;
Game configuration settings are stored in the file DoomConfig.cfg but there is one in every FM folder as well as base and darkmod folders. Normally you just use the Settings menu but if you want to manually change or add any settings you should read  [[DoomConfig.cfg]] to see how they all integrate together or you may lose some settings if you edit the wrong way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
* Doom [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* Doom v1.3.1 RevA for Mac OSX (which provides native support for Intel processors): [http://support.aspyr.com/index.php/kb/article/000579 Doom v1.3.1 RevA] ([http://www.dramthethief.com/darkmod/files/Doom3Mac1.3.1RevA.dmg mirror])&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17297</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17297"/>
		<updated>2013-11-01T15:17:39Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; players, general users&lt;br /&gt;
&lt;br /&gt;
=== Install on Windows ===&lt;br /&gt;
&lt;br /&gt;
Installing TDM on Windows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(2013-10-10 -- note that currently our servers are being hammered and connecting is difficult.  You can also download TDM from here: https://thepiratebay.sx/torrent/9024163  )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot; (saved games will not load properly if you call it anything else).&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=The rest of this article is now out of date and refers to installing The Dark Mod versions 1.0-1.08.  The instructions for installing The Dark Mod 2.0 are somewhat different, as Doom3 is no longer required.}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=You&#039;ll need to install the [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] otherwise the Mod won&#039;t run. Furthermore, the new BFG edition of Doom 3 does not offer mod support, so this is a no go.}}&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Operating System ====&lt;br /&gt;
:*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
:*Linux&lt;br /&gt;
:*MacOSX&lt;br /&gt;
&lt;br /&gt;
==== Doom 3 Patch 1.3.1 ====&lt;br /&gt;
:In order to run The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links, please use these links as there are some bad versions of this patch floating around some sites. Steam copies of Doom3 will already have the correct version and do not need to worry about this.&lt;br /&gt;
&lt;br /&gt;
:*Linux users: make sure that the install path for Doom 3 is all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt;).&lt;br /&gt;
:*Non-English Windows users: Some combinations of Doom 3 English and a non-English version of Windows can result in the patch installer having trouble or not offering an English option, please see [http://modetwo.net/darkmod/index.php?/topic/11815-trouble-patching-and-launching| this forum thread].&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* Doom 3 installation : 1.5 GB.&lt;br /&gt;
::* For the base TDM package you need another 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages.&lt;br /&gt;
::* Plus a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
=== Install on Linux ===&lt;br /&gt;
# You need the native version of Doom 3 (non BFG edition). Installation on Linux is explained on Id&#039;s Doom 3 Linux FAQ([[#Weblinks|see below]]), where you will find download links and install instructions. Be sure to download the 1.3.1.1304-version (not the demo).&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# Create a folder &amp;lt;tt&amp;gt;~/.doom3/darkmod&amp;lt;/tt&amp;gt; in your home directory. Mind the dot in the path.&lt;br /&gt;
# Download the Linux version of the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_linux.zip TDM Updater] and save it to &amp;lt;tt&amp;gt;~/.doom3/darkmod/&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Extract &#039;&#039;tdm_update.linux&#039;&#039;: &amp;lt;tt&amp;gt;unzip tdm_update_linux.zip&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Make &#039;&#039;tdm_update.linux&#039;&#039; executable: &amp;lt;tt&amp;gt;chmod +x tdm_update.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Run the updater: &amp;lt;tt&amp;gt;./tdm_update.linux&amp;lt;/tt&amp;gt;  It will connect to our mirrors and download the packages for you.&lt;br /&gt;
&lt;br /&gt;
# If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;tt&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/usr/local/games/doom3/libgcc_s.so.1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Install on Mac OSX ===&lt;br /&gt;
# Ensure that Doom 3 (non BFG edition) is patched to v1.3.1 RevA (which provides native support for Intel processors), see below for links.&lt;br /&gt;
# It is recommended that the &amp;quot;Doom 3&amp;quot; program folder is installed into the Application Support folder (i.e. &amp;lt;tt&amp;gt;~/Library/Application Support/Doom 3/&amp;lt;/tt&amp;gt;). If Doom 3 is installed into a different location then additional steps will need to be followed.&lt;br /&gt;
# Download the experimental![OS X launcher]([http://www.fidcal.com/darkuser/OSX10_6_i386_malex.zip OSX10_6_i386_malex.zip]) and following file - download [http://www.bloodgate.com/mirrors/tdm/pub/pk4/mac/darkmod.zip darkmod.zip].)&lt;br /&gt;
# Create a folder called Darkmod inside the ~/&amp;lt;User.Name&amp;gt;/Library/Application Support/Doom 3/ folder. To get access user library folder, hold the option key while selecting go from the main menu.&lt;br /&gt;
# Copy the following files from the OSX10_6_i386_malex.zip into your ~/&amp;lt;User.Name&amp;gt;/Library/Application Support/Doom 3/darkmod folder:&lt;br /&gt;
 * TDM.app (the one in the release folder)&lt;br /&gt;
 * tdm_game03.pk4&lt;br /&gt;
 * gdb.sh&lt;br /&gt;
 * tdm_update.macosx&lt;br /&gt;
# Within the darkmod folder, double-click the tdm_update_helper.command file to begin downloading the latest release of TDM (approx 2GB).&lt;br /&gt;
# Start The Dark Mod by double-clicking the TDM.app application in your ~/Library/Application Support/Doom 3/darkmod folder.&lt;br /&gt;
&lt;br /&gt;
==== Using a custom Doom 3 location ====&lt;br /&gt;
Until idTech4 is open sourced, there is some dependency on the Application Support folder, where FMs are currently downloaded to. If the Doom 3 folder is not located within Application Support, you&#039;ll need to do the following to allow TDM to function as intended:&lt;br /&gt;
&lt;br /&gt;
# Open up a terminal window (if you don&#039;t know how to do this, type &#039;terminal&#039; into the SpotLight search bar and press &#039;Enter&#039; to run the terminal application).&lt;br /&gt;
# Type the command &amp;lt;tt&amp;gt;cd ~Library/Application\ Support/Doom\ 3/&amp;lt;/tt&amp;gt; and press the &#039;Enter&#039; key.&lt;br /&gt;
# Enter the command &#039;mkdir darkmod&#039; and then &#039;cd darkmod&#039; to change to the new darkmod directory.&lt;br /&gt;
# Create a symbolic link with the command &amp;lt;tt&amp;gt;ln /folder/darkmod/tdmlauncher.macosx tdmlauncher.macosx&amp;lt;/tt&amp;gt; where /folder/ is the path to your &amp;quot;Doom 3&amp;quot; program folder.&lt;br /&gt;
# You should now be able to launch TDM by double clicking the tdmlauncher_helper.command script in your &amp;quot;Doom 3&amp;quot; program folder where TDM has downloaded.&lt;br /&gt;
&lt;br /&gt;
==== tdmlauncher_helper.command ====&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 export TDMDIR=`dirname &amp;quot;$0&amp;quot;`&lt;br /&gt;
 exec &amp;quot;$TDMDIR/tdmlauncher.macosx&amp;quot; &amp;quot;$TDMDIR/../Doom 3.app/Contents/MacOS/Doom 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== tdm_update_helper.command ====&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 export TDMDIR=`dirname &amp;quot;$0&amp;quot;`&lt;br /&gt;
 cd &amp;quot;$TDMDIR&amp;quot;&lt;br /&gt;
 chmod +x tdm_update.macosx&lt;br /&gt;
 exec ./tdm_update.macosx &lt;br /&gt;
&lt;br /&gt;
==== Known issues ====&lt;br /&gt;
The automatic restart (when installing a FM, or restarting from the Graphics screen) currently fails to relaunch TDM v1.06-1.08 occasionally. If this happens, TDM will need to be launched manually by running the launcher program or script.&lt;br /&gt;
&lt;br /&gt;
==== Alternate instructions &amp;quot;10 Easy Steps&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an instruction. &amp;quot;How to get TDM 1.08 working on Mac OSX in 10 easy steps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
1. Buy Doom 3 from the App Store and allow it to install.&lt;br /&gt;
2. Check version number. Open up Doom 3, hit Escape to skip the ID software cutscene, then hit ctrl+alt+~ to bring up the console. It should say 1.3.1.1304.&lt;br /&gt;
3. If the version number is not correct, I have uploaded the patch [https://docs.google.com/file/d/0B-q67oQkJY1mbWhBNTNVcWJILWc/edit?usp=sharing here]. Alternatively, get it [http://www.dramthethief.com/darkmod/files/Doom3Mac1.3.1RevA.dmg here] .&lt;br /&gt;
4. Get Malex&#039; 1.08 build. I have uploaded it [https://docs.google.com/file/d/0B-q67oQkJY1mNWV3N0Y2MFhtSms/edit?usp=sharing here] so it doesn&#039;t require a login. Alternatively, get it from Malex&#039; drive at http://www.mydrive.ch (login: &amp;quot;darkmod@malex984&amp;quot;, Password: &amp;quot;darkmod&amp;quot;). Just navigate to the site and login with those credentials.&lt;br /&gt;
5. Unpack the file you downloaded to ~/LIbrary/Application Support/Doom 3/.&lt;br /&gt;
6. Open up Terminal, navigate to ~/Library/Application Support/Doom 3/darkmod. The following command will do the trick:&lt;br /&gt;
&lt;br /&gt;
cd ~/Library/Application\ Support/Doom\ 3/darkmod&lt;br /&gt;
&lt;br /&gt;
7. Next, run tdm_update.macosx with the following command (don&#039;t just go ctrl+click and run the script with Terminal, because the files it downloads will end up in your home folder):&lt;br /&gt;
&lt;br /&gt;
exec ~/Library/Application\ Support/Doom\ 3/darkmod/tdm_update.macosx&lt;br /&gt;
&lt;br /&gt;
8. Copy over TDM.app and tdm_game03.pk4 from /darkmod/release&lt;br /&gt;
&lt;br /&gt;
Now for the fix.&lt;br /&gt;
&lt;br /&gt;
9. Go to your Doom app, ctrl+click (or right click), select &amp;quot;Show Package Contents&amp;quot; and navigate to /Contents/Assets/base&lt;br /&gt;
10. Select everything that has &amp;quot;Pak&amp;quot; in it&#039;s name, and copy those files to ~/Library/Application Support/Doom 3/base&lt;br /&gt;
&lt;br /&gt;
== Alternative Download Methods ==&lt;br /&gt;
If you have troubles running tdm_update, you can see if [[tdm_update|this page]] helps you. Otherwise, you can also use other download methods to get a initial copy of the mod. Visit [http://www.mindplaces.com/darkmod/downloads.php TDM Downloads].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Launching The Dark Mod ==&lt;br /&gt;
Use the &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; application to run The Dark Mod. This small application will take care of launching the Doom 3 process with the correct command line arguments. The application is available for all supported platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\thedarkmod.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/.doom3/darkmod/thedarkmod.x86&amp;lt;/tt&amp;gt;&lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;tdmlauncher.linux&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/.doom3/darkmod/thedarkmod.x86&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Mac OSX:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/Library/Application Support/Doom 3/darkmod/thedarkmod.macosx&amp;lt;/tt&amp;gt;&lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;thedarkmod.macosx&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/Library/Application Support/Doom 3/darkmod/thedarkmod.macosx&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The application will also be used by the game itself when installing/re-installing/un-installing FM packages, so &#039;&#039;&#039;please don&#039;t delete tdmlauncher&#039;&#039;&#039;.&lt;br /&gt;
* See also [[Creating Desktop Shortcuts for TDM]].&lt;br /&gt;
* See also [[tdmlauncher in Gentoo Linux]]&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
==== Passing custom command line arguments ====&lt;br /&gt;
Some people like to have custom command line arguments to the game, which is supported by the executable. Open the &amp;lt;tt&amp;gt;dmargs.txt&amp;lt;/tt&amp;gt; in your darkmod folder and add any arguments you&#039;d like the application to pass to the Doom3 command line.&lt;br /&gt;
* See also [[Doom3 command line arguments]].&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file, this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
# Download the mission PK4 file - (IE7 may rename PK4s to zip, dont worry TDM looks for both pk4&#039;s and zip&#039;s).&lt;br /&gt;
# Drop the file into the fms/ folder, e.g. &amp;lt;tt&amp;gt;C:\Games\doom3\darkmod\fms\&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;~/.doom3/darkmod/fms&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Launch The Dark Mod.&lt;br /&gt;
# The mission should now be listed in your &#039;&#039;New Mission&#039;&#039; menu.&lt;br /&gt;
# Highlight the mission and select &#039;&#039;Install&#039;&#039; to install. TDM will automatically restart.&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; and then &#039;&#039;Start this Mission&#039;&#039; on the upper left.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoomConfig.cfg Howto ==&lt;br /&gt;
Game configuration settings are stored in the file DoomConfig.cfg but there is one in every FM folder as well as base and darkmod folders. Normally you just use the Settings menu but if you want to manually change or add any settings you should read  [[DoomConfig.cfg]] to see how they all integrate together or you may lose some settings if you edit the wrong way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
* Doom [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* Doom v1.3.1 RevA for Mac OSX (which provides native support for Intel processors): [http://support.aspyr.com/index.php/kb/article/000579 Doom v1.3.1 RevA] ([http://www.dramthethief.com/darkmod/files/Doom3Mac1.3.1RevA.dmg mirror])&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17296</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Installation&amp;diff=17296"/>
		<updated>2013-11-01T15:16:32Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Install on Windows ===&lt;br /&gt;
&lt;br /&gt;
Installing TDM on Windows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(2013-10-10 -- note that currently our servers are being hammered and connecting is difficult.  You can also download TDM from here: https://thepiratebay.sx/torrent/9024163  )&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.  Create a folder anywhere you like named &amp;quot;darkmod&amp;quot; (saved games will not load properly if you call it anything else).&lt;br /&gt;
&lt;br /&gt;
2. Download the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_win.zip TDM Updater] &lt;br /&gt;
&lt;br /&gt;
3. Extract the &#039;&#039;&#039;tdm_update.exe&#039;&#039;&#039; from the downloaded ZIP and copy it into your &#039;&#039;&#039;darkmod&#039;&#039;&#039; directory. &lt;br /&gt;
&lt;br /&gt;
4. Run tdm_update.exe. The installer will connect to one of our download mirrors and start the download process.&lt;br /&gt;
&lt;br /&gt;
5. Be patient and wait. The download weighs &amp;gt; 2 GB and will probably take a while.&lt;br /&gt;
&lt;br /&gt;
6. After installation, you’ll find an executable TheDarkMod.exe in your darkmod folder. Use this to start The Dark Mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=The rest of this article is now out of date and refers to installing The Dark Mod versions 1.0-1.08.  The instructions for installing The Dark Mod 2.0 are somewhat different, as Doom3 is no longer required.}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{important|headline=Important|text=You&#039;ll need to install the [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe Doom 3 patch 1.3.1] otherwise the Mod won&#039;t run. Furthermore, the new BFG edition of Doom 3 does not offer mod support, so this is a no go.}}&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
==== General ====&lt;br /&gt;
:At a minimum, you&#039;ll need a machine which is capable of running the Doom 3 game on comfortably high settings. The team recommends adding more RAM and a bit more CPU to the basic requirements, however, otherwise running the larger maps will be difficult.&lt;br /&gt;
&lt;br /&gt;
==== Operating System ====&lt;br /&gt;
:*Windows (2000/XP/Vista/Win7)&lt;br /&gt;
:*Linux&lt;br /&gt;
:*MacOSX&lt;br /&gt;
&lt;br /&gt;
==== Doom 3 Patch 1.3.1 ====&lt;br /&gt;
:In order to run The Dark Mod, you need to have the v1.3.1 patch for Doom 3 installed. See the [[#Weblinks|download section below]] for links, please use these links as there are some bad versions of this patch floating around some sites. Steam copies of Doom3 will already have the correct version and do not need to worry about this.&lt;br /&gt;
&lt;br /&gt;
:*Linux users: make sure that the install path for Doom 3 is all lowercase (e.g. &amp;lt;code&amp;gt;/usr/local/lib/doom3&amp;lt;/code&amp;gt;).&lt;br /&gt;
:*Non-English Windows users: Some combinations of Doom 3 English and a non-English version of Windows can result in the patch installer having trouble or not offering an English option, please see [http://modetwo.net/darkmod/index.php?/topic/11815-trouble-patching-and-launching| this forum thread].&lt;br /&gt;
&lt;br /&gt;
==== Hard Disk Space ====&lt;br /&gt;
:A rough estimate of how disk space required is &#039;&#039;&#039;3-4gb&#039;&#039;&#039;. As TDM is under continual development this is likely to increase slowly over time.&lt;br /&gt;
&lt;br /&gt;
:Breakdown of the estimate:&lt;br /&gt;
::* Doom 3 installation : 1.5 GB.&lt;br /&gt;
::* For the base TDM package you need another 2 GB.&lt;br /&gt;
::* Plus a variable amount of space you need for downloaded FM packages.&lt;br /&gt;
::* Plus a variable amount of space for screenshots, savegames, etc.&lt;br /&gt;
&lt;br /&gt;
:*FM&#039;s (Fan Mission) sizes vary as they depends on the amount of custom content(models, textures etc) the FM author is packing in. Usually FMs are very small, if they&#039;re using the stock TDM content (1 to 10 MB). FM&#039;s with large amounts of custom content can be quite large (20-60mb+), all content however is pre-compressed. For more information please see [[Fan Missions for The_ Dark Mod]].&lt;br /&gt;
:*Savegames vary in size, they can be a few MB per save depending on the size of the FM.&lt;br /&gt;
:*Screenshots depend on the screen resolution you&#039;re using (~2 MB per shot).&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
:See the article [[Known System Configurations]] for a (hopefully growing) collection of system configurations and the corresponding user feedback.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing The Dark Mod ==&lt;br /&gt;
=== Install on Linux ===&lt;br /&gt;
# You need the native version of Doom 3 (non BFG edition). Installation on Linux is explained on Id&#039;s Doom 3 Linux FAQ([[#Weblinks|see below]]), where you will find download links and install instructions. Be sure to download the 1.3.1.1304-version (not the demo).&lt;br /&gt;
# Since there is no 64 bit version of either Doom 3 or The DarkMod, on 64 bit systems you also need the 32 bit compatibility libraries installed. On some distributions like SuSE, these are included in the default installation, but on Kubuntu/Ubuntu you need to install the package called &amp;lt;code&amp;gt;ia32-lib&amp;lt;/code&amp;gt; and all its dependencies. Otherwise, even the installer for Doom 3 will fail to run.&lt;br /&gt;
# Create a folder &amp;lt;tt&amp;gt;~/.doom3/darkmod&amp;lt;/tt&amp;gt; in your home directory. Mind the dot in the path.&lt;br /&gt;
# Download the Linux version of the [http://www.bloodgate.com/mirrors/tdm/pub/pk4/tdm_update_linux.zip TDM Updater] and save it to &amp;lt;tt&amp;gt;~/.doom3/darkmod/&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Extract &#039;&#039;tdm_update.linux&#039;&#039;: &amp;lt;tt&amp;gt;unzip tdm_update_linux.zip&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Make &#039;&#039;tdm_update.linux&#039;&#039; executable: &amp;lt;tt&amp;gt;chmod +x tdm_update.linux&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Run the updater: &amp;lt;tt&amp;gt;./tdm_update.linux&amp;lt;/tt&amp;gt;  It will connect to our mirrors and download the packages for you.&lt;br /&gt;
&lt;br /&gt;
# If you get an error about GLIBCXX_3.4.9, delete or rename the files &amp;lt;tt&amp;gt;/usr/local/games/doom3/libstdc++.so.6&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;/usr/local/games/doom3/libgcc_s.so.1&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Install on Mac OSX ===&lt;br /&gt;
# Ensure that Doom 3 (non BFG edition) is patched to v1.3.1 RevA (which provides native support for Intel processors), see below for links.&lt;br /&gt;
# It is recommended that the &amp;quot;Doom 3&amp;quot; program folder is installed into the Application Support folder (i.e. &amp;lt;tt&amp;gt;~/Library/Application Support/Doom 3/&amp;lt;/tt&amp;gt;). If Doom 3 is installed into a different location then additional steps will need to be followed.&lt;br /&gt;
# Download the experimental![OS X launcher]([http://www.fidcal.com/darkuser/OSX10_6_i386_malex.zip OSX10_6_i386_malex.zip]) and following file - download [http://www.bloodgate.com/mirrors/tdm/pub/pk4/mac/darkmod.zip darkmod.zip].)&lt;br /&gt;
# Create a folder called Darkmod inside the ~/&amp;lt;User.Name&amp;gt;/Library/Application Support/Doom 3/ folder. To get access user library folder, hold the option key while selecting go from the main menu.&lt;br /&gt;
# Copy the following files from the OSX10_6_i386_malex.zip into your ~/&amp;lt;User.Name&amp;gt;/Library/Application Support/Doom 3/darkmod folder:&lt;br /&gt;
 * TDM.app (the one in the release folder)&lt;br /&gt;
 * tdm_game03.pk4&lt;br /&gt;
 * gdb.sh&lt;br /&gt;
 * tdm_update.macosx&lt;br /&gt;
# Within the darkmod folder, double-click the tdm_update_helper.command file to begin downloading the latest release of TDM (approx 2GB).&lt;br /&gt;
# Start The Dark Mod by double-clicking the TDM.app application in your ~/Library/Application Support/Doom 3/darkmod folder.&lt;br /&gt;
&lt;br /&gt;
==== Using a custom Doom 3 location ====&lt;br /&gt;
Until idTech4 is open sourced, there is some dependency on the Application Support folder, where FMs are currently downloaded to. If the Doom 3 folder is not located within Application Support, you&#039;ll need to do the following to allow TDM to function as intended:&lt;br /&gt;
&lt;br /&gt;
