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Author Topic: [U|AoH|100%|YAFW] Everyman Diamond with the new and improved Survivalist  (Read 1149 times)

Omega Tyrant

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Here is the Youtube link of the entire run if you want to watch it.

Back in 0.9.9.7, the only non-Angelic badges that you don't need to play Nightmare for that I never got were Armorer Diamond (which is just a grindfest you'll eventually get if you play long enough) and Everyman Diamond. Everyman Diamond is a very intimidating badge, that few people ever gotten even with the aid of dual-angel cheese, so I put it off for a long time, but before finally making the plunge into Nightmare, I decided to try getting this last UV badge I never attempted in 0.9.9.7.

When it comes to handling Angel of Humanity, you have two main ways to handle your build; one is you try to never get hit, playing as evasively and carefully as possible, but given how enemy dense the levels can get on UV, the chances of you managing to never get hit by something that will instant kill you over 24 floors, in addition to all the special levels, are very slim, especially without the reliably strong offense you would have in Angel of Max Carnage. The other build you can try is, counterintuitively, an extreme tanking build; you might risk lacking the speed or offense to handle some tough situations, and with such low HP you can never just stand there tanking everything, but it does give you a lot more margin for error. With those considerations, I decided to go the tanking route with Survivalist, which was significantly improved in 0.9.9.8 by the Marine gaining an inherent 20% resistance to fire/acid/plasma damage, in addition to Ironman being buffed to give +10% resistances to bullet/shrapnel/melee damage per level, and Survivalist getting doubled healing from small medkits and health globes.

When it comes to trait order, I open with Ironman, as while the extra 2 max HP is very little (4 when boosted), it does still make a difference in ensuring you don't get killed in one or two hits, and more importantly, the +10% physical resistances is quite helpful in the early game, allowing you to take 1 less point of damage against most enemy attacks in the early game. I then take Badass, as with it letting you retain boosted health to 150%, effectively gave me 21 max HP with how health globes will often get you over 100% with such low HP, overall significantly improving my margin of error. I then deviate from Survivalist's prereqs to go for two levels of Finesse and two levels of Whizkid; Finesse is very helpful in general for improving offense, safety, and increasing the reliability of corner shooting, but more important is needed for getting Whizkid, as assembling Cerberus Armor is critical, in addition to improving other equipment to make up for the lack of power and speed. Once that is done, it's finishing Survivalist with getting two levels of Tough As Nails and a second level of Ironman, and once I get Survivalist, i become a hell of a lot more durable, being able to actually tank stuff in Cerberus Armor. I then take the second level of Badass to effectively make my max HP 32, my health isn't looking so fragile anymore. After that it's the final level of Finesse, then Ironman for farther durability, then a level of Brute to make Unholy Cathedral not take so long, then one more level of Ironman, and finally I take one more level of Brute to make killing Carmack with the Scythe easier.

Now for all the levels and my commentary on how they went:

Phobos Base Entry - This level is easy, as the Red Armor in conjunction with the level of Ironman ensures nearly everything does 1 damage, with only high damage rolls at close range from the Sergeants being able to do a bit more, and there aren't many enemies altogether. However, given this is the first floor, if I took more than a couple hits I would just Q+Y out, as each HP this early is precious, and there is very little time loss resetting until you get a good Phobos Base Entry.

Floor 2 - I swap to the Green Armor here to preserve my Red Armor, as you won't be able to encounter any armor shards until floor 5 and I really need it for later. Wearing Green Armor makes me very vulnerable and I die a couple times on this floor, but again little time is lost, so making this floor a lot harder to preserve the Red Armor was worth it.

