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 11 
 on: December 23, 2025, 00:22 
Started by Vigilante - Last post by Vigilante
This run actually predates the other two I recently posted, at the time I completed it I felt like Gun Kata is shit-tier mastery, later proved wrong with ammo management traits (and generally not caring about JS armor and instead going for experience). Entrenchment, however, was easier for me to figure out than Gun Kata, as in how to do UV 100% necessary including Dante Inferno. Still, because this was an Entrenchment run after I decided Entrenchment Technician is infinitely better than Gun Kata Scout, I played this game more methodically and paranoidly double-checking every cleared floor, as loosing this game would make an ego hit (hence long time). Mentally, I was making a claim against some other person's mastery tier list for 1.8 (they ranked Gun Kata third whereas Entrenchment very bottom, to me was more like the other way around -- their rank is according to N! performance whereas mine about UV with mandatory 100% and Dante Inferno, Gun Kata runs into ammo issues on this UV setting exactly, whereas N! has extra ammo and fire-on-move definitely better there).

I don't remember much about this run except that I planned to use MDF .44 JAC SMG I found, by the way another MDF .44 JAC SMG was printable in this seed (at least on level 3 clearance I had). Past Europa this gun saw very little use, however, was not as effective against adaptive packs as I thought, so winning felt rather "I've recovered from mistake" stuff (that is, .44 weapons are not good without ammo-finding traits and I should have known better, fortunately, I don't need for everything go to plan in order to win). Also, another thing is I think I had command visor to go through Black Site without red keycards, and that armor prior to that point didn't have any durable, which was a pain. So as the result both armor pieces were replaced.

Hallowed Focused BFT is nice to have on Entrenchment build (because halved ammo consumption), I packed in the bottom corner of final level and worked BFT "magic" on boss, undistracted by mobs. One mob walked up to me during my "ceremonial" work and I didn't die upon destroying him as collateral to the shot I did on boss, whether Focused is sufficient for this or Cover Master also helped I didn't keep track of. I must have healed during boss fight still since boss had clear shot on me, but I think that was damage from the boss and not BFT; also, I didn't need any other weapon or grenades that fight.

Also, 888 out of 888 enemies.

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

He survived for 25313 turns.
The run time was 4h 3m 53s.
World seed was 11897.
He scored 7857 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L3 -> Mimir Habitat L1
Mimir Habitat L1 - Low Power
Mimir Habitat L3 - Low Power
Mimir Habitat L3 -> MDF Central
MDF Central - Cleared!
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L1 - Lockdown
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
Containment Area - found Hate
IO L3 - Secure Vault
IO L3 -> Io Black Site L1
Io Black Site L1 - Exalted Curse
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Avalanche

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 888 out of 888 enemies.

 58 former grunts           13 security sentries
 6  corrupted grunts        2  military sentries
 1  former CRI grunt        5  CalSec bots
 3  former grenadiers       9  security bots
 7  corrupted grenadiers    2  military bots
 2  former CRI  grenadiers  23 reavers
 32 former soldiers         29 cryoreavers
 27 corrupted soldiers      22 toxic reavers
 2  hellish soldiers        45 archreavers
 5  former CRI soldiers     12 kerberi
 10 former sergeants        13 cyberi
 6  corrupted sergeants     13 cryoberi
 1  hellish sergeant        1  toxiberos
 2  former CRI sergeants    21 medusae
 2  CRI sergeants           8  archmedusae
 23 former guards           32 ravagers
 4  former commandoes       19 armored ravagers
 16 corrupted commandoes    3  siege ravagers
 6  hellish commandoes      9  plasma ravagers
 2  former heavies          31 CRI marines
 7  corrupted heavies       31 CRI bots
 4  hellish heavies         13 guardians
 4  fanatics                10 frost guardians
 11 security drones         7  sentinels
 4  combat drones           9  warlocks
 50 fiends                  14 archwarlocks
 43 fire fiends             2  cryowatchers
 14 ice fiends              1  pyrowatcher
 9  toxic fiends            11 MDF sentries
 19 CalSec sentries

Traits
  Whizkid L3
  Cover Master L3
  Son of a Gun L3
  Sustained fire L3
  Sysop L1
  ENTRENCHMENT L3

Trait order
  Cov->SF->Whk->Sys->MEN->Whk->Whk->Cov->
  MEN->Cov->SF->SoG->MEN->SoG->SoG->SF->


