- June 13, 2026, 12:13
- Welcome, Guest
Show Posts
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: [1] 2
1
Post Mortem / (v 0.10.8) [M|ArchAoHu|100%|YAAM] Archangel of Humanity with 100% kills
« on: June 03, 2026, 12:53 »
video:
https://www.youtube.com/watch?v=DclcKIi9hIQ
I was originally trying to do archaohu on UV with 100% kills and I actually managed to get all the way to deimos with that, but it's really tough...
So i downgraded to HNTR, just to see if all kills could be done in the first place
As far as I know ArchAoHu 100% hasn't been beaten before, but it's more annoying than difficult if anything
in fact I'm not sure if I'd even rank it at angelic in terms of difficulty, this is more of a diamond
(in the current version of the game at least)
nonetheless, I think it's a fine run that's definitely worthy of being posted!
for the builds, in theory most of them could work, since hntr isn't that bad, but personally I'd go with:
scout | hellrunner
The most generally applicable I'd say
Hellrunner is good in every situation, you can run away from most of your problems when you throw in scout's passive speed and tactical boots into the mix
tech | whizkid
also a great pick, you can assemble yourself some pretty gnarly equipment and in aohu you start with one of each modpack + 2 more tech mods if you're technician, so you're not gonna be short on options
I personally don't really like playing whizkid, so I went with S/hellrunner instead, but hey, you do you!
you'd think scout | intuition would also be good, but ehhhh
S/int is absolutely the best choice for everyman angelic, but the circumstances here are different
on HNTR there aren't that many enemies to warrant powerup chaining
and since were doing 100% kills, you're gonna spot all the powerups anyway,
intuition doesn't end up being much help here in the end
phobos:
you almost certainly wanna do hell's arena, it's pretty easy in hntr
and just like in regular aohu you'll get one of three exotic items as a reward for beating it:
phaseshift armor - an incredible +25% speed boost out of the box, great for extending overheal/powerups and just general mobility
ballistic vest - you can apply ballistic on it for a massive 90% resistance to all physical attacks,
it also has a 0% speed penalty, so you could slap an agility mod on it for a decent speed boost
and there's also the acid proof boots...
yeah, uh, just restart if you get the boots
alternatively, you could skip arena and go for the chained court
(doing both arena and the chained court is a pain in the ass, the unchained court is probably going to kill you, I wouldn't recommend it)
the chainsaw may help against the cyberdemon and it's also your best damage dealer while you're invuln; it's up to you whether you want it or not
I'd still go with arena though, that rocket launcher is gonna help a lot later on
the actual regular floors in phobos are pretty easy, I don't have much to say here, just keep cornershooting
(and if you get a pinky group, try to use the enviroment)
for anomaly:
the first ambush has two cacodemons, but both of them are on the east side of the room, so just rocket jump backwards and cornershoot from there
for the bruisers, you wanna start by firing a rocket into one of their tents and then you wanna bait them near walls so you can get some guaranteed rocket hits on them;
while also radar scanning them in between for some extra dps
deimos:
still fairly easy on HNTR, you will start encountering barons and revenants later, but the early floors aren't much different from phobos
I'd highly suggest doing hell's armory/deimos lab - there's a guaranteed shell box, two modpacks, a possible exotic/unique item
and best of all - you can maintain your kill count without waking the shamblers
If it's hell's armory and you have good plasma armor, hmm maybe you could try actually fighting the shambler, but on deimos lab? hell no
the cyberdemon is biggest challenge here, fighting him head on is sketchy and while you can get lucky with an invuln, there's no guarantee that'll happen
Some other ways of cheesing him (besides invulns):
if you have a chainsaw and a berserk, you can kill him relatively quickly and with minimal damage taken
(both phaseshift and the ballistic vest will work in this case)
if you have the ballistic vest, then you can turn it into a ballistic ballistic vest which will result in an armor with a whopping 90% melee resistance; if you have enough medikits you can shotgun him down at melee range
if you got lucky with a light amp, then you can use that to stay outside of his vision while you rocket the walls next to him
(the rocket launcher doesn't have the best accuracy, but remember - accuracy only applies if you're aiming at an enemy, you'll hit walls 100% of the time and if an enemy is close enough they'll take full damage anyway)
if you went whizkid you could probably make yourself some beefy enough armor to tank his rockets directly
also tip: the radsuit gives you +25% fire resistance, might be relevant if you don't have a fireproof red armor
Make no mistake though, you CAN beat him in a fair fight
I didn't get any of these things in this particular run, so that was my only option
And somehow, I came out of babel alive!
hell:
This is one of the few challenges where the late game is actually harder than the early game, since the game is expecting you to have a lot of traits by now
(and also it's expecting you to not get one-shot by the VMR gang)
this is HNTR though, the floors are quite empty, so you *probably* won't get a hot start where you'll get slaughtered
and also, you'll definitely have better gear by now, which will somewhat make up for the lack of traits...
I got an arachnotron cave which was pretty scary, but I did manage to pull through it,
aside from that it was mostly smooth sailing in hell
(you'll have to exercise caution whenever you see a Vile/Mancubus/Revenant though)
Oh and don't accidentally step into lava like I did in another run, that's an instant kill if you don't have fire resistant boots lol
the spidermaster would've been tricky, but in the current version the spidermaster doesn't seem to have the erratic movement that its known for, so as long as you can outspeed it (an A modded phaseshift can easily do so), then you can just keep circling around a pillar while you slowly shotgun away at it.
If you have a nuke then you can use that too, as long as you don't mind the partial win :P
(I don't think the nuke is necessary in the current version though)
if you're wondering about the other special floors:
toxin refinery - medical armor is near useless, not worth it
central processing - could be done for a guaranteed ballistic vest (if you didn't get one from arena)
phobos lab - maybe, but those pinkies can easily kill you if you're not careful
military base - the zombies can do a surprising amount of damage, but it could be done for a guaranteed combat shotgun
^(and you'll have the mods to turn it into a tactical shotgun immediately)
the wall - ehhhhhhhhhhh, maybe, I don't think the backpack is worth it though; missile launcher also isn't much better than a regular RL
containment area - the ambush is probably gonna kill you...
city of skulls - quite beatable, but the skulls aren't really gonna help you much (there aren't that many corpses on HNTR)
abyssal plains - you'll probably die, and again, the reward isn't worth it imo
halls of carnage - if you have a homing phase, you could get yourself a bfg, but you'll still have to do some fighting if you wanna maintain 100% kills, is that worth the bfg?
spider's lair - could be considered if you get an invuln right before it, but otherwise hell no
the vaults - you're gonna fail the kill count (and if you phase into the middle vault you're gonna die)
house of pain - all the rooms are filled with lethal enemies and in return you'll get a CHANCE to get some exotics/uniques? ayayai...
unholy cathedral - if you have a chainsaw and a hatred skull and some really beefy melee armor, um maybe? the spear/scythe won't be of much use at this point though
the mortuary - well, there is a guaranteed nuke here, yes... but good luck full clearing this bad boy
limbo - see the above
lava pits and mt erebus - if you don't have lava boots, then the lava elemental is probably gonna kick your ass; the reward isn't worth it either
mortem:
https://www.youtube.com/watch?v=DclcKIi9hIQ
I was originally trying to do archaohu on UV with 100% kills and I actually managed to get all the way to deimos with that, but it's really tough...
So i downgraded to HNTR, just to see if all kills could be done in the first place
As far as I know ArchAoHu 100% hasn't been beaten before, but it's more annoying than difficult if anything
in fact I'm not sure if I'd even rank it at angelic in terms of difficulty, this is more of a diamond
(in the current version of the game at least)
nonetheless, I think it's a fine run that's definitely worthy of being posted!
for the builds, in theory most of them could work, since hntr isn't that bad, but personally I'd go with:
scout | hellrunner
The most generally applicable I'd say
Hellrunner is good in every situation, you can run away from most of your problems when you throw in scout's passive speed and tactical boots into the mix
tech | whizkid
also a great pick, you can assemble yourself some pretty gnarly equipment and in aohu you start with one of each modpack + 2 more tech mods if you're technician, so you're not gonna be short on options
I personally don't really like playing whizkid, so I went with S/hellrunner instead, but hey, you do you!
you'd think scout | intuition would also be good, but ehhhh
S/int is absolutely the best choice for everyman angelic, but the circumstances here are different
on HNTR there aren't that many enemies to warrant powerup chaining
and since were doing 100% kills, you're gonna spot all the powerups anyway,
intuition doesn't end up being much help here in the end
phobos:
you almost certainly wanna do hell's arena, it's pretty easy in hntr
and just like in regular aohu you'll get one of three exotic items as a reward for beating it:
phaseshift armor - an incredible +25% speed boost out of the box, great for extending overheal/powerups and just general mobility
ballistic vest - you can apply ballistic on it for a massive 90% resistance to all physical attacks,
it also has a 0% speed penalty, so you could slap an agility mod on it for a decent speed boost
and there's also the acid proof boots...