# Open up a terminal window (if you don&#039;t know how to do this, type &#039;terminal&#039; into the SpotLight search bar and press &#039;Enter&#039; to run the terminal application).&lt;br /&gt;
# Type the command &amp;lt;tt&amp;gt;cd ~Library/Application\ Support/Doom\ 3/&amp;lt;/tt&amp;gt; and press the &#039;Enter&#039; key.&lt;br /&gt;
# Enter the command &#039;mkdir darkmod&#039; and then &#039;cd darkmod&#039; to change to the new darkmod directory.&lt;br /&gt;
# Create a symbolic link with the command &amp;lt;tt&amp;gt;ln /folder/darkmod/tdmlauncher.macosx tdmlauncher.macosx&amp;lt;/tt&amp;gt; where /folder/ is the path to your &amp;quot;Doom 3&amp;quot; program folder.&lt;br /&gt;
# You should now be able to launch TDM by double clicking the tdmlauncher_helper.command script in your &amp;quot;Doom 3&amp;quot; program folder where TDM has downloaded.&lt;br /&gt;
&lt;br /&gt;
==== tdmlauncher_helper.command ====&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 export TDMDIR=`dirname &amp;quot;$0&amp;quot;`&lt;br /&gt;
 exec &amp;quot;$TDMDIR/tdmlauncher.macosx&amp;quot; &amp;quot;$TDMDIR/../Doom 3.app/Contents/MacOS/Doom 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== tdm_update_helper.command ====&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 export TDMDIR=`dirname &amp;quot;$0&amp;quot;`&lt;br /&gt;
 cd &amp;quot;$TDMDIR&amp;quot;&lt;br /&gt;
 chmod +x tdm_update.macosx&lt;br /&gt;
 exec ./tdm_update.macosx &lt;br /&gt;
&lt;br /&gt;
==== Known issues ====&lt;br /&gt;
The automatic restart (when installing a FM, or restarting from the Graphics screen) currently fails to relaunch TDM v1.06-1.08 occasionally. If this happens, TDM will need to be launched manually by running the launcher program or script.&lt;br /&gt;
&lt;br /&gt;
==== Alternate instructions &amp;quot;10 Easy Steps&amp;quot; ====&lt;br /&gt;
&lt;br /&gt;
Here&#039;s an instruction. &amp;quot;How to get TDM 1.08 working on Mac OSX in 10 easy steps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
1. Buy Doom 3 from the App Store and allow it to install.&lt;br /&gt;
2. Check version number. Open up Doom 3, hit Escape to skip the ID software cutscene, then hit ctrl+alt+~ to bring up the console. It should say 1.3.1.1304.&lt;br /&gt;
3. If the version number is not correct, I have uploaded the patch [https://docs.google.com/file/d/0B-q67oQkJY1mbWhBNTNVcWJILWc/edit?usp=sharing here]. Alternatively, get it [http://www.dramthethief.com/darkmod/files/Doom3Mac1.3.1RevA.dmg here] .&lt;br /&gt;
4. Get Malex&#039; 1.08 build. I have uploaded it [https://docs.google.com/file/d/0B-q67oQkJY1mNWV3N0Y2MFhtSms/edit?usp=sharing here] so it doesn&#039;t require a login. Alternatively, get it from Malex&#039; drive at http://www.mydrive.ch (login: &amp;quot;darkmod@malex984&amp;quot;, Password: &amp;quot;darkmod&amp;quot;). Just navigate to the site and login with those credentials.&lt;br /&gt;
5. Unpack the file you downloaded to ~/LIbrary/Application Support/Doom 3/.&lt;br /&gt;
6. Open up Terminal, navigate to ~/Library/Application Support/Doom 3/darkmod. The following command will do the trick:&lt;br /&gt;
&lt;br /&gt;
cd ~/Library/Application\ Support/Doom\ 3/darkmod&lt;br /&gt;
&lt;br /&gt;
7. Next, run tdm_update.macosx with the following command (don&#039;t just go ctrl+click and run the script with Terminal, because the files it downloads will end up in your home folder):&lt;br /&gt;
&lt;br /&gt;
exec ~/Library/Application\ Support/Doom\ 3/darkmod/tdm_update.macosx&lt;br /&gt;
&lt;br /&gt;
8. Copy over TDM.app and tdm_game03.pk4 from /darkmod/release&lt;br /&gt;
&lt;br /&gt;
Now for the fix.&lt;br /&gt;
&lt;br /&gt;
9. Go to your Doom app, ctrl+click (or right click), select &amp;quot;Show Package Contents&amp;quot; and navigate to /Contents/Assets/base&lt;br /&gt;
10. Select everything that has &amp;quot;Pak&amp;quot; in it&#039;s name, and copy those files to ~/Library/Application Support/Doom 3/base&lt;br /&gt;
&lt;br /&gt;
== Alternative Download Methods ==&lt;br /&gt;
If you have troubles running tdm_update, you can see if [[tdm_update|this page]] helps you. Otherwise, you can also use other download methods to get a initial copy of the mod. Visit [http://www.mindplaces.com/darkmod/downloads.php TDM Downloads].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Launching The Dark Mod ==&lt;br /&gt;
Use the &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; application to run The Dark Mod. This small application will take care of launching the Doom 3 process with the correct command line arguments. The application is available for all supported platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Windows:&#039;&#039;&#039; &amp;lt;tt&amp;gt;C:\Games\Doom3\darkmod\thedarkmod.exe&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Linux:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/.doom3/darkmod/thedarkmod.x86&amp;lt;/tt&amp;gt;&lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;tdmlauncher.linux&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/.doom3/darkmod/thedarkmod.x86&amp;lt;/tt&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Mac OSX:&#039;&#039;&#039; &amp;lt;tt&amp;gt;~/Library/Application Support/Doom 3/darkmod/thedarkmod.macosx&amp;lt;/tt&amp;gt;&lt;br /&gt;
** Before it can be run the first time, you must make &#039;&#039;&#039;thedarkmod.macosx&#039;&#039;&#039; executable: &amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;chmod +x ~/Library/Application Support/Doom 3/darkmod/thedarkmod.macosx&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The application will also be used by the game itself when installing/re-installing/un-installing FM packages, so &#039;&#039;&#039;please don&#039;t delete tdmlauncher&#039;&#039;&#039;.&lt;br /&gt;
* See also [[Creating Desktop Shortcuts for TDM]].&lt;br /&gt;
* See also [[tdmlauncher in Gentoo Linux]]&lt;br /&gt;
&lt;br /&gt;
==== Troubleshooting the application ====&lt;br /&gt;
The &#039;&#039;&#039;thedarkmod&#039;&#039;&#039; executable will generate a small logfile &amp;lt;tt&amp;gt;tdmlauncher.log&amp;lt;/tt&amp;gt; each time it is invoked. The log file is located right next to the executable and might give some useful insight if the game fails to load.&lt;br /&gt;
&lt;br /&gt;
==== Passing custom command line arguments ====&lt;br /&gt;
Some people like to have custom command line arguments to the game, which is supported by the executable. Open the &amp;lt;tt&amp;gt;dmargs.txt&amp;lt;/tt&amp;gt; in your darkmod folder and add any arguments you&#039;d like the application to pass to the Doom3 command line.&lt;br /&gt;
* See also [[Doom3 command line arguments]].&lt;br /&gt;
&lt;br /&gt;
== First Startup ==&lt;br /&gt;
* Please take your time to read through [[The Dark Mod Gameplay]] article to get familiar with the game.&lt;br /&gt;
* TDM ships with a Training Mission which is designed to introduce you to TDM gameplay.  You should start this mission first even if you&#039;ve played stealth games before.&lt;br /&gt;
* Adjust the settings in the menus, like screen resolution and gameplay settings.&lt;br /&gt;
* See also the [[Performance Tweaks]] article to make TDM run a little bit faster if you&#039;re on a lower end machine.&lt;br /&gt;
* If you encounter a problem please check the [[FAQ]] and failing that leave a post in the TDM Support forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Installing and Running Fan Missions ==&lt;br /&gt;
&lt;br /&gt;
Fan Missions can be downloaded from inside the TDM menu. Go to &amp;quot;New Mission&amp;quot; and click on &amp;quot;Get new missions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go to [http://www.thedarkmod.com/missions/ www.thedarkmod.com] to get hold of mission packages available for The Dark Mod. Each FM is contained in a PK4 file, which contains all the files necessary to run the mission. Sometimes missions also have an optional _l10n.pk4 file, this contains the content for all other languages than English.&lt;br /&gt;
&lt;br /&gt;
# Download the mission PK4 file - (IE7 may rename PK4s to zip, dont worry TDM looks for both pk4&#039;s and zip&#039;s).&lt;br /&gt;
# Drop the file into the fms/ folder, e.g. &amp;lt;tt&amp;gt;C:\Games\doom3\darkmod\fms\&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;~/.doom3/darkmod/fms&amp;lt;/tt&amp;gt;&lt;br /&gt;
# Launch The Dark Mod.&lt;br /&gt;
# The mission should now be listed in your &#039;&#039;New Mission&#039;&#039; menu.&lt;br /&gt;
# Highlight the mission and select &#039;&#039;Install&#039;&#039; to install. TDM will automatically restart.&lt;br /&gt;
# Select &#039;&#039;New Mission&#039;&#039; and then &#039;&#039;Start this Mission&#039;&#039; on the upper left.&lt;br /&gt;
&lt;br /&gt;
See the full article [[Installing and Running Fan Missions]] for a detailed explanation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DoomConfig.cfg Howto ==&lt;br /&gt;
Game configuration settings are stored in the file DoomConfig.cfg but there is one in every FM folder as well as base and darkmod folders. Normally you just use the Settings menu but if you want to manually change or add any settings you should read  [[DoomConfig.cfg]] to see how they all integrate together or you may lose some settings if you edit the wrong way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weblinks ==&lt;br /&gt;
* Doom [http://www.dramthethief.com/darkmod/files/DOOM3-1.3.1.exe v1.3.1 patch for Windows]&lt;br /&gt;
* Doom v1.3.1 for Linux: [ftp://ftp.idsoftware.com/idstuff/doom3/ FTP] [http://zerowing.idsoftware.com:6969/ BitTorrent]&lt;br /&gt;
* Doom v1.3.1 RevA for Mac OSX (which provides native support for Intel processors): [http://support.aspyr.com/index.php/kb/article/000579 Doom v1.3.1 RevA] ([http://www.dramthethief.com/darkmod/files/Doom3Mac1.3.1RevA.dmg mirror])&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[tdm_update]] - If you have trouble with running the installer/updater.&lt;br /&gt;
* [[FAQ]] - Frequently Asked Questions and their answers.&lt;br /&gt;
* [[Hosting The Dark Mod]]&lt;br /&gt;
&lt;br /&gt;
{{installation}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&amp;diff=17295</id>
		<title>The Dark Mod - Compilation Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&amp;diff=17295"/>
		<updated>2013-11-01T15:14:00Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* Download the sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; engine coders&lt;br /&gt;
&lt;br /&gt;
This guide should provide you with enough information to compile The Dark Mod&#039;s game code from source. &lt;br /&gt;
&lt;br /&gt;
The sources are available through &amp;quot;snapshots&amp;quot;, i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 1.01) the corresponding sources are released as well.&lt;br /&gt;
&lt;br /&gt;
== Get the sources ==&lt;br /&gt;
*Download as a package: http://www.thedarkmod.com/downloads/&lt;br /&gt;
*Get the latest sources directly from SVN: https://svn.thedarkmod.com/svn/darkmod_src/trunk &lt;br /&gt;
&lt;br /&gt;
Be warned though that (unless you&#039;re a team member and working on the SVN asset base) these sources might be incompatible with your local darkmod installation. The team cannot and will not support you in case you&#039;re running into troubles trying to get it to run.&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
For Windows you&#039;ll need Visual Studio 2010 to compile the project. There&#039;s the free Express edition available from the Microsoft website, but beware that the Express edition cannot be used to compile the engine project, just the game code.&lt;br /&gt;
&lt;br /&gt;
Download the sources and unpack them next to your darkmod/ folder, such that the directory structure looks like this:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\Doom3\darkmod       &amp;lt;-- your darkmod location&lt;br /&gt;
 C:\Games\Doom3\darkmod_src   &amp;lt;-- your source folder containing the solution, can be renamed&lt;br /&gt;
&lt;br /&gt;
You&#039;ll find a &amp;lt;tt&amp;gt;TheDarkMod.sln&amp;lt;/tt&amp;gt; solution file (in VC++ 2010 format), which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the darkmod/ folder above, that&#039;s why I recommend using such a folder layout. (You can change the output paths in the property sheets, in case you know how to do that.)&lt;br /&gt;
&lt;br /&gt;
Once the solution is opened, select the Configuration Type in the topmost toolbar (either &amp;quot;release&amp;quot; or &amp;quot;debug&amp;quot;, depending on what you want to do) and hit &amp;quot;Build Solution&amp;quot; ({{Ctrl}}-{{Shift}}-{{key|B}}). The compilation usually takes a few minutes, watch the output window at the bottom of Visual Studio. After completion you&#039;ll find the compiled binaries TheDarkMod.exe and gamex86.dll in your darkmod/ folder - the darkmod/tdm_game01.pk4 archive will have been updated too, there&#039;s a post-build event defined to add the DLL file into the PK4.&lt;br /&gt;
&lt;br /&gt;
=== Debugging the Engine/Game ===&lt;br /&gt;
To debug your custom built code, you need to attach Visual Studio&#039;s debugger to the TheDarkMod.exe process. There are two ways to accomplish that:&lt;br /&gt;
&lt;br /&gt;
The quick one:&lt;br /&gt;
# Go to Visual Studio and open the TheDarkMod solution&lt;br /&gt;
# Make sure the &amp;quot;Engine&amp;quot; project is marked bold (as &amp;quot;Startup project) &lt;br /&gt;
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically&lt;br /&gt;
&lt;br /&gt;
The manual way:&lt;br /&gt;
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts&lt;br /&gt;
# Once the game is up and running, Alt-Tab back to Visual Studio&lt;br /&gt;
# Go to menu &amp;quot;Debug&amp;quot; &amp;gt; &amp;quot;Attach to Process...&amp;quot; and select the TheDarkMod.exe process from the list in that dialog popping up.&lt;br /&gt;
# The debugger will now attach to TDM (along with all loaded DLLs) and you can now place breakpoints or intercept game crashes.&lt;br /&gt;
&lt;br /&gt;
In Visual Studio Express 2010 (and later), you will first need to switch to Expert Settings via &amp;quot;Tools &amp;gt; Settings&amp;quot; to enable the &amp;quot;Debug&amp;quot; &amp;gt; &amp;quot;Attach to Process&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
;My breakpoints don&#039;t work (they are hollow circles instead of full ones)&lt;br /&gt;
:Make sure you&#039;re attached to the correct TheDarkMod.exe binary. If you&#039;re attaching to an older version (e.g. from an outdated compilation process) or one you haven&#039;t built in Studio yourself, VC++ won&#039;t be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.&lt;br /&gt;
&lt;br /&gt;
;I cannot inspect all the variables / The instruction pointer is skipping code&lt;br /&gt;
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you&#039;ll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You&#039;ll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
For Linux you&#039;ll need gcc and scons, plus a few packages depending on your distribution. There is a README.linux file contained in the source package you downloaded, check it out for some details.&lt;br /&gt;
&lt;br /&gt;
=== Debian Sqeeze 64 bit ===&lt;br /&gt;
&lt;br /&gt;
You need the following packages:&lt;br /&gt;
&lt;br /&gt;
 apt-get install ia32-libs scons g++ g++-multilib m4 zip&lt;br /&gt;
 apt-get install libglew1.5-dev libpng12-dev libjpeg62-dev&lt;br /&gt;
 apt-get install libc6-dev-i386 libxxf86vm-dev libopenal-dev libasound2-dev libxext-dev&lt;br /&gt;
&lt;br /&gt;
You must also edit &#039;&#039;&#039;sys/scons/SConscript.game&#039;&#039;&#039; and add the following lines near where &#039;&#039;local_env.Append&#039;&#039; is alread used:&lt;br /&gt;
&lt;br /&gt;
 local_env.Append(LIBS = [&lt;br /&gt;
        File(&#039;/lib32/libpng12.so.0&#039;),&lt;br /&gt;
 ])&lt;br /&gt;
&lt;br /&gt;
Also change in the same file (a few lines above):&lt;br /&gt;
&lt;br /&gt;
 local_env.Append( LINKFLAGS = [ &#039;-lrt&#039;, &#039;-lpng&#039; ] )&lt;br /&gt;
&lt;br /&gt;
to:&lt;br /&gt;
&lt;br /&gt;
 local_env.Append( LINKFLAGS = [ &#039;-lrt&#039;, &#039;-lpng12&#039; ] )&lt;br /&gt;
&lt;br /&gt;
It might also be necessary to make the following symlink:&lt;br /&gt;
&lt;br /&gt;
 ln -s /lib32/libpng12.so.0 /lib32/libpng.so&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 10.10 64 Bit ===&lt;br /&gt;
You&#039;ll need the same packages as for the 32 bit Ubuntu variants, plus a few additional 32 bit compatibility packages (ia32-libs and libc6-dev-i386):&lt;br /&gt;
 sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev ia32-libs libc6-dev-i386&lt;br /&gt;
Then just run the scons command to start compiling:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 10.04 32 Bit ===&lt;br /&gt;
After setting up a clean 10.04, these are the packages needed to get the source to compile. Copy &amp;amp; paste the following line:&lt;br /&gt;
 sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev&lt;br /&gt;
Then run this command to start compiling:&lt;br /&gt;
 ./linuxBuild.sh&lt;br /&gt;
If the build fails, complaining that it can&#039;t find something, it needs more libraries. Execute the following line:&lt;br /&gt;
 sudo apt-get install m4 libxxf86vm-dev libopenal-dev libasound2-dev g++-multilib gcc-multilib zlib1g-dev libxext-dev&lt;br /&gt;
That should install all packages needed.&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
For OS X you&#039;ll need gcc and scons, as with Linux. gcc should be included in your xcode installation, scons can be downloaded from the [http://www.scons.org/ scons project website]. The third-party libraries like boost, devil and libcurl are already included in the TDM source package, so it should compile out of the box. If you ever need to build one of them from scratch, see the subsections below.&lt;br /&gt;
&lt;br /&gt;
The sconscripts are prepared for both Intel and PPC target architectures, the MACOSX_TARGET_ARCH argument will control which architecture you&#039;re compiling for.&lt;br /&gt;
&lt;br /&gt;
=== Compiling for Intel architecture ===&lt;br /&gt;
To start compiling, enter the following command in the folder you extracted the TDM sources to:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;i386&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Compiling for PPC architecture ===&lt;br /&gt;
To start compiling, enter the following command in the folder you extracted the TDM sources to:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;ppc&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Compiling a universal binary ===&lt;br /&gt;
I&#039;ve been using the following script to generate a universal binary. This script assumes that there are two separate TDM source folders, one in &amp;lt;tt&amp;gt;darkmod_src.i386&amp;lt;/tt&amp;gt; and one in &amp;lt;tt&amp;gt;darkmod_src.ppc&amp;lt;/tt&amp;gt;. &lt;br /&gt;
Note: they are actual copies of the same TDM source package, I just used that as convenience such that I don&#039;t have to recompile the whole source tree after minor changes.&lt;br /&gt;
&lt;br /&gt;
 cd /Users/greebo&lt;br /&gt;
 cd darkmod_src.i386&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;i386&amp;quot;&lt;br /&gt;
 cd ../darkmod_src.ppc&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;ppc&amp;quot;&lt;br /&gt;
 cd ../darkmod_src.i386&lt;br /&gt;
 lipo -arch i386 gamei386-base.dylib -arch ppc ../darkmod_src.ppc/gameppc-base.dylib -create -output game.dylib&lt;br /&gt;
 zip -d tdm_game03.pk4 game.dylib&lt;br /&gt;
 zip tdm_game03.pk4 game.dylib&lt;br /&gt;
&lt;br /&gt;
After this the &amp;lt;tt&amp;gt;darkmod_src.i386/tdm_game03.pk4&amp;lt;/tt&amp;gt; should contain the universal binary of the TDM game lib. The PK4 is about 6 to 7 MB.&lt;br /&gt;
&lt;br /&gt;
=== Installing scons ===&lt;br /&gt;
Get the scons tarball from their website, unpack it to a folder and run the following commands (note that the exact scons version might differ):&lt;br /&gt;
 cd scons-2.0.1&lt;br /&gt;
 python setup.py install&lt;br /&gt;
&lt;br /&gt;
=== Building libcurl in Mac OS X ===&lt;br /&gt;
Download the libcurl 7.21 source package, and extract it on your system. To produce a so-called &amp;quot;fat&amp;quot; binary you need to compile for both i386 and ppc targets.&lt;br /&gt;
&lt;br /&gt;
Build the i386 target by entering:&lt;br /&gt;
&lt;br /&gt;
 env CFLAGS=&amp;quot;-m32 -arch i386&amp;quot; LDFLAGS=&amp;quot;-m32 -arch i386&amp;quot; ./configure --disable-ldap --build=i686-unknown-linux-gnu --without-libidn --without-zlib --without-ssl&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
After make install the static library can be found in &amp;lt;tt&amp;gt;/usr/local/lib/libcurl.a&amp;lt;/tt&amp;gt;, copy that file to your curl folder and rename it to &amp;lt;tt&amp;gt;./libcurl.i386.a&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build the powerpc target by entering:&lt;br /&gt;
&lt;br /&gt;
 env CFLAGS=&amp;quot;-m32 -arch ppc&amp;quot; LDFLAGS=&amp;quot;-m32 -arch ppc&amp;quot; ./configure --disable-ldap --build=powerpc-unknown-linux-gnu --without-libidn --without-zlib --without-ssl&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
After make install the static library can be found in &amp;lt;tt&amp;gt;/usr/local/lib/libcurl.a&amp;lt;/tt&amp;gt;, copy that file to your curl folder and rename it to &amp;lt;tt&amp;gt;./libcurl.ppc.a&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally call lipo to combine these two into a fat binary by entering this in your curl folder.&lt;br /&gt;
&lt;br /&gt;
 lipo -arch i386 libcurl.i386.a -arch ppc libcurl.ppc.a -create -output libcurl.a&lt;br /&gt;
&lt;br /&gt;
The filesize of the newly created &amp;lt;tt&amp;gt;libcurl.a&amp;lt;/tt&amp;gt; should be around the sum of the single ppc and i386 libs, you can double-check that. Copy the &amp;lt;tt&amp;gt;libcurl.a&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;darkmod_src/macosx/libcurl/&amp;lt;/tt&amp;gt; and you&#039;re done with this step.&lt;br /&gt;
&lt;br /&gt;
=== Building Boost static libs in Mac OS X ===&lt;br /&gt;
&lt;br /&gt;
Download the boost 1.45 sources and extract them to your hard drive. Create a jam user config file to use the g++ 4.0 compiler instead of the default gcc 4.2 in Leopard: create a new file in your boost root folder and name it &amp;lt;tt&amp;gt;user-config-darwin.jam&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 using darwin : 8.11 : /usr/bin/g++-4.0 :&lt;br /&gt;
     &amp;lt;architecture&amp;gt;&amp;quot;combined&amp;quot;&lt;br /&gt;
     &amp;lt;address-model&amp;gt;&amp;quot;32&amp;quot;&lt;br /&gt;
     &amp;lt;macosx-version&amp;gt;&amp;quot;10.4&amp;quot;&lt;br /&gt;
     &amp;lt;macosx-version-min&amp;gt;&amp;quot;10.4&amp;quot;&lt;br /&gt;
     &amp;lt;link&amp;gt;&amp;quot;static&amp;quot;&lt;br /&gt;
     &amp;lt;threading&amp;gt;&amp;quot;multi&amp;quot; ;&lt;br /&gt;
&lt;br /&gt;
Download a bjam binary for OS X to your machine, then build boost threads, filesystem and system:&lt;br /&gt;
&lt;br /&gt;
 /path/to/bjam --user-config=../../../user-config-darwin.jam architecture=combined link=static threading=multi address-model=32 release [stage]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;stage&amp;quot; option only works in filesystem and system (not in thread, as of boost 1.45). You&#039;ll find the filesystem and system libs in the &amp;lt;tt&amp;gt;./stage&amp;lt;/tt&amp;gt; folder of your boost root, the &amp;lt;tt&amp;gt;libboost_thread.a&amp;lt;/tt&amp;gt; will be located in the &amp;lt;tt&amp;gt;bin.v2&amp;lt;/tt&amp;gt; folder after compilation. &lt;br /&gt;