Equipment
  Slot #1 : plasma rifle +PB2A
   * Hunter 1
   * Balanced 1
   * Auto-calibrated
   * Extended Mag 6
   * Efficient

  Slot #2 : TTL BFT9K HP
   * Hallowed
   * Focused
   * Tei Tenga Labs
   * BFT

  Slot #3 : MDF .44 JAC SMG +B
   * Efficient
   * Auto-calibrated
   * Mimir Defence Force
   * Frenzy 3
   * Splatter

  Body : TTL combat armor PBA3
   * Critical 10
   * Carrier
   * Swift
   * Metabolic boost
   * Durable
   * Tei Tenga Labs

  Head : TTL marine helmet P2B2A
   * Health Monitor
   * Critical 10
   * Crit Enhancer 25
   * Plated
   * Durable
   * Tei Tenga Labs

  Utility : AV3 auto AMP
   * Auto accelerator
   * Auto booster

  Relic : ancient armband
   * Ancient Power


Permanents
  Exalted Essence Attunement
  Fire Essence Attunement
  Acid Essence Attunement
  Pain Essence Attunement

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x80)
  .44 ammo (x50)
  plasma grenade (x3)
  gas grenade (x3)
  multitool (x3)
  stimpack (x3)
  stimpack (x1)
  large medkit

 12 
 on: December 22, 2025, 23:58 
Started by Vigilante - Last post by Vigilante
So in recent discussion on Discord submachineguns were brought up as a subject, and when I rolled Bulletstorm in a Fated run I decided to try and make this about SMGs, at least until IO. With the seed generously handing multitools, this made the full-length Conamara Chaos Biolabs a desired (and rather easy) branch. This seed was generous with much more than multitools, however, what with (JS?) medi-fiber armor pickable in Callisto Rift as a random spawn and then another (this time definitely JS) medi-fiber manufacturable on Callisto Rift L3. I did use second medi-fiber to use less healing in Rift's poison when enviro pack worn off, but at Europa L1 I would necessarily discard it. Generally early game exotic armors (such as ablative or medi-fiber) aren't good for me to keep around past Callisto, as I prefer to have more mod slots and don't really dodge well in lategame.

I did use deagle for a while on Callisto Rift but mainly to get AV2 pistol AMP (which rolled with +20% crit chance and pistol focus mode), which I kept until Dante Inferno despite using plasma rifle from IO L1 onwards, as the only auto AMP(s?) I seen didn't have crit chance/damage. The versatility of Bulletstorm mastery is definitely its strong point. On Europa L1, I used "manufacture body armor" option twice due to how many multitools I had, and the second one rolled with Loading Feed, which is what I wanted. I also manufactured 7.62 assault smg, and since I had bloody tears relic from the Rift, Europa was really easy moon for me. All mods on assault SMG except vampiric were put on Europa far as I remember, whereas vampiric was put on IO when I was no longer using it.

I left exactly 10 multitools in my inventory to go through Conamara Chaos Biolabs branch, which means only one armor repair, the rest into Attunements, and no dumping multitools into health station. That was risky but paid off. Cryomancer fight was triggered to early, so I then still had bloody tears relic, which was to my detriment, but fortunately I had napalm grenade to at least cut his health significantly. So more stressful fight than I expected and more healing items used up than absolutely necessary, but still a win. I arrived on IO L1 with no multitools (I think?), so I only modded plasma rifle with auto-calibration. The rest mods on it arrived as world drops - no tech stations were found this run anymore.

Even though I had come on IO L2 with a couple of red keycards, CRI Laboratory has spawned rather than Blacksite, so Mephitic Mines was the more attractive option and keycards were ditched. In fact, I kept them mainly for the sake of RNG: Mephitic Mines was definitely considered even if Blacksite would exist, but sometimes branches are locked with keycards. This rather illustrates how Bulletstorm at L1 + Army Surplus L2 is really good ammo economy. At this point I still had pistol AMP and, like I said, would keep it until the end Dante Inferno, despite using rifles from now on. On IO L6 I would find railgun, and happily replace the unused jackhammer with it. Generally, my weapons obsoleted each other: that is, I only used 7.62 assault SMG prior to plasma rifle, plasma rifle only prior to railgun (for which Bulletstorm does nothing). Despite the fact that build had progressively less synergy with such moves, my character's strength only increased. Traits taken with Bulletstorm also helped have enough ammo to field railgun - ammo was never a concern and I only used Mephitic Mines L2 manufacture station for like 50 plasma ammo to fill it to 200, left the remaining charge unused, and never used ammo stations afterwards (even for grenades).