yeah, uh, just restart if you get the boots
alternatively, you could skip arena and go for the chained court
(doing both arena and the chained court is a pain in the ass, the unchained court is probably going to kill you, I wouldn't recommend it)
the chainsaw may help against the cyberdemon and it's also your best damage dealer while you're invuln; it's up to you whether you want it or not
I'd still go with arena though, that rocket launcher is gonna help a lot later on
the actual regular floors in phobos are pretty easy, I don't have much to say here, just keep cornershooting
(and if you get a pinky group, try to use the enviroment)
for anomaly:
the first ambush has two cacodemons, but both of them are on the east side of the room, so just rocket jump backwards and cornershoot from there
for the bruisers, you wanna start by firing a rocket into one of their tents and then you wanna bait them near walls so you can get some guaranteed rocket hits on them;
while also radar scanning them in between for some extra dps
deimos:
still fairly easy on HNTR, you will start encountering barons and revenants later, but the early floors aren't much different from phobos
I'd highly suggest doing hell's armory/deimos lab - there's a guaranteed shell box, two modpacks, a possible exotic/unique item
and best of all - you can maintain your kill count without waking the shamblers
If it's hell's armory and you have good plasma armor, hmm maybe you could try actually fighting the shambler, but on deimos lab? hell no
the cyberdemon is biggest challenge here, fighting him head on is sketchy and while you can get lucky with an invuln, there's no guarantee that'll happen
Some other ways of cheesing him (besides invulns):
if you have a chainsaw and a berserk, you can kill him relatively quickly and with minimal damage taken
(both phaseshift and the ballistic vest will work in this case)
if you have the ballistic vest, then you can turn it into a ballistic ballistic vest which will result in an armor with a whopping 90% melee resistance; if you have enough medikits you can shotgun him down at melee range
if you got lucky with a light amp, then you can use that to stay outside of his vision while you rocket the walls next to him
(the rocket launcher doesn't have the best accuracy, but remember - accuracy only applies if you're aiming at an enemy, you'll hit walls 100% of the time and if an enemy is close enough they'll take full damage anyway)
if you went whizkid you could probably make yourself some beefy enough armor to tank his rockets directly
also tip: the radsuit gives you +25% fire resistance, might be relevant if you don't have a fireproof red armor
Make no mistake though, you CAN beat him in a fair fight
I didn't get any of these things in this particular run, so that was my only option
And somehow, I came out of babel alive!
hell:
This is one of the few challenges where the late game is actually harder than the early game, since the game is expecting you to have a lot of traits by now
(and also it's expecting you to not get one-shot by the VMR gang)
this is HNTR though, the floors are quite empty, so you *probably* won't get a hot start where you'll get slaughtered
and also, you'll definitely have better gear by now, which will somewhat make up for the lack of traits...
I got an arachnotron cave which was pretty scary, but I did manage to pull through it,
aside from that it was mostly smooth sailing in hell
(you'll have to exercise caution whenever you see a Vile/Mancubus/Revenant though)
Oh and don't accidentally step into lava like I did in another run, that's an instant kill if you don't have fire resistant boots lol
the spidermaster would've been tricky, but in the current version the spidermaster doesn't seem to have the erratic movement that its known for, so as long as you can outspeed it (an A modded phaseshift can easily do so), then you can just keep circling around a pillar while you slowly shotgun away at it.
If you have a nuke then you can use that too, as long as you don't mind the partial win :P
(I don't think the nuke is necessary in the current version though)
if you're wondering about the other special floors:
toxin refinery - medical armor is near useless, not worth it
central processing - could be done for a guaranteed ballistic vest (if you didn't get one from arena)
phobos lab - maybe, but those pinkies can easily kill you if you're not careful
military base - the zombies can do a surprising amount of damage, but it could be done for a guaranteed combat shotgun
^(and you'll have the mods to turn it into a tactical shotgun immediately)
the wall - ehhhhhhhhhhh, maybe, I don't think the backpack is worth it though; missile launcher also isn't much better than a regular RL
containment area - the ambush is probably gonna kill you...
city of skulls - quite beatable, but the skulls aren't really gonna help you much (there aren't that many corpses on HNTR)
abyssal plains - you'll probably die, and again, the reward isn't worth it imo
halls of carnage - if you have a homing phase, you could get yourself a bfg, but you'll still have to do some fighting if you wanna maintain 100% kills, is that worth the bfg?
spider's lair - could be considered if you get an invuln right before it, but otherwise hell no
the vaults - you're gonna fail the kill count (and if you phase into the middle vault you're gonna die)
house of pain - all the rooms are filled with lethal enemies and in return you'll get a CHANCE to get some exotics/uniques? ayayai...
unholy cathedral - if you have a chainsaw and a hatred skull and some really beefy melee armor, um maybe? the spear/scythe won't be of much use at this point though
the mortuary - well, there is a guaranteed nuke here, yes... but good luck full clearing this bad boy
limbo - see the above
lava pits and mt erebus - if you don't have lava boots, then the lava elemental is probably gonna kick your ass; the reward isn't worth it either
mortem:
Spoiler (click to show/hide)
2
Nightmare! / (v0.10.8) [N!|AoMr+AoI|100%|YAAM] Every Dual Angel combo on N! World 2-5
« on: May 31, 2026, 12:45 »
video:
https://www.youtube.com/watch?v=WLMTBtTq0Fk
Angel of marksmanship = You're only allowed to use pistols
Angel of impatience = portable items (medikits, phase devices, etc.) are no longer portable
difficulty: platinum
attempts: 3 (+11, i lost the footage for my first attempt)
skill: 40/100
luck: 30/100
I know I considered aob+aoi to be a tough combo, but the challenge there came from aob and the anti-synergy it has with aoi, not so much from aoi itself
so I'm still going with platinum for the difficulty rating, if there was a kill req on top of it or something, then it could be a diamond
(although I guess I accidentally bumped it up to diamond by going tech, since eagerness diamond is aoi on n! as tech)
build order:
SoG, SoG, SoG, EE, HR, HR, WK, WK, MSc, DM, EE, SoG, SoG, Int, Int,
As mentioned earlier, this is not that hard of a combo so anything can work really, you don't need to optimize your build
for aoi specifically I prefer going either sog into int2 on scout and play it like it's a proper no hit challenge, or by just going survivalist and tanking
My first win was the former, but I lost the footage for it, so I had to do it again...
This time I went with scavenger on tech, I don't really like going doohickey techno man for aoi, but eh why not, it's something different
also funny thing about scavenger, you can actually circumvent aoi's restriction a little bit - when you scavenge, the modpack will still go into your inventory
(unless you find a hellwave pack like i did, can't scavenge that thing since it just activates itself immediately)
anyway, I did my usual pistol opener : sog3, ee, hellrunner
then I deviated to whizkid in order to get scavenger
dodgemaster for the cyberdemon and then I wanted to get int2, but I hit level 12, so I had to go for sog5 first
mortem:
https://www.youtube.com/watch?v=WLMTBtTq0Fk
Angel of marksmanship = You're only allowed to use pistols
Angel of impatience = portable items (medikits, phase devices, etc.) are no longer portable
difficulty: platinum
attempts: 3 (+11, i lost the footage for my first attempt)
skill: 40/100
luck: 30/100
I know I considered aob+aoi to be a tough combo, but the challenge there came from aob and the anti-synergy it has with aoi, not so much from aoi itself
so I'm still going with platinum for the difficulty rating, if there was a kill req on top of it or something, then it could be a diamond
(although I guess I accidentally bumped it up to diamond by going tech, since eagerness diamond is aoi on n! as tech)
build order:
SoG, SoG, SoG, EE, HR, HR, WK, WK, MSc, DM, EE, SoG, SoG, Int, Int,
As mentioned earlier, this is not that hard of a combo so anything can work really, you don't need to optimize your build
for aoi specifically I prefer going either sog into int2 on scout and play it like it's a proper no hit challenge, or by just going survivalist and tanking
My first win was the former, but I lost the footage for it, so I had to do it again...
This time I went with scavenger on tech, I don't really like going doohickey techno man for aoi, but eh why not, it's something different
also funny thing about scavenger, you can actually circumvent aoi's restriction a little bit - when you scavenge, the modpack will still go into your inventory
(unless you find a hellwave pack like i did, can't scavenge that thing since it just activates itself immediately)
anyway, I did my usual pistol opener : sog3, ee, hellrunner
then I deviated to whizkid in order to get scavenger
dodgemaster for the cyberdemon and then I wanted to get int2, but I hit level 12, so I had to go for sog5 first
mortem:
Spoiler (click to show/hide)
3
Nightmare! / (v0.10.8) [N!|AoMr+AoLT|98%|YAVP] Every Dual Angel combo on N! World 2-4
« on: May 28, 2026, 14:26 »
video:
https://www.youtube.com/watch?v=eL6eP5u_RiI
Angel of marksmanship = You're only allowed to use pistols
Angel of light travel = Your inventory is limited to 5 slots, but you get a +20% universal speed boost
difficulty: (low?) platinum
attempts: 2
skill: 40/100
luck: 18/100
Well this is an easy combo, the easiest so far in fact,
(Although I think some of the aomc ones later on might be even easier)
but I'd still rank it at a platinum though, since beating nightmare by itself is already a platinum level feat if you ask me.
aolt is arguably easier than the base game,
^(not sure if a gold player is gonna know how to use the speed buff though)
but aomr certainly isn't easier than the regular game, so it balances out
anyway though, this would be a pretty boring combo, so I spiced it up by going bullet dance, which is not only the worst mastery in the game right now, but it's also the least ammo efficient one too,
(which complicates things further when your inventory space is limited)
build order:
SoG, SoG, SoG, Fin, EE, Fin, WK, SoB, SoB, TH, DG, MBD, SoG, SoG, TaN,
unlike my standard N!/100% with bullet dance though, this time I delayed until level 12;
As I mentioned in that run's write up, the optimal strat for bullet dance is to delay it as much as possible
(well the best thing to do is to pick a different mastery, but let's just pretend I can't do that)
and then once you do get it, don't get any more levels in triggerhappy since it's just gonna make it worse
you're supposed to get a firing speed bonus for every level you have in triggerhappy, but this is broken currently, so more levels in TH are completely worthless
the rest of the build is pretty standard for pistols:
open with sog obviously, finesse for a further boost to your firing speed, at least 1 level of eagle eye and then whizkid
I'd go hellrunner and dodgemaster too, but bullet dance blocks that...
mortem:
https://www.youtube.com/watch?v=eL6eP5u_RiI
Angel of marksmanship = You're only allowed to use pistols
Angel of light travel = Your inventory is limited to 5 slots, but you get a +20% universal speed boost
difficulty: (low?) platinum
attempts: 2
skill: 40/100
luck: 18/100
Well this is an easy combo, the easiest so far in fact,
(Although I think some of the aomc ones later on might be even easier)
but I'd still rank it at a platinum though, since beating nightmare by itself is already a platinum level feat if you ask me.