Hell's Arena - Cacodemons are scary this early, as even with Red Armor and the Marine's 20% plasma resistance, their plasma balls will deal 4 damage on average, and can deal up to 8 damage, so often they will kill you in three or even two hits if you're unlucky. Enemies additionally spawn in random spots, so if you get surrounded by Cacos and Pinkies at the start of any wave, it's basically game over. Then there's the two Barons in the final wave, whose acid balls deal 6 damage on average to a Marine in Red Armor, and up to as high as 12 with a max damage roll. All while you lack the speed to outrun anything here, and with no offense boosting traits, enemies will often get to you before they die when corner shooting them. It's not too hard though if you take it carefully, and with the Barons you can lure them into a favorable position with gift dropping (try to lure them as away as you can see them without them seeing you, and then just start hammering away with the Shotgun when they pop up, you'll often be able to kill them this way before they reach you even with no offense boosting traits). Clearing Hell's Arena gives some very nice rewards, but especially so in AoH, when the usual Blue Armor is replaced with a randomly chosen Ballistic Vest, Phaseshift Armor, or Acid-proof Boots. If you get the Boots, that's an instant reset, as they're far less useful. The Ballistic Vest meanwhile, with its 50% resistances to all physical damage, makes a very good base for the Cerberus Armor, which gives you an armor that reduces all damage by at least half, bolstered even farther by the levels of Ironman I'm getting, and it'll be handy for The Chained Court, Phobos Lab, and any Demon caves before it's turned Cerberus. Then there's Phaseshiift Armor, which has weaker physical resistances (30%) and so would make a weaker Cerberus Armor, but it does has some perks that made me want it more (which luckily I did get in my first Hell's Arena clear); it has an extra point of protection that makes it defend better against energy attacks, a massive +25% movespeed bonus that will actually let me outrun enemies before I turn it Cerberus, and it has the potential to create the Phaseshift set if I find the Phaseshift Boots, which will grant me immunity to damaging fluids (very important, as lava deals 12 damage, 8 damage once you factor the Marine's 20% fire res and the two levels of TaN I get, so yeah I want to avoid lava at all costs). The weaker physical resistances will be alleviated by Ironman anyway, as well as a bug in this version that has the Technical mod's resistance boosts carry over to armor assemblies that use it (effectively meaning Cerberus Phaseshift Armor will have 50% physical resistances, and after a couple levels of Ironman + TaN, it will reduce any physical hit to 1 damage).

Floors 3 to 5 - Hell Knights and Cacodemons start showing up in this range, while caves can also start spawning, and floor 4 was particularly dangerous here, with me once ending up trapped by a Hell Knight in a dead end, but thanks to running and the Phaseshift Armor, I was able to pull through this range without much issue.

The Chained Court - You got four Barons now, a bunch of formers that can chip you down, as well as the Arena Master, a buffed up Archvile whose zap will always deal 4 damage to a marine in Red Armor, a whopping 11 if I'm wearing Phaseshift or Blue Armor. All in a level where you have little cover and no good camping spots. You however get the Chainsaw, as well as two more Berserks, and when berserked, everything here will be doing only 1 damage to you in Red Armor. Leveraging the berserks and avoiding letting the Barons destroy them is crucial, with my strat being to take the Chainsaw, immediately head up to one group of Barons and saw them down as well as any formers that get in the way,  then taking one of the Berserks to heal up and head down to the other group of Barons, aided by the Marine's extended powerup duration. The first part went without a hitch, but the second part got a little dicey as the Barons wandered a bit far into where the Chaingunners and Arena Master are, so I ended up shotgunning them down slowly at a distance, which still managed to kill them before the berserk ran out. After that I make sure to gib the Baron corpses and camp the central building until the Arena Master pops up, picking off any formers that show up in the meantime. Once he does, I get a shot on him to draw his attention if he hasn't already started charging his attack, and then make a mad dash for the final berserk, then get back to him and Chainsaw him down, while making sure I'm not exposed to a former while fighting him. Once he is dead, it's then mopping up the rest of the formers, though taking it slowly as Chaingunners can rack up damage quickly when you have such low health.

Floors 6 and 7 - Barons, Former Commandos, Arachnotrons, and Revenants start showing up as regular enemies, so this can be a very dangerous range when I don't yet got Cerberus Armor. Floor 6 especially when it spawned me in a cave with Cacodemons and Pinkies, but Phaseshift Armor shined here, as I was able to leverage its movespeed to outmaneuver them and take little damage. Then floor 7 I get very lucky; first there was a vault I found quickly, which once cleared out, made for a very good camping spot, and it had an Onyx Armor, an amazing base for the Cerberus Armor (it has no physical resistances to give the armor, but its infinite durability is carried over). Since the Phaseshift Armor was already nearly Cerberus, my priority was still towards turning it Cerberus, and the Onyx Armor would not be needed at all if I get an Onyx mod later to get infinite durability for the Cerberus Phaseshift Armor, but I hold onto it just in case. This floor also had THREE power mods, very very nice, as I could ensure Cerberus Armor before Deimos, and build a P-modded Tactical Shotgun. I hold off turning the Phaseshift Cerberus as it'll be better as normal Phaseshift for...

