4-3: A Shot in the Dark
A SHOT IN THE DARK
4-3: A SHOT IN THE DARK | |||
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General | |||
Layer & Part | GREED /// THIRD | ||
Challenge | Don't pick up the torch. | ||
Music | Dancer in the Darkness | ||
Tip of the Day | |||
Hitting an enemy with only the edge of an explosion will launch them without dealing much damage, making it a risky but effective tool against Stalkers.
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Collectables | |||
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Enemies | |||
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Rank Requirements | |||
Rank | Time | Kills | Style |
S | 05:30 | 75 | 17,000 |
A | 06:00 | 71 | 16,000 |
B | 07:00 | 58 | 12,000 |
C | 10:00 | 40 | 7,500 |
Levels | |||
Previous | Next | ||
4-2 | 4-4 | ||
4-1, 4-2, 4-3, 4-4![]() |
4-3: A SHOT IN THE DARK is the third level of Greed, set entirely within the layer's enormous pyramid. The level centers around darkness: with the level mostly steeped in darkness and requiring the player to use a torch to light up fire pits to unlock the path forward and light up the level. 4-3 also houses a secret boss encounter with the Mysterious Druid Knight (& Owl).
The music used in this level is Dancer in the Darkness.
Level
Start
The start of 4-3 begins with a small corridor with a single torch in front of the player, which the player can pick up to hold as a source of light. Behind the torch's pedestal lies a fire pit, which will light up when activated by hitting it with the torch, or at a distance by striking the pit with an explosion.
The next room forward contains a series of hallways to the left, right, and continuing forward, all shrouded in darkness. Moving straight forward will eventually lead to a door with three unlit torches and a brazier in front. Lighting the pit will cause it to light up with a green flame and cause the centermost torch to activate. The player then needs to find the other two pits to unlock the door forward.
Torch Hunt
Heading to the left entrance will lead to a set of darkened hallways, with the first hallway having a small shortcut in the wall to the torch pit to the right if the player wants to light it immediately.
Continuing forward will lead to a corridor with an unlit fire pit, which when activated will open the door forward. Continuing through the door will lead through a set of green brick hallways, which then exits to the room with the brazier to unlock the door, which also lights up the leftmost torch.
The room that holds it is a long hallway with a set of stairs at the far end of the room with the brazier, along with a fire pit to the right of the player, and the shortcut from earlier. If the player lights the pit to the right, it will unlock a door that leads back to the central hallway and lights up the rightmost torch. Walking towards the brazier will spawn a wave of two Schisms and three
Soldiers nearby.
Heading to the right entrance from earlier will lead to a room with a walkway to the left of the player leading to the other brazier to unlock the door, along with a set of doors underneath it. When the player lights the pit, it will cause a wave of six Filth and five
Strays to spawn in, with the Filth and two Strays in the hallway, and three Strays next a staircase by the first entrance.
Once the player lights all three needed braziers, the doors at the end of the hallway will open the path forward into the next area.
Pillar Arena
The room forward is a large square room with a locked door and four torch pits within each of the corners, with a hole in the ceiling above each pit. Upon lighting a pit, the section below it will start to rise towards the ceiling. Each pit corresponds to a wave of enemies that it will spawn once it is lit.
- Bottom Right spawns four
Schisms and four
Soldiers.
- Bottom Left spawns a
Malicious Face and four
Drones.
- Top Right spawns a
Virtue and four
Streetcleaners.
- Top Left spawns a
Stalker and two
Cerberi.
Once all the waves are defeated, the door unlocks and allows the player to traverse through the rest of the level.
Traitor Hallway
After the previous arena, the player will make it to a T-shaped hallway with the straightaway lined with murals of Filth, leading to the intersection where they will find a mural of
Gabriel, with the word 'TRAITOR' scrawled across the wall in blood. To the left is a blocked-off door, and to the right is the main path forward.
If the player had not picked up the torch at this point and made it to the intersection, the music will cut out and a loud, harrowing screech will play, foreboding the presence of Something Wicked, along with the titular quote from 0-S: SOMETHING WICKED, only to be revealed as a bait and switch:
Just kidding :)
The event will not occur if the player has not completed 0-S or if they picked up the torch at the beginning.
Proceeding Arenas
Turning right from the Traitor Hallway, the player will make it to a series of walkways over a tall drop, with unlit torches leading up to a platform with a fire pit next to the door forward. Lighting the pit nearby will cause a wave of three Drones, two
Streetcleaners, and two
Soldiers to spawn by the walkway leading upwards.
Moving forward will lead to a room with a shallow pool of water and a Cerberus statue, along with a series of steps that lead to a lit door. In front of the entrance lies a locked door hidden by the darkness.
Within the main room, walking towards the door will cause a Malicious Face and a
Virtue to spawn, along with causing the previously mentioned Cerberus to awaken. Moving through the door will then lead to a hallway with a checkpoint, which proceeds to the final arena of the level.
Generator Room
The arena consists of a large set of six platforms each connected by small walkways in a hexagonal shape, surrounding a generator shaft within the middle of the room. Above the ceiling also lies small overhangs that the player can also reach up to. On the furthest walkway above to the right lies a bar of soap, which on contact will instantly kill any enemy, the same as the previous bar of soap found in 1-3: HALLS OF SACRED REMAINS.