aolt is arguably easier than the base game,
^(not sure if a gold player is gonna know how to use the speed buff though)
but aomr certainly isn't easier than the regular game, so it balances out
anyway though, this would be a pretty boring combo, so I spiced it up by going bullet dance, which is not only the worst mastery in the game right now, but it's also the least ammo efficient one too,
(which complicates things further when your inventory space is limited)
build order:
SoG, SoG, SoG, Fin, EE, Fin, WK, SoB, SoB, TH, DG, MBD, SoG, SoG, TaN,
unlike my standard N!/100% with bullet dance though, this time I delayed until level 12;
As I mentioned in that run's write up, the optimal strat for bullet dance is to delay it as much as possible
(well the best thing to do is to pick a different mastery, but let's just pretend I can't do that)
and then once you do get it, don't get any more levels in triggerhappy since it's just gonna make it worse
you're supposed to get a firing speed bonus for every level you have in triggerhappy, but this is broken currently, so more levels in TH are completely worthless
the rest of the build is pretty standard for pistols:
open with sog obviously, finesse for a further boost to your firing speed, at least 1 level of eagle eye and then whizkid
I'd go hellrunner and dodgemaster too, but bullet dance blocks that...
mortem:
Spoiler (click to show/hide)
4
Century Lounge / (v0.10.8) [N!|AoMr+Ao100|100%|YAAM] Every Dual Angel combo on N! World 2-3
« on: May 23, 2026, 15:06 »
video:
https://www.youtube.com/watch?v=k-ND2zAaCto
Angel of marksmanship = You're only allowed to use pistols
Angel of 100 = You have to beat 100 randomly generated floors in a row
difficulty: low diamond
attempts: 1 (first try!)
skill: 52/100
luck: 47/100
beating ao100 on n! is considered diamond and I do agree with that, as long as you're not invuln stairdiving,
so I'm going with low diamond for this;
(although me going for 100% kills certainly made things harder)
pistols are strong in the early game, but they start falling off hard later on with all the beefy nightmare enemy groups being spammed everywhere
Even with sog5 and sharpshooter, they take at least several shots to kill each
(I'd recommend keeping a blaster/energy pistol for the bullet resistant ones)
build order:
SoG, SoG, SoG, EE, EE, EE, MSs, HR, WK, Int, Int, SoG, SoG, WK, HR, HR, Fin, Fin, Fin, Rel, WK, DM, Jug, EE, Iro
I went with sharpshooter for this, ammo can be a pain in ao100's late game (if you don't find a nano mod or a blaster), so I figured it would be the best bet
I rushed straight for it, since there's no annoying special/boss floors that would force me to deviate
The only things I really wanted here were sog, sharpshooter, hr, fin and whizkid, the others were just filler traits...
https://www.youtube.com/watch?v=k-ND2zAaCto
Angel of marksmanship = You're only allowed to use pistols
Angel of 100 = You have to beat 100 randomly generated floors in a row
difficulty: low diamond
attempts: 1 (first try!)
skill: 52/100
luck: 47/100
beating ao100 on n! is considered diamond and I do agree with that, as long as you're not invuln stairdiving,
so I'm going with low diamond for this;
(although me going for 100% kills certainly made things harder)
pistols are strong in the early game, but they start falling off hard later on with all the beefy nightmare enemy groups being spammed everywhere
Even with sog5 and sharpshooter, they take at least several shots to kill each
(I'd recommend keeping a blaster/energy pistol for the bullet resistant ones)
build order:
SoG, SoG, SoG, EE, EE, EE, MSs, HR, WK, Int, Int, SoG, SoG, WK, HR, HR, Fin, Fin, Fin, Rel, WK, DM, Jug, EE, Iro
I went with sharpshooter for this, ammo can be a pain in ao100's late game (if you don't find a nano mod or a blaster), so I figured it would be the best bet
I rushed straight for it, since there's no annoying special/boss floors that would force me to deviate
The only things I really wanted here were sog, sharpshooter, hr, fin and whizkid, the others were just filler traits...
Spoiler (click to show/hide)
5
Nightmare! / (v0.10.8) [N!|AoMr+AoOC|100%|YAAM] Every Dual Angel combo on N! World 2-2
« on: May 22, 2026, 12:21 »
video:
https://www.youtube.com/watch?v=DTCuOQauN4s
Angel of marksmanship = You're only allowed to use pistols
Angel of overconfidence = You start in hell 1 instead of Phobos 1
difficulty: platinum
attempts: 12 (+6, i had to redo it after losing the footage of the first win)
skill: 45/100
luck: 40/100
Just like with aomr+aocn, I think this is platinum since aooc isn't much different from aocn in terms of difficulty,
and I already went over this, but I believe beating aomr on n! is a platinum level feat in the current version, not a diamond like it was in pre-jhc versions.
Once again, the first floor is annoying since you're forced to play with sog1 and sog2 for a while and you're probably gonna run into groups of beefy enemies, so you'll need to get lucky with powerups.
But if you can make it through the dice roll, then it's just regular aomr once again...
I didn't do any of the specials though, all of them are really dangerous;
but I did get 100% kills at least
build order:
SoG, SoG, SoG, EE, HR, HR, TaN, TaN, Int, Fin, Fin,
I did my usual pistol build opener (sog3, ee1, hr2),
but I was struggling with health and armor, so I went with tough as nails next
gun kata is nice and all, but even a single pistol with sog3 is more than enough to deal with the hell floors,
so I deemed dualgunner and gun kata to be unnecessary.
then I got int and tried to go into whizkid, but the game had ended by this point
mortem:
https://www.youtube.com/watch?v=DTCuOQauN4s
Angel of marksmanship = You're only allowed to use pistols
Angel of overconfidence = You start in hell 1 instead of Phobos 1
difficulty: platinum
attempts: 12 (+6, i had to redo it after losing the footage of the first win)
skill: 45/100
luck: 40/100
Just like with aomr+aocn, I think this is platinum since aooc isn't much different from aocn in terms of difficulty,
and I already went over this, but I believe beating aomr on n! is a platinum level feat in the current version, not a diamond like it was in pre-jhc versions.
Once again, the first floor is annoying since you're forced to play with sog1 and sog2 for a while and you're probably gonna run into groups of beefy enemies, so you'll need to get lucky with powerups.
But if you can make it through the dice roll, then it's just regular aomr once again...
I didn't do any of the specials though, all of them are really dangerous;
but I did get 100% kills at least
build order:
SoG, SoG, SoG, EE, HR, HR, TaN, TaN, Int, Fin, Fin,
I did my usual pistol build opener (sog3, ee1, hr2),
but I was struggling with health and armor, so I went with tough as nails next
gun kata is nice and all, but even a single pistol with sog3 is more than enough to deal with the hell floors,
so I deemed dualgunner and gun kata to be unnecessary.
then I got int and tried to go into whizkid, but the game had ended by this point
mortem:
Spoiler (click to show/hide)
6
Nightmare! / (v0.10.8) [N!|AoMr+AoCn|99%|YAFW] Every Dual Angel combo on N! World 2-1
« on: May 21, 2026, 14:24 »
video:
https://www.youtube.com/watch?v=Rju-FMfUdSU
Angel of marksmanship = You're only allowed to use pistols
Angel of confidence = You start in deimos 1 instead of Phobos 1
difficulty: platinum
attempts: 6
skill: 45/100
luck: 25/100
I know marksman diamond is beating aomr on n! and this is obviously on par with that, if not a bit harder,
but i think marksman diamond is too easy of a badge to be considered diamond in the first place
in pre-jhc versions pistols were so bad (in the early game) that beating aomr on n! was a diamond level feat,
but that's not the case anymore and marksman diamond badge is probably going to get an additional stipulation in v0.11 for this very reason
so I'm going with platinum in difficulty
the first ingame minute is annoying, but once you get sog3 it kinda just turns into regular aomr on n!
sog3 is plenty of firepower to handle most of the stuff that deimos and hell throw at you,
so being a lower level than usual doesn't really have much of an impact
I also beat the mortuary, which would've given me the reaper diamond badge if I didn't already have it
build order:
SoG, SoG, SoG, EE, HR, HR, DM, DG, MGK, Fin, Fin, SoG, SoG, WK,
as with any AoMr build, you wanna open with sog, since pistols are trash without it
after that I like going for at least 1 level of eagle eye (I'm not a fan of how (in)accurate pistols are)
then I went hr into dodgemaster, for the cyberdemon
after that I got dualgunner, I don't really like dualgunner personally, but I need it for gun kata
(I could've also skipped gun kata, as mentioned earlier sog3 with a stock pistol is plenty of firepower, but ehhh why not)
and lastly i went fin into whizkid, but by this point I hit level 12, so I had to deviate to sog4 and sog5 first
mortem:
https://www.youtube.com/watch?v=Rju-FMfUdSU
Angel of marksmanship = You're only allowed to use pistols
Angel of confidence = You start in deimos 1 instead of Phobos 1
difficulty: platinum
attempts: 6
skill: 45/100
luck: 25/100
I know marksman diamond is beating aomr on n! and this is obviously on par with that, if not a bit harder,
but i think marksman diamond is too easy of a badge to be considered diamond in the first place
in pre-jhc versions pistols were so bad (in the early game) that beating aomr on n! was a diamond level feat,
but that's not the case anymore and marksman diamond badge is probably going to get an additional stipulation in v0.11 for this very reason
so I'm going with platinum in difficulty
the first ingame minute is annoying, but once you get sog3 it kinda just turns into regular aomr on n!
