
| “ | You are not part of Mother Nature's plan, and you will bear the full force of her wrath. The true test of Human VS Nature. | ” |
Interloper is the 4th Survival Mode Experience in The Long Dark. It is the standard "expert" difficulty setting, being a major departure from the previous 3 Experiences by introducing multiple handicaps to make the game even harder than normal.
Overview
Interloper doesn't just raise the difficulty of Stalker to the next level, but also reduces that overall resource and tool availability in the game world, with several tools and clothing outright never spawning. As such, players are faced with an extremely cold world with limited loot, abundant hostile wildlife, and a smaller loot pool present compared to the other Experiences. Most high quality tools and clothing will never appear in game, making it a necessity to craft and forge animal hide clothing and improvised tools for survival. Foraging and Hunting become the main methods to acquire food, as most homes have very little, if any food in them.
Interloper's learning curve is a sharp one, forcing players to relearn how to survive by using more advanced game mechanics, such as Daisy Chaining, Hibernation, Mountain Goating, and Beachcombing.
A guide for players new to Interloper can be found here.
Interloper Settings
- Great Bear Island has few items to be found (only ~20% of containers will contain any items).
- Critical items have limitations on their spawn frequency (more details can be found in this Google Docs spreadsheet)
- Cardboard Matches never spawn. Wood Matches and other fire starters are rare.
- Most tools never spawn: Hunting Rifles, Revolvers, Hatchets and Hunting Knives (and their Improvised Versions), Bows, Simple Arrows, Flashlights, and Moose-Hide Satchel.
- The Spelunker's Lantern is the only unique item variant which will spawn.
- Improvised Hatchets and Improvised Knives must be Forged to craft Bows or Arrows. Arrowheads and Broken Arrows may be found rarely, but not Simple Arrows or Bows.
- High-Tier Clothing does not spawn. Many High-Tier Foodstuffs do not spawn (see full list in next section).
- Half of Cargo Containers do not spawn on Timberwolf Mountain, and the remaining ones have downgraded loot (e.g. Tomato Soup instead of Condensed Milk).
- Certain Mementos containing high level loot do not spawn.
- Most of the Coastal Houses and Cabins in Coastal Highway are destroyed, providing no shelter and minimal loot.
- Abandoned Lookout: The 4 Cabins below the Lookout will only have 2 intact Cabins (formerly 3).
- Bear Creek Campground: The Cabin on the hill just south of the Campground (and north west of Fishing Camp) will be destroyed.
- Coastal Townsite: Of the 11 houses in the town, only 2 will be standing (the one on the hill outside of town will also be destroyed). The Quonset Garage will always be intact.
- Fishing Camp: The Cabin with the Work Bench and Buffer Memory laptop is usually destroyed (the same Buffer Memory laptop will appear inside the Rabbit Grove Cabin instead).
- Log Sort: The house near the shed and trailer will always be ruined (the trailer can still be used).
- Waterfront Cottages: The 3 houses here always spawn as ruined houses.
- Critical items have limitations on their spawn frequency (more details can be found in this Google Docs spreadsheet)
- Needs erode very quickly.
- Starting equipment is a Recycled Can and an incomplete set of low-quality clothing (head and hands will always be exposed).
- Game will start outdoors. Chance to spawn at night.
- Player will randomly start in a small list of predetermined starting regions (cannot spawn in "Beginner" regions).
- Higher chance to start in Advanced (most dangerous) regions.
- The list of possible spawns are: Ash Canyon, Blackrock, Desolation Point, Forlorn Muskeg, Hushed River Valley, Pleasant Valley, and Timberwolf Mountain.
- Rabbits, Ptarmigan, and Deer are rarer. Fish have up to half the catch-rate (twice as long of wait time at Day 50 survived), and Wolf/Timberwolf/Poisoned Wolf are extremely deadly (but spawn less frequently than Stalker mode, on par with Voyageur rates/detection).
- Wildlife becomes rarer and the environment colder over time (at Day 10, 25, 50, 100 and 200).
- Meat from predators carries Intestinal Parasites risk, with a more difficult treatment than Stalker mode.
- Fires do not automatically prevent Freezing ("Feels Like" Temperature must be raised above 0° C).
- No automatic waking from sleep when Freezing.
- Hypothermia and Frostbite progresses faster and heal slower.
- Clothing and Food Decay condition quickly.
- Rest is a Resource: the survivor cannot sleep above high Fatigue (95% or greater) levels, except to treat Afflictions.
- Prepper Caches will always spawn as the "Abandoned" type.
- Loot acquired from the 3 Tales will be virtually nonexistent, but they can be completed.
- Supply Cache loot is of much poorer quality.