Phobos Lab - Often this is one of the hardest special levels in the game, as the Nightmare Demons are so durable, so fast, and so strong (with their bite dealing 11 to 13 damage, 6 to 8 with one level of Ironman and in Red Armor, enough to quickly two-three shot me). Phaseshift Armor and the P-modded Tactical Shotgun made this level very easy, as I was able to outrun the Nightmare Demons without activating run, while with the power and technical mods bolstering its protection + melee resistance, they would only deal 1 damage to me anyway even if they did get in to hit me. An Invulnerability I was able to take in too to clear out much of the cave without them being able to harm at all? Couldn't ask for an easier Phobos Lab, Military Base may have even been tougher than this despite normally being much easier.

Phobos Anomaly - The ambush is a potential obstacle, but in Red Armor, a Marine will only take 1-3 damage from a rocket jump. So once you reach 12 steps from the starting room, destroy the door on the other end, activate run, trigger the ambush, and rocket jump out of there, then mop up from safety and heal. When it comes to the Bruisers, the Cerberus Armor will reduce their acid balls to 1 damage, but I opt to stay in Red Armor and use a radsuit to buff my acid resistance by +25% instead to try preserving the Cerberus Armor, while utilizing hit and run tactics with the Tactical Shotgun until I got to a good corner shooting spot I created. The extra acid resistance proved to not be needed, as i killed them without getting hit.

Hell's Armory - Deimos Lab was the level I most dreaded, as even with Cerberus Armor, the dual Shamblers could deal up to 4 damage still, while it would take so long to kill them with how lacking my offense is and I can't evade with my lack of speed. Instead I got Hell's Armory, which with it having only a single Shambler for the boss fight, was much easier. I messed up at the start by letting a Commando get several shots at me instead of Chainsawing him when he got in melee range like I should have, but after that it was smooth sailing camping and clearing out the level. Unfortunately the weapon cache had nothing useful (it had a Combat Pistol but I'm not investing in Son of a Gun, so worthless). It had the mods for me to assemble a Hyperblaster, which offered much superior DPS to the Tactical Shotgun, especially against the Shambler whose 3 armor weakens shotguns a lot. The Shambler fight didn't go pretty, and you can see in the video how two of them could have been a big problem, but I killed him before he got me in too critical of health. Unfortunately the mod cache didn't have an Onyx or Nano mod as I was hoping, but a Firestorm mod is nice for the Hypberblaster, and that prior found Onyx Armor came useful here, as I was able to turn it Cerberus to ensure I had infinite durability Cerberus Armor to fall back on if the Phaseshift got damaged or just to preserve it for when I need the physical resistances.

Floor 10 to 11 - These floors were a nice demonstration of how powerful a Marine in Cerberus Armor is, as I took quite a few blows from Barons and a Mancubus that got the drop on me, which would normally be fatal in a normal game, let alone in AoH, but the Cerberus Armor was reducing all their hits to 1 damage, so I survived without too much issue.

The Wall - Containment Area is usually quite a bit harder, but with Cerberus Onyx Armor, neither of these levels would have been hard. In the Wall, just break through, corner shoot it while wearing the Cerberus Onyx Armor to prevent the Cerberus Phaseshift armor from getting damaged, and try to get the Baron's corpses to stack on each other to prevent the Archvile from reviving them, while occasionally just blowing them up with the Rocket Launcher.

Floor 12 - I took a full Commando volley, which even in Cerberus Armor managed to knock nearly 40% of my health off, but the floor went without any real problems, and I get Survivalist here, which from now on will reduce basically half of all hits I take to 0 damage.