sog3 is plenty of firepower to handle most of the stuff that deimos and hell throw at you,
so being a lower level than usual doesn't really have much of an impact
I also beat the mortuary, which would've given me the reaper diamond badge if I didn't already have it
build order:
SoG, SoG, SoG, EE, HR, HR, DM, DG, MGK, Fin, Fin, SoG, SoG, WK,
as with any AoMr build, you wanna open with sog, since pistols are trash without it
after that I like going for at least 1 level of eagle eye (I'm not a fan of how (in)accurate pistols are)
then I went hr into dodgemaster, for the cyberdemon
after that I got dualgunner, I don't really like dualgunner personally, but I need it for gun kata
(I could've also skipped gun kata, as mentioned earlier sog3 with a stock pistol is plenty of firepower, but ehhh why not)
and lastly i went fin into whizkid, but by this point I hit level 12, so I had to deviate to sog4 and sog5 first
mortem:
Spoiler (click to show/hide)
7
Nightmare! / (v0.10.8) [N!|AoB+AoD|93%|YAFW] Every Dual Angel combo on N! World 1-8
« on: May 18, 2026, 14:38 »
video:
https://www.youtube.com/watch?v=xsxsZ06QUCg
Angel of berserk = You're only allowed to use melee weapons
Angel of darkness:
(-) your vision is reduced,
(-) you cannot see previously visited tiles
(-) map revealers and stair sense do not work
(-) enemy respawning is enabled (to no effect on nightmare! though)
(+) but xp is doubled
difficulty: platinum
attempts: 11
skill: 40/100
luck: 50/100
while the early game can be annoying from the reduced vision, the double xp makes you powerscale really hard after the first few floors
the thing about pure melee is that you're relatively weak at first,
but once you get your mastery (or around ~level 6 for masterless), the "early game" is over and you can start going ham without much consequence
(^this is also why i consider shotguns into melee the most fool proof way of beating the game)
if you go for a melee-tank build, then the later floors are going to become a cakewalk no matter what the game throws at you pretty much
and since angel of darkness doubles xp gain, you're going to make the oh-so brutal early aob on n! go by much quicker.
as such, I think I'll rate this one at platinum
(my first N! win years ago was actually with this exact angel combo of aob+aod and the overpowered v0.9.9.8 vampyre)
(i definitely would not rate my skill level at the time above platinum)
also this is one of the combos for cheesing the gargulec cross (if you don't mind the annoyance that is 100%'ing in angel of darkness)
if you are gonna go for the garg, you may also consider going nightmare instead of uv for this one
"uv is harder than n!" is a common opinion that I used to subscribe too,
but after doing the angelics... yeah, i don't really agree with that anymore in most cases
(there's still more enemies on n!, most special/boss floors are way harder, enemies are more accurate, bosses have more hp, early game is tougher, etc.)
build order:
Bru, Bru, Ber, Int, TaN, TaN, Bru, Bad, HR, HR, Fin, TaN, HR, Fin, WK, WK, Fin, Bru, Bru, Bad
i went bru bru ber into int, since levelling is faster and I'm gonna be relying on powerup chains instead of throwing knives
intuition still reveals powerups, not sure if that's intended or not (you'd think it wouldn't in aod since computer maps and stair sense don't work?)
i went masterless since i wanna tank up due to the reduced vision
and then after that it's just the usual suspects: hellrunner, finesse, whizkid, etc.
you get so many levels from the doubled xp, eventually there's more than you know what to do with
---
also that's it for the aob+X dual angels, or world 1 as i called it.
the last one is aob+aoms, but i already beat that as berserker angelic
and there's also aob+aop that i skipped since it turned out to be stupidly difficult, so i'll save that for last
mortem:
https://www.youtube.com/watch?v=xsxsZ06QUCg
Angel of berserk = You're only allowed to use melee weapons
Angel of darkness:
(-) your vision is reduced,
(-) you cannot see previously visited tiles
(-) map revealers and stair sense do not work
(-) enemy respawning is enabled (to no effect on nightmare! though)
(+) but xp is doubled
difficulty: platinum
attempts: 11
skill: 40/100
luck: 50/100
while the early game can be annoying from the reduced vision, the double xp makes you powerscale really hard after the first few floors
the thing about pure melee is that you're relatively weak at first,
but once you get your mastery (or around ~level 6 for masterless), the "early game" is over and you can start going ham without much consequence
(^this is also why i consider shotguns into melee the most fool proof way of beating the game)
if you go for a melee-tank build, then the later floors are going to become a cakewalk no matter what the game throws at you pretty much
and since angel of darkness doubles xp gain, you're going to make the oh-so brutal early aob on n! go by much quicker.
as such, I think I'll rate this one at platinum
(my first N! win years ago was actually with this exact angel combo of aob+aod and the overpowered v0.9.9.8 vampyre)
(i definitely would not rate my skill level at the time above platinum)
also this is one of the combos for cheesing the gargulec cross (if you don't mind the annoyance that is 100%'ing in angel of darkness)
if you are gonna go for the garg, you may also consider going nightmare instead of uv for this one
"uv is harder than n!" is a common opinion that I used to subscribe too,
but after doing the angelics... yeah, i don't really agree with that anymore in most cases
(there's still more enemies on n!, most special/boss floors are way harder, enemies are more accurate, bosses have more hp, early game is tougher, etc.)
build order:
Bru, Bru, Ber, Int, TaN, TaN, Bru, Bad, HR, HR, Fin, TaN, HR, Fin, WK, WK, Fin, Bru, Bru, Bad
i went bru bru ber into int, since levelling is faster and I'm gonna be relying on powerup chains instead of throwing knives
intuition still reveals powerups, not sure if that's intended or not (you'd think it wouldn't in aod since computer maps and stair sense don't work?)
i went masterless since i wanna tank up due to the reduced vision
and then after that it's just the usual suspects: hellrunner, finesse, whizkid, etc.
you get so many levels from the doubled xp, eventually there's more than you know what to do with
---
also that's it for the aob+X dual angels, or world 1 as i called it.
the last one is aob+aoms, but i already beat that as berserker angelic
and there's also aob+aop that i skipped since it turned out to be stupidly difficult, so i'll save that for last
mortem:
Spoiler (click to show/hide)
8
Nightmare! / (v0.10.8) [N!|AoB+AoRa|55%|YAVP] Every Dual Angel combo on N! World 1-7
« on: May 11, 2026, 14:23 »
video:
https://www.youtube.com/watch?v=4Y3WeY1oRw8
Angel of berserk = You're only allowed to use melee weapons
Angel of red alert = every floor spawns with a nuke, set to detonate in 5 ingame minutes
aora on top of aob certainly makes the early game tougher,
since normally you wanna be playing phobos slowly due to how weak melee starts off
aora also disables stair sense, so you can't just stairdive as scout
(although in the current version, regular aob already has a 15 minute nuke in the form of the enrage timer)
though once you get to deimos you'll probably have hellrunner and so it's not much different from regular aob thereafter
albeit you still don't get scout's stairsense meaning you can't just invuln stairdive to the end willynilly
(unless you're playing marine in which case you won't have it anyway, but scout is the way to go for aora)
attempts: 29
skill: 50/100
luck: 66/100
difficulty: diamond
i think it's somewhere in the diamond range in terms of difficulty,
there's some luck involved in getting through phobos, but afterwards it's just regular aob basically
if there was a kill req it could be a high diamond, depending on how many kills you'd need
and if it had a really tight kill req it could maybe even pass as an angelic
but just winning with these two together isn't that tough
build order:
Bru, Bru, Ber, Bru, Int, HR, HR, MBm, Fin, Fin, WK,
i went blademaster (again), it's the obvious choice in a time sensitive challenge like angel of red alert
---
also you might notice i skipped one of the dualies, aob+aop
that combo turned out to be insanely luck based, like on par with the toughest angelics
so i'm gonna be skipping it for now, but i will return to it once i'm done with the rest
---
mortem:
https://www.youtube.com/watch?v=4Y3WeY1oRw8
Angel of berserk = You're only allowed to use melee weapons
Angel of red alert = every floor spawns with a nuke, set to detonate in 5 ingame minutes
aora on top of aob certainly makes the early game tougher,
since normally you wanna be playing phobos slowly due to how weak melee starts off
aora also disables stair sense, so you can't just stairdive as scout
(although in the current version, regular aob already has a 15 minute nuke in the form of the enrage timer)
though once you get to deimos you'll probably have hellrunner and so it's not much different from regular aob thereafter
albeit you still don't get scout's stairsense meaning you can't just invuln stairdive to the end willynilly
(unless you're playing marine in which case you won't have it anyway, but scout is the way to go for aora)
attempts: 29
skill: 50/100
luck: 66/100
difficulty: diamond
i think it's somewhere in the diamond range in terms of difficulty,
there's some luck involved in getting through phobos, but afterwards it's just regular aob basically
if there was a kill req it could be a high diamond, depending on how many kills you'd need
and if it had a really tight kill req it could maybe even pass as an angelic
but just winning with these two together isn't that tough
build order:
Bru, Bru, Ber, Bru, Int, HR, HR, MBm, Fin, Fin, WK,
i went blademaster (again), it's the obvious choice in a time sensitive challenge like angel of red alert
---
also you might notice i skipped one of the dualies, aob+aop
that combo turned out to be insanely luck based, like on par with the toughest angelics
so i'm gonna be skipping it for now, but i will return to it once i'm done with the rest
---
mortem:
Spoiler (click to show/hide)
9
Nightmare! / (v0.10.8) [N!|AoB+AoI|23%|YAVP] Every Dual Angel combo on N! World 1-5
« on: May 10, 2026, 13:15 »
video:
https://www.youtube.com/watch?v=dMJjL7wVgU8
Angel of berserk = You're only allowed to use melee weapons
Angel of impatience = portable items (medikits, phase devices, etc.) are no longer portable
attempts: 28
skill: 57/100
luck: 95/100
difficulty: high diamond, could pass as an angelic
this one is on par with aob+aoms (berserker angelic) in terms of silliness,
although i do think it's easier since you can (on average) heal yourself more than you would in aob+aoms
your heals are sporadic and they usually don't happen when you need them to, but they do happen more often than in aob+aoms
i hate aoi by the way, it's my least favorite angel by far
aob on n! is already a cirus in the early game, but combining it with aoi just amplifies the things i don't like about both of these angels
melee may not require ammo, but medikits are more or less melee's equivalent of ammo, so being starved of them just makes the run boil down to luck
also since you're playing melee only, when you do find a medikit/globe there's no guarantee you'll actually be able to get to it without one of the late game enemies blowing it up right in your face as you're about to grab it...