Dante Inferno was still dangerous and I could have died there with my reckless play (railgun didn't always kill enemies in 1 hit, and I was advancing towards enemies aggressively, and otherwise took blast damage), so this is why the choice of 2 ranks Cover Master, both of which came after Dante Inferno.

One could possibly chastize me for not keeping to SMGs since IO, but my build did not feel powerful enough to take on CRI Laboratory, and plasma SMGs are unlikely random drops (and even when they are, you are unlikely to auto-calibrate them). Overall, Bulletstorm L1 with smg-then-rifles is generally a good plan, next time best try to get auto AMP with critchance and not pistol AMP on Rift I guess. Railgun is just that powerful to work with anything that crits, has loading feed and keeps it fed, that Bulletstorm L1 falls out of use is not a weakness, given that it allows to make game easy and frees a lot of room for taking useful skills (but you do want Loading Feed on your armor). I really wish I had that railgun on masterless Tech run I attempted recently, a shame that one worked with scopes and never sought it, whereas Bulletstorm Marine had it gift-wrapped and was much thankful.

Vigilant, level 18 Marine,
defeated the Harbinger against all odds.

He survived for 17589 turns.
The run time was 2h 34m 56s.
World seed was 20995.
He scored 7855 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L2 - Volatile Storage
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L3 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
EUROPA L2 - Secure Vault
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 - Windchill
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
Containment Area - found Bloodletter
IO L2 -> Mephitic Mines L1
Mephitic Mines L2 - The Hunt
Mephitic Mines L3 - found Wavesplitter
Mephitic Mines L3 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Apocalypse

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

He killed 837 out of 837 enemies.

 34 former grunts           6  military sentries
 3  corrupted grunts        13 CalSec bots
 1  former CRI grunt        5  security bots
 5  former grenadiers       1  military bot
 5  corrupted grenadiers    20 reavers
 10 former soldiers         23 cryoreavers
 34 corrupted soldiers      48 toxic reavers
 3  former CRI soldiers     45 archreavers
 4  former sergeants        4  kerberi
 3  corrupted sergeants     13 cyberi
 2  former CRI sergeants    7  cryoberi
 1  CRI sergeant            8  toxiberi
 16 former guards           15 medusae
 2  corrupted guards        11 archmedusae
 23 corrupted commandoes    20 ravagers
 6  former CRI commandoes   27 armored ravagers
 1  former heavy            4  siege ravagers
 3  corrupted heavies       12 plasma ravagers
 1  CRI heavy               21 CRI marines
 4  fanatics                9  CRI bots
 9  security drones         20 guardians
 4  combat drones           5  frost guardians
 95 fiends                  4  sentinels
 61 fire fiends             3  warlocks
 32 ice fiends              13 archwarlocks
 12 toxic fiends            3  watchers
 5  CalSec sentries         4  cryowatchers
 21 security sentries

Traits
  Hellrunner L3
  Son of a Gun L3
  Sustained fire L2
  Tough as Nails L3
  Army Surplus L2
  Cover Master L2
  Whizkid L1
  BULLETSTORM L1

Trait order
  Hr->Arm->SF->Arm->Whk->MBS->SoG->Hr->
  SF->Hr->TaN->SoG->SoG->TaN->TaN->Cov->
  Cov

Equipment
  Slot #1 : railgun VC
   * Vampiric 3
   * Freezing 2
   * Frenzy 10
   * Electromagnetic rail

  Slot #2 : 7.62 assault SMG +A2V
   * Vampiric 3
   * Critical 25
   * Calibrated 1
   * Auto-calibrated

  Slot #3 : plasma rifle +PA2
   * Critical 25
   * Hunter 1
   * Balanced 1
   * Auto-calibrated

  Body : AV1 marine armor BA2
   * Critical 10
   * Swift
   * Durable
   * Loading feed

  Head : JS marine helmet P2BA
   * Crit Enhancer 25
   * Plated
   * Critical 10
   * Durable
   * JoviSec

  Utility : AV3 utility AMP
   * Tenacity
   * Adrenal

  Relic :  - NONE -

Permanents
  Mephitic Taint
  Exalted Essence Attunement
  Acid Essence Attunement
  Fire Essence Attunement
  Blood Essence Attunement

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x100)
  energy cell (x96)
  plasma grenade (x3)
  ancient salve
  multitool (x5)
  multitool (x3)
  small medkit (x1)

 13 
 on: December 21, 2025, 07:27 
Started by Vigilante - Last post by Omega Tyrant
It's not just you, throughout the past year I've had issues with this forum and the DRL wiki being very slow to load or just not loading at all. They tend to come and go, but are frequent enough for it to be a very noticeable problem.