Abyssal Plains - The beginning ambush here from Hell Knights with no cover can be a problem, and even with Cerberus Armor + Survivalist, I took a lot of damage getting to the Large Medkit. Was able to easily heal myself up after though with one of the health globes, and while Arachnotrons can be dangerous in a level with no good cover, mop up of the level went without a hitch, as the health globes were more than enough to recover any damage I took. Then there's the Agony Elemental ambush, but with a Shell Box for fast reloads and two levels of Finesse, the Tactical Shotgun was able to handle it easily. Unfortunately I got three Blood Skulls from the Agony Elemental, was really hoping for a Hatred Skull or two, and even a Fire Skull would have been better, but sometimes the luck gotta balance out.

Floors 13 to 14 - These floors are mostly uneventful, even a bunch of VMR spawning near me isn't very scary at this point. I found a nuke though, which I decide to hold onto in case I want to nuke the Cathedral or Mortuary/Limbo later.

Spider's Lair - Normally this level would be very scary in AoH, as due to the Arachnotrons firing five shots each time they attack, they can still deal up to 5 damage to you even if your defenses are good enough to reduce all their hits to 1 damage, while you're fighting over a dozen of them in a large open level with no good cover. However not only does Survivalist does a lot to protect against them, but I had an Invuln on Floor 14 that I'm able to carry into here, which I take great advantage of to kill most of the Arachnotrons for free, and then mop up of the remaining few was easy. Halls Of Carnage could have been the greater danger here, when my build lacks speed and I had no Homing Phase to cheese it, but I'm happy getting Spider's Lair to get the Spider Killer Cross, otherwise I would need to play AoH again just to get that annoying medal. I also decide to ditch the Missile Launcher at this point as I plan on making a Tactical Rocket Launcher very soon, and Tech mod the Plasteel Boots, in case I can make Cerberus Boots or Lava Boots later, or at least fireproof them in case I need them for Lava Pits/Erebus or just for safety near lava.

Tower Of Babel - After an uneventful floor 15, it was time for the Cyberdemon fight, which with his rockets being unable to deal more than 1 damage to me in P-modded Cerberus Armor, was a very easy fight, when he can't threaten me even during the 2.5 second reloads of the Hyperblaster.

Floor 17 - An uneventful floor, but I'm able to finally assemble my Tactical Rocket Launcher, and I also pick up a Green Armor, as I will need an agility modded one later for the Cathedral to outspeed the Angel Of Death, but hold off on modding it just in case I can find something better...

House of Pain - The opening room that surrounds you with Arachnotrons could be dangerous, but another Invuln allows me to trivialize it. Then the second and third rooms aren't bad when Cerberus Armor negates the threat, you just have to avoid getting knocked into the acid/lava. Then the Nightmare Archviles in the final battle can actually do damage, as 70% plasma resistance + 2 protection and 2 TaN still can't reduce their damage below 4, but I got a nice corner shooting spot to take them out with just the Tactical Shotgun boosted by fast reloads from the Shell Box, and I took care to dispose the Arachnotron corpses before leaving the first room so they couldn't be revived. Among the random rewards I got an Acid Spitter, which was worthless, but I did get another Phaseshift Armor. This may have seemed worthless too, but with it I no longer needed the Green Armor for Cathedral, and having the Phaseshift Armor instead would be much preferred, as messing up against the Angel of Death won't get me near instantly killed with its melee resistance, while I can also take advantage of its +50% knockback boost for very far rocket jumps when invulnerable (as turning the first Phaseshift Armor Cerberus gave it a big knockback resistance instead that limited my rocket jumps).

Floors 18 to 19 - The random floors at this point are of low threat to me with how tanky I've gotten and how far I can stretch Invulns out. But on Floor 19 I found what I wanted most, Phaseshift Boots to complete the Phaseshift Set. They nearly got destroyed by a Mancubus, but I managed to get them, and at that point fluids were no longer a danger. I keep the Plasteel Boots though, in case I need to fight near lava in the Cerberus Onyx Armor.