build order:
Bru, Bru, Int, Ber, HR, HR, Bru, MBm
I went with the same build I did in aob+aoms,
wherein you open with bru2 and then you go int into ber
the idea being, between level 3 and level 4 i'm going to be berserked from the chained court anyway
so i get int before ber in order to powerup chain more effectively
then after ber i get hr2 to extend the invulns
after level 7 it doesn't really matter what i get,
since at this point i'm likely going to be in the hell maps (which i'm gonna be diving in),
but i might as well finish off with blademaster for some extra firepower
mortem:
https://www.youtube.com/watch?v=dMJjL7wVgU8
Angel of berserk = You're only allowed to use melee weapons
Angel of impatience = portable items (medikits, phase devices, etc.) are no longer portable
attempts: 28
skill: 57/100
luck: 95/100
difficulty: high diamond, could pass as an angelic
this one is on par with aob+aoms (berserker angelic) in terms of silliness,
although i do think it's easier since you can (on average) heal yourself more than you would in aob+aoms
your heals are sporadic and they usually don't happen when you need them to, but they do happen more often than in aob+aoms
i hate aoi by the way, it's my least favorite angel by far
aob on n! is already a cirus in the early game, but combining it with aoi just amplifies the things i don't like about both of these angels
melee may not require ammo, but medikits are more or less melee's equivalent of ammo, so being starved of them just makes the run boil down to luck
also since you're playing melee only, when you do find a medikit/globe there's no guarantee you'll actually be able to get to it without one of the late game enemies blowing it up right in your face as you're about to grab it...
build order:
Bru, Bru, Int, Ber, HR, HR, Bru, MBm
I went with the same build I did in aob+aoms,
wherein you open with bru2 and then you go int into ber
the idea being, between level 3 and level 4 i'm going to be berserked from the chained court anyway
so i get int before ber in order to powerup chain more effectively
then after ber i get hr2 to extend the invulns
after level 7 it doesn't really matter what i get,
since at this point i'm likely going to be in the hell maps (which i'm gonna be diving in),
but i might as well finish off with blademaster for some extra firepower
mortem:
Spoiler (click to show/hide)
10
Nightmare! / (v0.10.8) [N!|AoB+AoLT|87%|YAVP] Every Dual Angel combo on N! World 1-4
« on: May 08, 2026, 15:05 »
video:
https://www.youtube.com/watch?v=7SiPBxE9xGI
Angel of berserk = You're only allowed to use melee weapons
Angel of light travel = You're limited to 5 inventory slots, but you get a +20% universal speed boost
dualing with aolt makes the early game easier, though the late game becomes harder
but drl and especially aob on n! is harder in the early game, so it's a good deal
this is definitely easier than single angeling with aob for the most part
attempts: 12
skill: 40/100
luck: 47/100
difficulty: platinum (maybe low diamond?)
not sure whether to grade it at platinum or (very) low diamond, but it's easier than berserker diamond for sure
however it's not an automatic win, you still have to pay attention to how you clear floors and you can still get fucked over with hot starts, cacodemon vaults on phobos, etc.
the 5 inventory slots can also hurt in the mid/late game if you're having bad luck with powerups
and speaking of berserker diamond, this is one of the ways to sereg it
(the others being aob+aooc and aob+aod)
this combo can also be used to get the gargulec cross, although if you're gonna garg it up, then I suggest going uv instead of n!
build order:
Bru, Bru, Bru, Ber, HR, HR, MBm, Int, Fin, Fin, WK, HR, WK, Fin, Bru
I went bru3 into blademaster again,
but to be honest any of the melee masteries can work here since the lack of passive speed isn't a problem for marine/tech in aolt
(even mal blades can work if you wanna challenge yourself)
https://www.youtube.com/watch?v=7SiPBxE9xGI
Angel of berserk = You're only allowed to use melee weapons
Angel of light travel = You're limited to 5 inventory slots, but you get a +20% universal speed boost
dualing with aolt makes the early game easier, though the late game becomes harder
but drl and especially aob on n! is harder in the early game, so it's a good deal
this is definitely easier than single angeling with aob for the most part
attempts: 12
skill: 40/100
luck: 47/100
difficulty: platinum (maybe low diamond?)
not sure whether to grade it at platinum or (very) low diamond, but it's easier than berserker diamond for sure
however it's not an automatic win, you still have to pay attention to how you clear floors and you can still get fucked over with hot starts, cacodemon vaults on phobos, etc.
the 5 inventory slots can also hurt in the mid/late game if you're having bad luck with powerups
and speaking of berserker diamond, this is one of the ways to sereg it
(the others being aob+aooc and aob+aod)
this combo can also be used to get the gargulec cross, although if you're gonna garg it up, then I suggest going uv instead of n!
build order:
Bru, Bru, Bru, Ber, HR, HR, MBm, Int, Fin, Fin, WK, HR, WK, Fin, Bru
I went bru3 into blademaster again,
but to be honest any of the melee masteries can work here since the lack of passive speed isn't a problem for marine/tech in aolt
(even mal blades can work if you wanna challenge yourself)
Spoiler (click to show/hide)
11
Century Lounge / (v0.10.8) [N!|AoB+Ao100|29%|YAVP] Every Dual Angel combo on N! World 1-3
« on: May 05, 2026, 14:54 »
video:
https://www.youtube.com/watch?v=EjFmXWH1cWg
Angel of berserk = You're only allowed to use melee weapons
Angel of 100 = You have to play 100 randomly generated floors
attempts: 34
skill: 47/100
luck: 78/100
difficulty: mid diamond
I'll go with mid diamond for this
the early game is brutal, just like in regular aob on n!
and this time you can't just find invulns on floor 1 like in aocn/aooc,
you also don't get a guaranteed chainsaw from the chained court, in fact you might not find one at all and you'll be stuck with the dinky knife
but only the first ~15 floors are a challenge, the rest is easy once your build comes online, even 'mid diamond' might be overselling it a bit
(and especially so in the current version where you basically become permanently invuln if you're not full clearing floors)
playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this
also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was ~3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)
build order:
Bru, Bru, Bru, Ber, Int, HR, HR, MBm, Fin, Fin, WK, HR, WK, Fin, Bru, Bru, DM, Jug, Int, EE
build wise, it's blademaster again, but i'm opening with bru3 instead of bru2 berserker,
the reason why is because I'm relying on throwing knives a lot and brute 3 definitely helps more with those than berserker does
(although note that thrown knives do still activate berserker, which can come into play)
and then later i go into whizkid, as you normally would,
although in ao100 it's important to go whizkid at some point since you'll need to beef up your gear for the later floors
attempts: 34
skill: 47/100
luck: 78/100
difficulty: mid diamond
playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this
also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was 3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)
https://www.youtube.com/watch?v=EjFmXWH1cWg
Angel of berserk = You're only allowed to use melee weapons
Angel of 100 = You have to play 100 randomly generated floors
attempts: 34
skill: 47/100
luck: 78/100
difficulty: mid diamond
I'll go with mid diamond for this
the early game is brutal, just like in regular aob on n!
and this time you can't just find invulns on floor 1 like in aocn/aooc,
you also don't get a guaranteed chainsaw from the chained court, in fact you might not find one at all and you'll be stuck with the dinky knife
but only the first ~15 floors are a challenge, the rest is easy once your build comes online, even 'mid diamond' might be overselling it a bit
(and especially so in the current version where you basically become permanently invuln if you're not full clearing floors)
playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this
also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was ~3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)
build order:
Bru, Bru, Bru, Ber, Int, HR, HR, MBm, Fin, Fin, WK, HR, WK, Fin, Bru, Bru, DM, Jug, Int, EE
build wise, it's blademaster again, but i'm opening with bru3 instead of bru2 berserker,
the reason why is because I'm relying on throwing knives a lot and brute 3 definitely helps more with those than berserker does
(although note that thrown knives do still activate berserker, which can come into play)
and then later i go into whizkid, as you normally would,
although in ao100 it's important to go whizkid at some point since you'll need to beef up your gear for the later floors
attempts: 34
skill: 47/100
luck: 78/100
difficulty: mid diamond
playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this
also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was 3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)
Spoiler (click to show/hide)
12
Nightmare! / (v0.10.8) [N!|AoB+AoOC|45%|YAVP] Every Dual Angel combo on N! World 1-2
« on: May 04, 2026, 13:28 »
video:
https://www.youtube.com/watch?v=XrWUIQ5y7uw
Angel of berserk = You're only allowed to use melee weapons
Angel of Overconfidence = You start in Hell 1 instead of Phobos 1
Pretty much everything I said about aob+aocn applies to this combo too, except this one is easier since now you only have 7 floors to stairdive and the mastermind is weaker against melee than the cyberdemon is.
For some reason you start with no armor on this one?
and you start with a chainsaw equipped
(whereas in aob+aocn you get a chainsaw, but it's not equipped)
attempts: 3
skill: 25/100
luck: 70/100
difficulty: platinum
Going with platinum for this one, since it's even easier than AoB+AoCn, which I graded as low diamond
build order:
Bru, Bru, Ber, Int, Bru, HR, HR, MBm
I went with bru, bru, ber, int into blademaster again,
for the same reasons:
- blademaster is generally the best mastery for pure melee
- it's on scout, which makes stairdiving easier
- bru2 into berserker is also really good when you're fighting tough enemies at a low level
Int could also be considered opening with, so you can just find powerups immediately (you'll level up extremely quickly anyway)
mortem:
https://www.youtube.com/watch?v=XrWUIQ5y7uw
Angel of berserk = You're only allowed to use melee weapons
Angel of Overconfidence = You start in Hell 1 instead of Phobos 1
Pretty much everything I said about aob+aocn applies to this combo too, except this one is easier since now you only have 7 floors to stairdive and the mastermind is weaker against melee than the cyberdemon is.