 14 
 on: December 21, 2025, 05:44 
Started by Vigilante - Last post by Vigilante
Tends not to load stylesheet most of the time, and I was not able to post a bug report thread with attachment (takes forever to finish, I have given up after trying to create thread four times), although at least created one other thread (without attachments) in Jupiter Hell's Post Mortem so not completely hopeless. Nonetheless, Firefox's Network console only shows access to this site, no third-party sites, just sometimes connection to specific resources (especially css) tends to time out. Is it happening to anyone else across the world, or is it connections on my side / country where I reside?

 15 
 on: December 21, 2025, 03:52 
Started by Vigilante - Last post by Vigilante
(GOG version, so 1.8h rather than 1.8j)

As you might know if you've attempted yourself, Gun Kata tends to run out of ammo in Dante L3/L4, even if not going to Dante Inferno. As of recent returning to Jupiter Hell after a long bring, I am doing runs on UV with all various kind of masteries, targeting full clear including Dante Inferno, and this posed the most challenge of masteries tried so far (whereas with Entrenchment Technician, for example, I won two games in a row). The format I am going through this is Fated, then if I fail, I do non-Fated runs with the same mastery selected manually until I succeed. Gun Kata gave me so much trouble I put it off for a while and run other masteries, after I had a non-100% win that did get through Dante Inferno. That run also would have been 100% were it not for the bug, but was then carried by medusa relic making everything in sight bleed, which enabled me to go melee, so I didn't consider that a "proper" victory for this mastery, but rather for the Scout being easiest to go melee in late game when that was not originally in the plans.

So this is a "proper" though non-Fated run with Gun Kata in my opinion, not totally absent good items of course (AV3 amp rolled with 40% crit-chance to pistols, even if the other bonus took 4 multitools to reroll to a useful +% crit damage), but one that feels to have more due to execution than mere luck.

  • There was no Rift this branch, and I decided not to try Mines (despite that route allows to obtain JS armor), but rather go to Valhalla Terminal for early-game experience from shutting down the CalSec. I considered that to be important in this run because of putting a lot of points into Hoarder and Scavenger, and that this is the first my attempt to incorporate those skills in GunKata run.
  • Valhalla Terminal L3 got a manufacturing station, which I used to manufacture plain 7.62 sidearms. I never manufacture AV sidearms as I consider that more likely to result in waste of precious multitools.
  • I had no Durable mod on any of my armor pieces till Dante, and the Durable on my body armor I put on Dante Station L4, with the additional slot 'freed' for the future bulk mod at the end of Dante Inferno.
  • I kept swapping headgear until I got AV1 combat helmet with filtered, generally my combat helmet ever had at most just one mod, usually some accuracy pack I would find after I already modded weapons
  • Through IO until defeating Ancient, I used relic with Acid dreams effect (really helped with Robo guys), which I probably gotten from Europa's cryoboss level, I don't quite remember. The +50% damage or something against demons is my favorite Ancient drop, though
  • I didn't take Love pistol in The Pit, nor did take medusa's fang on Noxious Hollow. The latter especially would NOT be the good choice for this build, as pistols are fired usually at different enemies and don't kill them
  • AV2 marine armor spawned with Swift, Fire-resistant, making it a non-brainer choice to put Critical 10 and Carrier early. I didn't notice my crit chance at max visible distance was less than 100%, seemed to be less important than solving ammo problems, which they did.
  • Generally Whizkid didn't see a good usage this run, as I was running out of multitools due to rerolling the minor bonus on AV3 amp from +1 optimal range in late Europa, forgot about Extended Mag being a priority for plasma pistol, etc.
  • Only ever used dual shotgun against one adaptive pack, otherwise it was all pistols since GunKata L1. After getting Scavenger L2 I had to switch to plasma pistol to grab energy cell, of course, unless having too many, in which case I let sidearm corrected. Mephitic Mines L2 was close to depleting ammo, good thing they have that ammo manufacturing station there
  • In Dante Inferno on last island, had to go Stealth against the last archwarlock enemy, so as to make to a distance from him, reload and finish him off without pain's penalty to accuracy. But generally, archwarlocks die in 2 shooting turns, so provided you don't close distance with them you are fine even without pain-reducing bonuses. Likewise, with Dante Station L2's Hunt event, was lucky to have kept CRI phase kit in my inventory, as being swarmed from 2 sides with one team having a (arch?)warlock is something non-Extended Mag plasma pistol doesn't fair well.
  • You may be surprised that third point in Hellrunner was really low priority for this build, but you can really see that I still had a lot of health supplies left when I downed the final boss.