&lt;br /&gt;
Copy all libboost*.a files to &amp;lt;tt&amp;gt;darkmod_src/macosx/boost/lib/&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== I have a bugfix for the team ==&lt;br /&gt;
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.&lt;br /&gt;
&lt;br /&gt;
== Additional Info about the TDM Code ==&lt;br /&gt;
The Dark Mod codebase is quite large in the meantime and we have reorganised and refactored/replaced a number of things. There are a few things which haven&#039;t changed too much (like the animation code), but most gameplay code has been altered to fit TDM&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Additionally, the TDM code relies on a few static libraries which are not required in the vanilla D3 code, see below.&lt;br /&gt;
&lt;br /&gt;
=== Boost Libraries ===&lt;br /&gt;
TDM&#039;s code is using [http://www.boost.org boost] libraries. Most boost libraries we&#039;re using are header-only (i.e. they work without special linking), with the exception of filesystem, system, threads, program_options etc. The latter ones require a static library to be built for your OS and linked into the game code. For Windows the TDM source package you downloaded already contains the correct binaries for VC++ 2005 (7-zipped), VC++ 2008 and VC++ 2010 in both release and debug flavours. They can be found in the win32\lib folder.&lt;br /&gt;
&lt;br /&gt;
=== ZipLoader ===&lt;br /&gt;
For the FM installation code, we made use of the minizip/zlib sources. For Windows and Linux the package already comes with the correct static .lib and .a files, so this should work out of the box. In case you need to compile these libraries from scratch (e.g. for a newer compiler or a different OS) there is a .vcproj file available in win32\ziploader (Windows) or a sconscript in &amp;lt;tt&amp;gt;sys/scons/Sconscript.ziploader&amp;lt;/tt&amp;gt;. Use these to compile a new static library and make sure the library is referenced by the d3game project.&lt;br /&gt;
&lt;br /&gt;
=== DevIL ===&lt;br /&gt;
Our lightgem code makes use of some image processing routines, which are contained in the open source DevIL package. The correct static library is already contained in the source package you downloaded, hence it should work right out of the box. In case you need to compile that library from scratch (applies to Windows only, Linux users will just need to download the correct package from their repositories), there are the DevIL sources in win32/devil, including a vcproj file, which you can use as basis.&lt;br /&gt;
&lt;br /&gt;
== How to compile the boost static libraries in Windows ==&lt;br /&gt;
See also the main article: [[Compile the static Boost Libraries in Windows]]&lt;br /&gt;
&lt;br /&gt;
Any VC++ compiler version &#039;&#039;&#039;other than VC++ 2008 or VC++ 2010&#039;&#039;&#039; will require a recompile of the boost static libraries which The Dark Mod links against. At the time of writing, TDM is using the following boost libraries:&lt;br /&gt;
* boost.filesystem&lt;br /&gt;
* boost.system&lt;br /&gt;
* boost.thread&lt;br /&gt;
* boost.date_time&lt;br /&gt;
* boost.program_options (for the updater/packager)&lt;br /&gt;
&lt;br /&gt;
Now take the *.lib files and copy them into your &#039;&#039;&#039;win32/lib&#039;&#039;&#039; folder in your source directory and the linking should succeed.&lt;br /&gt;
&lt;br /&gt;
Note for VC++ 2005 users: the boost libraries needed to link the game library are shipped in the darkmod source package in compressed format in &#039;&#039;win32/libs/libboost_binaries_vc++2005.7z&#039;&#039;. Unpack that archive if you need them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:Coding]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&amp;diff=17294</id>
		<title>The Dark Mod - Compilation Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&amp;diff=17294"/>
		<updated>2013-11-01T15:10:30Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; engine coders&lt;br /&gt;
&lt;br /&gt;
This guide should provide you with enough information to compile The Dark Mod&#039;s game code from source. &lt;br /&gt;
&lt;br /&gt;
The sources are available through &amp;quot;snapshots&amp;quot;, i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 1.01) the corresponding sources are released as well.&lt;br /&gt;
&lt;br /&gt;
== Download the sources ==&lt;br /&gt;
You can download the stable and most recently released source package from our website: http://www.thedarkmod.com/download_source.php&lt;br /&gt;
&lt;br /&gt;
To get the latest sources check out the SVN trunk from here: https://svn.thedarkmod.com/svn/darkmod_src/trunk &lt;br /&gt;
&lt;br /&gt;
Be warned though that (unless you&#039;re a team member and working on the SVN asset base) these sources might be incompatible with your local darkmod installation. The team cannot and will not support you in case you&#039;re running into troubles trying to get it to run.&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
For Windows you&#039;ll need Visual Studio 2010 to compile the project. There&#039;s the free Express edition available from the Microsoft website, but beware that the Express edition cannot be used to compile the engine project, just the game code.&lt;br /&gt;
&lt;br /&gt;
Download the sources and unpack them next to your darkmod/ folder, such that the directory structure looks like this:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\Doom3\darkmod       &amp;lt;-- your darkmod location&lt;br /&gt;
 C:\Games\Doom3\darkmod_src   &amp;lt;-- your source folder containing the solution, can be renamed&lt;br /&gt;
&lt;br /&gt;
You&#039;ll find a &amp;lt;tt&amp;gt;TheDarkMod.sln&amp;lt;/tt&amp;gt; solution file (in VC++ 2010 format), which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the darkmod/ folder above, that&#039;s why I recommend using such a folder layout. (You can change the output paths in the property sheets, in case you know how to do that.)&lt;br /&gt;
&lt;br /&gt;
Once the solution is opened, select the Configuration Type in the topmost toolbar (either &amp;quot;release&amp;quot; or &amp;quot;debug&amp;quot;, depending on what you want to do) and hit &amp;quot;Build Solution&amp;quot; ({{Ctrl}}-{{Shift}}-{{key|B}}). The compilation usually takes a few minutes, watch the output window at the bottom of Visual Studio. After completion you&#039;ll find the compiled binaries TheDarkMod.exe and gamex86.dll in your darkmod/ folder - the darkmod/tdm_game01.pk4 archive will have been updated too, there&#039;s a post-build event defined to add the DLL file into the PK4.&lt;br /&gt;
&lt;br /&gt;
=== Debugging the Engine/Game ===&lt;br /&gt;
To debug your custom built code, you need to attach Visual Studio&#039;s debugger to the TheDarkMod.exe process. There are two ways to accomplish that:&lt;br /&gt;
&lt;br /&gt;
The quick one:&lt;br /&gt;
# Go to Visual Studio and open the TheDarkMod solution&lt;br /&gt;
# Make sure the &amp;quot;Engine&amp;quot; project is marked bold (as &amp;quot;Startup project) &lt;br /&gt;
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically&lt;br /&gt;
&lt;br /&gt;
The manual way:&lt;br /&gt;
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts&lt;br /&gt;
# Once the game is up and running, Alt-Tab back to Visual Studio&lt;br /&gt;
# Go to menu &amp;quot;Debug&amp;quot; &amp;gt; &amp;quot;Attach to Process...&amp;quot; and select the TheDarkMod.exe process from the list in that dialog popping up.&lt;br /&gt;
# The debugger will now attach to TDM (along with all loaded DLLs) and you can now place breakpoints or intercept game crashes.&lt;br /&gt;
&lt;br /&gt;
In Visual Studio Express 2010 (and later), you will first need to switch to Expert Settings via &amp;quot;Tools &amp;gt; Settings&amp;quot; to enable the &amp;quot;Debug&amp;quot; &amp;gt; &amp;quot;Attach to Process&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
;My breakpoints don&#039;t work (they are hollow circles instead of full ones)&lt;br /&gt;
:Make sure you&#039;re attached to the correct TheDarkMod.exe binary. If you&#039;re attaching to an older version (e.g. from an outdated compilation process) or one you haven&#039;t built in Studio yourself, VC++ won&#039;t be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.&lt;br /&gt;
&lt;br /&gt;
;I cannot inspect all the variables / The instruction pointer is skipping code&lt;br /&gt;
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you&#039;ll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You&#039;ll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
For Linux you&#039;ll need gcc and scons, plus a few packages depending on your distribution. There is a README.linux file contained in the source package you downloaded, check it out for some details.&lt;br /&gt;
&lt;br /&gt;
=== Debian Sqeeze 64 bit ===&lt;br /&gt;
&lt;br /&gt;
You need the following packages:&lt;br /&gt;
&lt;br /&gt;
 apt-get install ia32-libs scons g++ g++-multilib m4 zip&lt;br /&gt;
 apt-get install libglew1.5-dev libpng12-dev libjpeg62-dev&lt;br /&gt;
 apt-get install libc6-dev-i386 libxxf86vm-dev libopenal-dev libasound2-dev libxext-dev&lt;br /&gt;
&lt;br /&gt;
You must also edit &#039;&#039;&#039;sys/scons/SConscript.game&#039;&#039;&#039; and add the following lines near where &#039;&#039;local_env.Append&#039;&#039; is alread used:&lt;br /&gt;
&lt;br /&gt;
 local_env.Append(LIBS = [&lt;br /&gt;
        File(&#039;/lib32/libpng12.so.0&#039;),&lt;br /&gt;
 ])&lt;br /&gt;
&lt;br /&gt;
Also change in the same file (a few lines above):&lt;br /&gt;
&lt;br /&gt;
 local_env.Append( LINKFLAGS = [ &#039;-lrt&#039;, &#039;-lpng&#039; ] )&lt;br /&gt;
&lt;br /&gt;
to:&lt;br /&gt;
&lt;br /&gt;
 local_env.Append( LINKFLAGS = [ &#039;-lrt&#039;, &#039;-lpng12&#039; ] )&lt;br /&gt;
&lt;br /&gt;
It might also be necessary to make the following symlink:&lt;br /&gt;
&lt;br /&gt;
 ln -s /lib32/libpng12.so.0 /lib32/libpng.so&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 10.10 64 Bit ===&lt;br /&gt;
You&#039;ll need the same packages as for the 32 bit Ubuntu variants, plus a few additional 32 bit compatibility packages (ia32-libs and libc6-dev-i386):&lt;br /&gt;
 sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev ia32-libs libc6-dev-i386&lt;br /&gt;
Then just run the scons command to start compiling:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 10.04 32 Bit ===&lt;br /&gt;
After setting up a clean 10.04, these are the packages needed to get the source to compile. Copy &amp;amp; paste the following line:&lt;br /&gt;
 sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev&lt;br /&gt;
Then run this command to start compiling:&lt;br /&gt;
 ./linuxBuild.sh&lt;br /&gt;
If the build fails, complaining that it can&#039;t find something, it needs more libraries. Execute the following line:&lt;br /&gt;
 sudo apt-get install m4 libxxf86vm-dev libopenal-dev libasound2-dev g++-multilib gcc-multilib zlib1g-dev libxext-dev&lt;br /&gt;
That should install all packages needed.&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
For OS X you&#039;ll need gcc and scons, as with Linux. gcc should be included in your xcode installation, scons can be downloaded from the [http://www.scons.org/ scons project website]. The third-party libraries like boost, devil and libcurl are already included in the TDM source package, so it should compile out of the box. If you ever need to build one of them from scratch, see the subsections below.&lt;br /&gt;
&lt;br /&gt;
The sconscripts are prepared for both Intel and PPC target architectures, the MACOSX_TARGET_ARCH argument will control which architecture you&#039;re compiling for.&lt;br /&gt;
&lt;br /&gt;
=== Compiling for Intel architecture ===&lt;br /&gt;
To start compiling, enter the following command in the folder you extracted the TDM sources to:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;i386&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Compiling for PPC architecture ===&lt;br /&gt;
To start compiling, enter the following command in the folder you extracted the TDM sources to:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;ppc&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Compiling a universal binary ===&lt;br /&gt;
I&#039;ve been using the following script to generate a universal binary. This script assumes that there are two separate TDM source folders, one in &amp;lt;tt&amp;gt;darkmod_src.i386&amp;lt;/tt&amp;gt; and one in &amp;lt;tt&amp;gt;darkmod_src.ppc&amp;lt;/tt&amp;gt;. &lt;br /&gt;
Note: they are actual copies of the same TDM source package, I just used that as convenience such that I don&#039;t have to recompile the whole source tree after minor changes.&lt;br /&gt;
&lt;br /&gt;
 cd /Users/greebo&lt;br /&gt;
 cd darkmod_src.i386&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;i386&amp;quot;&lt;br /&gt;
 cd ../darkmod_src.ppc&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;ppc&amp;quot;&lt;br /&gt;
 cd ../darkmod_src.i386&lt;br /&gt;
 lipo -arch i386 gamei386-base.dylib -arch ppc ../darkmod_src.ppc/gameppc-base.dylib -create -output game.dylib&lt;br /&gt;
 zip -d tdm_game03.pk4 game.dylib&lt;br /&gt;
 zip tdm_game03.pk4 game.dylib&lt;br /&gt;
&lt;br /&gt;
After this the &amp;lt;tt&amp;gt;darkmod_src.i386/tdm_game03.pk4&amp;lt;/tt&amp;gt; should contain the universal binary of the TDM game lib. The PK4 is about 6 to 7 MB.&lt;br /&gt;
&lt;br /&gt;
=== Installing scons ===&lt;br /&gt;
Get the scons tarball from their website, unpack it to a folder and run the following commands (note that the exact scons version might differ):&lt;br /&gt;
 cd scons-2.0.1&lt;br /&gt;
 python setup.py install&lt;br /&gt;
&lt;br /&gt;
=== Building libcurl in Mac OS X ===&lt;br /&gt;
Download the libcurl 7.21 source package, and extract it on your system. To produce a so-called &amp;quot;fat&amp;quot; binary you need to compile for both i386 and ppc targets.&lt;br /&gt;
&lt;br /&gt;
Build the i386 target by entering:&lt;br /&gt;
&lt;br /&gt;
 env CFLAGS=&amp;quot;-m32 -arch i386&amp;quot; LDFLAGS=&amp;quot;-m32 -arch i386&amp;quot; ./configure --disable-ldap --build=i686-unknown-linux-gnu --without-libidn --without-zlib --without-ssl&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
After make install the static library can be found in &amp;lt;tt&amp;gt;/usr/local/lib/libcurl.a&amp;lt;/tt&amp;gt;, copy that file to your curl folder and rename it to &amp;lt;tt&amp;gt;./libcurl.i386.a&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build the powerpc target by entering:&lt;br /&gt;
&lt;br /&gt;
 env CFLAGS=&amp;quot;-m32 -arch ppc&amp;quot; LDFLAGS=&amp;quot;-m32 -arch ppc&amp;quot; ./configure --disable-ldap --build=powerpc-unknown-linux-gnu --without-libidn --without-zlib --without-ssl&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
After make install the static library can be found in &amp;lt;tt&amp;gt;/usr/local/lib/libcurl.a&amp;lt;/tt&amp;gt;, copy that file to your curl folder and rename it to &amp;lt;tt&amp;gt;./libcurl.ppc.a&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally call lipo to combine these two into a fat binary by entering this in your curl folder.&lt;br /&gt;
&lt;br /&gt;
 lipo -arch i386 libcurl.i386.a -arch ppc libcurl.ppc.a -create -output libcurl.a&lt;br /&gt;
&lt;br /&gt;
The filesize of the newly created &amp;lt;tt&amp;gt;libcurl.a&amp;lt;/tt&amp;gt; should be around the sum of the single ppc and i386 libs, you can double-check that. Copy the &amp;lt;tt&amp;gt;libcurl.a&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;darkmod_src/macosx/libcurl/&amp;lt;/tt&amp;gt; and you&#039;re done with this step.&lt;br /&gt;
&lt;br /&gt;
=== Building Boost static libs in Mac OS X ===&lt;br /&gt;
&lt;br /&gt;
Download the boost 1.45 sources and extract them to your hard drive. Create a jam user config file to use the g++ 4.0 compiler instead of the default gcc 4.2 in Leopard: create a new file in your boost root folder and name it &amp;lt;tt&amp;gt;user-config-darwin.jam&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 using darwin : 8.11 : /usr/bin/g++-4.0 :&lt;br /&gt;
     &amp;lt;architecture&amp;gt;&amp;quot;combined&amp;quot;&lt;br /&gt;
     &amp;lt;address-model&amp;gt;&amp;quot;32&amp;quot;&lt;br /&gt;
     &amp;lt;macosx-version&amp;gt;&amp;quot;10.4&amp;quot;&lt;br /&gt;
     &amp;lt;macosx-version-min&amp;gt;&amp;quot;10.4&amp;quot;&lt;br /&gt;
     &amp;lt;link&amp;gt;&amp;quot;static&amp;quot;&lt;br /&gt;
     &amp;lt;threading&amp;gt;&amp;quot;multi&amp;quot; ;&lt;br /&gt;
&lt;br /&gt;
Download a bjam binary for OS X to your machine, then build boost threads, filesystem and system:&lt;br /&gt;
&lt;br /&gt;
 /path/to/bjam --user-config=../../../user-config-darwin.jam architecture=combined link=static threading=multi address-model=32 release [stage]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;stage&amp;quot; option only works in filesystem and system (not in thread, as of boost 1.45). You&#039;ll find the filesystem and system libs in the &amp;lt;tt&amp;gt;./stage&amp;lt;/tt&amp;gt; folder of your boost root, the &amp;lt;tt&amp;gt;libboost_thread.a&amp;lt;/tt&amp;gt; will be located in the &amp;lt;tt&amp;gt;bin.v2&amp;lt;/tt&amp;gt; folder after compilation. &lt;br /&gt;
&lt;br /&gt;
Copy all libboost*.a files to &amp;lt;tt&amp;gt;darkmod_src/macosx/boost/lib/&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== I have a bugfix for the team ==&lt;br /&gt;
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.&lt;br /&gt;
&lt;br /&gt;
== Additional Info about the TDM Code ==&lt;br /&gt;
The Dark Mod codebase is quite large in the meantime and we have reorganised and refactored/replaced a number of things. There are a few things which haven&#039;t changed too much (like the animation code), but most gameplay code has been altered to fit TDM&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Additionally, the TDM code relies on a few static libraries which are not required in the vanilla D3 code, see below.&lt;br /&gt;
&lt;br /&gt;
=== Boost Libraries ===&lt;br /&gt;
TDM&#039;s code is using [http://www.boost.org boost] libraries. Most boost libraries we&#039;re using are header-only (i.e. they work without special linking), with the exception of filesystem, system, threads, program_options etc. The latter ones require a static library to be built for your OS and linked into the game code. For Windows the TDM source package you downloaded already contains the correct binaries for VC++ 2005 (7-zipped), VC++ 2008 and VC++ 2010 in both release and debug flavours. They can be found in the win32\lib folder.&lt;br /&gt;
&lt;br /&gt;
=== ZipLoader ===&lt;br /&gt;
For the FM installation code, we made use of the minizip/zlib sources. For Windows and Linux the package already comes with the correct static .lib and .a files, so this should work out of the box. In case you need to compile these libraries from scratch (e.g. for a newer compiler or a different OS) there is a .vcproj file available in win32\ziploader (Windows) or a sconscript in &amp;lt;tt&amp;gt;sys/scons/Sconscript.ziploader&amp;lt;/tt&amp;gt;. Use these to compile a new static library and make sure the library is referenced by the d3game project.&lt;br /&gt;
&lt;br /&gt;
=== DevIL ===&lt;br /&gt;
Our lightgem code makes use of some image processing routines, which are contained in the open source DevIL package. The correct static library is already contained in the source package you downloaded, hence it should work right out of the box. In case you need to compile that library from scratch (applies to Windows only, Linux users will just need to download the correct package from their repositories), there are the DevIL sources in win32/devil, including a vcproj file, which you can use as basis.&lt;br /&gt;
&lt;br /&gt;
== How to compile the boost static libraries in Windows ==&lt;br /&gt;
See also the main article: [[Compile the static Boost Libraries in Windows]]&lt;br /&gt;
&lt;br /&gt;
Any VC++ compiler version &#039;&#039;&#039;other than VC++ 2008 or VC++ 2010&#039;&#039;&#039; will require a recompile of the boost static libraries which The Dark Mod links against. At the time of writing, TDM is using the following boost libraries:&lt;br /&gt;
* boost.filesystem&lt;br /&gt;
* boost.system&lt;br /&gt;
* boost.thread&lt;br /&gt;
* boost.date_time&lt;br /&gt;
* boost.program_options (for the updater/packager)&lt;br /&gt;
&lt;br /&gt;
Now take the *.lib files and copy them into your &#039;&#039;&#039;win32/lib&#039;&#039;&#039; folder in your source directory and the linking should succeed.&lt;br /&gt;
&lt;br /&gt;
Note for VC++ 2005 users: the boost libraries needed to link the game library are shipped in the darkmod source package in compressed format in &#039;&#039;win32/libs/libboost_binaries_vc++2005.7z&#039;&#039;. Unpack that archive if you need them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:Coding]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&amp;diff=17293</id>
		<title>The Dark Mod - Compilation Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_-_Compilation_Guide&amp;diff=17293"/>
		<updated>2013-11-01T15:10:06Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intended article audience: engine coders&lt;br /&gt;
&lt;br /&gt;
This guide should provide you with enough information to compile The Dark Mod&#039;s game code from source. &lt;br /&gt;
&lt;br /&gt;
The sources are available through &amp;quot;snapshots&amp;quot;, i.e. whenever the Dark Mod team is releasing a new update (e.g. TDM 1.01) the corresponding sources are released as well.&lt;br /&gt;
&lt;br /&gt;
== Download the sources ==&lt;br /&gt;
You can download the stable and most recently released source package from our website: http://www.thedarkmod.com/download_source.php&lt;br /&gt;
&lt;br /&gt;
To get the latest sources check out the SVN trunk from here: https://svn.thedarkmod.com/svn/darkmod_src/trunk &lt;br /&gt;
&lt;br /&gt;
Be warned though that (unless you&#039;re a team member and working on the SVN asset base) these sources might be incompatible with your local darkmod installation. The team cannot and will not support you in case you&#039;re running into troubles trying to get it to run.&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
For Windows you&#039;ll need Visual Studio 2010 to compile the project. There&#039;s the free Express edition available from the Microsoft website, but beware that the Express edition cannot be used to compile the engine project, just the game code.&lt;br /&gt;
&lt;br /&gt;
Download the sources and unpack them next to your darkmod/ folder, such that the directory structure looks like this:&lt;br /&gt;
&lt;br /&gt;
 C:\Games\Doom3\darkmod       &amp;lt;-- your darkmod location&lt;br /&gt;
 C:\Games\Doom3\darkmod_src   &amp;lt;-- your source folder containing the solution, can be renamed&lt;br /&gt;
&lt;br /&gt;
You&#039;ll find a &amp;lt;tt&amp;gt;TheDarkMod.sln&amp;lt;/tt&amp;gt; solution file (in VC++ 2010 format), which you can double-click to open in Visual Studio. The solution is designed to put the compiled binaries into the darkmod/ folder above, that&#039;s why I recommend using such a folder layout. (You can change the output paths in the property sheets, in case you know how to do that.)&lt;br /&gt;