For some reason you start with no armor on this one?
and you start with a chainsaw equipped
(whereas in aob+aocn you get a chainsaw, but it's not equipped)
attempts: 3
skill: 25/100
luck: 70/100
difficulty: platinum
Going with platinum for this one, since it's even easier than AoB+AoCn, which I graded as low diamond
build order:
Bru, Bru, Ber, Int, Bru, HR, HR, MBm
I went with bru, bru, ber, int into blademaster again,
for the same reasons:
- blademaster is generally the best mastery for pure melee
- it's on scout, which makes stairdiving easier
- bru2 into berserker is also really good when you're fighting tough enemies at a low level
Int could also be considered opening with, so you can just find powerups immediately (you'll level up extremely quickly anyway)
mortem:
Spoiler (click to show/hide)
13
Nightmare! / (v0.10.8) [N!|AoB+AoCn|23%|YAVP] Every Dual Angel combo on N! World 1-1
« on: May 03, 2026, 14:57 »
video:
https://www.youtube.com/watch?v=eXVGScXKTzg
Well, I (nearly) 100%'d the game in terms of badge hunting
but it doesn't seem like v0.11 is coming out any time soon and I really don't wanna seriously try doing pacifist/demonic angelic
So I decided to try a different idea that I've been thinking about doing:
beating all the dual angel combos on N!
Not sure if I'm actually going to sit through every single one of them, but I'll try and give it my best...
and the ones that I do end up beating, I will be grading in terms of difficulty (relative to the badge tiers) and also how much skill/luck I think they require
I am going to be skipping a few, either because they're the same as some of the angelic badges:
AoB + AoMs (Berserker Angelic)
AoMr + AoD (Marksman Angelic)
AoSh + AoOc (Shottyman Angelic)
AoI + AoRa (Eagerness Angelic)
AoP + AoRa (Inquisitor Angelic)
or because they're duplicates:
AoD + AoI is the same as AoI + AoD
AoD + AoP is the same as AoP + AoD
(although I will make an exception for AoMr + AoD, since I wanna try doing marksman angelic without cateye)
I already did the angelics, so just check out my drl playlist if you wanna see those:
https://www.youtube.com/watch?v=uf6blLaBeV0&list=PLoiemCdQ_pCxJdMIGumzTobwhQ7HSdEJ_
----------
anyway, I'm going from top to bottom, so the first one is AoB + AoCn
Angel of berserk = You're only allowed to use melee weapons
Angel of Confidence = You start in Deimos 1 instead of Phobos 1
attempts: 28
skill: 30/100
luck: 75/100
difficulty: low diamond
I'm thinking low diamond for this one in terms of difficulty?
if you get lucky with powerups then there's very little skill involved
and you can get invulns to spawn immediately, so I can't put this any higher than low diamond
actually fighting is tough, so if there was a badge/medal that forced you to do this with a kill req, it'd be rated higher
you can try fighting back, but melee starts off really weak
you're also gonna take a ton of damage in return and there's no guarantee you'll be able to recoup your losses
you want a decent stockpile of medikits too, as you may need them for the cyberdemon
so I opted to stairdive and just get lucky with drops
build order:
Bru, Bru, Ber, Int, Bru, HR, HR, MBm
for the build, I just went with blademaster, it's the best mastery for pure melee right now, it's also on scout which is great in case I need to stairdive
(and aob on N! is certainly annoying enough to warrant stairdiving)
Opening with int could be seriously considered in this dual angel
mortem:
https://www.youtube.com/watch?v=eXVGScXKTzg
Well, I (nearly) 100%'d the game in terms of badge hunting
but it doesn't seem like v0.11 is coming out any time soon and I really don't wanna seriously try doing pacifist/demonic angelic
So I decided to try a different idea that I've been thinking about doing:
beating all the dual angel combos on N!
Not sure if I'm actually going to sit through every single one of them, but I'll try and give it my best...
and the ones that I do end up beating, I will be grading in terms of difficulty (relative to the badge tiers) and also how much skill/luck I think they require
I am going to be skipping a few, either because they're the same as some of the angelic badges:
AoB + AoMs (Berserker Angelic)
AoMr + AoD (Marksman Angelic)
AoSh + AoOc (Shottyman Angelic)
AoI + AoRa (Eagerness Angelic)
AoP + AoRa (Inquisitor Angelic)
or because they're duplicates:
AoD + AoI is the same as AoI + AoD
AoD + AoP is the same as AoP + AoD
(although I will make an exception for AoMr + AoD, since I wanna try doing marksman angelic without cateye)
I already did the angelics, so just check out my drl playlist if you wanna see those:
https://www.youtube.com/watch?v=uf6blLaBeV0&list=PLoiemCdQ_pCxJdMIGumzTobwhQ7HSdEJ_
----------
anyway, I'm going from top to bottom, so the first one is AoB + AoCn
Angel of berserk = You're only allowed to use melee weapons
Angel of Confidence = You start in Deimos 1 instead of Phobos 1
attempts: 28
skill: 30/100
luck: 75/100
difficulty: low diamond
I'm thinking low diamond for this one in terms of difficulty?
if you get lucky with powerups then there's very little skill involved
and you can get invulns to spawn immediately, so I can't put this any higher than low diamond
actually fighting is tough, so if there was a badge/medal that forced you to do this with a kill req, it'd be rated higher
you can try fighting back, but melee starts off really weak
you're also gonna take a ton of damage in return and there's no guarantee you'll be able to recoup your losses
you want a decent stockpile of medikits too, as you may need them for the cyberdemon
so I opted to stairdive and just get lucky with drops
build order:
Bru, Bru, Ber, Int, Bru, HR, HR, MBm
for the build, I just went with blademaster, it's the best mastery for pure melee right now, it's also on scout which is great in case I need to stairdive
(and aob on N! is certainly annoying enough to warrant stairdiving)
Opening with int could be seriously considered in this dual angel
mortem:
Spoiler (click to show/hide)
14
Nightmare! / (v0.10.8) [N!|100%|YAAM] standard N!/100% with bullet dance
« on: April 29, 2026, 12:36 »
video:
this isn't a badge or a medal or anything, it's just a run for fun
standard N! with 100% kills using by far the worst mastery in the game
so what does bullet dance do? well it lets you fire extra shots out of your pistol for every level you have in triggerhappy
on paper that's already a bad thing, why would you want to be forced to fire extra shots out of your pistol? if you have sog 3+ you can already one shot a lot of the enemies in the game, you're also probably going to be pushing enemies outside of your vision with your first shot, meaning your extra shots come with a 'bonus' accuracy penalty
and if you're doing nightmare, then the extra shots are gonna make lining up corpse stacks trickier...
I guess if you can get yourself a nanomach pistol (or two of them ideally), then you could solve the ammo problem, but the build path doesn't have much room for deviations to whizkid until way later in the game (when you're gonna wanna get sog4 and sog5) and y'know there's no guarantee you'll find a nano mod in the first place, so this is unlikely
another thing is that the extra shots come at a price - your turns become longer the more levels you have in triggerhappy, +50% of a single shot's fire time per triggerhappy to be exact; so you're also wasting time that your enemies can use to sneak up on you while you're dakka dakka'ing it up
and not only that, but there's also a bug currently where the bonus attack speed doesn't even work!
bullet dance is supposed to grant extra shots for only 50% extra firing speed, but right now it's actually for 100% extra firing speed, meaning bullet dance is just an active handicap, you're being forced to take double turns for absolutely no bonus!
It used to work as intended in previous versions, but it wasn't really much better, in fact it was still considered to be the worst mastery in the game and even its younger brother in jhc - bullet storm - is also considered to be the shittiest mastery of that game too
let's look at the traits you need for it:
son of a gun is a must for any pistol build of course,
dualgunner - I'm actually not really a fan of dualgunner,
a single pistol is usually more than enough to beat the game with, but it's not a bad trait by any means
son of a bitch is... odd; it's not very useful in the early game,
though I suppose if you want more late game dps then it's not a bad idea
triggerhappy though? triggerhappy is useless for pistols normally
(unless you get a cleric beretta and only use the full auto mode i guess...?)
and also as mentioned earlier, forcing your pistols to fire more shots is the last thing you want, so any extra levels in triggerhappy are just gonna make things worse!
also bullet dance blocks hellrunner, which is awful for a myriad of reasons, but that would take a bit too long to explain why...
but with all that said, can you beat nightmare with it?
yes!
even with all its problems, it's not bad enough to the point of being completely unusable
(you're shooting yourself in the foot if you try to use it for most of the platinum+ badges though)
I was thinking about doing a conqueror run, but turns it out it also blocks brute, I'd rather not be forced to do longinus diamond on top of this;
not to mention some of the specials are a death wish with bullet dance, so I only ended up doing some of them...
I also forced myself to get bullet dance as early as possible, which is not what you want to be doing normally;
in fact if you are going to get it, then you'd want to get it at the last possible opportunity (like in the jhc badges) because it's just a hindrance if you get it any earlier than that
and if you insist on getting it (somewhat) early, then at least go for sog 3 first so you can get your pistol as strong as possible for the early-mid game
even still, despite having it, the game ended up being about me trying to NOT use it lol
as in like, I didn't get any extra levels in triggerhappy and I tried to not use my second pistol unless I had to, since it's just a waste
I tried to go for only pistol kills too, but I ended up getting like 10 rocket kills
(and a fist kill when an imp got in the way while i was invuln);
but hey the vast majority of my kills were with pistols, that's good enough for me
mortem:
Spoiler (click to show/hide)
this isn't a badge or a medal or anything, it's just a run for fun
standard N! with 100% kills using by far the worst mastery in the game
so what does bullet dance do? well it lets you fire extra shots out of your pistol for every level you have in triggerhappy
on paper that's already a bad thing, why would you want to be forced to fire extra shots out of your pistol? if you have sog 3+ you can already one shot a lot of the enemies in the game, you're also probably going to be pushing enemies outside of your vision with your first shot, meaning your extra shots come with a 'bonus' accuracy penalty
and if you're doing nightmare, then the extra shots are gonna make lining up corpse stacks trickier...
