Chaosforge Forum

DRL => Post Mortem => Nightmare! => Topic started by: Omega Tyrant on May 15, 2026, 18:39

Title: (0.10.8) [N!|56%|YAVP] - Another UAC Angelic Badge for honorary Chaos Marshal
Post by: Omega Tyrant on May 15, 2026, 18:39
(You can watch the video of this run here (https://www.youtube.com/watch?v=OdUIdOc7zaI))


The infamous UAC Angelic Badge was considered humanly impossible to achieve; no matter how perfect you play, the amount of luck that would be needed to avoid getting hit a single time was grotesquely exorbitant. There was the theoretical path of getting a very lucky streak through Phobos that allowed you to stairdive to floor 7 without getting hit, and then getting an Invulnerability Globe (which can start spawning on floor 7) that you can safely reach, while then proceeding to get an incredibly lucky string of Invulns that lets you run through the entire rest of the game invulnerable, but just getting to Phobos 7 without getting hit would probably require a top player hundreds of attempts, while the odds of getting a reachable Invuln on Phobos 7 is rather low itself, and then getting the string of Invulns needed after to chain them to the end... It just wasn't realistic, and unsurprisingly in the 13 years between the Angelic badges being added in version 0.9.9.7 and DRL's development renewing with Jupiter Hell Classic's development, no one has ever came close to verifiably winning the badge legitimately, aside from those exploiting game-breaking bugs in beta versions (as I did once in 0.9.9.9 Beta 7 (https://discord.com/channels/372448815195619330/1307032080596865126/1378809768298287147), thanks to the ammo underflow and "roguelite" bugs in that beta), and confirmed cheaters like 2Dev and Vandam.

Later versions of 0.10 however would make some major changes that impacted the viability of this badge. The biggest one was the duration of powerups being changed to be actually time-based; previously their duration was action-based, and so every action, no matter how fast or slow it was (unless it was an instant action), would decrease the powerup timer by 1. So Invulnerabilities on Nightmare, rather than lasting 100 actions, now last 100 ingame seconds. Given that the Scout at base does all actions 10% faster, while you get faster with traits like Hellrunner and wearing speed-boosting equipment, as well as move faster with running and Berserk, powerups will effectively last way longer than they did before. This greatly reduces the amount of Invulnerabilities you'll need to spawn in Deimos and Hell to remain invuln'd for all of post-Phobos, and makes finding a Rocket Launcher for rocket jumping no longer direly necessary, even rather average Invuln luck could work. Time-based duration also now applies to running, and since running decreases your movement time by -30%, running effectively increases its own duration by +30%, which between running's duration not being corrected to account for this and all the speed-boosting stuff mentioned prior, running will now last a ridiculously long time, making it easier to avoid damage on the way to Phobos 7 and let you stretch Invulns even longer (as unlike with Berserk, you can activate running while invuln'd). One other major change was how falloff on Shotguns work; previously falloff would begin on the first tile, so even at point blank Shotguns would lose some damage, but now falloff begins at 2 tiles of distance. The intention of this change was so that Shotguns actually hit at their full advertised power at point blank range as players would expect, but since their falloff rates wasn't changed, Shotguns effectively deal more damage at ALL ranges. This allows the starting basic Shotgun to more reliably kill Formers and Imps before they can get into vision while also more reliably one-shotting them at closer ranges, and more reliably kill Pinkies and bigger enemies before they reach you. Particularly noticeable in Hell Knights and Barons that previously would require several Shotgun-boosting traits or at least a Shell Box to reliably corner shoot to death with a vanilla Shotgun, while now a single level of Reloader is generally enough and you could even do without if you begin shotgunning them from far away. As such, the luck needed for both reaching Phobos 7 and invuln chaining all of post-Phobos is much more realistically achievable, and Asbadagba would pull off a legitimate UAC Angelic (https://forum.chaosforge.org/index.php/topic,9320.0.html) thanks to this.