&lt;br /&gt;
Once the solution is opened, select the Configuration Type in the topmost toolbar (either &amp;quot;release&amp;quot; or &amp;quot;debug&amp;quot;, depending on what you want to do) and hit &amp;quot;Build Solution&amp;quot; ({{Ctrl}}-{{Shift}}-{{key|B}}). The compilation usually takes a few minutes, watch the output window at the bottom of Visual Studio. After completion you&#039;ll find the compiled binaries TheDarkMod.exe and gamex86.dll in your darkmod/ folder - the darkmod/tdm_game01.pk4 archive will have been updated too, there&#039;s a post-build event defined to add the DLL file into the PK4.&lt;br /&gt;
&lt;br /&gt;
=== Debugging the Engine/Game ===&lt;br /&gt;
To debug your custom built code, you need to attach Visual Studio&#039;s debugger to the TheDarkMod.exe process. There are two ways to accomplish that:&lt;br /&gt;
&lt;br /&gt;
The quick one:&lt;br /&gt;
# Go to Visual Studio and open the TheDarkMod solution&lt;br /&gt;
# Make sure the &amp;quot;Engine&amp;quot; project is marked bold (as &amp;quot;Startup project) &lt;br /&gt;
# Compile and hit run (F5), Studio will start your TheDarkMod.exe and attach automatically&lt;br /&gt;
&lt;br /&gt;
The manual way:&lt;br /&gt;
# Start your custom TheDarkMod.exe through Windows Explorer or shortcuts&lt;br /&gt;
# Once the game is up and running, Alt-Tab back to Visual Studio&lt;br /&gt;
# Go to menu &amp;quot;Debug&amp;quot; &amp;gt; &amp;quot;Attach to Process...&amp;quot; and select the TheDarkMod.exe process from the list in that dialog popping up.&lt;br /&gt;
# The debugger will now attach to TDM (along with all loaded DLLs) and you can now place breakpoints or intercept game crashes.&lt;br /&gt;
&lt;br /&gt;
In Visual Studio Express 2010 (and later), you will first need to switch to Expert Settings via &amp;quot;Tools &amp;gt; Settings&amp;quot; to enable the &amp;quot;Debug&amp;quot; &amp;gt; &amp;quot;Attach to Process&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
;My breakpoints don&#039;t work (they are hollow circles instead of full ones)&lt;br /&gt;
:Make sure you&#039;re attached to the correct TheDarkMod.exe binary. If you&#039;re attaching to an older version (e.g. from an outdated compilation process) or one you haven&#039;t built in Studio yourself, VC++ won&#039;t be able to load the symbols from the .pdb files. Make sure that the configuration type (release or debug build) is matching as well.&lt;br /&gt;
&lt;br /&gt;
;I cannot inspect all the variables / The instruction pointer is skipping code&lt;br /&gt;
:You are probably running a release build, which comes with some optimisations. When debugging a release build, you&#039;ll notice that your instruction pointer (the yellow arrow) is sometimes skipping statements, which have most likely been optimised out of the binary during compilation/linking. You&#039;ll also have troubles when trying to inspect temporary variables or inlined functions. Use a debug build if this prevents you from figuring out things during debugging.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
For Linux you&#039;ll need gcc and scons, plus a few packages depending on your distribution. There is a README.linux file contained in the source package you downloaded, check it out for some details.&lt;br /&gt;
&lt;br /&gt;
=== Debian Sqeeze 64 bit ===&lt;br /&gt;
&lt;br /&gt;
You need the following packages:&lt;br /&gt;
&lt;br /&gt;
 apt-get install ia32-libs scons g++ g++-multilib m4 zip&lt;br /&gt;
 apt-get install libglew1.5-dev libpng12-dev libjpeg62-dev&lt;br /&gt;
 apt-get install libc6-dev-i386 libxxf86vm-dev libopenal-dev libasound2-dev libxext-dev&lt;br /&gt;
&lt;br /&gt;
You must also edit &#039;&#039;&#039;sys/scons/SConscript.game&#039;&#039;&#039; and add the following lines near where &#039;&#039;local_env.Append&#039;&#039; is alread used:&lt;br /&gt;
&lt;br /&gt;
 local_env.Append(LIBS = [&lt;br /&gt;
        File(&#039;/lib32/libpng12.so.0&#039;),&lt;br /&gt;
 ])&lt;br /&gt;
&lt;br /&gt;
Also change in the same file (a few lines above):&lt;br /&gt;
&lt;br /&gt;
 local_env.Append( LINKFLAGS = [ &#039;-lrt&#039;, &#039;-lpng&#039; ] )&lt;br /&gt;
&lt;br /&gt;
to:&lt;br /&gt;
&lt;br /&gt;
 local_env.Append( LINKFLAGS = [ &#039;-lrt&#039;, &#039;-lpng12&#039; ] )&lt;br /&gt;
&lt;br /&gt;
It might also be necessary to make the following symlink:&lt;br /&gt;
&lt;br /&gt;
 ln -s /lib32/libpng12.so.0 /lib32/libpng.so&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 10.10 64 Bit ===&lt;br /&gt;
You&#039;ll need the same packages as for the 32 bit Ubuntu variants, plus a few additional 32 bit compatibility packages (ia32-libs and libc6-dev-i386):&lt;br /&gt;
 sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev ia32-libs libc6-dev-i386&lt;br /&gt;
Then just run the scons command to start compiling:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 10.04 32 Bit ===&lt;br /&gt;
After setting up a clean 10.04, these are the packages needed to get the source to compile. Copy &amp;amp; paste the following line:&lt;br /&gt;
 sudo apt-get install g++ scons libglew1.5-dev libpng12-dev libjpeg62-dev&lt;br /&gt;
Then run this command to start compiling:&lt;br /&gt;
 ./linuxBuild.sh&lt;br /&gt;
If the build fails, complaining that it can&#039;t find something, it needs more libraries. Execute the following line:&lt;br /&gt;
 sudo apt-get install m4 libxxf86vm-dev libopenal-dev libasound2-dev g++-multilib gcc-multilib zlib1g-dev libxext-dev&lt;br /&gt;
That should install all packages needed.&lt;br /&gt;
&lt;br /&gt;
== Mac OS X ==&lt;br /&gt;
For OS X you&#039;ll need gcc and scons, as with Linux. gcc should be included in your xcode installation, scons can be downloaded from the [http://www.scons.org/ scons project website]. The third-party libraries like boost, devil and libcurl are already included in the TDM source package, so it should compile out of the box. If you ever need to build one of them from scratch, see the subsections below.&lt;br /&gt;
&lt;br /&gt;
The sconscripts are prepared for both Intel and PPC target architectures, the MACOSX_TARGET_ARCH argument will control which architecture you&#039;re compiling for.&lt;br /&gt;
&lt;br /&gt;
=== Compiling for Intel architecture ===&lt;br /&gt;
To start compiling, enter the following command in the folder you extracted the TDM sources to:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;i386&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Compiling for PPC architecture ===&lt;br /&gt;
To start compiling, enter the following command in the folder you extracted the TDM sources to:&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;ppc&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Compiling a universal binary ===&lt;br /&gt;
I&#039;ve been using the following script to generate a universal binary. This script assumes that there are two separate TDM source folders, one in &amp;lt;tt&amp;gt;darkmod_src.i386&amp;lt;/tt&amp;gt; and one in &amp;lt;tt&amp;gt;darkmod_src.ppc&amp;lt;/tt&amp;gt;. &lt;br /&gt;
Note: they are actual copies of the same TDM source package, I just used that as convenience such that I don&#039;t have to recompile the whole source tree after minor changes.&lt;br /&gt;
&lt;br /&gt;
 cd /Users/greebo&lt;br /&gt;
 cd darkmod_src.i386&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;i386&amp;quot;&lt;br /&gt;
 cd ../darkmod_src.ppc&lt;br /&gt;
 scons BUILD=&amp;quot;release&amp;quot; BUILD_GAMEPAK=&amp;quot;1&amp;quot; MACOSX_TARGET_ARCH=&amp;quot;ppc&amp;quot;&lt;br /&gt;
 cd ../darkmod_src.i386&lt;br /&gt;
 lipo -arch i386 gamei386-base.dylib -arch ppc ../darkmod_src.ppc/gameppc-base.dylib -create -output game.dylib&lt;br /&gt;
 zip -d tdm_game03.pk4 game.dylib&lt;br /&gt;
 zip tdm_game03.pk4 game.dylib&lt;br /&gt;
&lt;br /&gt;
After this the &amp;lt;tt&amp;gt;darkmod_src.i386/tdm_game03.pk4&amp;lt;/tt&amp;gt; should contain the universal binary of the TDM game lib. The PK4 is about 6 to 7 MB.&lt;br /&gt;
&lt;br /&gt;
=== Installing scons ===&lt;br /&gt;
Get the scons tarball from their website, unpack it to a folder and run the following commands (note that the exact scons version might differ):&lt;br /&gt;
 cd scons-2.0.1&lt;br /&gt;
 python setup.py install&lt;br /&gt;
&lt;br /&gt;
=== Building libcurl in Mac OS X ===&lt;br /&gt;
Download the libcurl 7.21 source package, and extract it on your system. To produce a so-called &amp;quot;fat&amp;quot; binary you need to compile for both i386 and ppc targets.&lt;br /&gt;
&lt;br /&gt;
Build the i386 target by entering:&lt;br /&gt;
&lt;br /&gt;
 env CFLAGS=&amp;quot;-m32 -arch i386&amp;quot; LDFLAGS=&amp;quot;-m32 -arch i386&amp;quot; ./configure --disable-ldap --build=i686-unknown-linux-gnu --without-libidn --without-zlib --without-ssl&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
After make install the static library can be found in &amp;lt;tt&amp;gt;/usr/local/lib/libcurl.a&amp;lt;/tt&amp;gt;, copy that file to your curl folder and rename it to &amp;lt;tt&amp;gt;./libcurl.i386.a&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build the powerpc target by entering:&lt;br /&gt;
&lt;br /&gt;
 env CFLAGS=&amp;quot;-m32 -arch ppc&amp;quot; LDFLAGS=&amp;quot;-m32 -arch ppc&amp;quot; ./configure --disable-ldap --build=powerpc-unknown-linux-gnu --without-libidn --without-zlib --without-ssl&lt;br /&gt;
 make&lt;br /&gt;
 sudo make install&lt;br /&gt;
&lt;br /&gt;
After make install the static library can be found in &amp;lt;tt&amp;gt;/usr/local/lib/libcurl.a&amp;lt;/tt&amp;gt;, copy that file to your curl folder and rename it to &amp;lt;tt&amp;gt;./libcurl.ppc.a&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Finally call lipo to combine these two into a fat binary by entering this in your curl folder.&lt;br /&gt;
&lt;br /&gt;
 lipo -arch i386 libcurl.i386.a -arch ppc libcurl.ppc.a -create -output libcurl.a&lt;br /&gt;
&lt;br /&gt;
The filesize of the newly created &amp;lt;tt&amp;gt;libcurl.a&amp;lt;/tt&amp;gt; should be around the sum of the single ppc and i386 libs, you can double-check that. Copy the &amp;lt;tt&amp;gt;libcurl.a&amp;lt;/tt&amp;gt; into your &amp;lt;tt&amp;gt;darkmod_src/macosx/libcurl/&amp;lt;/tt&amp;gt; and you&#039;re done with this step.&lt;br /&gt;
&lt;br /&gt;
=== Building Boost static libs in Mac OS X ===&lt;br /&gt;
&lt;br /&gt;
Download the boost 1.45 sources and extract them to your hard drive. Create a jam user config file to use the g++ 4.0 compiler instead of the default gcc 4.2 in Leopard: create a new file in your boost root folder and name it &amp;lt;tt&amp;gt;user-config-darwin.jam&amp;lt;/tt&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
 using darwin : 8.11 : /usr/bin/g++-4.0 :&lt;br /&gt;
     &amp;lt;architecture&amp;gt;&amp;quot;combined&amp;quot;&lt;br /&gt;
     &amp;lt;address-model&amp;gt;&amp;quot;32&amp;quot;&lt;br /&gt;
     &amp;lt;macosx-version&amp;gt;&amp;quot;10.4&amp;quot;&lt;br /&gt;
     &amp;lt;macosx-version-min&amp;gt;&amp;quot;10.4&amp;quot;&lt;br /&gt;
     &amp;lt;link&amp;gt;&amp;quot;static&amp;quot;&lt;br /&gt;
     &amp;lt;threading&amp;gt;&amp;quot;multi&amp;quot; ;&lt;br /&gt;
&lt;br /&gt;
Download a bjam binary for OS X to your machine, then build boost threads, filesystem and system:&lt;br /&gt;
&lt;br /&gt;
 /path/to/bjam --user-config=../../../user-config-darwin.jam architecture=combined link=static threading=multi address-model=32 release [stage]&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;stage&amp;quot; option only works in filesystem and system (not in thread, as of boost 1.45). You&#039;ll find the filesystem and system libs in the &amp;lt;tt&amp;gt;./stage&amp;lt;/tt&amp;gt; folder of your boost root, the &amp;lt;tt&amp;gt;libboost_thread.a&amp;lt;/tt&amp;gt; will be located in the &amp;lt;tt&amp;gt;bin.v2&amp;lt;/tt&amp;gt; folder after compilation. &lt;br /&gt;
&lt;br /&gt;
Copy all libboost*.a files to &amp;lt;tt&amp;gt;darkmod_src/macosx/boost/lib/&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== I have a bugfix for the team ==&lt;br /&gt;
In case you figured out a problem in the TDM game code and you maybe even have a fix available, please drop by at our forums to tell the coding staff. Your fix might be incorporated in the main development branch.&lt;br /&gt;
&lt;br /&gt;
== Additional Info about the TDM Code ==&lt;br /&gt;
The Dark Mod codebase is quite large in the meantime and we have reorganised and refactored/replaced a number of things. There are a few things which haven&#039;t changed too much (like the animation code), but most gameplay code has been altered to fit TDM&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Additionally, the TDM code relies on a few static libraries which are not required in the vanilla D3 code, see below.&lt;br /&gt;
&lt;br /&gt;
=== Boost Libraries ===&lt;br /&gt;
TDM&#039;s code is using [http://www.boost.org boost] libraries. Most boost libraries we&#039;re using are header-only (i.e. they work without special linking), with the exception of filesystem, system, threads, program_options etc. The latter ones require a static library to be built for your OS and linked into the game code. For Windows the TDM source package you downloaded already contains the correct binaries for VC++ 2005 (7-zipped), VC++ 2008 and VC++ 2010 in both release and debug flavours. They can be found in the win32\lib folder.&lt;br /&gt;
&lt;br /&gt;
=== ZipLoader ===&lt;br /&gt;
For the FM installation code, we made use of the minizip/zlib sources. For Windows and Linux the package already comes with the correct static .lib and .a files, so this should work out of the box. In case you need to compile these libraries from scratch (e.g. for a newer compiler or a different OS) there is a .vcproj file available in win32\ziploader (Windows) or a sconscript in &amp;lt;tt&amp;gt;sys/scons/Sconscript.ziploader&amp;lt;/tt&amp;gt;. Use these to compile a new static library and make sure the library is referenced by the d3game project.&lt;br /&gt;
&lt;br /&gt;
=== DevIL ===&lt;br /&gt;
Our lightgem code makes use of some image processing routines, which are contained in the open source DevIL package. The correct static library is already contained in the source package you downloaded, hence it should work right out of the box. In case you need to compile that library from scratch (applies to Windows only, Linux users will just need to download the correct package from their repositories), there are the DevIL sources in win32/devil, including a vcproj file, which you can use as basis.&lt;br /&gt;
&lt;br /&gt;
== How to compile the boost static libraries in Windows ==&lt;br /&gt;
See also the main article: [[Compile the static Boost Libraries in Windows]]&lt;br /&gt;
&lt;br /&gt;
Any VC++ compiler version &#039;&#039;&#039;other than VC++ 2008 or VC++ 2010&#039;&#039;&#039; will require a recompile of the boost static libraries which The Dark Mod links against. At the time of writing, TDM is using the following boost libraries:&lt;br /&gt;
* boost.filesystem&lt;br /&gt;
* boost.system&lt;br /&gt;
* boost.thread&lt;br /&gt;
* boost.date_time&lt;br /&gt;
* boost.program_options (for the updater/packager)&lt;br /&gt;
&lt;br /&gt;
Now take the *.lib files and copy them into your &#039;&#039;&#039;win32/lib&#039;&#039;&#039; folder in your source directory and the linking should succeed.&lt;br /&gt;
&lt;br /&gt;
Note for VC++ 2005 users: the boost libraries needed to link the game library are shipped in the darkmod source package in compressed format in &#039;&#039;win32/libs/libboost_binaries_vc++2005.7z&#039;&#039;. Unpack that archive if you need them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;br /&gt;
[[Category:Coding]]&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK&amp;diff=17292</id>
		<title>Coding in the SDK</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK&amp;diff=17292"/>
		<updated>2013-11-01T15:07:41Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Intended article audience:&#039;&#039;&#039; engine coders&lt;br /&gt;
&lt;br /&gt;
...also known as &#039;&#039;greebo&#039;s random notes about coding for The Dark Mod&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This article is constant WIP. When coding in the SDK, there are thousands of little lessons to be learned - some of them include things I wish I would have known earlier, some might be common knowledge. Anyway, I plan include all the miscellaneous things in this article.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
When the id people designed Doom 3, they roughly divided their code into two parts: the &#039;&#039;&#039;engine&#039;&#039;&#039; and the &#039;&#039;&#039;gameplay&#039;&#039;&#039; code. The engine code was originally closed source, i.e. we didn&#039;t have the code, only the compiled binary in the form of DOOM3.exe. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engine&#039;&#039;&#039; contained all the &amp;quot;important&amp;quot; stuff which id software were making money with, by licensing it to third party companies. This is where the real brainpower is in, and we did not have access to this part to begin with. Since the idTech 4/Doom 3 source code release in 2011, we have access to this part as well.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gameplay&#039;&#039;&#039; code were fully available to modders. This includes the entities, game logic, AI, physics, weapon and animation code. This still left a whole lot of headroom for modders like you and me, and we probably should thank id software for that. There are all kinds of mods out there which change the gameplay code to create their own game so to say. Some of them are &amp;quot;mini-mods&amp;quot; (introducing a new weapon or double-jump-mods), some of them are larger, aiming to change the nature of the game and finally there&#039;s The Dark Mod, which changed almost everything that can be changed in the first place. The term &#039;&#039;Total Conversion&#039;&#039; comes close - when playing TDM, you won&#039;t believe it&#039;s the same game as Doom 3.&lt;br /&gt;
&lt;br /&gt;
== What parts of the code used to be inaccessible? ==&lt;br /&gt;
All of the code id are/were earning money with by licensing their engine to others. Since the release of the source in 2011, these parts are also accessible.&lt;br /&gt;
* the rendering engine&lt;br /&gt;
* the sound engine&lt;br /&gt;
* the collision model manager&lt;br /&gt;
* the Map and AAS compilers&lt;br /&gt;
* the declaration manager (although we can implement our own parsers)&lt;br /&gt;
* the network system&lt;br /&gt;
* the keyboard and mouse handlers&lt;br /&gt;
* anything platform-specific&lt;br /&gt;
* the command system&lt;br /&gt;
* the virtual file system&lt;br /&gt;
* the CVAR system plus some special CVARs&lt;br /&gt;
* the editor (D3Ed), but we have [[DarkRadiant]]&lt;br /&gt;
&lt;br /&gt;
== What parts of the code were availiable for modification pre source release ==&lt;br /&gt;
These are the parts of the code that were possible to modify previous to the release of the source. At the time, Dark Mod was purely just that: a mod dependent on Doom 3.&lt;br /&gt;
* gameplay code (entities, logic)&lt;br /&gt;
* physics&lt;br /&gt;
* AI&lt;br /&gt;
* custom declarations&lt;br /&gt;
* custom CVARs&lt;br /&gt;
* the scripting system&lt;br /&gt;
* the animation code&lt;br /&gt;
* plus everything outside the SDK like scripts, defs, materials and models.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
This deserves its own article: [[TDM Coding Style]] &lt;br /&gt;
&lt;br /&gt;
It&#039;s easy to see that the gameplay code has been written by a number of different programmers at id software. It&#039;s also easy to see that several of them have strong roots in C, whereas others have used C++ coding paradigms more strongly. At any rate, almost all of those programmers need a heads up that the possibility of placing comments in the code has &#039;&#039;not&#039;&#039; been removed from C++ - only a few of them seem to know about comments at all, which is a shame, especially when it comes to the animation code. &lt;br /&gt;
&lt;br /&gt;
Another thing that a newcomer might notice is the mere absence of STL or other standard stuff in the id code. I&#039;m not in the position of judging whether this is actually necessary (which I doubt), but it seems that id rewrote every little low-level library on their own, including strings, lists, hashtables, vectors, etc. Some of the classes are admittedly quite handy, but sometimes it&#039;s clear that they did it just because they could. Overall, there is strong [http://en.wikipedia.org/wiki/Not_Invented_Here NIH] smell all about the place, but the code is there and stable already, so we might as well use it for TDM coding.&lt;br /&gt;
&lt;br /&gt;
Something to keep in mind is also the custom memory manager, which (according the comments in the code) is multiple times faster than the one provided by the CRT. As a consequence of this, everything that is allocated in the game DLL must be freed again before the DLL is unloaded, otherwise you&#039;ll be running into weird crashes at shutdown. Most classes have Clear() methods in them, and whenever you write custom (global or standalone) classes you need to make sure that these are destroyed in idGameLocal::Shutdown() at the latest.&lt;br /&gt;
&lt;br /&gt;
id software has been using the following coding style:&lt;br /&gt;
* class member variables are lowercase, plain notation (without the m_bVar hungarian stuff)&lt;br /&gt;
* class names start with the &amp;quot;id&amp;quot; prefix&lt;br /&gt;
* class methods are uppercase with mixed case, like this: &amp;lt;tt&amp;gt;idDict::MatchPrefix()&amp;lt;/tt&amp;gt;&lt;br /&gt;
* One True Brace Style, i.e. the opening { brace is in the same line as the &amp;lt;tt&amp;gt;if ()&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TDM code is slightly different:&lt;br /&gt;
* class names are usually starting with C, like CFrobDoor.&lt;br /&gt;
* class members are usually using hungarian notation&lt;br /&gt;
* a new line for each opening or closing brace&lt;br /&gt;
&lt;br /&gt;
Note that I&#039;ve been &amp;quot;violating&amp;quot; these rules myself when I wrote the AI framework. I probably don&#039;t have a particularly good reason, but it seemed the right thing to do at that time as the framework is a completely new subsystem. It&#039;s pretty much the same coding style I was used to in DarkRadiant, minus a few things:&lt;br /&gt;
* all classes are in their correct namespace (the &amp;lt;tt&amp;gt;namespace ai&amp;lt;/tt&amp;gt; in this case)&lt;br /&gt;
* class names are starting with an uppercase letter&lt;br /&gt;
* class methods are starting with an uppercase letter&lt;br /&gt;
* class members are lowercase, starting with an underscore, like &amp;lt;tt&amp;gt;_finishTime&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, I&#039;ve been following the rule not to mix styles when I change existing code. If a class is using Hungarian notation, I stick to that, same goes for the id classes and the AI classes.&lt;br /&gt;
&lt;br /&gt;