Unholy Cathedral - With the Phaseshift Armor and Phaseshift Boots, I'm able to outspeed the Angel of Death without any Hellrunner, and with three levels of Finesse, I can attack faster than him too with the Chainsaw, while getting a level of Brute also means the process of running away and slowly whittling him down with the Chainsaw inbetween his moves wouldn't take so tediously long either. I did mess up a couple times, which is very dangerous when the AoD does 16-18 damage before armor/resistances, but with me having 60% physical resistances from the Phaseshift Armor and three levels of Ironman in addition to 4 protection from the Phaseshift Armor and two levels of TaN, he only dealt 2 to 3 damage, so nothing too bad despite the scary red screen flash when getting hit. Getting Azrael's Scythe for this is pretty nice too, as it will be my strongest means of offense going forward.

Floor 20 - The final floor before The Mortuary or Limbo, the potential run ender, but for this final level of preparation, I get two Invulns in an otherwise yet another uneventful floor, very very handy for what comes next.

Limbo - I considered just nuking it, but I decided to beat it conventionally, and with the two Invulns +, Phaseshift Set, I put on a masterclass of how useful Rocket Jumping can be, darting around the level to destroy a ton of corpses before the Archviles can revive many and then killing everything before the Invulns even ran out, netting me an Angelic Pin too for the no damage clear of Limbo. I leave behind the Angelic Armor though, as it offers nothing better than my current armors, but the Nuclear BFG is nice.

Floors 21 to 23 and Mt. Erebus - The run is practically won at this point, the Phaseshift Set will trivialize both The Lava Pits and Mt. Erebus, while there is little that the random floors can do to threaten me. Floor 22 had an Aracnotron cave, which could have been some threat, but with some more Invulns, I'm able to clear it without any damage.

Dis: Taking yet another Invuln with me, I could just have rocket jumped in and smashed the Mastermind with the Scythe, but I wanted the full win, so I nuke her with the Nuclear BFG (keeping the other nuke instead in case I need it to nuke Carmack, as I can activate it straight from my inventory, much better in the middle of a fight).

Hell Fortress: Thanks to rocket jumping, I'm able to carry the invuln I used to nuke Dis into the Fortress,  allowing me to kill John Carmack with the Scythe before he could even get the chance to deal damage. In the event the Invuln ran out and his spawns got out of control, I still had the Lava Element on deck to get some more invuln, as well as nuke him as a last resort.

With that all done, here is the mortem. Overall this only took me a handful of attempts, with the first run that got past Hell's Arena going the entire way, and so I definitely think Quartermaster Diamond is the even harder of the UV Diamond badges, which in comparison took me 30ish attempts over several days to get.

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 NOHEALTH, level 16 Hell Baron Mjr General Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 948711 turns and scored 434704 points.
 He played for 3 hours, 22 minutes and 11 seconds.
 He was a man of Ultra-Violence!

 He killed 1185 out of 1185 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Humanity!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 11
  Levels completed : 11

-- Awards ----------------------------------------------------

  Medal of Prejudice         Won with 100% kills
  UAC Star (silver cluster)  50+ kills without taking damage
  Aurora Medallion           Found more than 3 uniques in one game
  Conqueror Pin              Completed all generated levels
  Untouchable Pin            Won taking less than 500 damage
  Angelic Pin                Clear the Mortuary/Limbo w/o taking damage
  Hell Armorer Pin           Clear Hell's Armory/Deimos Lab
  Every Soldier's Medal      Clear The Wall/Containment Area on AoHu
  Thomas's Medal             Win AoHu as Conqueror
  Hell Champion Medal        Clear Hell's Arena
  Spider-Killer Cross        Clear Spider's Lair on AoHu
  Everyman Gold Badge        Complete Angel of Humanity (AoHu)
  Everyman Platinum Badge    Complete AoHu as Conqueror
  Everyman Diamond Badge     Complete AoHu on UV as Conqueror

-- Graveyard -------------------------------------------------

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  ###########################################################

-- Statistics ------------------------------------------------

  Health 40/20   Experience 134414/16
  ToHit Ranged +0  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +6

-- Traits ----------------------------------------------------

  Class : Marine

    Ironman          (Level 4)
    Finesse          (Level 3)
    Tough as nails   (Level 2)
    Brute            (Level 2)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Survivalist      (Level 1)

