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Author Topic: [1.8h|U|Sc|YAAM] Successfully tackling Ossuary route with a railgun  (Read 13 times)

Vigilante

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This was first time win through Ossuary. Butcher himself was like the easiest thing in entire run, but getting through Ossuary L1-L2 took crazy healing item spendings and a couple of phase kits too. Since this is a late publication, I have since then won going through Ossuary a couple more times with no struggle whatsoever, one-shotting the enemies. Both of those had railgun too (a Sharpshooter and another Sniper), last time I realized I don't even need Efficient, as Ossuary, unlike Dante Inferno, doesn't starve you of cell ammo.

Early game was JS chaingun (for lack of JS 7.62 rifle), auto-shotty, mag pistol. Auto-shotty proved stronger than I thought it would be, so shotgun ended being the most used weapon and Europa Ruins would give AV3 amp for it which I never rerolled. But, chaingun was cold-modded (also from Rift), so it was too performing decently, which can't be said about plasma shotty for which I dismanted chaingun on Io L1 (even though it inherited the cold mod).

I was Fated to be Sniper, which at the time I didn't quite recall how to play, but figured it would be easy (Ossuary notwithstanding, cause I never before survived even its L2) and didn't look at build guides. From this and the recent run, however, I infer to ignore the weapon restrictions on Deadly precision early-on, and just take it as a prerequisite for the Sniper mastery but don't bother matching early guns to it if you find better ones that aren't compatible.

In Rift branch, a strongroom netted me a guardian armor, which I kept into Ossuary, and only there replaced with duramesh (at the loss of 10% dodge, and guardian was Onyx by that time, but to me it worked better having more armor past that point). In Rift's special level, I put autocalibration on both chaingun and autoshotgun (the latter which was in the final room), but didn't then have faith in autoshotgun (yet it proved to work all game, except railgun from Io Black Site L3 seemed doing even more damage).

Besides AV3 amp I never rerolled, Europa Ruins gave me ancient trinket (affinity towards poison and burn), which only got replaced late in Io.
On Europa L6 I got nailgun, which spawned with Molten and hence I power-modded it (Hunter 1) for the Cryomancer fight. Nailgun I only used on Cryomancer and bots from Io L1, 40 nails spent, never reloaded.

On Io L1, I dismantled my chaingun that was actually doing well, and replaced it with a plasma shotty, but the latter lagged behind autoshotgun in terms of realibity, and it even seemed behind in power too (because didn't mod it for range, I guess). Shadow Halls required lift repair, whereas there was a "boot the gas" event in Io Black Site, and a "world burn" in Io L6, and so I went Io L2 -> Black Site without keycards. Keycards I did manufacture all (station located by full-clearing Vaults), but BFT I merely shot at live bullseyes and then left behind. Because Io Black Site L3 got me an efficient railgun, I dismantled the underperforming plasma shotty, and put cold mod on railgun. Power mod would not appear on railgun until after I killed Butcher.

While in Black Site, I found that clearing the first level before timer cancels CRI arrival on all Black Site levels. Black Site L2 I did boot up the gas, and Black Site L3 had random Toxic Contamination, which was nice, but I could have ran out of plasma ammo (having prevented CRI interference), good thing Vaults has ammo station. Also, I had to kill those turrets myself in Vaults. At least, I guess, I didn't miss any drop of experience that CRI usually steal.

World burn from Io L6 got me relic with Kerberos' rage, and the branching decisions thus were once more confirmed lucky.

To kill Butcher, I let him walk closer to level down his Delirium, shot him two times, stealthed when he was directly adjacent to me, walked a bit away, and delivered a third fatal shot. The run past that was non-eventful (except me buying ancient salves at Dante stations because Ossuary L1-L2 made be paranoid about running out of health).

Vigilant, level 17 Scout,
defeated the Harbinger against all odds.

He survived for 17120 turns.
The run time was 2h 16m 18s.
World seed was 21235.
He scored 8625 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L2 -> Callisto Rift L1
Callisto Rift L1 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
EUROPA L2 - Low Power
EUROPA L3 -> Europa Ruins L1
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
EUROPA L6 - Low Power
IO L2 -> Io Black Site L1
Io Black Site L3 - Toxic Contamination
Io Black Site L3 -> Black Site Vaults
Black Site Vaults - Cleared!
Black Site Vaults - found Apocalypse
Dante Vestibule -> Ossuary L1
Ossuary L1 - The Hunt
Ossuary L2 -> Abattoir
Abattoir - Cleared!

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (silver cluster) (+100)
   * 50+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels
  Ossuary Nails (+500)
   * Killed the boss of the Abattoir

He killed 850 out of 850 enemies.

 43 former grunts           12 toxic fiends
 12 corrupted grunts        6  CalSec sentries
 1  former CRI grunt        8  security sentries
 12 former grenadiers       8  military sentries
 6  corrupted grenadiers    8  CalSec bots
 2  hellish grenadiers      7  security bots
 19 former soldiers         1  military bot
 31 corrupted soldiers      30 reavers
 10 hellish soldiers        23 cryoreavers
 3  former CRI soldiers     13 toxic reavers
 7  former sergeants        23 archreavers
 4  corrupted sergeants     8  kerberi
 1  hellish sergeant        19 cyberi
 3  former CRI sergeants    20 cryoberi
 17 former guards           16 medusae
 6  corrupted guards        17 archmedusae
 3  former commandoes       14 ravagers
 20 corrupted commandoes    11 armored ravagers
 6  hellish commandoes      5  siege ravagers
 4  former CRI commandoes   11 plasma ravagers
 2  CRI commandoes          16 CRI marines
 2  former heavies          9  CRI bots
 4  hellish heavies         10 guardians
 2  former CRI heavies      7  frost guardians
 11 fanatics                7  sentinels
 5  security drones         11 warlocks
 2  combat drones           3  archwarlocks
 2  military drones         6  watchers
 75 fiends                  6  cryowatchers
 51 fire fiends             1  pyrowatcher
 33 ice fiends

Traits
  Eagle Eye L2
  Dash L1
  Hellrunner L3
  Son of a Gun L3
  Hacker L1
  Dodgemaster L1
  Whizkid L1
  Deadly precision L1
  SNIPER L3

Trait order
  EE->EE->DPr->Hak->MSN->Whk->Hr->Hr->
  Hr->Das->SoG->Dm->MSN->MSN->SoG->SoG->


Equipment
  Slot #1 : TTL railgun PC
   * Hunter 4
   * Freezing 2
   * Tei Tenga Labs
   * Efficient
   * Electromagnetic rail

  Slot #2 : AV2 12ga auto-shotgun +PA
   * Ripper 8
   * Calibrated 1
   * Auto-calibrated
   * Frenzy 10
   * Second chamber
   * Slowdown

  Slot #3 : nail gun P
   * Hunter 1
   * Molten 2
   * 9 inch nails

  Body : duramesh scout armor
   * Fire-resistant
   * Duramesh

  Head : JS marine helmet P2BA
   * Long-range tracking
   * Crit Enhancer 25
   * Danger Monitor
   * Durable
   * JoviSec

  Utility : AV3 shotgun AMP
   * Shotgun autoloader
   * Shotgun crit system

  Relic : kerberos's heart
   * Kerberos's Rage


Permanents
  Blessing of Power
  Rift Attunement

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x85)
  12ga shell (x50)
  plasma grenade (x2)
  gas grenade (x3)
  ancient salve
  multitool (x5)
  military stimpack
  large medkit
  large medkit
« Last Edit: Yesterday at 23:27 by Vigilante »
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