- The Trader's loot is of lower quality.
- Scurvy is present (at the same rate as Stalker mode).
- Cabin Fever is present and progresses faster than Stalker mode.
- The option to enable the Trader, Cougar, and Scurvy on or off is present.
- Allows 2 active Feats.
List of Banned Items
The following is a list of items that do not appear whatsoever when playing on Interloper:
Tools
- Hunting Knife/Hatchet/Survival Knife
- Hunting Rifle/Barb's Rifle/Bunker Rifle/Curator's Rifle/Vaughn's Rifle
- Revolver/Forester's Revolver/Hunter's Revolver/Warden's Revolver
- Rifle Ammunition/Revolver Ammunition/Rifle Shell Casing/Revolver Shell Casing (cannot craft Fishing Lure (Revolver Shell Casing))
- Woodwright's Bow/Sport Bow
- Miner's Flashlight
Clothing
Head
Outer Torso
- Expedition Parka
- Flight Jacket
- Mariner's Pea Coat
- Military Coat
- Old Fashioned Parka
- Tactical Jacket
- Urban Parka
Inner Torso
Gloves
OuterLegs
InnerLegs
Socks
Shoes
Accessories
Food
- Airline Food - Chicken
- Airline Food - Vegetarian
- Condensed Milk
- Energy Bar
- Go! Energy Drink
- Military-Grade MRE
- Orange Soda
- Peanut Butter
- Stacy's Grape Soda
Any other high quality items not listed here have a VERY low chance of appearing. Some high quality items still spawn, such as an Emergency Kit spawning a Distress Pistol, but no Flare Shells will be in the case (or vice versa).
Starting spawn location
The player cannot select which region they will spawn in. Instead, the game will spawn them in one of the following Lower Great Bear regions at random:
- Ash Canyon
- Blackrock
- Desolation Point
- Forlorn Muskeg
- Hushed River Valley
- Pleasant Valley
- Timberwolf Mountain
Game Settings
| DIFFICULTY | INTERLOPER |
|---|---|
| GAME START | |
| Baseline resource availability | Low |
| Starting time of day | Random |
| Starting weather | Random |
| Indoor spawns permitted | No |
| Survivor monologue | Yes |
| ENVIRONMENT | |
| Length of day multiplier | 1x |
| Weather variability | Very High |
| Blizzard frequency | Very High |
| World gets colder over time | High |
| Wind variability | Medium |
| Aurora frequency | Medium |
| Fire overcomes ambient air temp | No |
| Endless night (v1.83) | No |
| HEALTH | |
| Calorie burn rate | Very High |
| Thirst rate | High |
| Fatigue rate | Medium |
| Freezing rate | Very High |
| At-rest condition recovery rate | Medium |
| Condition recovery rate | Medium |
| Hypothermia recovery time | Very High |
| Frostbite rate | Very High |
| Cabin fever | Yes |
| Intestinal parasites | Yes |
| Dysentery | Yes |
| Sprains | Yes |
| Food poisoning | Yes |
| Broken ribs | Yes |
| Rest as a resource | Yes |
| Scurvy - Vitamin-C drain rate | High |
| Fires prevent freezing | No |
| Wake up player when freezing near a fire | No |
| Birch bark tea crafting (v.1.64) | Yes |
| GEAR | |
| Item decay rate | Very High |
| Loose item availability | Low |
| Empty container chance modifier | High |
| Stick, branch, and stone respawn frequency | Low |
| Starting gear allocation | Low |
| Rifle availability | No |
| Revolver availability (v.1.64) | No |
| Harvestable plant availability | High |
| Reduce container item density | High |
| WILDLIFE SPAWNS | |
| Cougar spawn chance | High |
| Wolf spawn chance | High |
| Timberwolf spawn chance | High |
| Deer spawn chance | Low |
| Rabbit spawn chance | Low |
| Bear spawn chance | High |
| Moose spawn chance | High |
| Time to wildlife respawn | Medium |
| Reduce wildlife population over time | High |
| Wolf spawn distance | Close |
| Predator grace period | No |
| WILDLIFE BEHAVIOUR | |
| Wildlife smell range | High |
| Scent increase from Meat/Blood | Medium |
| Passive wildlife | No |
| Wildlife attacks during rest | Yes |
| Wolf fear | Medium |
| Timberwolf morale | Low |
| Wildlife detection range | Medium |
| WILDLIFE STRUGGLE | |
| Struggle bonus | None |
| Struggle condition damage modifier | High |
| Struggle clothing damage modifier | High |
| Struggle damage severity | Very High |
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| Gameplay |
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| Advanced Gameplay | |||||||||
| Tales | |||||||||