So, GunKata can work for 100% clear with emphasis on ammo and some attention to get crit nearer to 100%. Fortunately, the mastery itself does provided bonus to crit chance, depending on distance with it only becoming 0% at distance=6, which given the limited optimal range of pistols pre-calibration, the GunSlinger L1 optimal distance penalty, usually tends to still help enough with pushing crit to 100% apparently, and especially where you most need it (enemies approaching close).

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

He survived for 16224 turns.
The run time was 2h 17m 40s.
World seed was 65308.
He scored 7833 points.
He was ULTRAVIOLENT!

CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L3 - The Hunt
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
EUROPA L2 - Windchill
EUROPA L5 - Secure Vault
EUROPA L5 -> The Pit
The Pit - Cleared!
The Pit - found Love
IO L3 -> Mephitic Mines L1
Mephitic Mines L2 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Station L2 - The Hunt
Dante Inferno - Cleared!
Dante Inferno - found Shadowhunter
Dante Inferno - found BFT 10K

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

He killed 822 out of 822 enemies.

 31 former grunts           23 CalSec sentries
 15 corrupted grunts        14 security sentries
 1  former CRI grunt        18 CalSec bots
 18 former grenadiers       1  security bot
 3  corrupted grenadiers    2  guardian bots
 10 former soldiers         15 reavers
 27 corrupted soldiers      22 cryoreavers
 1  former CRI soldier      41 toxic reavers
 6  CRI soldiers            52 archreavers
 3  former sergeants        10 kerberi
 3  corrupted sergeants     12 cyberi
 2  former CRI sergeants    12 cryoberi
 29 former guards           14 toxiberi
 2  CRI guards              18 medusae
 8  former commandoes       7  archmedusae
 18 corrupted commandoes    23 ravagers
 4  former CRI commandoes   22 armored ravagers
 2  CRI commandoes          7  siege ravagers
 4  former heavies          18 plasma ravagers
 6  corrupted heavies       26 CRI marines
 4  fanatics                13 CRI bots
 6  security drones         15 guardians
 2  combat drones           4  frost guardians
 2  military drones         7  warlocks
 54 fiends                  10 archwarlocks
 7  fire fiends             1  watcher
 20 ice fiends              7  cryowatchers
 21 toxic fiends            4  pyrowatchers

Traits
  Hellrunner L3
  Son of a Gun L2
  Hacker L1
  Hoarder L2
  Gunslinger L2
  Scavenger L2
  Whizkid L1
  GUN KATA L3

Trait order
  Hr->SoG->SoG->Gsl->MGK->Hor->Hr->Hak->
  MGK->Scv->Whk->Scv->Hor->MGK->Gsl->Hr->


Equipment
  Slot #1 : VS 7.62 sidearm +BAC
   * Speed-loader
   * Freezing 2
   * Calibrated 1
   * Auto-calibrated
   * ValSec

  Slot #2 : plasma pistol +AV
   * Vampiric 3
   * Calibrated 1
   * Auto-calibrated

  Slot #3 : AV2 12ga dual shotgun
   * Critical 50
   * Calibrated 2
   * Slowdown

  Slot #4 : AV3 katana
   * Rush 20
   * Demonbane

  Body : AV2 marine armor PBA
   * Durable
   * Critical 10
   * Carrier
   * Fire-resistant
   * Swift

  Head : AV1 combat helmet PB
   * Durable
   * Plated
   * Filtered

  Utility : AV3 pistol AMP
   * Pistol capacitor
   * Pistol hit tracker

  Relic : ancient armband
   * Ancient Power


Permanents
  Mephitic Attunement
  CRI backpack

Inventory
  energy cell (x100)
  energy cell (x79)
  12ga shell (x50)
  7.62 ammo (x100)
  7.62 ammo (x94)
  plasma grenade (x1)
  gas grenade (x3)
  krak grenade (x3)
  multitool (x3)
  military stimpack
  military stimpack
  stimpack (x3)
  small medkit (x3)
  large medkit
  large medkit