  Iro->Bad->Fin->Fin->WK->WK->TaN->TaN->Iro->MSv->Bad->Fin->Iro->Bru->Iro->Bru->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   cerberus phaseshift armor [0/0] (100%) (A)
    [b] [ Weapon     ]   Azrael's Scythe (9d9)
    [c] [ Boots      ]   phaseshift boots [4/4] (100%) (A)
    [d] [ Prepared   ]   shell box (x81)

-- Inventory -------------------------------------------------

    [a] tactical shotgun (9d3) [5/5] (P1)
    [b] tactical rocket launcher (6d6) [0/5] (T1)
    [c] hyperblaster (2d4)x5 [34/40] (F1)
    [d] BFG 9000 (12d6) [220/220] (B3P2)
    [e] cerberus onyx armor [2] (P)
    [f] phaseshift armor [2/2] (100%)
    [g] shotgun shell (x70)
    [h] rocket (x14)
    [i] rocket (x9)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] thermonuclear bomb
    [r] lava element
    [s] shell box (x100)
    [t] shell box (x100)
    [u] power battery (x120)

-- Resistances -----------------------------------------------

    bullet     - internal 40%   torso 90%   feet 40% 
    melee      - internal 40%   torso 90%   feet 40% 
    shrapnel   - internal 40%   torso 90%   feet 40% 
    acid       - internal 20%   torso 90%   feet 20% 
    fire       - internal 20%   torso 90%   feet 20% 
    plasma     - internal 20%   torso 70%   feet 20% 

-- Kills -----------------------------------------------------

    95 former humans
    75 former sergeants
    43 former captains
    109 imps
    105 demons
    368 lost souls
    56 cacodemons
    27 hell knights
    60 barons of hell
    57 arachnotrons
    11 former commandos
    28 pain elementals
    58 revenants
    16 mancubi
    39 arch-viles
    9 nightmare imps
    5 nightmare cacodemons
    12 nightmare demons
    2 nightmare arch-viles
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 6 he assembled a tactical boots!
  On level 7 he assembled a tactical shotgun!
  On level 7 he sneaked into the Phobos Lab.
  On level 7 he assembled a cerberus armor!
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a hyperblaster!
  On level 9 he assembled a cerberus armor!
  He destroyed the evil within and reaped the rewards!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 16 he found the Tower of Babel!
  On level 17 he assembled a tactical rocket launcher!
  On level 17 he trespassed on the House of Pain.
  On level 17 he found the Acid Spitter!
  He conquered the House!
  On level 19 he invaded the Unholy Cathedral!
  On level 19 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 20 he was foolish enough to enter Limbo!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 21 he stumbled into a complex full of revenants!
  On level 21 he assembled a fireproof boots!
  On level 22 he arrived at Mt. Erebus.
  He managed to raise Mt. Erebus completely!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 hit! The cacodemon dies. You are hit! You are hit! You are hit! Fire -- Choose
 target...
 You see : pool of blood
 The cacodemon dies. The cacodemon dies. The cacodemon dies. The cacodemon
 dies. John Carmack reloads his rocket launcher. Fire -- Choose target...
 You see : floor
 You dodge! You dodge! You dodge!
 You wear/wield : a Azrael's Scythe (9d9) You are hit! You are hit! You are
 hit! You are hit!
 You hit John Carmack. You dodge! The missile hits the cacodemon.
 You hit John Carmack. You are hit! You are hit! John Carmack reloads his
 rocket launcher.
 You hit John Carmack. You are hit! You are hit!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now.

-- General ---------------------------------------------------

 27 brave souls have ventured into Phobos:
 12 of those were killed.
 1 didn't read the thermonuclear bomb manual.
 And 1 couldn't handle the stress and committed a stupid suicide.

 13 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 2 killed the bitch and survived.
 9 showed that it can outsmart Hell itself.

--------------------------------------------------------------
« Last Edit: September 27, 2024, 15:29 by Omega Tyrant »
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0.9.9.8 Badges - [26|26|26|16|5|0] (26/26/26/17/5/0 in 0.9.9.7)
0.9.9.8 Medals - 44/50 (35/43 in 0.9.9.7)
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