Upon the player entering the arena, in front of them lies a stone pedestal, being the counterpart to the torch found at the beginning. If the player then places the torch, the hidden Soap in the Generator Room, or the Blue Skull found in the Tomb of Kings, it will cause the central generator to light up and start to spin, with each item causing different effects:
- A Torch causes it to light up with a green glow.
- A Blue Skull causes it to light up with a blue glow and rapidly spins the generator, lighting up more of the arena. This also works with a Red Skull, causing it to light up with a red glow. This cannot be seen during normal gameplay, however, as there is no Red Skull in this level.
- A Soap causes the 4 faces of the generator to each light up a different color: red, yellow, green, and blue, forming a rainbow pattern.
Lighting up the arena will trigger a large enemy encounter, starting with four Drones, four
Streetcleaners, four
Soldiers, and a
Virtue spawning at the far half of the arena, with the Virtue at the furthest platform in front of the exit gate. Killing the Virtue or six of the other enemies will trigger another wave of two
Malicious Faces, another
Virtue, and two
Stalkers, who will immediately attempt to sandify the Malicious Faces. Killing the Virtue, Malicious Faces, and Stalkers will gradually spawn in the final wave, consisting of four
Strays, four
Schisms, and a final two
Virtues at the left and right ends of the arena. Defeating the final wave will unlock the exit gate to complete the level.
Challenge
For this level's challenge, any type of explosive, such as the alternate fire of the Core Eject Shotgun, is capable of lighting the fire pits just as the torch would. The
Overheat Nailgun's overheat fire can also be used as a makeshift flashlight for navigating otherwise-dark rooms.
To complete the level, the player either needs to find the Blue Skull Key in the Tomb of Kings where the
Mysterious Druid Knight (& Owl) is found, or alternatively find the hidden bar of soap in the Generator Room up in one of the upper platforms. The player can then use either item to activate the pedestal and then finish the final enemy encounter to exit the level.
Secrets
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Tomb Of Kings
Going back to the entrance of the Traitor Hallway, by the left-hand side of the wall is a segment of the Filth murals with a large crack in the wall. Breaking it will reveal a small room with the third
Soul Orb, connecting to a room behind the closed-off door with a firepit and another room to the left. Activating the firepit will link back to the Traitor Hallway.
To the left lies a blocked-off door with a cracked wall, and with planks and a 'Keep Out' sign boarding up the entrance. Breaking it with explosives will lead to a torch-lit room with seven Egyptian-styled sarcophagi placed throughout, with one at the far end of the room and six placed along the walls, along with a blue pedestal at the far end. Entering through will activate a prompt appearing below:
This room acts as a tribute to a selection of YouTubers and Lets-Players who had picked up the game early on in development, and had caused an impact on the game's prevalence and popularity with their audiences. Within each of the sarcophagi lies a skeleton referencing a person or channel.
From the left side away from the door includes:
And on the right wall:
Inside the tomb of Matt McMuscles lies a Blue Skull Key on his skeleton, which the player can pick up. Picking it up and placing it onto the pedestal by the far end will cause the coffin nearby to start shaking and then open up, awakening the
Mysterious Druid Knight (& Owl): a skeleton with a knight's helmet and a small brown owl on their shoulder, being a reference to Mandalore Herrington and Joy Young, who also voice the duo.
Secret Boss Encounter
The Mysterious Druid Knight (& Owl)'s move-set consists of just two attacks: "Full Auto" and "Fuller Auto", which MDK will say the name of proceeding the attack. Full Auto consists of four rapid barrages of seven Hell Orbs, and Fuller Auto consists of a large swarm of forty
Hell Seekers that will swarm the player, which can be knocked back to damage the Druid Knight. For their behavior, MDK uses the same AI as a
Drone: with them floating within the air and occasionally strafing to the side.
MDK has four health bars in total, more than any other enemy in the game. Each one has 20 HP, and when depleted will give MDK an effect tied to the third and fourth ones. Their fourth health bar is represented with purple, then with a pink health bar for their third, before reverting to dark red and red for the second and last, like other enemies.
- In its first phase, they will be normal and have no extra status effects.
- In its second phase, they will not receive any other changes to their behavior.
- In its third phase, they will gain the Enraged status effect.
- In its fourth and final phase, they will gain the Sanded status effect.
Once their final health bar is depleted, they will careen towards the player, exploding on contact with the player or a wall, with the explosion similar to the Mindflayer's suicide explosion. The player can also parry the divebomb, redirecting MDK away from the player.
Once MDK is defeated, within their coffin lies a small stone tablet, emphasized by a glow around it. Picking it up will cause an excerpt to appear, acting as the hint to unlock the Sawblade Launcher in 4-4: CLAIR DE SOLEIL:
Within the CHAMBER lies a pool of clear WATER.
Within the WATER lies a SECRET...
But only those who wield the ELECTRIC magic of the Druids may find it.
Trivia
- The title of the level is a reference to "A Shot in the Dark" from the album Naked City by John Zorn.
- In the room to the right of where you exit after acquiring the torch, there is an out-of-bounds glitch that has been intentionally left in the game. In the upper left corner of the room, if you are standing on the walkway and facing the brazier, a small part of the roof lacks collision. Going through the hole displays the message "THE FILTH IS GONE, BUT THE MEMORY REMAINS"This is a reference to a similar glitch that used a
T. HAKITAFilth to clip out of bounds, but has since been patched.