I guess if you can get yourself a nanomach pistol (or two of them ideally), then you could solve the ammo problem, but the build path doesn't have much room for deviations to whizkid until way later in the game (when you're gonna wanna get sog4 and sog5) and y'know there's no guarantee you'll find a nano mod in the first place, so this is unlikely
another thing is that the extra shots come at a price - your turns become longer the more levels you have in triggerhappy, +50% of a single shot's fire time per triggerhappy to be exact; so you're also wasting time that your enemies can use to sneak up on you while you're dakka dakka'ing it up
and not only that, but there's also a bug currently where the bonus attack speed doesn't even work!
bullet dance is supposed to grant extra shots for only 50% extra firing speed, but right now it's actually for 100% extra firing speed, meaning bullet dance is just an active handicap, you're being forced to take double turns for absolutely no bonus!
It used to work as intended in previous versions, but it wasn't really much better, in fact it was still considered to be the worst mastery in the game and even its younger brother in jhc - bullet storm - is also considered to be the shittiest mastery of that game too
let's look at the traits you need for it:
son of a gun is a must for any pistol build of course,
dualgunner - I'm actually not really a fan of dualgunner,
a single pistol is usually more than enough to beat the game with, but it's not a bad trait by any means
son of a bitch is... odd; it's not very useful in the early game,
though I suppose if you want more late game dps then it's not a bad idea
triggerhappy though? triggerhappy is useless for pistols normally
(unless you get a cleric beretta and only use the full auto mode i guess...?)
and also as mentioned earlier, forcing your pistols to fire more shots is the last thing you want, so any extra levels in triggerhappy are just gonna make things worse!
also bullet dance blocks hellrunner, which is awful for a myriad of reasons, but that would take a bit too long to explain why...
but with all that said, can you beat nightmare with it?
yes!
even with all its problems, it's not bad enough to the point of being completely unusable
(you're shooting yourself in the foot if you try to use it for most of the platinum+ badges though)
I was thinking about doing a conqueror run, but turns it out it also blocks brute, I'd rather not be forced to do longinus diamond on top of this;
not to mention some of the specials are a death wish with bullet dance, so I only ended up doing some of them...
I also forced myself to get bullet dance as early as possible, which is not what you want to be doing normally;
in fact if you are going to get it, then you'd want to get it at the last possible opportunity (like in the jhc badges) because it's just a hindrance if you get it any earlier than that
and if you insist on getting it (somewhat) early, then at least go for sog 3 first so you can get your pistol as strong as possible for the early-mid game
even still, despite having it, the game ended up being about me trying to NOT use it lol
as in like, I didn't get any extra levels in triggerhappy and I tried to not use my second pistol unless I had to, since it's just a waste
I tried to go for only pistol kills too, but I ended up getting like 10 rocket kills
(and a fist kill when an imp got in the way while i was invuln);
but hey the vast majority of my kills were with pistols, that's good enough for me
mortem:
Spoiler (click to show/hide)
15
Nightmare! / (v0.10.8) [N!|17%|YAVP] UAC ANGELIC!!! with video proof! (& Chaos Marshal!)
« on: April 28, 2026, 13:34 »
video:
build order:
Int, Int, HR, HR, Bru, Bru
Suprise! One more badge to rule them all!!!
I know I said that I was done with v0.10 and this badge was beyond me, but hey I thought I'd at least give this one an honest chance...
After some attempts I managed to make my way to anomaly completely damageless,
I failed right after since I didn't find a phase device or an invuln, but I knew full well that getting to anomaly was the hard part, invulns can carry you through the rest of the game if you get lucky enough and after that run I knew I had to keep trying this badge before the incoming nerfs to powerup stacking & running are deployed
So just like with speedrunner, you can debate whether this one is actually impossible or not in the current patch
(well 'impossible' is a misnomer already, but basically it's a swear word used for any kind of challenge that requires absurd luck/skill to win)
On one hand you can't just camp out in a corner and wait for all the enemies to come towards you, like you could in the pre-JHC versions of the game
but on the other hand, once you get to phobos 7, the invulns are going to last much longer which will require less luck in finding enough invulns to beat the game.
I'd say this is one of, if not the hardest badge in the game currently (besides pacifist and demonic), but it is *plausibly* beatable!
much like the other angelics that i stairdove (everyman, speedrunner, etc.)
the plan is to grab the chainsaw in the chained court, either get a phase device or an invuln on phobos 7 and then just invuln rush my way to the end of the game.
The only difference with this badge is that phobos 1-7 is extra painful and for the rest of the game I have to be pretty much constantly invulnerable, because otherwise I'll likely fail the damageless part of this badge.
for the build:
Obviously you wanna open with int2, you'd have to be clinically insane to try and beat this without opening int2
and then after that I went with hellrunner 2 into berserker,
hr2 first because I wanted to crank out every drop of invuln I could, but hr1 into berserker has worked in the other stairdived angelics, so it could probably work here too
if you somehow get to level 8 then I dunno, finesse maybe? I never got that far
floors:
phobos 1 is really annoying, there's like a 90% chance the zombies will hit you on this one
the idea is to run to the right immediately and then try to corner shoot your way into grabbing a shotgun
if you get into an unavoidable fight with a pistol zombie, then try eating a medikit to run again (they have really bad accuracy, you might just survive)
shotgunners can't miss, so don't bother with running for them, instead try to lure them over to you so you can take their gun
if that's not an option, then either try to get into melee range, or try to get a pistol zombie behind them for a potential infight
the vast majority of my runs ended on phobos 1, so it may take a while to get through this
you also wanna try and get 100% kills in phobos 1, since you'll want to reach level 2 as soon as possible
on phobos 2 you wanna radar scan like crazy until you hit level 2,
once that happens it's just a matter of reaching the stairs in the safest manner possible
general tips for phobos 1-7:
you want to be running around as much as possible (don't be afraid to burn medikits to keep it up), running is important since it'd a big boost to your speed and you get a dodge bonus on top of the one you (will) have from hellrunner
the downside is that your accuracy takes a hit, but that's not a problem for the shotgun
^don't use any other type of weapon in phobos by the way, they either require too many traits to work or you're nearly guaranteed to be taking damage in the case of melee
you'll really need to git gud at corner shooting, since that's the only way to (somewhat) reliably clear floors without taking damage, I'm not gonna get into every possible angle here, but just know that you should only be engaging from around a corner.
If you're fighting zombies/imps/pinkies/lost souls then you can afford to do it in the open, but all the beefier enemies are too risky to fight like that
also remember that you can manipulate enemy movements via radar scanning:
as long as they don't see you, they'll simply walk towards the tile you shot them from
while they're doing that you run over to a different spot from where you can safely corner shoot them to death
don't use any armor with a negative speed mult for obvious reasons
(but feel free to pick it up so that zombies and nobles can't use it against you)
(and I guess you could keep some green armor for a potential tactical armor, but the odds are very low for this to happen)
have a second shotgun in your prepared slot, since in the current patch switching to it only takes 0.5 seconds, which can often let you get a crucial second shot against an enemy thats about to attack you
and just y'know, try to get lucky,
if you get even a lukewarm start you'll probably fail,
if you get a maze with the stairs far away you'll probably fail,
if you get a cacodemon/arachnotron cave you'll probably fail...
there's a lot of luck involved in this badge unfortunately
also don't go for hell's arena, the rewards are very mediocre in the context of this badge:
the armor and supercharge are useless,
the extra medikits are nice, but you'll probably burn a bunch trying to beat it anyway...
the rocket launcher can be useful for extending the invulns later in the game, but it alone cannot get you past anomaly, so you'll still need to get lucky for that
the biggest attraction is probably the extra xp, which will get you to level 3 (and maybe even 4 if you there's a vault on phobos 2 and you fully clear it), which is nice, but you'll likely hit level 4 by anomaly anyway; and you'll get more xp afterwards just from enemies catching each other in the crossfire while trying to hit you while you're invuln
HOWEVER if you do beat hell's arena (all 3 waves), then you won't have a guaranteed chainsaw anymore since unchained court is pretty much impossible to do damageless
beating hell's arena damageless on n! is no joke by the way, I'd say my odds are probably in the single digits for that,
so I'd rather just try and all in on that sweet phobos 7 invuln
chained court is mandatory again, the chainsaw is more than enough to beat the game's bosses without having to get lucky with finding some other weapon, so I'd rather not push my luck further just for that
you wanna start chained by corner shooting in the middle until the enemy count gets to about 16;
once that happens you roid up and get out
if you happen to have a rad suit you could also go for the mod packs
(the mod packs aren't fully blocked off, you can reach them via the lava canals without flipping switches)
or you could save the rad suit for a potential crappy start later, it's up to you
all the other specials are to be used for transit purposes only, don't actually try to clear them
toxin refinery/central processing - No!
phobos lab/military base - No!
hell's armory/phobos lab - yes
the wall/containment area - yes
city of skulls - yes, but you have to walk across an entire floor pretty much, don't do it if you have an invuln
abyssal plains - No!
halls of carnage - No!
spider's lair - yes, but only if you're invuln or if your move speed is really high; the arachnos will probably hit you otherwise
the vaults - yes
house of pain - yes (just don't accidentally accept the invite)
unholy cathedral - yes
the mortuary/limbo - just like speedrunner, you could maybe do this one for the guaranteed nuke if you're invuln and have a rocket launcher, but otherwise hell no
lava pits/mt erebus - yes
phobos 1-6 you should just be stairdiving,
but phobos 7 you wanna hold off on the stairs and have a look around
I already have intuition, so I can spot any invulns,
but if there isn't one then I might as well try and look for a phase device
anomaly is the big filter here, it's impossible* to beat it without an invuln or a phase device
and if you only have a phase device, well, you better hope it takes you past the bruisers
(if it takes you past the first ambush you could try and bait the bruisers into infighting with the nightmare demons and walking past them while they're distracted I guess? it might be better to just try and run past the bruisers like usual though)
*if you have dodgemaster and get insanely lucky you could maybe get through it, but I'd rather not bet on that
and I'm also not going for dodgemaster since I'm gonna be pretty short on xp and dodgemaster isn't a necessity otherwise
There's not much to comment on the stuff past anomaly:
if there is an invuln out of the way of the exit, you should consider grabbing it
and also you should try and make sure none of the enemies nearby can destroy it before you get to it,
some other items of interest that can be considered for grabs:
berserk packs (duh, it's a speed and damage boost),
modpacks (either for buffing the chainsaw or agility mods for extra speed),
phase devices, especially homing ones (since you might spawn far from the stairs),
a rocket launcher/rocket ammo if you don't already have both (for rocket jumping)
any boots/armor with a positive speed multiplier (or higher than what you currently have)
but really, you're mostly relying on luck with invulns to actually win and I just so happened to get a run where I could afford to stay invuln for long enough
anyway though, that's 15/17 angelics for me, meaning I reached the chaos marshal rank!