== STL vs. idLib ==&lt;br /&gt;
The most common idLib member is the &#039;&#039;&#039;idList&amp;lt;&amp;gt;&#039;&#039;&#039; template, which is the counter-part of std::vector&amp;lt;&amp;gt;. Whenever you need a variable-sized array, use idList. This class has some nice convenience functions and supports the definition of granularity, which allows you to specify the minimum size of memory blocks which are allocated by idList. This is useful to prevent idList from calling the &amp;lt;tt&amp;gt;new&amp;lt;/tt&amp;gt; operator each time you push an element into that list.&lt;br /&gt;
&lt;br /&gt;
Another popular member is &#039;&#039;&#039;idStr&#039;&#039;&#039;. This is mostly equivalent with std::string. Both classes provide the well-known c_str() method which can be used to retrieve the const char* pointer from the object. Two gotchas about idStr:&lt;br /&gt;
* &amp;lt;tt&amp;gt;void idStr::Empty()&amp;lt;/tt&amp;gt; is an imperative method, i.e. it &#039;&#039;clears the string&#039;&#039;. Do not confuse this with &amp;lt;tt&amp;gt;bool std::string::empty()&amp;lt;/tt&amp;gt;, which returns true when the string is empty. If you want to check whether an idStr is empty, use &amp;lt;tt&amp;gt;idStr::IsEmpty()&amp;lt;/tt&amp;gt;...&lt;br /&gt;
* idStr has an operator cast to const char*, so you can pass idStr to everything that expects a const char*. Where&#039;s the gotcha? Don&#039;t expect this to work when passing idStr to functions with variable-sized argument lists, like this &lt;br /&gt;
 idStr mystr = &amp;quot;test&amp;quot;;&lt;br /&gt;
 idGameLocal::Printf(&amp;quot;String is %s&amp;quot;, mystr); // this will crash!&lt;br /&gt;
The compiler cannot know which operator cast to call for this type of function call, so use the c_str() function instead:&lt;br /&gt;
 idStr mystr = &amp;quot;test&amp;quot;;&lt;br /&gt;
 idGameLocal::Printf(&amp;quot;String is %s&amp;quot;, mystr.c_str());&lt;br /&gt;
&lt;br /&gt;
There are more container classes in idLib:&lt;br /&gt;
* idLinkList, a circular linked list, but pretty different to std::list - I don&#039;t use that much, because it&#039;s inconvenient and unintuitive. The most prominent example is the &amp;quot;spawnedEntities&amp;quot; link list in idGameLocal. The &amp;quot;head&amp;quot; of this list is member of the idGameLocal class, each entity is added as node to that list (or rather: as &amp;quot;owner&amp;quot; of each idLinkList node). Don&#039;t use the LAS as example for an idLinkList, it&#039;s used the wrong way there (without list head). Also, in my opinion it&#039;s just plain weird to start iterating over an idLinkList by calling Next() instead of begin(), oh well. My recommendation is to use std::list instead. &lt;br /&gt;
* idHashTable, ditto&lt;br /&gt;
* idDict - this one is useful. The most common use for this is to contain all the spawnargs of an entity.&lt;br /&gt;
* idKeyValue - used to define a spawnarg pair &lt;br /&gt;
* idStrList - just a shortcut for idList&amp;lt;idStr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing I had to learn the hard way was using idStr in combination with std::map. Due to the built-in operator cast to const char*, an idStr cannot be used as index in a std::map. The std::map will try to sort the given idStr into the correct place, but the comparison operator is actually invoking the &amp;lt;tt&amp;gt;idStr::operator const char*() const&amp;lt;/tt&amp;gt; which traps the std::map into comparing pointers instead of strings. If you want to use std::map, use std::map&amp;lt;std::string, someothertype&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Performance Considerations ==&lt;br /&gt;
The code might not win a beauty contest, but most of id&#039;s programmers know the ins and outs of how to code a performing game, no doubt about that.&lt;br /&gt;
&lt;br /&gt;
When writing new code and you&#039;re worrying about performance, think about how your code is going to be used and more importantly: &#039;&#039;how often&#039;&#039;. If your code piece is called when a projectile is hitting a surface, there&#039;s no problem with that. If your code is more or less directly hooked into the &amp;lt;tt&amp;gt;idAI::Think()&amp;lt;/tt&amp;gt; routine, think twice before writing slow code.&lt;br /&gt;
&lt;br /&gt;
How to recognise slow code? That&#039;s a difficult question, you need to use your brain and read lots of code to get a feeling for this. &lt;br /&gt;
&lt;br /&gt;
Bad Things include:&lt;br /&gt;
* Looping over a large amount of entities.&lt;br /&gt;
* Querying spawnargs multiple times each frame, converting strings to float (e.g. calling idDict::GetFloat() for every little thing). Read the spawnarg once in your Spawn() method and store it in a local member variable instead.&lt;br /&gt;
* Calling the clip/trace/collision code exorbitantly.&lt;br /&gt;
&lt;br /&gt;
Another thing to keep in mind: even if the game performs well in your neat little developer testmap with one light and three entities, things might change when you get it to run a full-grown mission with tons of complicated lighting, geometry, moveables and AI. The 16 ms frametime which appeared to be enormously much on your 2.4 GHz developer beast will melt like ice when the rendering of the scene takes up 13 ms on its own on a 1.4 GHz low-end system, leaving a whopping 3 ms for bringing your entire level to life including physics, animation, player movement and last but not least the lightgem. There goes the FPS below 60 and counting downwards. Don&#039;t even hope that future processors will execute your code faster - they won&#039;t, given that the processor clock rate &#039;&#039;of a single core&#039;&#039; has been almost stagnating over the last few years. The SDK code is using only one core.&lt;br /&gt;
&lt;br /&gt;
== How to Debug ==&lt;br /&gt;
There are several techniques to find problems in your code to see why the heck your door is not playing the &amp;quot;close&amp;quot; sound, for instance.&lt;br /&gt;
&lt;br /&gt;
=== Use your head ===&lt;br /&gt;
That goes without saying.&lt;br /&gt;
&lt;br /&gt;
=== Use your debugger ===&lt;br /&gt;
Run the game in your IDE and use the breakpoints at the right places. Note that you can run both debug and release builds in your debugger - the difference of release builds is that some code lines will not be hit and not all variables are available to the inspector. For physics or animation code, the debugger is of limited use, because either the variables don&#039;t make sense to our little human brains or the code is executed just too fast and you can&#039;t tell when the bug is happening.&lt;br /&gt;
&lt;br /&gt;
You can use templates from [[Displaying idLib types nicely in MSVC debugger]] to improve the way idLib containers are displayed in the MSVC watch.&lt;br /&gt;
&lt;br /&gt;
=== Use your console ===&lt;br /&gt;
If you don&#039;t want to interrupt your game by a breakpoint hit, use the console output commands to write stuff to the console, like this:&lt;br /&gt;
 gameLocal.Printf(&amp;quot;the time is %d\n&amp;quot;, gameLocal.time); // will print the game time to the console&lt;br /&gt;
&lt;br /&gt;
=== Use debug drawings ===&lt;br /&gt;
For things that happen really fast or mathematical things like vectors and bounding boxes use the excellent debug output features that are available for you:&lt;br /&gt;
 // this will draw a red line from the AI&#039;s head to the player&#039;s head, lifetime is 16 msecs.&lt;br /&gt;
 gameRenderWorld-&amp;gt;DebugArrow(colorRed, ai-&amp;gt;GetEyePosition(), player-&amp;gt;GetEyePosition(), 1, 16);&lt;br /&gt;
You can also draw text in the game, but keep in mind that you need to pass the text orientation matrix to the function as well, otherwise the text is not oriented to the player:&lt;br /&gt;
 // this will draw a white &amp;quot;test&amp;quot; at the &amp;quot;eyePosition&amp;quot;, readable to the player, lifetime = 16 msecs&lt;br /&gt;
 gameRenderWorld-&amp;gt;DrawText(&amp;quot;test&amp;quot;, eyePosition, 0.1f, colorWhite, gameLocal.GetLocalPlayer()-&amp;gt;viewAngles.ToMat3(), 16);&lt;br /&gt;
When drawing a large amount of these, the game performance will go down the drain, but you don&#039;t need to worry about that - it&#039;s debug output for your personal use only.&lt;br /&gt;
&lt;br /&gt;
There is also a method allowing for drawin text on the GUI (but note that this only works when invoked after the scene is rendered in playerview.cpp):&lt;br /&gt;
 renderSystem-&amp;gt;DrawSmallStringExt(x, y, &amp;quot;text&amp;quot;, idVec4( 1, 1, 1, 1 ), false, declManager-&amp;gt;FindMaterial( &amp;quot;textures/bigchars&amp;quot; ));&lt;br /&gt;
&lt;br /&gt;
If you happened to write a useful piece of debug drawing output, please don&#039;t delete it right away before committing. It might pay off if you take the time and make them optional by using a CVAR, like &amp;quot;tdm_ai_showdebugtext&amp;quot;, which defaults to &amp;quot;0&amp;quot;. There&#039;s a good chance that other developers will want to marry you for this.&lt;br /&gt;
&lt;br /&gt;
=== Use the logfile ===&lt;br /&gt;
There are some debugging macros available in the TDM codebase, which you can use extensively. &lt;br /&gt;
 // Let the logfile know that we&#039;ve spawned&lt;br /&gt;
 DM_LOG(LC_AI, LT_INFO)LOGSTRING(&amp;quot;AI %s has spawned!\r&amp;quot;, name.c_str());&lt;br /&gt;
There are several log classes and log levels available, just look at the &amp;lt;tt&amp;gt;darkmod.ini&amp;lt;/tt&amp;gt;, which is also where you can switch them on or off. Examples are:&lt;br /&gt;
* LC_AI for AI stuff&lt;br /&gt;
* LC_ENTITY&lt;br /&gt;
* LC_LOCKPICK&lt;br /&gt;
* LC_OBJECTIVES&lt;br /&gt;
* LC_STIMRESPONSE&lt;br /&gt;
* ...&lt;br /&gt;
The loglevels can be used to filter a certain log class for specific events:&lt;br /&gt;
* LT_ERROR is the most severe message&lt;br /&gt;
* LT_WARNING&lt;br /&gt;
* LT_DEBUG&lt;br /&gt;
* LT_INFO contains verbose stuff&lt;br /&gt;
You can also define new log classes in &amp;lt;tt&amp;gt;DarkMod/DarkModGlobals.cpp&amp;lt;/tt&amp;gt;, if it&#039;s actually necessary. Note that performance is not a real issue here, as the code can be stripped with a single #define from the entire codebase, leaving our release code nice and clean. When switched on, each call does take a small amount of time. If you really need to know (like me), one log line usually takes up 12 µsecs, which is rather much, as the log buffer is immediately flushed to disk (otherwise the log line would vanish in case of a crash).&lt;br /&gt;
&lt;br /&gt;
== Why boost? Why not boost? ==&lt;br /&gt;
What is boost anyway? The boost libraries form a freely available, open-sourced collection of (templated) utility classes. Some of the boost libraries will likely be incorporated in the upcoming TR-1, which is not surprising considering that some boost fonders are members of the C++ standards committee.&lt;br /&gt;
&lt;br /&gt;
The boost code is peer-reviewed and of high quality, mostly due to the brutal acceptance process new libraries have to go through before being integrated into boost.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for and against using boost:&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* The boost libraries are stable as rock, you can rely on them.&lt;br /&gt;
* Increased productivity. They provide a number general (templated) solutions for the most common low-level tasks. Don&#039;t wast time reinvent the wheel.&lt;br /&gt;
* The shared_ptr template - which alone is reason enough to use boost.&lt;br /&gt;
* Most libraries are consisting of headers only. This means, you don&#039;t need to link against static libraries for most things (with exceptions)&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Some libraries require static linkage (including boost::filesystem and boost::regex). More of a nuisance than a showstopper, but it requires some work to compile the statics for VC++.&lt;br /&gt;
* The boost tree is quite large, consisting of several thousand files.&lt;br /&gt;
* Some routines like string algorithms might not be as fast as a homegrown, specialised ones.&lt;br /&gt;
&lt;br /&gt;
=== boost::shared_ptr ===&lt;br /&gt;
The by far most useful class is the boost::shared_ptr&amp;lt;&amp;gt; template, which belongs in the category of so-called &amp;quot;smart pointers&amp;quot;. It stands for the [http://en.wikipedia.org/wiki/RAII RAII] design pattern and implements &amp;lt;tt&amp;gt;std::tr1::shared_ptr&amp;lt;/tt&amp;gt;. This template makes your memory management tasks a lot easier. Due to the automatic internal reference counting it entirely eliminates memory leaks, when used correctly. As soon as the last shared_ptr&amp;lt;&amp;gt; reference to an object is destroyed, the contained object is deleted as well and the memory is released again.&lt;br /&gt;
&lt;br /&gt;
I made strong use of boost::shared_ptrs when designing the new AI framework, and this saved me from placing a single &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt; call anywhere in the code, no memory leaks whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== How to use shared_ptrs correctly ===&lt;br /&gt;
Use this to allocate a new class:&lt;br /&gt;
 // Allocate a new class instance and initialise the shared_ptr&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
 // use the class&lt;br /&gt;
 myClassPtr-&amp;gt;DoSomething();&lt;br /&gt;
 &lt;br /&gt;
 // Don&#039;t worry about deletion, as soon as the shared_ptr is destroyed, your instance comes along&lt;br /&gt;
This snippet allocates a new MyClass instance and hands the pointer to it over to the shared_ptr&amp;lt;&amp;gt; instance. (This is following the RAII pattern, as the allocated resource is instantly used to initialise the memory-managing class (the shared_ptr)). You don&#039;t need to worry about deleting the MyClass instance, this will be handled by the shared_ptr automatically.&lt;br /&gt;
&lt;br /&gt;
=== How to use shared_ptrs incorrectly ===&lt;br /&gt;
Use this to crash your application:&lt;br /&gt;
 // Allocate a new object&lt;br /&gt;
 MyClass* myClass = new Myclass;&lt;br /&gt;
 &lt;br /&gt;
 {&lt;br /&gt;
   // Construct a shared_ptr using the raw pointer from above&lt;br /&gt;
   boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(myClass);&lt;br /&gt;
   &lt;br /&gt;
   // Do something with the shared_ptr&lt;br /&gt;
   myClassPtr-&amp;gt;DoSomething();&lt;br /&gt;
 &lt;br /&gt;
   // The scope ends here, the shared_ptr is destroyed. As there is only one &lt;br /&gt;
   // shared_ptr instance available, the internal reference count reaches 0 and &lt;br /&gt;
   // the contained MyClass instance is &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt;d.&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 myClass-&amp;gt;DoSomething(); // insta-crash, the object has already been deleted&lt;br /&gt;
 &lt;br /&gt;
 delete myClass; // another sure-fire crash due to double-deletion, but you&#039;ll never reach this code.&lt;br /&gt;
So, the lesson is: follow the RAII design pattern and don&#039;t save the raw pointer outside of your shared_ptr. Don&#039;t manually &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt; resources that are managed by a shared_ptr&amp;lt;&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is another way to crash your app:&lt;br /&gt;
 {&lt;br /&gt;
   // Allocate a new class&lt;br /&gt;
   boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
   // get the contained raw pointer from the shared_ptr (this is possible)&lt;br /&gt;
   MyClass* p = myClassPtr.get();&lt;br /&gt;
 &lt;br /&gt;
   delete p; // this will free your instance&lt;br /&gt;
 &lt;br /&gt;
   // the application will crash here, as the scope ends and the shared_ptr &lt;br /&gt;
   // will attempt to destroy the contained object =&amp;gt; double-free operation.&lt;br /&gt;
   // the shared_ptr cannot know about your manual deletion using the raw pointer.&lt;br /&gt;
 }&lt;br /&gt;
You can use this shared_ptr like an ordinary pointer, as the class provides a dereference &amp;lt;tt&amp;gt;operator-&amp;gt;&amp;lt;/tt&amp;gt;. You can copy-construct shared_ptrs or assign them to other shared_ptrs. You can use shared_ptrs in any STL container (vector, map, set, whatever) or more generally every container which can handle copy-constructible objects. shared_ptrs are type-safe, which means you can implicitly cast your shared_ptr like you&#039;re used to with raw pointers:&lt;br /&gt;
 // Create a shared_ptr holding an instance of MySubClass, which derives publically from MyBaseClass&lt;br /&gt;
 boost::shared_ptr&amp;lt;MySubClass&amp;gt; subClassPtr(new MySubClass);&lt;br /&gt;
 &lt;br /&gt;
 // Create a shared_ptr of the base class and assign the subclassPtr to it.&lt;br /&gt;
 // The internal pointers are compatible, as are their shared_ptr&amp;lt;&amp;gt; counter-parts&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyBaseClass&amp;gt; baseClassPtr = subClassPtr; &lt;br /&gt;
The shared_ptr headers include the counter-parts of the standard C++ static_cast&amp;lt;&amp;gt;, dynamic_cast&amp;lt;&amp;gt;, const_cast&amp;lt;&amp;gt; and even reinterpret_cast&amp;lt;&amp;gt; operators:&lt;br /&gt;
* boost::static_pointer_cast&amp;lt;TYPE&amp;gt; complements static_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::dynamic_pointer_cast&amp;lt;TYPE&amp;gt; complements dynamic_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::const_pointer_cast&amp;lt;TYPE&amp;gt; complements const_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::reinterpret_pointer_cast&amp;lt;TYPE&amp;gt; complements reinterpret_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of downcasting shared_ptrs:&lt;br /&gt;
 // Create a new baseclass pointer, but use a Subclass instance to initialise it (which is valid, the pointers are compatible)&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyBaseClass&amp;gt; baseClassPtr(new MySubClass);&lt;br /&gt;
 &lt;br /&gt;
 // Perform a dynamic_cast&amp;lt;&amp;gt; using the baseClassPtr, the result is a new shared_ptr.&lt;br /&gt;
 boost::shared_ptr&amp;lt;MySubClass&amp;gt; subClassPtr = boost::dynamic_pointer_cast&amp;lt;MySubClass&amp;gt;(baseClassPtr); &lt;br /&gt;
 &lt;br /&gt;
 // If the dynamic_cast succeeded, the subClassPtr variable is non-NULL&lt;br /&gt;
=== typedefs ===&lt;br /&gt;
As typing &amp;lt;tt&amp;gt;boost::shared_ptr&amp;lt;MyClass&amp;gt;&amp;lt;/tt&amp;gt; is tiresome, use this convention to create short-hand types:&lt;br /&gt;
 typedef boost::shared_ptr&amp;lt;MyClass&amp;gt; MyClassPtr;&lt;br /&gt;
So the convention is to append &amp;quot;Ptr&amp;quot; to your class name to denote a shared_ptr object. The allocation code becomes nicer then:&lt;br /&gt;
 // Allocate a new MyClass instance&lt;br /&gt;
 MyClassPtr mc(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
 mc-&amp;gt;DoSomething();&lt;br /&gt;
&lt;br /&gt;
== The codebase is so friggin&#039; huge! ==&lt;br /&gt;
Agreed, the codebase it is pretty huge. I can perfectly imagine that a newcomer can be overwhelmed when looking at the code. Here are some general notes and directions:&lt;br /&gt;
&lt;br /&gt;
Use a good IDE for coding. I recommend Visual C++ 2005 or 2008 Express Edition (VC++) for Windows users (the free one), Linux people surely find something suitable in their package manager. &lt;br /&gt;
&lt;br /&gt;
=== Using VC++ ===&lt;br /&gt;
* Move your mouse over variables to see their type.&lt;br /&gt;
* In Debugging mode: move your mouse over a variable to inspect it (including base classes)&lt;br /&gt;
* Right-Click a class or function name and choose &#039;&#039;&#039;Go to Declaration&#039;&#039;&#039; to find the header file where this class or function is declared.&lt;br /&gt;
* Right-Click a function and choose &#039;&#039;&#039;Go to Definition&#039;&#039;&#039; to jump to the function body, which is useful when reading the code. Note that this doesn&#039;t work very well with virtual functions. Implementations of pure virtual functions cannot be found this way at all, use your text search to look for &#039;&#039;&#039;::DoSomething&#039;&#039;&#039; instead to attempt to find places where this function is defined.&lt;br /&gt;
* Switch on the &amp;quot;Code Definition&amp;quot; window and dock it somewhere. When you place the cursor over an identifier, you can see the definition of that type in that small window (useful for looking at enums and structs without leaving your current view).&lt;br /&gt;
* Right-Click a class, function or variable name and choose &#039;&#039;&#039;Find all References&#039;&#039;&#039; to find all the places where this object is used. This is useful to find the callers of a function or see whether a function is used at all.&lt;br /&gt;
* Use the search function and choose the search scopes &#039;&#039;&#039;Current Document&#039;&#039;&#039; or &#039;&#039;&#039;Current Project&#039;&#039;&#039; to find a string in the entire codebase. There is also a fulltext search available in that search widget: choose &#039;&#039;&#039;Find in Files&#039;&#039;&#039; in the top-left dropdown field.&lt;br /&gt;
&lt;br /&gt;
== Where does Code Execution &amp;quot;start&amp;quot;? ==&lt;br /&gt;
You might wonder where the &amp;quot;starting point&amp;quot; of the code is. The key to understanding this is the idGameLocal class, which implements a set of functions. These methods are called by the &amp;quot;core&amp;quot; engine (i.e. the EXE) on several events:&lt;br /&gt;
&lt;br /&gt;
=== During Gameplay ===&lt;br /&gt;
Each frame the core engine is calling &#039;&#039;&#039;idGameLocal::RunFrame()&#039;&#039;&#039;, without exception. When this function happens not to be called anymore, there is no active map running.&lt;br /&gt;
&lt;br /&gt;
This function does a variety of things, like calculating the lightgem, processing the Stim/Response system and most importantly, it lets all active entities &amp;quot;think&amp;quot;, i.e. the function &amp;lt;tt&amp;gt;idEntity::Think()&amp;lt;/tt&amp;gt; is called. Hence everything that needs to be done each frame is located in each entity&#039;s thinking routine. This usually includes &#039;&#039;&#039;RunPhysics()&#039;&#039;&#039; and &#039;&#039;&#039;Present()&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After all entities have finished thinking, the event queue is processed. See the article [[Event System]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== When a new Map starts ===&lt;br /&gt;
Whenever you type &#039;&#039;&#039;map test&#039;&#039;&#039; in the console or start a map via the menus, the following happens:&lt;br /&gt;
* The engine checks whether the map exists.&lt;br /&gt;
* The engine calls &#039;&#039;&#039;idGameLocal::InitFromNewMap()&#039;&#039;&#039; which loads the map file, initialises the AAS, spawns the entities, etc.&lt;br /&gt;
After InitFromNewMap() has finished, the game will run a few frames to let some physics stuff settle and will start to fade in. Then see the above section &#039;&#039;During Gameplay&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== When a Game is loaded ===&lt;br /&gt;