That said... this badge is still absolute hell, but with getting all the other 14 possible Angelics and pushing so heavily for all the badge rebalancing, while incoming changes in later versions to nerf the aforementioned things will likely push damageless N! back to virtual impossibility, I wanted to go win this badge before it's nerfed to justify my push for nerfing its requirement (as well as not wanting to wait for the great badge rebalancing to come before getting back the title of most Angelics across all versions).

So right away, only about 20% of runs will get past Phobos Base Entry without getting hit. If the Shotgunners come out early, that's already GG, their shotguns have perfect accuracy just like your does and you don't have a Shotgun yet to kill them in the open before they shoot until you kill one of them for theirs. With running active, the pistol-wielding Former Humans have a 26% chance to hit you at close range, 16% at mid-range, and 9% at far range, in addition to only a 2% chance to hit you in melee range, but since they'll get many shots on you before you can get into cover or in their face, while you won't have better than 30% odds to dodge their Pistol shots outright, chances are you'll often get hit, and running additionally decreases your own accuracy. Not an issue once you get a Shotgun, with the Pistol you're going to be missing a lot, and aimed shots to alleviate the accuracy issue will take twice as long, giving Formers a chance to double shoot if you don't kill them with it. If you can get into position behind workable cover and kill the immediate threatening Formers without getting hit, it is time to do a bit of waiting for the other Formers to come out and shoot them down hopefully one at a time. Upon killing the first Shotgunner it'll be tempting to immediately go for his Shotgun and shells, though unless they drop it in an absolute safe position or a Former got you in a spot where you need to get the Shotgun ASAP, you should hold off until you kill enough of them to trigger enemy reveal or around 4000ish turns passes (at that point, it can be assumed the remaining Formers got patrolling AI assigned to them and so they won't come out of the building, while you can't wait beyond 9000 turns without triggering the Enraged Timer). Once you get the Shotgun, the rest of Phobos Base Entry is trivial, just don't make the mistake I did in this run of walking into one's vision (fortunately the basic Former still has an accuracy issue even without having running active and so I got away with it in this run, don't risk it if you can help it, it's still a coin flip at best if they miss you). Before exiting Phobos Base Entry, you should make sure to pick up two Shotguns to have one in your prepared slot (quick swapping between Shotguns could save you in an instance where reloading would take too long, and otherwise it's helpful to quick swap between Shotguns to pass time instead of hitting the wait button, as it'll pass time in half second intervals rather than full second intervals), as well as the Green Armor (you won't be wearing it since it would slow you down and you can't take any damage, but if you find any Agility mods, putting one on the Green Armor would make you faster than being naked, and two A mods on it would let you build a Tactical Armor), and the Small Medkits if the Formers don't use them (while healing itself doesn't matter in this badge, medkits will crucially let you restore running and so you still want to load up on them when you can). Opening with Hellrunner, Finesse, Son of a Bitch, Eagle Eye, or especially Son of a Gun would increase the odds of getting a damageless Phobos Base Entry, but you have to open with Intuition, as Intuition 2 is direly needed ASAP to have any hope of getting through the game damageless.