And no, it didn't unlock a Nightmare+ difficulty :P
My badge hunting in this version is over for real this time;
this one may have been a one in a thousand kinda badge to get,
(but for an angel of luck such as myself it took about ~300 attempts? i wasn't keeping track)
but pacifist and demonic are more like one in billions, maybe even more than that
Even if I try them all day every day, I'm pretty sure v0.11 is going to come out sooner than me getting lucky enough to actually beat them
in v0.11 these badges will (hopefully) get reworked into something a little less impossible anyway...
mortem:
Spoiler (click to show/hide)
build order:
Int, Int, HR, HR, Bru, Bru
Suprise! One more badge to rule them all!!!
I know I said that I was done with v0.10 and this badge was beyond me, but hey I thought I'd at least give this one an honest chance...
After some attempts I managed to make my way to anomaly completely damageless,
I failed right after since I didn't find a phase device or an invuln, but I knew full well that getting to anomaly was the hard part, invulns can carry you through the rest of the game if you get lucky enough and after that run I knew I had to keep trying this badge before the incoming nerfs to powerup stacking & running are deployed
So just like with speedrunner, you can debate whether this one is actually impossible or not in the current patch
(well 'impossible' is a misnomer already, but basically it's a swear word used for any kind of challenge that requires absurd luck/skill to win)
On one hand you can't just camp out in a corner and wait for all the enemies to come towards you, like you could in the pre-JHC versions of the game
but on the other hand, once you get to phobos 7, the invulns are going to last much longer which will require less luck in finding enough invulns to beat the game.
I'd say this is one of, if not the hardest badge in the game currently (besides pacifist and demonic), but it is *plausibly* beatable!
much like the other angelics that i stairdove (everyman, speedrunner, etc.)
the plan is to grab the chainsaw in the chained court, either get a phase device or an invuln on phobos 7 and then just invuln rush my way to the end of the game.
The only difference with this badge is that phobos 1-7 is extra painful and for the rest of the game I have to be pretty much constantly invulnerable, because otherwise I'll likely fail the damageless part of this badge.
for the build:
Obviously you wanna open with int2, you'd have to be clinically insane to try and beat this without opening int2
and then after that I went with hellrunner 2 into berserker,
hr2 first because I wanted to crank out every drop of invuln I could, but hr1 into berserker has worked in the other stairdived angelics, so it could probably work here too
if you somehow get to level 8 then I dunno, finesse maybe? I never got that far
floors:
phobos 1 is really annoying, there's like a 90% chance the zombies will hit you on this one
the idea is to run to the right immediately and then try to corner shoot your way into grabbing a shotgun
if you get into an unavoidable fight with a pistol zombie, then try eating a medikit to run again (they have really bad accuracy, you might just survive)
shotgunners can't miss, so don't bother with running for them, instead try to lure them over to you so you can take their gun
if that's not an option, then either try to get into melee range, or try to get a pistol zombie behind them for a potential infight
the vast majority of my runs ended on phobos 1, so it may take a while to get through this
you also wanna try and get 100% kills in phobos 1, since you'll want to reach level 2 as soon as possible
on phobos 2 you wanna radar scan like crazy until you hit level 2,
once that happens it's just a matter of reaching the stairs in the safest manner possible
general tips for phobos 1-7:
you want to be running around as much as possible (don't be afraid to burn medikits to keep it up), running is important since it'd a big boost to your speed and you get a dodge bonus on top of the one you (will) have from hellrunner
the downside is that your accuracy takes a hit, but that's not a problem for the shotgun
^don't use any other type of weapon in phobos by the way, they either require too many traits to work or you're nearly guaranteed to be taking damage in the case of melee
you'll really need to git gud at corner shooting, since that's the only way to (somewhat) reliably clear floors without taking damage, I'm not gonna get into every possible angle here, but just know that you should only be engaging from around a corner.
If you're fighting zombies/imps/pinkies/lost souls then you can afford to do it in the open, but all the beefier enemies are too risky to fight like that
also remember that you can manipulate enemy movements via radar scanning:
as long as they don't see you, they'll simply walk towards the tile you shot them from
while they're doing that you run over to a different spot from where you can safely corner shoot them to death
don't use any armor with a negative speed mult for obvious reasons
(but feel free to pick it up so that zombies and nobles can't use it against you)
(and I guess you could keep some green armor for a potential tactical armor, but the odds are very low for this to happen)
have a second shotgun in your prepared slot, since in the current patch switching to it only takes 0.5 seconds, which can often let you get a crucial second shot against an enemy thats about to attack you
and just y'know, try to get lucky,
if you get even a lukewarm start you'll probably fail,
if you get a maze with the stairs far away you'll probably fail,
if you get a cacodemon/arachnotron cave you'll probably fail...
there's a lot of luck involved in this badge unfortunately
also don't go for hell's arena, the rewards are very mediocre in the context of this badge:
the armor and supercharge are useless,
the extra medikits are nice, but you'll probably burn a bunch trying to beat it anyway...
the rocket launcher can be useful for extending the invulns later in the game, but it alone cannot get you past anomaly, so you'll still need to get lucky for that
the biggest attraction is probably the extra xp, which will get you to level 3 (and maybe even 4 if you there's a vault on phobos 2 and you fully clear it), which is nice, but you'll likely hit level 4 by anomaly anyway; and you'll get more xp afterwards just from enemies catching each other in the crossfire while trying to hit you while you're invuln
HOWEVER if you do beat hell's arena (all 3 waves), then you won't have a guaranteed chainsaw anymore since unchained court is pretty much impossible to do damageless
beating hell's arena damageless on n! is no joke by the way, I'd say my odds are probably in the single digits for that,
so I'd rather just try and all in on that sweet phobos 7 invuln
chained court is mandatory again, the chainsaw is more than enough to beat the game's bosses without having to get lucky with finding some other weapon, so I'd rather not push my luck further just for that
you wanna start chained by corner shooting in the middle until the enemy count gets to about 16;
once that happens you roid up and get out
if you happen to have a rad suit you could also go for the mod packs
(the mod packs aren't fully blocked off, you can reach them via the lava canals without flipping switches)
or you could save the rad suit for a potential crappy start later, it's up to you
all the other specials are to be used for transit purposes only, don't actually try to clear them
toxin refinery/central processing - No!
phobos lab/military base - No!
hell's armory/phobos lab - yes
the wall/containment area - yes
city of skulls - yes, but you have to walk across an entire floor pretty much, don't do it if you have an invuln
abyssal plains - No!
halls of carnage - No!
spider's lair - yes, but only if you're invuln or if your move speed is really high; the arachnos will probably hit you otherwise
the vaults - yes
house of pain - yes (just don't accidentally accept the invite)
unholy cathedral - yes
the mortuary/limbo - just like speedrunner, you could maybe do this one for the guaranteed nuke if you're invuln and have a rocket launcher, but otherwise hell no
lava pits/mt erebus - yes
phobos 1-6 you should just be stairdiving,
but phobos 7 you wanna hold off on the stairs and have a look around
I already have intuition, so I can spot any invulns,
but if there isn't one then I might as well try and look for a phase device
anomaly is the big filter here, it's impossible* to beat it without an invuln or a phase device
and if you only have a phase device, well, you better hope it takes you past the bruisers
(if it takes you past the first ambush you could try and bait the bruisers into infighting with the nightmare demons and walking past them while they're distracted I guess? it might be better to just try and run past the bruisers like usual though)
*if you have dodgemaster and get insanely lucky you could maybe get through it, but I'd rather not bet on that
and I'm also not going for dodgemaster since I'm gonna be pretty short on xp and dodgemaster isn't a necessity otherwise
There's not much to comment on the stuff past anomaly:
if there is an invuln out of the way of the exit, you should consider grabbing it
and also you should try and make sure none of the enemies nearby can destroy it before you get to it,
some other items of interest that can be considered for grabs:
berserk packs (duh, it's a speed and damage boost),
modpacks (either for buffing the chainsaw or agility mods for extra speed),
phase devices, especially homing ones (since you might spawn far from the stairs),
a rocket launcher/rocket ammo if you don't already have both (for rocket jumping)
any boots/armor with a positive speed multiplier (or higher than what you currently have)
but really, you're mostly relying on luck with invulns to actually win and I just so happened to get a run where I could afford to stay invuln for long enough
anyway though, that's 15/17 angelics for me, meaning I reached the chaos marshal rank!
And no, it didn't unlock a Nightmare+ difficulty :P
My badge hunting in this version is over for real this time;
this one may have been a one in a thousand kinda badge to get,
(but for an angel of luck such as myself it took about ~300 attempts? i wasn't keeping track)
but pacifist and demonic are more like one in billions, maybe even more than that
Even if I try them all day every day, I'm pretty sure v0.11 is going to come out sooner than me getting lucky enough to actually beat them
in v0.11 these badges will (hopefully) get reworked into something a little less impossible anyway...
mortem:
Spoiler (click to show/hide)
Pages: [1] 2