Things are a bit different when a map is loaded or &#039;&#039;restored&#039;&#039; from a savegame file. In this case the engine calls &#039;&#039;&#039;idGameLocal::InitFromSavegame()&#039;&#039;&#039;, which will instantiate all registered objects and de-serialises all member variables from the savegame file stream. An important thing to note is that &#039;&#039;&#039;entities are not spawned during game load&#039;&#039;&#039;. The entity classes are automatically instantiated by InitFromSaveGame() and the idEntity::Restore() methods are invoked instead, which puts the entities in their exact state as they were at save time. The map geometry and AAS file are still loaded afresh from the disk, only the &amp;quot;volatile&amp;quot; data like class members or other game state objects and variables are saved into the savefile.&lt;br /&gt;
&lt;br /&gt;
After the map is loaded/restored, the engine proceeds to call idGameLocal::RunFrame(), as one might expect.&lt;br /&gt;
&lt;br /&gt;
=== During Main Menu Display ===&lt;br /&gt;
Note that idGameLocal::RunFrame() is &#039;&#039;not&#039;&#039; called when the main menu is shown, which is logical as no map is active at that time. The only SDK function that is ever called during this phase is &#039;&#039;&#039;idGameLocal::HandleMainMenuCommands(const char*)&#039;&#039;&#039;. Whenever the GUI code sets the &amp;lt;tt&amp;gt;cmd&amp;lt;/tt&amp;gt; state variable, this command is passed to HandleMainMenuCommands() to take the according action.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say the &#039;&#039;&#039;mainmenu.gui&#039;&#039;&#039; executes this code:&lt;br /&gt;
 set &amp;quot;cmd&amp;quot; &amp;quot;close;&amp;quot;;&lt;br /&gt;
This code line is roughly equivalent to this call:&lt;br /&gt;
 gameLocal.HandleMainMenuCommands(&amp;quot;close&amp;quot;);&lt;br /&gt;
Take a look at that method (it&#039;s in &#039;&#039;&#039;game/game_local.cpp&#039;&#039;&#039; btw.) to see how these commands are handled.&lt;br /&gt;
&lt;br /&gt;
== This and That ==&lt;br /&gt;
&lt;br /&gt;
=== How to find all spawnargs matching a given prefix ===&lt;br /&gt;
The idDict class provides a handy method &#039;&#039;&#039;MatchPrefix&#039;&#039;&#039; which takes the prefix string plus a pointer. Use this loop to traverse all matching spawnargs (in this example the prefix is &#039;&#039;&amp;quot;used_by&amp;quot;&#039;&#039;):&lt;br /&gt;
 for (const idKeyValue* kv = spawnArgs.MatchPrefix(&amp;quot;used_by&amp;quot;); kv != NULL; kv = spawnArgs.MatchPrefix(&amp;quot;used_by&amp;quot;, kv))&lt;br /&gt;
 {&lt;br /&gt;
    // Do something with the key and the value&lt;br /&gt;
    DoSomething(kv-&amp;gt;GetKey(), kv-&amp;gt;GetValue());&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
{{sdk}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK&amp;diff=17291</id>
		<title>Coding in the SDK</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK&amp;diff=17291"/>
		<updated>2013-11-01T15:07:23Z</updated>

		<summary type="html">&lt;p&gt;Akira: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Intended article audience: engine coders&lt;br /&gt;
&lt;br /&gt;
...also known as &#039;&#039;greebo&#039;s random notes about coding for The Dark Mod&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This article is constant WIP. When coding in the SDK, there are thousands of little lessons to be learned - some of them include things I wish I would have known earlier, some might be common knowledge. Anyway, I plan include all the miscellaneous things in this article.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
When the id people designed Doom 3, they roughly divided their code into two parts: the &#039;&#039;&#039;engine&#039;&#039;&#039; and the &#039;&#039;&#039;gameplay&#039;&#039;&#039; code. The engine code was originally closed source, i.e. we didn&#039;t have the code, only the compiled binary in the form of DOOM3.exe. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engine&#039;&#039;&#039; contained all the &amp;quot;important&amp;quot; stuff which id software were making money with, by licensing it to third party companies. This is where the real brainpower is in, and we did not have access to this part to begin with. Since the idTech 4/Doom 3 source code release in 2011, we have access to this part as well.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gameplay&#039;&#039;&#039; code were fully available to modders. This includes the entities, game logic, AI, physics, weapon and animation code. This still left a whole lot of headroom for modders like you and me, and we probably should thank id software for that. There are all kinds of mods out there which change the gameplay code to create their own game so to say. Some of them are &amp;quot;mini-mods&amp;quot; (introducing a new weapon or double-jump-mods), some of them are larger, aiming to change the nature of the game and finally there&#039;s The Dark Mod, which changed almost everything that can be changed in the first place. The term &#039;&#039;Total Conversion&#039;&#039; comes close - when playing TDM, you won&#039;t believe it&#039;s the same game as Doom 3.&lt;br /&gt;
&lt;br /&gt;
== What parts of the code used to be inaccessible? ==&lt;br /&gt;
All of the code id are/were earning money with by licensing their engine to others. Since the release of the source in 2011, these parts are also accessible.&lt;br /&gt;
* the rendering engine&lt;br /&gt;
* the sound engine&lt;br /&gt;
* the collision model manager&lt;br /&gt;
* the Map and AAS compilers&lt;br /&gt;
* the declaration manager (although we can implement our own parsers)&lt;br /&gt;
* the network system&lt;br /&gt;
* the keyboard and mouse handlers&lt;br /&gt;
* anything platform-specific&lt;br /&gt;
* the command system&lt;br /&gt;
* the virtual file system&lt;br /&gt;
* the CVAR system plus some special CVARs&lt;br /&gt;
* the editor (D3Ed), but we have [[DarkRadiant]]&lt;br /&gt;
&lt;br /&gt;
== What parts of the code were availiable for modification pre source release ==&lt;br /&gt;
These are the parts of the code that were possible to modify previous to the release of the source. At the time, Dark Mod was purely just that: a mod dependent on Doom 3.&lt;br /&gt;
* gameplay code (entities, logic)&lt;br /&gt;
* physics&lt;br /&gt;
* AI&lt;br /&gt;
* custom declarations&lt;br /&gt;
* custom CVARs&lt;br /&gt;
* the scripting system&lt;br /&gt;
* the animation code&lt;br /&gt;
* plus everything outside the SDK like scripts, defs, materials and models.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
This deserves its own article: [[TDM Coding Style]] &lt;br /&gt;
&lt;br /&gt;
It&#039;s easy to see that the gameplay code has been written by a number of different programmers at id software. It&#039;s also easy to see that several of them have strong roots in C, whereas others have used C++ coding paradigms more strongly. At any rate, almost all of those programmers need a heads up that the possibility of placing comments in the code has &#039;&#039;not&#039;&#039; been removed from C++ - only a few of them seem to know about comments at all, which is a shame, especially when it comes to the animation code. &lt;br /&gt;
&lt;br /&gt;
Another thing that a newcomer might notice is the mere absence of STL or other standard stuff in the id code. I&#039;m not in the position of judging whether this is actually necessary (which I doubt), but it seems that id rewrote every little low-level library on their own, including strings, lists, hashtables, vectors, etc. Some of the classes are admittedly quite handy, but sometimes it&#039;s clear that they did it just because they could. Overall, there is strong [http://en.wikipedia.org/wiki/Not_Invented_Here NIH] smell all about the place, but the code is there and stable already, so we might as well use it for TDM coding.&lt;br /&gt;
&lt;br /&gt;
Something to keep in mind is also the custom memory manager, which (according the comments in the code) is multiple times faster than the one provided by the CRT. As a consequence of this, everything that is allocated in the game DLL must be freed again before the DLL is unloaded, otherwise you&#039;ll be running into weird crashes at shutdown. Most classes have Clear() methods in them, and whenever you write custom (global or standalone) classes you need to make sure that these are destroyed in idGameLocal::Shutdown() at the latest.&lt;br /&gt;
&lt;br /&gt;
id software has been using the following coding style:&lt;br /&gt;
* class member variables are lowercase, plain notation (without the m_bVar hungarian stuff)&lt;br /&gt;
* class names start with the &amp;quot;id&amp;quot; prefix&lt;br /&gt;
* class methods are uppercase with mixed case, like this: &amp;lt;tt&amp;gt;idDict::MatchPrefix()&amp;lt;/tt&amp;gt;&lt;br /&gt;
* One True Brace Style, i.e. the opening { brace is in the same line as the &amp;lt;tt&amp;gt;if ()&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TDM code is slightly different:&lt;br /&gt;
* class names are usually starting with C, like CFrobDoor.&lt;br /&gt;
* class members are usually using hungarian notation&lt;br /&gt;
* a new line for each opening or closing brace&lt;br /&gt;
&lt;br /&gt;
Note that I&#039;ve been &amp;quot;violating&amp;quot; these rules myself when I wrote the AI framework. I probably don&#039;t have a particularly good reason, but it seemed the right thing to do at that time as the framework is a completely new subsystem. It&#039;s pretty much the same coding style I was used to in DarkRadiant, minus a few things:&lt;br /&gt;
* all classes are in their correct namespace (the &amp;lt;tt&amp;gt;namespace ai&amp;lt;/tt&amp;gt; in this case)&lt;br /&gt;
* class names are starting with an uppercase letter&lt;br /&gt;
* class methods are starting with an uppercase letter&lt;br /&gt;
* class members are lowercase, starting with an underscore, like &amp;lt;tt&amp;gt;_finishTime&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, I&#039;ve been following the rule not to mix styles when I change existing code. If a class is using Hungarian notation, I stick to that, same goes for the id classes and the AI classes.&lt;br /&gt;
&lt;br /&gt;
== STL vs. idLib ==&lt;br /&gt;
The most common idLib member is the &#039;&#039;&#039;idList&amp;lt;&amp;gt;&#039;&#039;&#039; template, which is the counter-part of std::vector&amp;lt;&amp;gt;. Whenever you need a variable-sized array, use idList. This class has some nice convenience functions and supports the definition of granularity, which allows you to specify the minimum size of memory blocks which are allocated by idList. This is useful to prevent idList from calling the &amp;lt;tt&amp;gt;new&amp;lt;/tt&amp;gt; operator each time you push an element into that list.&lt;br /&gt;
&lt;br /&gt;
Another popular member is &#039;&#039;&#039;idStr&#039;&#039;&#039;. This is mostly equivalent with std::string. Both classes provide the well-known c_str() method which can be used to retrieve the const char* pointer from the object. Two gotchas about idStr:&lt;br /&gt;
* &amp;lt;tt&amp;gt;void idStr::Empty()&amp;lt;/tt&amp;gt; is an imperative method, i.e. it &#039;&#039;clears the string&#039;&#039;. Do not confuse this with &amp;lt;tt&amp;gt;bool std::string::empty()&amp;lt;/tt&amp;gt;, which returns true when the string is empty. If you want to check whether an idStr is empty, use &amp;lt;tt&amp;gt;idStr::IsEmpty()&amp;lt;/tt&amp;gt;...&lt;br /&gt;
* idStr has an operator cast to const char*, so you can pass idStr to everything that expects a const char*. Where&#039;s the gotcha? Don&#039;t expect this to work when passing idStr to functions with variable-sized argument lists, like this &lt;br /&gt;
 idStr mystr = &amp;quot;test&amp;quot;;&lt;br /&gt;
 idGameLocal::Printf(&amp;quot;String is %s&amp;quot;, mystr); // this will crash!&lt;br /&gt;
The compiler cannot know which operator cast to call for this type of function call, so use the c_str() function instead:&lt;br /&gt;
 idStr mystr = &amp;quot;test&amp;quot;;&lt;br /&gt;
 idGameLocal::Printf(&amp;quot;String is %s&amp;quot;, mystr.c_str());&lt;br /&gt;
&lt;br /&gt;
There are more container classes in idLib:&lt;br /&gt;
* idLinkList, a circular linked list, but pretty different to std::list - I don&#039;t use that much, because it&#039;s inconvenient and unintuitive. The most prominent example is the &amp;quot;spawnedEntities&amp;quot; link list in idGameLocal. The &amp;quot;head&amp;quot; of this list is member of the idGameLocal class, each entity is added as node to that list (or rather: as &amp;quot;owner&amp;quot; of each idLinkList node). Don&#039;t use the LAS as example for an idLinkList, it&#039;s used the wrong way there (without list head). Also, in my opinion it&#039;s just plain weird to start iterating over an idLinkList by calling Next() instead of begin(), oh well. My recommendation is to use std::list instead. &lt;br /&gt;
* idHashTable, ditto&lt;br /&gt;
* idDict - this one is useful. The most common use for this is to contain all the spawnargs of an entity.&lt;br /&gt;
* idKeyValue - used to define a spawnarg pair &lt;br /&gt;
* idStrList - just a shortcut for idList&amp;lt;idStr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing I had to learn the hard way was using idStr in combination with std::map. Due to the built-in operator cast to const char*, an idStr cannot be used as index in a std::map. The std::map will try to sort the given idStr into the correct place, but the comparison operator is actually invoking the &amp;lt;tt&amp;gt;idStr::operator const char*() const&amp;lt;/tt&amp;gt; which traps the std::map into comparing pointers instead of strings. If you want to use std::map, use std::map&amp;lt;std::string, someothertype&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Performance Considerations ==&lt;br /&gt;
The code might not win a beauty contest, but most of id&#039;s programmers know the ins and outs of how to code a performing game, no doubt about that.&lt;br /&gt;
&lt;br /&gt;
When writing new code and you&#039;re worrying about performance, think about how your code is going to be used and more importantly: &#039;&#039;how often&#039;&#039;. If your code piece is called when a projectile is hitting a surface, there&#039;s no problem with that. If your code is more or less directly hooked into the &amp;lt;tt&amp;gt;idAI::Think()&amp;lt;/tt&amp;gt; routine, think twice before writing slow code.&lt;br /&gt;
&lt;br /&gt;
How to recognise slow code? That&#039;s a difficult question, you need to use your brain and read lots of code to get a feeling for this. &lt;br /&gt;
&lt;br /&gt;
Bad Things include:&lt;br /&gt;
* Looping over a large amount of entities.&lt;br /&gt;
* Querying spawnargs multiple times each frame, converting strings to float (e.g. calling idDict::GetFloat() for every little thing). Read the spawnarg once in your Spawn() method and store it in a local member variable instead.&lt;br /&gt;
* Calling the clip/trace/collision code exorbitantly.&lt;br /&gt;
&lt;br /&gt;
Another thing to keep in mind: even if the game performs well in your neat little developer testmap with one light and three entities, things might change when you get it to run a full-grown mission with tons of complicated lighting, geometry, moveables and AI. The 16 ms frametime which appeared to be enormously much on your 2.4 GHz developer beast will melt like ice when the rendering of the scene takes up 13 ms on its own on a 1.4 GHz low-end system, leaving a whopping 3 ms for bringing your entire level to life including physics, animation, player movement and last but not least the lightgem. There goes the FPS below 60 and counting downwards. Don&#039;t even hope that future processors will execute your code faster - they won&#039;t, given that the processor clock rate &#039;&#039;of a single core&#039;&#039; has been almost stagnating over the last few years. The SDK code is using only one core.&lt;br /&gt;
&lt;br /&gt;
== How to Debug ==&lt;br /&gt;
There are several techniques to find problems in your code to see why the heck your door is not playing the &amp;quot;close&amp;quot; sound, for instance.&lt;br /&gt;
&lt;br /&gt;
=== Use your head ===&lt;br /&gt;
That goes without saying.&lt;br /&gt;
&lt;br /&gt;
=== Use your debugger ===&lt;br /&gt;
Run the game in your IDE and use the breakpoints at the right places. Note that you can run both debug and release builds in your debugger - the difference of release builds is that some code lines will not be hit and not all variables are available to the inspector. For physics or animation code, the debugger is of limited use, because either the variables don&#039;t make sense to our little human brains or the code is executed just too fast and you can&#039;t tell when the bug is happening.&lt;br /&gt;
&lt;br /&gt;
You can use templates from [[Displaying idLib types nicely in MSVC debugger]] to improve the way idLib containers are displayed in the MSVC watch.&lt;br /&gt;
&lt;br /&gt;
=== Use your console ===&lt;br /&gt;
If you don&#039;t want to interrupt your game by a breakpoint hit, use the console output commands to write stuff to the console, like this:&lt;br /&gt;
 gameLocal.Printf(&amp;quot;the time is %d\n&amp;quot;, gameLocal.time); // will print the game time to the console&lt;br /&gt;
&lt;br /&gt;
=== Use debug drawings ===&lt;br /&gt;
For things that happen really fast or mathematical things like vectors and bounding boxes use the excellent debug output features that are available for you:&lt;br /&gt;
 // this will draw a red line from the AI&#039;s head to the player&#039;s head, lifetime is 16 msecs.&lt;br /&gt;
 gameRenderWorld-&amp;gt;DebugArrow(colorRed, ai-&amp;gt;GetEyePosition(), player-&amp;gt;GetEyePosition(), 1, 16);&lt;br /&gt;
You can also draw text in the game, but keep in mind that you need to pass the text orientation matrix to the function as well, otherwise the text is not oriented to the player:&lt;br /&gt;
 // this will draw a white &amp;quot;test&amp;quot; at the &amp;quot;eyePosition&amp;quot;, readable to the player, lifetime = 16 msecs&lt;br /&gt;
 gameRenderWorld-&amp;gt;DrawText(&amp;quot;test&amp;quot;, eyePosition, 0.1f, colorWhite, gameLocal.GetLocalPlayer()-&amp;gt;viewAngles.ToMat3(), 16);&lt;br /&gt;
When drawing a large amount of these, the game performance will go down the drain, but you don&#039;t need to worry about that - it&#039;s debug output for your personal use only.&lt;br /&gt;
&lt;br /&gt;
There is also a method allowing for drawin text on the GUI (but note that this only works when invoked after the scene is rendered in playerview.cpp):&lt;br /&gt;
 renderSystem-&amp;gt;DrawSmallStringExt(x, y, &amp;quot;text&amp;quot;, idVec4( 1, 1, 1, 1 ), false, declManager-&amp;gt;FindMaterial( &amp;quot;textures/bigchars&amp;quot; ));&lt;br /&gt;
&lt;br /&gt;
If you happened to write a useful piece of debug drawing output, please don&#039;t delete it right away before committing. It might pay off if you take the time and make them optional by using a CVAR, like &amp;quot;tdm_ai_showdebugtext&amp;quot;, which defaults to &amp;quot;0&amp;quot;. There&#039;s a good chance that other developers will want to marry you for this.&lt;br /&gt;
&lt;br /&gt;
=== Use the logfile ===&lt;br /&gt;
There are some debugging macros available in the TDM codebase, which you can use extensively. &lt;br /&gt;
 // Let the logfile know that we&#039;ve spawned&lt;br /&gt;
 DM_LOG(LC_AI, LT_INFO)LOGSTRING(&amp;quot;AI %s has spawned!\r&amp;quot;, name.c_str());&lt;br /&gt;
There are several log classes and log levels available, just look at the &amp;lt;tt&amp;gt;darkmod.ini&amp;lt;/tt&amp;gt;, which is also where you can switch them on or off. Examples are:&lt;br /&gt;
* LC_AI for AI stuff&lt;br /&gt;
* LC_ENTITY&lt;br /&gt;
* LC_LOCKPICK&lt;br /&gt;
* LC_OBJECTIVES&lt;br /&gt;
* LC_STIMRESPONSE&lt;br /&gt;
* ...&lt;br /&gt;
The loglevels can be used to filter a certain log class for specific events:&lt;br /&gt;
* LT_ERROR is the most severe message&lt;br /&gt;
* LT_WARNING&lt;br /&gt;
* LT_DEBUG&lt;br /&gt;
* LT_INFO contains verbose stuff&lt;br /&gt;
You can also define new log classes in &amp;lt;tt&amp;gt;DarkMod/DarkModGlobals.cpp&amp;lt;/tt&amp;gt;, if it&#039;s actually necessary. Note that performance is not a real issue here, as the code can be stripped with a single #define from the entire codebase, leaving our release code nice and clean. When switched on, each call does take a small amount of time. If you really need to know (like me), one log line usually takes up 12 µsecs, which is rather much, as the log buffer is immediately flushed to disk (otherwise the log line would vanish in case of a crash).&lt;br /&gt;
&lt;br /&gt;
== Why boost? Why not boost? ==&lt;br /&gt;
What is boost anyway? The boost libraries form a freely available, open-sourced collection of (templated) utility classes. Some of the boost libraries will likely be incorporated in the upcoming TR-1, which is not surprising considering that some boost fonders are members of the C++ standards committee.&lt;br /&gt;
&lt;br /&gt;
The boost code is peer-reviewed and of high quality, mostly due to the brutal acceptance process new libraries have to go through before being integrated into boost.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for and against using boost:&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* The boost libraries are stable as rock, you can rely on them.&lt;br /&gt;
* Increased productivity. They provide a number general (templated) solutions for the most common low-level tasks. Don&#039;t wast time reinvent the wheel.&lt;br /&gt;
* The shared_ptr template - which alone is reason enough to use boost.&lt;br /&gt;
* Most libraries are consisting of headers only. This means, you don&#039;t need to link against static libraries for most things (with exceptions)&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Some libraries require static linkage (including boost::filesystem and boost::regex). More of a nuisance than a showstopper, but it requires some work to compile the statics for VC++.&lt;br /&gt;
* The boost tree is quite large, consisting of several thousand files.&lt;br /&gt;
* Some routines like string algorithms might not be as fast as a homegrown, specialised ones.&lt;br /&gt;
&lt;br /&gt;
=== boost::shared_ptr ===&lt;br /&gt;
The by far most useful class is the boost::shared_ptr&amp;lt;&amp;gt; template, which belongs in the category of so-called &amp;quot;smart pointers&amp;quot;. It stands for the [http://en.wikipedia.org/wiki/RAII RAII] design pattern and implements &amp;lt;tt&amp;gt;std::tr1::shared_ptr&amp;lt;/tt&amp;gt;. This template makes your memory management tasks a lot easier. Due to the automatic internal reference counting it entirely eliminates memory leaks, when used correctly. As soon as the last shared_ptr&amp;lt;&amp;gt; reference to an object is destroyed, the contained object is deleted as well and the memory is released again.&lt;br /&gt;
&lt;br /&gt;
I made strong use of boost::shared_ptrs when designing the new AI framework, and this saved me from placing a single &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt; call anywhere in the code, no memory leaks whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== How to use shared_ptrs correctly ===&lt;br /&gt;