Speaking of build, beyond the opening Int2, you have a couple options. Asbadagba in his UAC Angelic run went straight for Hellrunner 2, which is sensible for the obvious aid in damage avoidance and ensuring you'll already have it before you start Invuln chaining, and I was doing that at first as well. I decided though that unless I got an early Shell Box, to get a level of Reloader first instead, as it greatly increases my odds of being able to fight through tough Phobos floors that don't have impossible hot starts, and it'll help the Invuln rushing portion of the run by significantly reducing the time of Rocket Launcher reloads if I find one, as well as make the Double Shotgun a viable option for killing the Cyberdemon faster than the Chainsaw if I don't have berserk. I did try experimenting with Finesse -> Juggler after Int2 instead, as instantly swapping between several Shotguns is very powerful in the early game and is something I utilized to great effect in many other Diamond and Angelic runs, including pure Destroyer Diamond and Masochist Angelic, other badges that require extreme damage avoidance, while Juggler would also build to Shottyhead, the ideal mastery for this. However, the requisite Finesse level is much less of an immediate combat boost than Reloader, and very rarely was I actually managing to reach level 4 before getting hit, or I get a hot start that is still impossible to get out of unscathed even with Juggler, or I get floors easy enough for Juggler to not be needed. Going for more kills in the early floors to hit level 4 ASAP also made attempts take longer, which isn't good when you're going through hundreds of attempts until you get a viable string of floors, and Juggler additionally won't help much in the Invuln-rushing portion of the run. Then Shottyhead would be amazing to have, you're just not going to be getting the levels to get any mastery aside from maybe Gunrunner, when the vast majority of the run is stair diving. So I abandoned going for Juggler and stuck to Int 2 -> Rel1 -> HR2 for most attempts. After HR2, if I get that far, it would depend on the state of the run. In one run where I got a Phobos 7 Invuln and a Rocket Launcher but then didn't get any reachable Invulns in Deimos and so ran out at Deimos 7, I got Dodgemaster to get through the Cyberdemon, yet that run died in Hell 2 after getting no reachable Invulns and having that floor plop an Arachnotron in immediate vision while blocking off the only nearby cover with a Hell Noble group. You can go for Brute to kill things faster with the Chainsaw, particularly the Cyberdemon and Mastermind like Asba did, and it would be your best bet if you're coming up on the Cyberdemon with no Double Shotgun nor Rocket Launcher (as would be the case in my second run that got a Phobos 7 Invuln that had no Rocket Launcher nor Double Shotgun, though with only one Invuln in Deimos and getting no Berserks, my Invuln still ran out right after killing the Cyberdemon while Hell 1 was an Arachnotron cave that promptly ended the run). Reloader 2 and then Shottyman would be good options if you got a Rocket Launcher or a Double Shotgun and enough shells stockpiled to kill the bosses, but if you don't got a Rocket Launcher, you could go Gunrunner even without Shottyman (the trait Gunrunner normally desperately needs to be good), as the extra running duration would let you stretch Invulns a little farther on floors with far away stairs and in Babel if you get a bad Cyberdemon spawn, while also effectively greatly buffing the firing time of the Double Shotgun as your movement speed becomes its firing speed (and against the Mastermind, let you move in while shooting simultaneously as she moves away, so you can keep getting point blank shots in without wasting time repositioning). You realistically won't reach beyond level 6 or 7 and so traits beyond that won't matter... unless you get blessed with a particular Unique that I did in my winning run...

So with Phobos 2, you'll be entering it without Int2, and assuming you don't get a hot start that immediately ends it, you're going to need to be constantly radar shooting every few steps down every nook until you hit some enemies. Fortunately it should take you only a few kills to hit level 2 for Int2, at which point Phobos 2 shouldn't be bad unless you're being swarmed by a bunch of enemies from multiple angles or get overwhelmed by an opened Cacodemon vault or respawns later. "Not so bad" is relative; even with a doable floor, it only takes one single mistake to immediately end the run, and in my winning run I nearly botched it by walking into the vision of a respawned Former near the end of the floor, thankfully he missed. If you get vaults and you can viably get inside them without getting hit, you will want to try doing so, as mods, Double and Combat Shotguns, Rocket Launchers, and both types of Phase Devices are common drops in vaults that you really want ASAP that you won't be able to get until later Phobos and may not find otherwise. Phases are especially valuable, as a Homing Phase will be a mulligan on any impossible floor, and a normal Phase will at least give you a chance if you get an impossible hot start, while a Phase will be your only real chance to get past Anomaly with damageless intact if you don't get a Phobos 7 Invuln (maybe if you can get Dodgemaster and speed-boosting equipment before Anomaly, you might have a shot to run through it without getting hit, but your odds would be incredibly slim). After Phobos 2 you have the choice to go into Hell's Arena; clearing it would guarantee you a Rocket Launcher that would be incredibly valuable and get you enough EXP to hit level 4 before the brutal Phobos 3-5 range, however clearing Hell's Arena damageless on N! is very difficult and time-consuming, as in this version it's still bugged to require having all the respawns dead simultaneously to count as cleared. With little more than a single digit percentage to pull off a damageless Arena and the fact 99+% of UAC Angelic runs are still going to fail regardless afterward, actually clearing Hell's Arena is not worth it time investment-wise. Going in to get some kills in the first wave for extra quick EXP is ok however, there is some risk as the random starting spawns could put you in a situation where damage is unavoidable, yet I could get through the first wave unscathed about 80ish% of the time, so unless I got some really good stuff on Phobos 2 or the Arena stairs were too out of the way, I would dip into the Arena for the EXP.