Use this to allocate a new class:&lt;br /&gt;
 // Allocate a new class instance and initialise the shared_ptr&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
 // use the class&lt;br /&gt;
 myClassPtr-&amp;gt;DoSomething();&lt;br /&gt;
 &lt;br /&gt;
 // Don&#039;t worry about deletion, as soon as the shared_ptr is destroyed, your instance comes along&lt;br /&gt;
This snippet allocates a new MyClass instance and hands the pointer to it over to the shared_ptr&amp;lt;&amp;gt; instance. (This is following the RAII pattern, as the allocated resource is instantly used to initialise the memory-managing class (the shared_ptr)). You don&#039;t need to worry about deleting the MyClass instance, this will be handled by the shared_ptr automatically.&lt;br /&gt;
&lt;br /&gt;
=== How to use shared_ptrs incorrectly ===&lt;br /&gt;
Use this to crash your application:&lt;br /&gt;
 // Allocate a new object&lt;br /&gt;
 MyClass* myClass = new Myclass;&lt;br /&gt;
 &lt;br /&gt;
 {&lt;br /&gt;
   // Construct a shared_ptr using the raw pointer from above&lt;br /&gt;
   boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(myClass);&lt;br /&gt;
   &lt;br /&gt;
   // Do something with the shared_ptr&lt;br /&gt;
   myClassPtr-&amp;gt;DoSomething();&lt;br /&gt;
 &lt;br /&gt;
   // The scope ends here, the shared_ptr is destroyed. As there is only one &lt;br /&gt;
   // shared_ptr instance available, the internal reference count reaches 0 and &lt;br /&gt;
   // the contained MyClass instance is &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt;d.&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 myClass-&amp;gt;DoSomething(); // insta-crash, the object has already been deleted&lt;br /&gt;
 &lt;br /&gt;
 delete myClass; // another sure-fire crash due to double-deletion, but you&#039;ll never reach this code.&lt;br /&gt;
So, the lesson is: follow the RAII design pattern and don&#039;t save the raw pointer outside of your shared_ptr. Don&#039;t manually &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt; resources that are managed by a shared_ptr&amp;lt;&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is another way to crash your app:&lt;br /&gt;
 {&lt;br /&gt;
   // Allocate a new class&lt;br /&gt;
   boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
   // get the contained raw pointer from the shared_ptr (this is possible)&lt;br /&gt;
   MyClass* p = myClassPtr.get();&lt;br /&gt;
 &lt;br /&gt;
   delete p; // this will free your instance&lt;br /&gt;
 &lt;br /&gt;
   // the application will crash here, as the scope ends and the shared_ptr &lt;br /&gt;
   // will attempt to destroy the contained object =&amp;gt; double-free operation.&lt;br /&gt;
   // the shared_ptr cannot know about your manual deletion using the raw pointer.&lt;br /&gt;
 }&lt;br /&gt;
You can use this shared_ptr like an ordinary pointer, as the class provides a dereference &amp;lt;tt&amp;gt;operator-&amp;gt;&amp;lt;/tt&amp;gt;. You can copy-construct shared_ptrs or assign them to other shared_ptrs. You can use shared_ptrs in any STL container (vector, map, set, whatever) or more generally every container which can handle copy-constructible objects. shared_ptrs are type-safe, which means you can implicitly cast your shared_ptr like you&#039;re used to with raw pointers:&lt;br /&gt;
 // Create a shared_ptr holding an instance of MySubClass, which derives publically from MyBaseClass&lt;br /&gt;
 boost::shared_ptr&amp;lt;MySubClass&amp;gt; subClassPtr(new MySubClass);&lt;br /&gt;
 &lt;br /&gt;
 // Create a shared_ptr of the base class and assign the subclassPtr to it.&lt;br /&gt;
 // The internal pointers are compatible, as are their shared_ptr&amp;lt;&amp;gt; counter-parts&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyBaseClass&amp;gt; baseClassPtr = subClassPtr; &lt;br /&gt;
The shared_ptr headers include the counter-parts of the standard C++ static_cast&amp;lt;&amp;gt;, dynamic_cast&amp;lt;&amp;gt;, const_cast&amp;lt;&amp;gt; and even reinterpret_cast&amp;lt;&amp;gt; operators:&lt;br /&gt;
* boost::static_pointer_cast&amp;lt;TYPE&amp;gt; complements static_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::dynamic_pointer_cast&amp;lt;TYPE&amp;gt; complements dynamic_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::const_pointer_cast&amp;lt;TYPE&amp;gt; complements const_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::reinterpret_pointer_cast&amp;lt;TYPE&amp;gt; complements reinterpret_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of downcasting shared_ptrs:&lt;br /&gt;
 // Create a new baseclass pointer, but use a Subclass instance to initialise it (which is valid, the pointers are compatible)&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyBaseClass&amp;gt; baseClassPtr(new MySubClass);&lt;br /&gt;
 &lt;br /&gt;
 // Perform a dynamic_cast&amp;lt;&amp;gt; using the baseClassPtr, the result is a new shared_ptr.&lt;br /&gt;
 boost::shared_ptr&amp;lt;MySubClass&amp;gt; subClassPtr = boost::dynamic_pointer_cast&amp;lt;MySubClass&amp;gt;(baseClassPtr); &lt;br /&gt;
 &lt;br /&gt;
 // If the dynamic_cast succeeded, the subClassPtr variable is non-NULL&lt;br /&gt;
=== typedefs ===&lt;br /&gt;
As typing &amp;lt;tt&amp;gt;boost::shared_ptr&amp;lt;MyClass&amp;gt;&amp;lt;/tt&amp;gt; is tiresome, use this convention to create short-hand types:&lt;br /&gt;
 typedef boost::shared_ptr&amp;lt;MyClass&amp;gt; MyClassPtr;&lt;br /&gt;
So the convention is to append &amp;quot;Ptr&amp;quot; to your class name to denote a shared_ptr object. The allocation code becomes nicer then:&lt;br /&gt;
 // Allocate a new MyClass instance&lt;br /&gt;
 MyClassPtr mc(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
 mc-&amp;gt;DoSomething();&lt;br /&gt;
&lt;br /&gt;
== The codebase is so friggin&#039; huge! ==&lt;br /&gt;
Agreed, the codebase it is pretty huge. I can perfectly imagine that a newcomer can be overwhelmed when looking at the code. Here are some general notes and directions:&lt;br /&gt;
&lt;br /&gt;
Use a good IDE for coding. I recommend Visual C++ 2005 or 2008 Express Edition (VC++) for Windows users (the free one), Linux people surely find something suitable in their package manager. &lt;br /&gt;
&lt;br /&gt;
=== Using VC++ ===&lt;br /&gt;
* Move your mouse over variables to see their type.&lt;br /&gt;
* In Debugging mode: move your mouse over a variable to inspect it (including base classes)&lt;br /&gt;
* Right-Click a class or function name and choose &#039;&#039;&#039;Go to Declaration&#039;&#039;&#039; to find the header file where this class or function is declared.&lt;br /&gt;
* Right-Click a function and choose &#039;&#039;&#039;Go to Definition&#039;&#039;&#039; to jump to the function body, which is useful when reading the code. Note that this doesn&#039;t work very well with virtual functions. Implementations of pure virtual functions cannot be found this way at all, use your text search to look for &#039;&#039;&#039;::DoSomething&#039;&#039;&#039; instead to attempt to find places where this function is defined.&lt;br /&gt;
* Switch on the &amp;quot;Code Definition&amp;quot; window and dock it somewhere. When you place the cursor over an identifier, you can see the definition of that type in that small window (useful for looking at enums and structs without leaving your current view).&lt;br /&gt;
* Right-Click a class, function or variable name and choose &#039;&#039;&#039;Find all References&#039;&#039;&#039; to find all the places where this object is used. This is useful to find the callers of a function or see whether a function is used at all.&lt;br /&gt;
* Use the search function and choose the search scopes &#039;&#039;&#039;Current Document&#039;&#039;&#039; or &#039;&#039;&#039;Current Project&#039;&#039;&#039; to find a string in the entire codebase. There is also a fulltext search available in that search widget: choose &#039;&#039;&#039;Find in Files&#039;&#039;&#039; in the top-left dropdown field.&lt;br /&gt;
&lt;br /&gt;
== Where does Code Execution &amp;quot;start&amp;quot;? ==&lt;br /&gt;
You might wonder where the &amp;quot;starting point&amp;quot; of the code is. The key to understanding this is the idGameLocal class, which implements a set of functions. These methods are called by the &amp;quot;core&amp;quot; engine (i.e. the EXE) on several events:&lt;br /&gt;
&lt;br /&gt;
=== During Gameplay ===&lt;br /&gt;
Each frame the core engine is calling &#039;&#039;&#039;idGameLocal::RunFrame()&#039;&#039;&#039;, without exception. When this function happens not to be called anymore, there is no active map running.&lt;br /&gt;
&lt;br /&gt;
This function does a variety of things, like calculating the lightgem, processing the Stim/Response system and most importantly, it lets all active entities &amp;quot;think&amp;quot;, i.e. the function &amp;lt;tt&amp;gt;idEntity::Think()&amp;lt;/tt&amp;gt; is called. Hence everything that needs to be done each frame is located in each entity&#039;s thinking routine. This usually includes &#039;&#039;&#039;RunPhysics()&#039;&#039;&#039; and &#039;&#039;&#039;Present()&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After all entities have finished thinking, the event queue is processed. See the article [[Event System]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== When a new Map starts ===&lt;br /&gt;
Whenever you type &#039;&#039;&#039;map test&#039;&#039;&#039; in the console or start a map via the menus, the following happens:&lt;br /&gt;
* The engine checks whether the map exists.&lt;br /&gt;
* The engine calls &#039;&#039;&#039;idGameLocal::InitFromNewMap()&#039;&#039;&#039; which loads the map file, initialises the AAS, spawns the entities, etc.&lt;br /&gt;
After InitFromNewMap() has finished, the game will run a few frames to let some physics stuff settle and will start to fade in. Then see the above section &#039;&#039;During Gameplay&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== When a Game is loaded ===&lt;br /&gt;
Things are a bit different when a map is loaded or &#039;&#039;restored&#039;&#039; from a savegame file. In this case the engine calls &#039;&#039;&#039;idGameLocal::InitFromSavegame()&#039;&#039;&#039;, which will instantiate all registered objects and de-serialises all member variables from the savegame file stream. An important thing to note is that &#039;&#039;&#039;entities are not spawned during game load&#039;&#039;&#039;. The entity classes are automatically instantiated by InitFromSaveGame() and the idEntity::Restore() methods are invoked instead, which puts the entities in their exact state as they were at save time. The map geometry and AAS file are still loaded afresh from the disk, only the &amp;quot;volatile&amp;quot; data like class members or other game state objects and variables are saved into the savefile.&lt;br /&gt;
&lt;br /&gt;
After the map is loaded/restored, the engine proceeds to call idGameLocal::RunFrame(), as one might expect.&lt;br /&gt;
&lt;br /&gt;
=== During Main Menu Display ===&lt;br /&gt;
Note that idGameLocal::RunFrame() is &#039;&#039;not&#039;&#039; called when the main menu is shown, which is logical as no map is active at that time. The only SDK function that is ever called during this phase is &#039;&#039;&#039;idGameLocal::HandleMainMenuCommands(const char*)&#039;&#039;&#039;. Whenever the GUI code sets the &amp;lt;tt&amp;gt;cmd&amp;lt;/tt&amp;gt; state variable, this command is passed to HandleMainMenuCommands() to take the according action.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say the &#039;&#039;&#039;mainmenu.gui&#039;&#039;&#039; executes this code:&lt;br /&gt;
 set &amp;quot;cmd&amp;quot; &amp;quot;close;&amp;quot;;&lt;br /&gt;
This code line is roughly equivalent to this call:&lt;br /&gt;
 gameLocal.HandleMainMenuCommands(&amp;quot;close&amp;quot;);&lt;br /&gt;
Take a look at that method (it&#039;s in &#039;&#039;&#039;game/game_local.cpp&#039;&#039;&#039; btw.) to see how these commands are handled.&lt;br /&gt;
&lt;br /&gt;
== This and That ==&lt;br /&gt;
&lt;br /&gt;
=== How to find all spawnargs matching a given prefix ===&lt;br /&gt;
The idDict class provides a handy method &#039;&#039;&#039;MatchPrefix&#039;&#039;&#039; which takes the prefix string plus a pointer. Use this loop to traverse all matching spawnargs (in this example the prefix is &#039;&#039;&amp;quot;used_by&amp;quot;&#039;&#039;):&lt;br /&gt;
 for (const idKeyValue* kv = spawnArgs.MatchPrefix(&amp;quot;used_by&amp;quot;); kv != NULL; kv = spawnArgs.MatchPrefix(&amp;quot;used_by&amp;quot;, kv))&lt;br /&gt;
 {&lt;br /&gt;
    // Do something with the key and the value&lt;br /&gt;
    DoSomething(kv-&amp;gt;GetKey(), kv-&amp;gt;GetValue());&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
{{sdk}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK&amp;diff=17290</id>
		<title>Coding in the SDK</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Coding_in_the_SDK&amp;diff=17290"/>
		<updated>2013-11-01T15:03:59Z</updated>

		<summary type="html">&lt;p&gt;Akira: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;...also known as &#039;&#039;greebo&#039;s random notes about coding for The Dark Mod&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This article is constant WIP. When coding in the SDK, there are thousands of little lessons to be learned - some of them include things I wish I would have known earlier, some might be common knowledge. Anyway, I plan include all the miscellaneous things in this article.&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
When the id people designed Doom 3, they roughly divided their code into two parts: the &#039;&#039;&#039;engine&#039;&#039;&#039; and the &#039;&#039;&#039;gameplay&#039;&#039;&#039; code. The engine code was originally closed source, i.e. we didn&#039;t have the code, only the compiled binary in the form of DOOM3.exe. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;engine&#039;&#039;&#039; contained all the &amp;quot;important&amp;quot; stuff which id software were making money with, by licensing it to third party companies. This is where the real brainpower is in, and we did not have access to this part to begin with. Since the idTech 4/Doom 3 source code release in 2011, we have access to this part as well.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;gameplay&#039;&#039;&#039; code were fully available to modders. This includes the entities, game logic, AI, physics, weapon and animation code. This still left a whole lot of headroom for modders like you and me, and we probably should thank id software for that. There are all kinds of mods out there which change the gameplay code to create their own game so to say. Some of them are &amp;quot;mini-mods&amp;quot; (introducing a new weapon or double-jump-mods), some of them are larger, aiming to change the nature of the game and finally there&#039;s The Dark Mod, which changed almost everything that can be changed in the first place. The term &#039;&#039;Total Conversion&#039;&#039; comes close - when playing TDM, you won&#039;t believe it&#039;s the same game as Doom 3.&lt;br /&gt;
&lt;br /&gt;
== What parts of the code used to be inaccessible? ==&lt;br /&gt;
All of the code id are/were earning money with by licensing their engine to others. Since the release of the source in 2011, these parts are also accessible.&lt;br /&gt;
* the rendering engine&lt;br /&gt;
* the sound engine&lt;br /&gt;
* the collision model manager&lt;br /&gt;
* the Map and AAS compilers&lt;br /&gt;
* the declaration manager (although we can implement our own parsers)&lt;br /&gt;
* the network system&lt;br /&gt;
* the keyboard and mouse handlers&lt;br /&gt;
* anything platform-specific&lt;br /&gt;
* the command system&lt;br /&gt;
* the virtual file system&lt;br /&gt;
* the CVAR system plus some special CVARs&lt;br /&gt;
* the editor (D3Ed), but we have [[DarkRadiant]]&lt;br /&gt;
&lt;br /&gt;
== What parts of the code were availiable for modification pre source release ==&lt;br /&gt;
These are the parts of the code that were possible to modify previous to the release of the source. At the time, Dark Mod was purely just that: a mod dependent on Doom 3.&lt;br /&gt;
* gameplay code (entities, logic)&lt;br /&gt;
* physics&lt;br /&gt;
* AI&lt;br /&gt;
* custom declarations&lt;br /&gt;
* custom CVARs&lt;br /&gt;
* the scripting system&lt;br /&gt;
* the animation code&lt;br /&gt;
* plus everything outside the SDK like scripts, defs, materials and models.&lt;br /&gt;
&lt;br /&gt;
== Coding Style ==&lt;br /&gt;
This deserves its own article: [[TDM Coding Style]] &lt;br /&gt;
&lt;br /&gt;
It&#039;s easy to see that the gameplay code has been written by a number of different programmers at id software. It&#039;s also easy to see that several of them have strong roots in C, whereas others have used C++ coding paradigms more strongly. At any rate, almost all of those programmers need a heads up that the possibility of placing comments in the code has &#039;&#039;not&#039;&#039; been removed from C++ - only a few of them seem to know about comments at all, which is a shame, especially when it comes to the animation code. &lt;br /&gt;
&lt;br /&gt;
Another thing that a newcomer might notice is the mere absence of STL or other standard stuff in the id code. I&#039;m not in the position of judging whether this is actually necessary (which I doubt), but it seems that id rewrote every little low-level library on their own, including strings, lists, hashtables, vectors, etc. Some of the classes are admittedly quite handy, but sometimes it&#039;s clear that they did it just because they could. Overall, there is strong [http://en.wikipedia.org/wiki/Not_Invented_Here NIH] smell all about the place, but the code is there and stable already, so we might as well use it for TDM coding.&lt;br /&gt;
&lt;br /&gt;
Something to keep in mind is also the custom memory manager, which (according the comments in the code) is multiple times faster than the one provided by the CRT. As a consequence of this, everything that is allocated in the game DLL must be freed again before the DLL is unloaded, otherwise you&#039;ll be running into weird crashes at shutdown. Most classes have Clear() methods in them, and whenever you write custom (global or standalone) classes you need to make sure that these are destroyed in idGameLocal::Shutdown() at the latest.&lt;br /&gt;
&lt;br /&gt;
id software has been using the following coding style:&lt;br /&gt;
* class member variables are lowercase, plain notation (without the m_bVar hungarian stuff)&lt;br /&gt;
* class names start with the &amp;quot;id&amp;quot; prefix&lt;br /&gt;
* class methods are uppercase with mixed case, like this: &amp;lt;tt&amp;gt;idDict::MatchPrefix()&amp;lt;/tt&amp;gt;&lt;br /&gt;
* One True Brace Style, i.e. the opening { brace is in the same line as the &amp;lt;tt&amp;gt;if ()&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
TDM code is slightly different:&lt;br /&gt;
* class names are usually starting with C, like CFrobDoor.&lt;br /&gt;
* class members are usually using hungarian notation&lt;br /&gt;
* a new line for each opening or closing brace&lt;br /&gt;
&lt;br /&gt;
Note that I&#039;ve been &amp;quot;violating&amp;quot; these rules myself when I wrote the AI framework. I probably don&#039;t have a particularly good reason, but it seemed the right thing to do at that time as the framework is a completely new subsystem. It&#039;s pretty much the same coding style I was used to in DarkRadiant, minus a few things:&lt;br /&gt;
* all classes are in their correct namespace (the &amp;lt;tt&amp;gt;namespace ai&amp;lt;/tt&amp;gt; in this case)&lt;br /&gt;
* class names are starting with an uppercase letter&lt;br /&gt;
* class methods are starting with an uppercase letter&lt;br /&gt;
* class members are lowercase, starting with an underscore, like &amp;lt;tt&amp;gt;_finishTime&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, I&#039;ve been following the rule not to mix styles when I change existing code. If a class is using Hungarian notation, I stick to that, same goes for the id classes and the AI classes.&lt;br /&gt;
&lt;br /&gt;
== STL vs. idLib ==&lt;br /&gt;
The most common idLib member is the &#039;&#039;&#039;idList&amp;lt;&amp;gt;&#039;&#039;&#039; template, which is the counter-part of std::vector&amp;lt;&amp;gt;. Whenever you need a variable-sized array, use idList. This class has some nice convenience functions and supports the definition of granularity, which allows you to specify the minimum size of memory blocks which are allocated by idList. This is useful to prevent idList from calling the &amp;lt;tt&amp;gt;new&amp;lt;/tt&amp;gt; operator each time you push an element into that list.&lt;br /&gt;
&lt;br /&gt;
Another popular member is &#039;&#039;&#039;idStr&#039;&#039;&#039;. This is mostly equivalent with std::string. Both classes provide the well-known c_str() method which can be used to retrieve the const char* pointer from the object. Two gotchas about idStr:&lt;br /&gt;
* &amp;lt;tt&amp;gt;void idStr::Empty()&amp;lt;/tt&amp;gt; is an imperative method, i.e. it &#039;&#039;clears the string&#039;&#039;. Do not confuse this with &amp;lt;tt&amp;gt;bool std::string::empty()&amp;lt;/tt&amp;gt;, which returns true when the string is empty. If you want to check whether an idStr is empty, use &amp;lt;tt&amp;gt;idStr::IsEmpty()&amp;lt;/tt&amp;gt;...&lt;br /&gt;
* idStr has an operator cast to const char*, so you can pass idStr to everything that expects a const char*. Where&#039;s the gotcha? Don&#039;t expect this to work when passing idStr to functions with variable-sized argument lists, like this &lt;br /&gt;
 idStr mystr = &amp;quot;test&amp;quot;;&lt;br /&gt;
 idGameLocal::Printf(&amp;quot;String is %s&amp;quot;, mystr); // this will crash!&lt;br /&gt;
The compiler cannot know which operator cast to call for this type of function call, so use the c_str() function instead:&lt;br /&gt;
 idStr mystr = &amp;quot;test&amp;quot;;&lt;br /&gt;
 idGameLocal::Printf(&amp;quot;String is %s&amp;quot;, mystr.c_str());&lt;br /&gt;
&lt;br /&gt;
There are more container classes in idLib:&lt;br /&gt;
* idLinkList, a circular linked list, but pretty different to std::list - I don&#039;t use that much, because it&#039;s inconvenient and unintuitive. The most prominent example is the &amp;quot;spawnedEntities&amp;quot; link list in idGameLocal. The &amp;quot;head&amp;quot; of this list is member of the idGameLocal class, each entity is added as node to that list (or rather: as &amp;quot;owner&amp;quot; of each idLinkList node). Don&#039;t use the LAS as example for an idLinkList, it&#039;s used the wrong way there (without list head). Also, in my opinion it&#039;s just plain weird to start iterating over an idLinkList by calling Next() instead of begin(), oh well. My recommendation is to use std::list instead. &lt;br /&gt;
* idHashTable, ditto&lt;br /&gt;
* idDict - this one is useful. The most common use for this is to contain all the spawnargs of an entity.&lt;br /&gt;
* idKeyValue - used to define a spawnarg pair &lt;br /&gt;
* idStrList - just a shortcut for idList&amp;lt;idStr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another thing I had to learn the hard way was using idStr in combination with std::map. Due to the built-in operator cast to const char*, an idStr cannot be used as index in a std::map. The std::map will try to sort the given idStr into the correct place, but the comparison operator is actually invoking the &amp;lt;tt&amp;gt;idStr::operator const char*() const&amp;lt;/tt&amp;gt; which traps the std::map into comparing pointers instead of strings. If you want to use std::map, use std::map&amp;lt;std::string, someothertype&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Performance Considerations ==&lt;br /&gt;
The code might not win a beauty contest, but most of id&#039;s programmers know the ins and outs of how to code a performing game, no doubt about that.&lt;br /&gt;
&lt;br /&gt;
When writing new code and you&#039;re worrying about performance, think about how your code is going to be used and more importantly: &#039;&#039;how often&#039;&#039;. If your code piece is called when a projectile is hitting a surface, there&#039;s no problem with that. If your code is more or less directly hooked into the &amp;lt;tt&amp;gt;idAI::Think()&amp;lt;/tt&amp;gt; routine, think twice before writing slow code.&lt;br /&gt;
&lt;br /&gt;
How to recognise slow code? That&#039;s a difficult question, you need to use your brain and read lots of code to get a feeling for this. &lt;br /&gt;
&lt;br /&gt;
Bad Things include:&lt;br /&gt;
* Looping over a large amount of entities.&lt;br /&gt;
* Querying spawnargs multiple times each frame, converting strings to float (e.g. calling idDict::GetFloat() for every little thing). Read the spawnarg once in your Spawn() method and store it in a local member variable instead.&lt;br /&gt;
* Calling the clip/trace/collision code exorbitantly.&lt;br /&gt;
&lt;br /&gt;
Another thing to keep in mind: even if the game performs well in your neat little developer testmap with one light and three entities, things might change when you get it to run a full-grown mission with tons of complicated lighting, geometry, moveables and AI. The 16 ms frametime which appeared to be enormously much on your 2.4 GHz developer beast will melt like ice when the rendering of the scene takes up 13 ms on its own on a 1.4 GHz low-end system, leaving a whopping 3 ms for bringing your entire level to life including physics, animation, player movement and last but not least the lightgem. There goes the FPS below 60 and counting downwards. Don&#039;t even hope that future processors will execute your code faster - they won&#039;t, given that the processor clock rate &#039;&#039;of a single core&#039;&#039; has been almost stagnating over the last few years. The SDK code is using only one core.&lt;br /&gt;
&lt;br /&gt;
== How to Debug ==&lt;br /&gt;
There are several techniques to find problems in your code to see why the heck your door is not playing the &amp;quot;close&amp;quot; sound, for instance.&lt;br /&gt;
&lt;br /&gt;
=== Use your head ===&lt;br /&gt;
That goes without saying.&lt;br /&gt;
&lt;br /&gt;
=== Use your debugger ===&lt;br /&gt;
Run the game in your IDE and use the breakpoints at the right places. Note that you can run both debug and release builds in your debugger - the difference of release builds is that some code lines will not be hit and not all variables are available to the inspector. For physics or animation code, the debugger is of limited use, because either the variables don&#039;t make sense to our little human brains or the code is executed just too fast and you can&#039;t tell when the bug is happening.&lt;br /&gt;
&lt;br /&gt;
You can use templates from [[Displaying idLib types nicely in MSVC debugger]] to improve the way idLib containers are displayed in the MSVC watch.&lt;br /&gt;
&lt;br /&gt;
=== Use your console ===&lt;br /&gt;
If you don&#039;t want to interrupt your game by a breakpoint hit, use the console output commands to write stuff to the console, like this:&lt;br /&gt;
 gameLocal.Printf(&amp;quot;the time is %d\n&amp;quot;, gameLocal.time); // will print the game time to the console&lt;br /&gt;
&lt;br /&gt;
=== Use debug drawings ===&lt;br /&gt;
For things that happen really fast or mathematical things like vectors and bounding boxes use the excellent debug output features that are available for you:&lt;br /&gt;
 // this will draw a red line from the AI&#039;s head to the player&#039;s head, lifetime is 16 msecs.&lt;br /&gt;
 gameRenderWorld-&amp;gt;DebugArrow(colorRed, ai-&amp;gt;GetEyePosition(), player-&amp;gt;GetEyePosition(), 1, 16);&lt;br /&gt;
You can also draw text in the game, but keep in mind that you need to pass the text orientation matrix to the function as well, otherwise the text is not oriented to the player:&lt;br /&gt;
 // this will draw a white &amp;quot;test&amp;quot; at the &amp;quot;eyePosition&amp;quot;, readable to the player, lifetime = 16 msecs&lt;br /&gt;
 gameRenderWorld-&amp;gt;DrawText(&amp;quot;test&amp;quot;, eyePosition, 0.1f, colorWhite, gameLocal.GetLocalPlayer()-&amp;gt;viewAngles.ToMat3(), 16);&lt;br /&gt;
When drawing a large amount of these, the game performance will go down the drain, but you don&#039;t need to worry about that - it&#039;s debug output for your personal use only.&lt;br /&gt;
&lt;br /&gt;
There is also a method allowing for drawin text on the GUI (but note that this only works when invoked after the scene is rendered in playerview.cpp):&lt;br /&gt;
 renderSystem-&amp;gt;DrawSmallStringExt(x, y, &amp;quot;text&amp;quot;, idVec4( 1, 1, 1, 1 ), false, declManager-&amp;gt;FindMaterial( &amp;quot;textures/bigchars&amp;quot; ));&lt;br /&gt;
&lt;br /&gt;
If you happened to write a useful piece of debug drawing output, please don&#039;t delete it right away before committing. It might pay off if you take the time and make them optional by using a CVAR, like &amp;quot;tdm_ai_showdebugtext&amp;quot;, which defaults to &amp;quot;0&amp;quot;. There&#039;s a good chance that other developers will want to marry you for this.&lt;br /&gt;
&lt;br /&gt;
=== Use the logfile ===&lt;br /&gt;
There are some debugging macros available in the TDM codebase, which you can use extensively. &lt;br /&gt;
 // Let the logfile know that we&#039;ve spawned&lt;br /&gt;
 DM_LOG(LC_AI, LT_INFO)LOGSTRING(&amp;quot;AI %s has spawned!\r&amp;quot;, name.c_str());&lt;br /&gt;
There are several log classes and log levels available, just look at the &amp;lt;tt&amp;gt;darkmod.ini&amp;lt;/tt&amp;gt;, which is also where you can switch them on or off. Examples are:&lt;br /&gt;
* LC_AI for AI stuff&lt;br /&gt;
* LC_ENTITY&lt;br /&gt;
* LC_LOCKPICK&lt;br /&gt;
* LC_OBJECTIVES&lt;br /&gt;
* LC_STIMRESPONSE&lt;br /&gt;
* ...&lt;br /&gt;
The loglevels can be used to filter a certain log class for specific events:&lt;br /&gt;
* LT_ERROR is the most severe message&lt;br /&gt;
* LT_WARNING&lt;br /&gt;
* LT_DEBUG&lt;br /&gt;
* LT_INFO contains verbose stuff&lt;br /&gt;
You can also define new log classes in &amp;lt;tt&amp;gt;DarkMod/DarkModGlobals.cpp&amp;lt;/tt&amp;gt;, if it&#039;s actually necessary. Note that performance is not a real issue here, as the code can be stripped with a single #define from the entire codebase, leaving our release code nice and clean. When switched on, each call does take a small amount of time. If you really need to know (like me), one log line usually takes up 12 µsecs, which is rather much, as the log buffer is immediately flushed to disk (otherwise the log line would vanish in case of a crash).&lt;br /&gt;
&lt;br /&gt;
== Why boost? Why not boost? ==&lt;br /&gt;
What is boost anyway? The boost libraries form a freely available, open-sourced collection of (templated) utility classes. Some of the boost libraries will likely be incorporated in the upcoming TR-1, which is not surprising considering that some boost fonders are members of the C++ standards committee.&lt;br /&gt;
&lt;br /&gt;
The boost code is peer-reviewed and of high quality, mostly due to the brutal acceptance process new libraries have to go through before being integrated into boost.&lt;br /&gt;
&lt;br /&gt;
There are several reasons for and against using boost:&lt;br /&gt;
&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* The boost libraries are stable as rock, you can rely on them.&lt;br /&gt;
* Increased productivity. They provide a number general (templated) solutions for the most common low-level tasks. Don&#039;t wast time reinvent the wheel.&lt;br /&gt;
* The shared_ptr template - which alone is reason enough to use boost.&lt;br /&gt;
* Most libraries are consisting of headers only. This means, you don&#039;t need to link against static libraries for most things (with exceptions)&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* Some libraries require static linkage (including boost::filesystem and boost::regex). More of a nuisance than a showstopper, but it requires some work to compile the statics for VC++.&lt;br /&gt;
* The boost tree is quite large, consisting of several thousand files.&lt;br /&gt;
* Some routines like string algorithms might not be as fast as a homegrown, specialised ones.&lt;br /&gt;
&lt;br /&gt;
=== boost::shared_ptr ===&lt;br /&gt;
The by far most useful class is the boost::shared_ptr&amp;lt;&amp;gt; template, which belongs in the category of so-called &amp;quot;smart pointers&amp;quot;. It stands for the [http://en.wikipedia.org/wiki/RAII RAII] design pattern and implements &amp;lt;tt&amp;gt;std::tr1::shared_ptr&amp;lt;/tt&amp;gt;. This template makes your memory management tasks a lot easier. Due to the automatic internal reference counting it entirely eliminates memory leaks, when used correctly. As soon as the last shared_ptr&amp;lt;&amp;gt; reference to an object is destroyed, the contained object is deleted as well and the memory is released again.&lt;br /&gt;
&lt;br /&gt;
I made strong use of boost::shared_ptrs when designing the new AI framework, and this saved me from placing a single &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt; call anywhere in the code, no memory leaks whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== How to use shared_ptrs correctly ===&lt;br /&gt;
Use this to allocate a new class:&lt;br /&gt;
 // Allocate a new class instance and initialise the shared_ptr&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
 // use the class&lt;br /&gt;
 myClassPtr-&amp;gt;DoSomething();&lt;br /&gt;
 &lt;br /&gt;
 // Don&#039;t worry about deletion, as soon as the shared_ptr is destroyed, your instance comes along&lt;br /&gt;
This snippet allocates a new MyClass instance and hands the pointer to it over to the shared_ptr&amp;lt;&amp;gt; instance. (This is following the RAII pattern, as the allocated resource is instantly used to initialise the memory-managing class (the shared_ptr)). You don&#039;t need to worry about deleting the MyClass instance, this will be handled by the shared_ptr automatically.&lt;br /&gt;
&lt;br /&gt;
=== How to use shared_ptrs incorrectly ===&lt;br /&gt;
Use this to crash your application:&lt;br /&gt;
 // Allocate a new object&lt;br /&gt;
 MyClass* myClass = new Myclass;&lt;br /&gt;
 &lt;br /&gt;
 {&lt;br /&gt;
   // Construct a shared_ptr using the raw pointer from above&lt;br /&gt;
   boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(myClass);&lt;br /&gt;
   &lt;br /&gt;
   // Do something with the shared_ptr&lt;br /&gt;
   myClassPtr-&amp;gt;DoSomething();&lt;br /&gt;
 &lt;br /&gt;
   // The scope ends here, the shared_ptr is destroyed. As there is only one &lt;br /&gt;
   // shared_ptr instance available, the internal reference count reaches 0 and &lt;br /&gt;
   // the contained MyClass instance is &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt;d.&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 myClass-&amp;gt;DoSomething(); // insta-crash, the object has already been deleted&lt;br /&gt;
 &lt;br /&gt;
 delete myClass; // another sure-fire crash due to double-deletion, but you&#039;ll never reach this code.&lt;br /&gt;
So, the lesson is: follow the RAII design pattern and don&#039;t save the raw pointer outside of your shared_ptr. Don&#039;t manually &amp;lt;tt&amp;gt;delete&amp;lt;/tt&amp;gt; resources that are managed by a shared_ptr&amp;lt;&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This is another way to crash your app:&lt;br /&gt;
 {&lt;br /&gt;
   // Allocate a new class&lt;br /&gt;
   boost::shared_ptr&amp;lt;MyClass&amp;gt; myClassPtr(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
   // get the contained raw pointer from the shared_ptr (this is possible)&lt;br /&gt;
   MyClass* p = myClassPtr.get();&lt;br /&gt;
 &lt;br /&gt;
   delete p; // this will free your instance&lt;br /&gt;
 &lt;br /&gt;
   // the application will crash here, as the scope ends and the shared_ptr &lt;br /&gt;
   // will attempt to destroy the contained object =&amp;gt; double-free operation.&lt;br /&gt;
   // the shared_ptr cannot know about your manual deletion using the raw pointer.&lt;br /&gt;
 }&lt;br /&gt;
You can use this shared_ptr like an ordinary pointer, as the class provides a dereference &amp;lt;tt&amp;gt;operator-&amp;gt;&amp;lt;/tt&amp;gt;. You can copy-construct shared_ptrs or assign them to other shared_ptrs. You can use shared_ptrs in any STL container (vector, map, set, whatever) or more generally every container which can handle copy-constructible objects. shared_ptrs are type-safe, which means you can implicitly cast your shared_ptr like you&#039;re used to with raw pointers:&lt;br /&gt;
 // Create a shared_ptr holding an instance of MySubClass, which derives publically from MyBaseClass&lt;br /&gt;
 boost::shared_ptr&amp;lt;MySubClass&amp;gt; subClassPtr(new MySubClass);&lt;br /&gt;
 &lt;br /&gt;
 // Create a shared_ptr of the base class and assign the subclassPtr to it.&lt;br /&gt;
 // The internal pointers are compatible, as are their shared_ptr&amp;lt;&amp;gt; counter-parts&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyBaseClass&amp;gt; baseClassPtr = subClassPtr; &lt;br /&gt;
The shared_ptr headers include the counter-parts of the standard C++ static_cast&amp;lt;&amp;gt;, dynamic_cast&amp;lt;&amp;gt;, const_cast&amp;lt;&amp;gt; and even reinterpret_cast&amp;lt;&amp;gt; operators:&lt;br /&gt;
* boost::static_pointer_cast&amp;lt;TYPE&amp;gt; complements static_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::dynamic_pointer_cast&amp;lt;TYPE&amp;gt; complements dynamic_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::const_pointer_cast&amp;lt;TYPE&amp;gt; complements const_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
* boost::reinterpret_pointer_cast&amp;lt;TYPE&amp;gt; complements reinterpret_cast&amp;lt;TYPE*&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of downcasting shared_ptrs:&lt;br /&gt;
 // Create a new baseclass pointer, but use a Subclass instance to initialise it (which is valid, the pointers are compatible)&lt;br /&gt;
 boost::shared_ptr&amp;lt;MyBaseClass&amp;gt; baseClassPtr(new MySubClass);&lt;br /&gt;
 &lt;br /&gt;
 // Perform a dynamic_cast&amp;lt;&amp;gt; using the baseClassPtr, the result is a new shared_ptr.&lt;br /&gt;
 boost::shared_ptr&amp;lt;MySubClass&amp;gt; subClassPtr = boost::dynamic_pointer_cast&amp;lt;MySubClass&amp;gt;(baseClassPtr); &lt;br /&gt;
 &lt;br /&gt;
 // If the dynamic_cast succeeded, the subClassPtr variable is non-NULL&lt;br /&gt;
=== typedefs ===&lt;br /&gt;
As typing &amp;lt;tt&amp;gt;boost::shared_ptr&amp;lt;MyClass&amp;gt;&amp;lt;/tt&amp;gt; is tiresome, use this convention to create short-hand types:&lt;br /&gt;
 typedef boost::shared_ptr&amp;lt;MyClass&amp;gt; MyClassPtr;&lt;br /&gt;
So the convention is to append &amp;quot;Ptr&amp;quot; to your class name to denote a shared_ptr object. The allocation code becomes nicer then:&lt;br /&gt;
 // Allocate a new MyClass instance&lt;br /&gt;
 MyClassPtr mc(new MyClass);&lt;br /&gt;
 &lt;br /&gt;
 mc-&amp;gt;DoSomething();&lt;br /&gt;
&lt;br /&gt;
== The codebase is so friggin&#039; huge! ==&lt;br /&gt;
Agreed, the codebase it is pretty huge. I can perfectly imagine that a newcomer can be overwhelmed when looking at the code. Here are some general notes and directions:&lt;br /&gt;
&lt;br /&gt;
Use a good IDE for coding. I recommend Visual C++ 2005 or 2008 Express Edition (VC++) for Windows users (the free one), Linux people surely find something suitable in their package manager. &lt;br /&gt;
&lt;br /&gt;
=== Using VC++ ===&lt;br /&gt;
* Move your mouse over variables to see their type.&lt;br /&gt;
* In Debugging mode: move your mouse over a variable to inspect it (including base classes)&lt;br /&gt;
* Right-Click a class or function name and choose &#039;&#039;&#039;Go to Declaration&#039;&#039;&#039; to find the header file where this class or function is declared.&lt;br /&gt;
* Right-Click a function and choose &#039;&#039;&#039;Go to Definition&#039;&#039;&#039; to jump to the function body, which is useful when reading the code. Note that this doesn&#039;t work very well with virtual functions. Implementations of pure virtual functions cannot be found this way at all, use your text search to look for &#039;&#039;&#039;::DoSomething&#039;&#039;&#039; instead to attempt to find places where this function is defined.&lt;br /&gt;
* Switch on the &amp;quot;Code Definition&amp;quot; window and dock it somewhere. When you place the cursor over an identifier, you can see the definition of that type in that small window (useful for looking at enums and structs without leaving your current view).&lt;br /&gt;
* Right-Click a class, function or variable name and choose &#039;&#039;&#039;Find all References&#039;&#039;&#039; to find all the places where this object is used. This is useful to find the callers of a function or see whether a function is used at all.&lt;br /&gt;
* Use the search function and choose the search scopes &#039;&#039;&#039;Current Document&#039;&#039;&#039; or &#039;&#039;&#039;Current Project&#039;&#039;&#039; to find a string in the entire codebase. There is also a fulltext search available in that search widget: choose &#039;&#039;&#039;Find in Files&#039;&#039;&#039; in the top-left dropdown field.&lt;br /&gt;
&lt;br /&gt;
== Where does Code Execution &amp;quot;start&amp;quot;? ==&lt;br /&gt;
You might wonder where the &amp;quot;starting point&amp;quot; of the code is. The key to understanding this is the idGameLocal class, which implements a set of functions. These methods are called by the &amp;quot;core&amp;quot; engine (i.e. the EXE) on several events:&lt;br /&gt;
&lt;br /&gt;
=== During Gameplay ===&lt;br /&gt;
Each frame the core engine is calling &#039;&#039;&#039;idGameLocal::RunFrame()&#039;&#039;&#039;, without exception. When this function happens not to be called anymore, there is no active map running.&lt;br /&gt;
&lt;br /&gt;
This function does a variety of things, like calculating the lightgem, processing the Stim/Response system and most importantly, it lets all active entities &amp;quot;think&amp;quot;, i.e. the function &amp;lt;tt&amp;gt;idEntity::Think()&amp;lt;/tt&amp;gt; is called. Hence everything that needs to be done each frame is located in each entity&#039;s thinking routine. This usually includes &#039;&#039;&#039;RunPhysics()&#039;&#039;&#039; and &#039;&#039;&#039;Present()&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After all entities have finished thinking, the event queue is processed. See the article [[Event System]] for more details.&lt;br /&gt;
&lt;br /&gt;
=== When a new Map starts ===&lt;br /&gt;
Whenever you type &#039;&#039;&#039;map test&#039;&#039;&#039; in the console or start a map via the menus, the following happens:&lt;br /&gt;
* The engine checks whether the map exists.&lt;br /&gt;
* The engine calls &#039;&#039;&#039;idGameLocal::InitFromNewMap()&#039;&#039;&#039; which loads the map file, initialises the AAS, spawns the entities, etc.&lt;br /&gt;
After InitFromNewMap() has finished, the game will run a few frames to let some physics stuff settle and will start to fade in. Then see the above section &#039;&#039;During Gameplay&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== When a Game is loaded ===&lt;br /&gt;
Things are a bit different when a map is loaded or &#039;&#039;restored&#039;&#039; from a savegame file. In this case the engine calls &#039;&#039;&#039;idGameLocal::InitFromSavegame()&#039;&#039;&#039;, which will instantiate all registered objects and de-serialises all member variables from the savegame file stream. An important thing to note is that &#039;&#039;&#039;entities are not spawned during game load&#039;&#039;&#039;. The entity classes are automatically instantiated by InitFromSaveGame() and the idEntity::Restore() methods are invoked instead, which puts the entities in their exact state as they were at save time. The map geometry and AAS file are still loaded afresh from the disk, only the &amp;quot;volatile&amp;quot; data like class members or other game state objects and variables are saved into the savefile.&lt;br /&gt;
&lt;br /&gt;
After the map is loaded/restored, the engine proceeds to call idGameLocal::RunFrame(), as one might expect.&lt;br /&gt;
&lt;br /&gt;
=== During Main Menu Display ===&lt;br /&gt;
Note that idGameLocal::RunFrame() is &#039;&#039;not&#039;&#039; called when the main menu is shown, which is logical as no map is active at that time. The only SDK function that is ever called during this phase is &#039;&#039;&#039;idGameLocal::HandleMainMenuCommands(const char*)&#039;&#039;&#039;. Whenever the GUI code sets the &amp;lt;tt&amp;gt;cmd&amp;lt;/tt&amp;gt; state variable, this command is passed to HandleMainMenuCommands() to take the according action.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say the &#039;&#039;&#039;mainmenu.gui&#039;&#039;&#039; executes this code:&lt;br /&gt;
 set &amp;quot;cmd&amp;quot; &amp;quot;close;&amp;quot;;&lt;br /&gt;
This code line is roughly equivalent to this call:&lt;br /&gt;
 gameLocal.HandleMainMenuCommands(&amp;quot;close&amp;quot;);&lt;br /&gt;
Take a look at that method (it&#039;s in &#039;&#039;&#039;game/game_local.cpp&#039;&#039;&#039; btw.) to see how these commands are handled.&lt;br /&gt;
&lt;br /&gt;
== This and That ==&lt;br /&gt;
&lt;br /&gt;
=== How to find all spawnargs matching a given prefix ===&lt;br /&gt;
The idDict class provides a handy method &#039;&#039;&#039;MatchPrefix&#039;&#039;&#039; which takes the prefix string plus a pointer. Use this loop to traverse all matching spawnargs (in this example the prefix is &#039;&#039;&amp;quot;used_by&amp;quot;&#039;&#039;):&lt;br /&gt;
 for (const idKeyValue* kv = spawnArgs.MatchPrefix(&amp;quot;used_by&amp;quot;); kv != NULL; kv = spawnArgs.MatchPrefix(&amp;quot;used_by&amp;quot;, kv))&lt;br /&gt;
 {&lt;br /&gt;
    // Do something with the key and the value&lt;br /&gt;
    DoSomething(kv-&amp;gt;GetKey(), kv-&amp;gt;GetValue());&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
{{sdk}}&lt;/div&gt;</summary>
		<author><name>Akira</name></author>
	</entry>
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