Starting on Phobos 3, it's going to be Hell Knights and Cacodemons galore, large Pinky groups, and much harder level types appearing like Cacodemon caves and the ever dreaded mazes, either of which will very likely end your run. The objective at this point will be to get your ass to the stairs while trying as hard as you can to avoid getting hit. If you get quickly accessible stairs, just take them, don't try to clear out floors, as even if you can safely clear out a floor without getting hit, the extra EXP won't matter if the next floor plops you in a hot start surrounded by enemies. If any vaults spawn, it might be worth trying to get in them if they have Phases or a Rocket Launcher, if you don't get a map revealing that and you can get to the stairs without going near the vault, then just don't bother with them, especially as vault would almost certainly be filled with over a half-dozen Cacodemons at this point. In Phobos 5, if possible, you should try to find the stairs to The Chained Court, as the big Berserk stack will help give you better odds of getting through Phobos 6 and 7, and the Chainsaw will be your fastest method to kill the bosses when invuln'd if you don't find a Double Shotgun. However if trying to seek out The Chained Court's stairs would be too arduous or you're given the normal stairs right away, just take the normal stairs, the Chainsaw and Berserk isn't absolutely necessary. In this particular run, I got a Phobos 3 with far away stairs, but no hot start and the floor wasn't too bad when played carefully. Phobos 4 did greet me with a maze, however as the video shown, a maze isn't necessarily an instant run ender, especially when I got an immediate Shell Box and Berserk here. I would end up quickly unequipping the Shell Box as it became apparent I didn't need it and so I opted to conserve it, with the maze being far from the worst I have had to deal with (one particular failed run prior had me go through three consecutive mazes from Phobos 3 to 5 that I somehow got through, only for the run to still fail anyway). Phobos 5 gave me a Lost Soul + Pinky cave, the Shell Box + Reloader makes it a breather, and the floor gave me an ever so valuable Phase, as well as a Radsuit. For The Chained Court, normally you would just shoot down some Formers at the start of the floor, being very careful to not let any get vision on you, before gobbling up all the Berserks and hauling your ass out, but with the Radsuit, I have the opportunity to get the mods that you normally can only access by hitting all the levers (which you can't do, as the Barons released by them will get a free shot that will almost certainly end the run). You have to be very careful to not get shot by the Formers near the mods, I was able to retrieve them, and one was a Technical mod, which I put on the Chainsaw for the valuable attack speed boost in case I need to use it, while the other is what I wanted most, an Agility mod to put on the Green Armor I saved from Phobos Base Entry, making me move even faster. In Phobos 6 I got another cave, this time just a ton of Pinkies; far preferable to a Cacodemon or especially Arachnotron cave, but I could have been overwhelmed here if I didn't have my Shell Box still conserved or got careless. I also find a second Agility mod, which with no boots to put it on, I use it on my Green Armor to make Tactical Armor, which gives me an additional +5% movement speed and a flat +10% dodging bonus.

Now for Phobos 7, the most important floor of a UAC Angelic run. This is the first floor that Invulnerability Globes can spawn, and not only is getting an Invuln chain going ASAP mandatory for a damageless run, an Invuln will be 95% needed to get through the hard wall that is N! Phobos Anomaly damageless. I have gotten around two dozen runs to Phobos 7 prior, and of those runs, only four of them had an Invuln, only two of which I could actually reach, while bad Invuln luck afterward resulted in those two runs still failing in Hell after my Invuln ran out. This floor is so make or break that I call it the Phobos 7 Lottery Ticket; as long you get a reachable Invuln here your UAC Angelic run has a serious shot to win, but if not your run is almost certainly dead even if you can reach the stairs. And my Phobos 7 lottery ticket here... would be a loser, no Invulnerabilities spawned on the floor. However I do still have that Phase Device... it's a long shot, but you can get through Anomaly damageless if a Phase drops you past the Bruisers, so I might as well try. Unfortunately Phobos 7 also gives me a hot start with mediocre cover, my only option is to head straight to the stairs, burning the Phase to escape the hot start would make Anomaly a foregone failure unless I happen upon another Phase on the floor. On the way to the stairs I had to run by two Barons, one of which got two attacks off, thankfully I was able to dodge both attacks, aided by the extra dodge boost I got from the Tactical Armor. In Anomaly, all I can do is just immediately use the Phase and hope for the best... and it gets me right to the Bruisers, giving me a clean path to the exit teleporter before they even have the chance to get out of their starting rooms! The run lives despite not pulling a winning Phobos 7 Lottery Ticket.

I'm in rare territory of getting a UAC Angelic run intact to Deimos, in probably north of a thousand attempts I've only gotten three runs this far (the aforementioned ones where I did get a Phobos 7 Invuln, and another where a Phase did get me past the Bruisers). However unless I get an Invuln very soon, the run will probably not last for long in Deimos... and the RNG decides to give me a break, with an Invuln a half dozen steps away. There are a couple enemies nearby, but with my speed, I'm able to go grab it before the two Formers near it wake up, and now it's just mad dash to the stairs, trying to run through the rest of the game invulnerable. Deimos 2 would give me another Invuln to stack on, though with a Baron nearby, I don't want to risk him blowing it up as I run near it (my first run that made it to Deimos ended up losing despite having a Rocket Launcher, as the one Invuln I got in all of Deimos got blown up as I approached it), so I wait with that nearby Pinky group until he tries attacking me and hits them, triggering them to swarm the Baron and kill him while I get a clean run to that Invuln. Deimos 3 is just a run to the stairs, just picking up a Double Shotgun along the way for my boss killing weapon. Deimos 4 though would be very interesting, I get the Unique spawning message, which I don't pay much mind to as trying to seek out the Unique would just burn a lot of Invuln and probably not be worth it, yet as I get near the stairs, I happen to find the Unique, which is... the Trigun, the single most valuable Unique I could ask for in this run. With its alt-fire, Angel Arm, I can instantly nuke every remaining floor, instantly destroying all walls and enemies to get a clean uninterrupted path to the stairs to burn as little of my Invuln duration as possible, while also giving me all the extra levels I couldn't get otherwise, and I will be able to kill the Cyberdemon instantly to burn almost no Invuln on him. The caveat is that each Angel Arm use will drain 5 max HP, which doesn't matter much since I should be Invuln'd for the rest of the run and can't be getting hit if not, however I can't use Angel Arm if my max HP drops to 10. With that in mind, and not keeping track of my max HP, I don't go as crazy on the Angel Arm usage as I could have, not using it in floors where I got a mostly uninterrupted path to the stairs and not nuking the special levels along the way, while also getting a couple otherwise useless Ironman levels to ensure my max HP doesn't get too low to Angel Arm. Upon reaching Dis, I probably had way more than enough Invuln left to nuke her and then go nuke in Carmack in Hell Fortress, but I didn't want to get greedy and risk the Invuln running out after nuking the Mastermind, so I just whip out the Double Shotgun to kill her conventionally, with the Gunrunner + Shottyman combo making her put up little more resistance than if I just nuked her.

With the Invuln luck I got in this particular run, that Trigun probably wasn't necessary to win, yet it sure as hell was a cathartic conclusion to by far the worst grind I ever had to do in DRL. I wasn't keeping track of my attempts and I would almost always just quit out rather than let myself die whenever I got hit, so I don't got a concrete number of how many attempts this took me, it probably took me more than a thousand, spread over the course of seven days. I've been pushing to nerf this badge's requirement to Ultra-Violence, and I'm still going to be pushing for that; the luck required for this badge is still grotesque and it's so all-or-nothing on winning the Phobos 7 lottery, or getting incredibly lucky with a Phase and then finding an Invuln ASAP afterward, while as mentioned prior, incoming changes to powerups, running, and Shotgun falloff will probably push this badge back to nigh impossible territory. In this exact version it's probably about a 1 in a thousand badge for the absolute best DRL players, after those incoming changes the chances for winning this badge would probably fall to somewhere in the 1 in five digits range at best. Allowing UV would also make winning the badge a little more skill-based, as less runs will get ruined by impossible hot starts, respawn RNG won't be a factor, you could more viably get through the much easier UV Phobos Anomaly damageless without an Invuln, and Invulns not lasting as long means you can't so easily pull off a complete Invuln chain to the end. As is, I don't feel that accomplished winning this fabled badge, it's not as my skill was completely irrelevant like it was in Berserker Angelic, I had to be on my absolute A game without rolling incredible stair luck, but over 99% of winning the badge coming down to luck and winning it in such a cheesy manner that depends so much on this version's broken powerups and Shotguns makes it feel very dirty. I'm far more proud of winning Eagerness, Inquisitor, and Masochist Angelic back in 0.9.9.7 than I am of winning UAC Angelic here. Speaking of 0.9.9.7, doing UAC Angelic there is still out of the question; while you can run -> wait camp infinitely and farm infinite ammo off of respawns in that version, winning N! damageless there is still firmly in impossible territory when you're not only lacking all the broken benefits of this version, but would also have respawns in vision that would make respawn RNG absolutely dreadful to deal with without lucking upon a very good camping spot on every floor.

Well with that, I got 15 Angelic badges won across all versions to be an honorary Chaos Marshal, 13 back in 0.9.9.7 where they were mostly harder, and then Speedrunner Angelic + UAC Angelic after they became possible in 0.10.8. I could get all the other Angelics in 0.10.8 to get an official Chaos Marshal rank on one of my files and it certainly would be way easier when Invuln rushing is so busted, but there's no point to winning them all again in such a manner. That will be as far as I go with badge hunting until the great badge rebalancing happens; the only two remaining unwon Angelics are Pacifist Angelic and Demonic Angelic, and my writeup of their plausibility at the end of my Everyman Angelic mortem post (https://forum.chaosforge.org/index.php/topic,9309.0.html) still applies. Just think I actually got a Trigun reasonably early here that would be needed in a theoretical Demonic Angelic run, and I still would have had to 100% that Phobos 3 maze, skip out on Chained Court (because 100%ing it damageless is impossible), 100% that Phobos 7 with the double Baron hot start, kill everything in Anomaly without an Invuln, and clear out three Deimos floors before I got the Trigun... yeah that was not going to remotely happen. With that all said, here is the mortem:

--------------------------------------------------------------
 DRL (0.10.8) roguelike post-mortem character dump
--------------------------------------------------------------

 John Romero, level 12 Mancubus Marshal Scout,
 defeated the Mastermind at the City of Dis.
 He survived 18204 turns and scored 597019 points.
 He played for 20 minutes and 21 seconds.
 He opposed the Nightmare!

 He killed 429 out of 755 encountered hellspawn. (56%)
 He killed 449 out of 785 enemy spawns total.

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

  Levels generated : 12
  Levels visited   : 2
  Levels completed : 0

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

  Mastermind's Brain         Killing the Mastermind w/o taking damage
  Major Icarus Cross         Won the game in less than 20,000 turns
  Compet-n Silver Cross      Won the game in under 30 minutes
  Fallout Platinum Cross     Nuked at least 6 levels in one game
  Untouchable Cross          Won taking less than 50 damage
  Heroic Platinum Badge      Receive 32 unique medals
  UAC Angelic Badge          Win standard N! damageless
  Demonic Diamond Badge      Win standard N! with Untouchable Medal

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

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

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

  Health 30/30   Experience 68778/12
  ToHit Ranged -2  ToHit Melee -2  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Ironman          (Level 2)
    Hellrunner       (Level 3)
    Reloader         (Level 2)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Shottyman        (Level 1)
    Gunrunner        (Level 1)

  Int->Int->Rel->HR->HR->MGr->Rel->SM->DM->Iro->Iro->HR->

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

    [ Armor      ]   tactical armor [0/0] (100%)
    [ Weapon     ]   double shotgun (10d3)x2 [0/2] (P)
    [ Boots      ]   nothing
    [ Prepared   ]   shell box (x32)

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

    shotgun (8d3) [1/1]
    shotgun (8d3) [1/1]
    Trigun (3d6) [6/6]
    chainsaw (4d6) (T)
    shotgun shell (x24)
    shotgun shell (x50)
    shotgun shell (x50)
    shotgun shell (x50)
    shotgun shell (x50)
    shotgun shell (x50)
    rocket (x6)
    small med-pack
    small med-pack
    small med-pack
    small med-pack
    small med-pack
    large med-pack

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

    bullet     - internal 20%   torso 20%   feet 20% 
    melee      - internal 20%   torso 20%   feet 20% 
    shrapnel   - internal 20%   torso 20%   feet 20% 

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

    60 former humans
    51 former sergeants
    38 former captains
    7 former commandos
    85 imps
    51 demons
    45 lost souls
    6 cacodemons
    6 hell knights
    32 barons of hell
    7 arachnotrons
    6 pain elementals
    25 revenants
    9 mancubi
    19 arch-viles
    1 Cyberdemon
    1 Spider Mastermind

    Pistol kills  : 8
    Shotgun kills : 152
    Unarmed kills : 0
    Other kills   : 289

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He cowardly fled the Arena.
  On level 5 he stormed the Chained Court.
  On level 6 he assembled a tactical armor!
  He left level 7 as soon as possible.
  He arrived at the Phobos Anomaly.
  On level 12 he found the Trigun!
  He activated the Angel Arm on level 13!
  He activated the Angel Arm on level 14!
  He left level 14 as soon as possible.
  Level 15 was a hard nut to crack!
  He activated the Angel Arm on level 15!
  He found the Tower of Babel.
  He activated the Angel Arm on level 16!
  He left level 16 as soon as possible.
  He left level 17 as soon as possible.
  He activated the Angel Arm on level 19!
  He activated the Angel Arm on level 20!
  He activated the Angel Arm on level 21!
  He left level 22 as soon as possible.
  He activated the Angel Arm on level 23!
  He left level 23 as soon as possible.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You enter the damned city of Dis...
 There is a lever (woah!) here.
 You pull the lever...
 You wear/wield : a double shotgun (10d3)x2 [2/2] (P)
 You start running!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind!

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

 489 brave souls have ventured into Phobos:
 430 of those were killed.
 4 of those were killed by something unknown.
 9 didn't read the thermonuclear bomb manual.
 And 19 couldn't handle the stress and committed a stupid suicide.

 27 souls destroyed the Mastermind...
 3 sacrificed itself for the good of mankind.
 17 killed the bitch and survived.
 7 showed that it can outsmart Hell itself.

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