 16 
 on: December 19, 2025, 16:36 
Started by Omega Tyrant - Last post by Omega Tyrant
I managed to double up Inquisitor Diamond with Inquisitor Angelic in 0.9.9.8, but given the Marine is significantly worse in 0.9.9.7, I didn't even attempt to do that in my 0.9.9.7 Inquisitor Angelic run, so now it's time to get Inquisitor Diamond on its own. While I managed Inquisitor Angelic, the Diamond badge isn't that much more of a breather comparatively; Angel Of Purity is a deceptively nasty challenge in DRL as you not only aren't able to use Invulnerabilities and Berserk Packs, but being unable to use Health Globes and Supercharges severely reduces your effective health supply, while being unable to use Armor Shards and Megaspheres means you effectively cannot repair armor without getting lucky with levers or finding an Onyx or Nano mod. Then the majority of medkits and armors that do spawn will be nabbed by Formers and Hell Nobles, farther dwindling your health and armor supply, while all these problems get exacerbated significantly on Nightmare. On top of that, Inquisitor Diamond requires beating AoP on N! as a Marine, which invalidates the Marine's passive of extended powerups, leaving the Marine only with their measly 10 extra max HP passive (as this was before later versions gave them their inherent energy resistances bonus). As a testament to this badge's difficulty even when you try cheesing it in AoOC, only three people have verifiably won it according to the 0.9.9.7 Badge Hunters thread, of which only papilio did it purely (while Sereg and Icy got it through painfully running hundreds of attempts in AoOC), and no one is recorded winning it in any of the versions prior to 0.9.9.7 either.

So what to do for the build. I briefly considered Survivalist, but this is the awful 0.9.9.7 Survivalist with no inherent energy resistances, before Ironman's and TaN's buff, still has its awful prereqs, and before Survivalist got its doubled healing from medkits perk; any extra tankiness it adds will be too little to assuage its complete lack of offense and speed. Then Army Of The Dead and Bullet Dance are obviously out. So that leaves Vampyre, Ammochain, or masterless. papilio in his run used a masterless Marine that immediately gunned for Intuition 2 and then Dodgemaster, claiming they were essential, but I disagree with that assessment; Vampyre would be the clear way to go, as it solves the issue of not having enough health, and while Vampyre churns through armor at a ridiculous rate, with Berserker you'll be tanky enough to subsist on a Nanofiber Red Armor even if you don't get an Onyx/Nano mod to solve the armor problem. Its only real significant problem would be a rough early game, but given that AoP is a challenge that retains difficulty after Phobos, trading a harder start would be worth bolstering your lategame survival. However, given how much I have used melee builds in these 0.9.9.7 runs and will continue to do so in upcoming Diamond/Angelic badges, I wanted to try this first with Ammochain. Ammochain itself doesn't offer much to AoP other than just being one of the Marine's only two good masteries, though Ammochain letting me carry less ammo to make room for more medkits and armors gives it a little something extra for AoP... if you're able to gather up enough medkits and armors to really make use of that advantage.

I considered opening with Finesse -> Juggler, but given how strong Ammochain is and Reloader + SoB giving it a solid enough early game, I decided to just go straight with Ammochain's prereqs. I would reset quite a few times until I got both medkits on Phobos Base Entry and a floor 2 that didn't go badly. Once I did that, I would go and clear Hell's Arena; clearing it is a rough proposition in N! AoP as you won't come in with boosted health nor any berserk/light goggles and can't comfortably eat plasma/acid balls to destroy corpses with such a limited medkit supply, as well as when it carries the cost of making Chained Court much harder later on, but I found trading a couple Small Medkits worth getting two Large ones, a Blue Armor, and most importantly the Rocket Launcher. Aside from its general corpse disposal and wall busting utilities, the Rocket Launcher is going to be direly necessary to get past Phobos Anomaly without Hellrunner or Phase Device luck. After some so-so Phobos floors in the ever perilous 3 to 5 floor range (the worst being a Pinky cave that cost me a couple medkits), I decide to try Unchained Court, which sounds crazy when the Berserks no longer work, but I think I can make do with the single Chainsaw berserk and really want the mods + EXP. Unfortunately when I'm trying to pepper away at a Baron on the left side of the center building, a Baron the right side immediately storms in. I was going to try saving the Chainsaw's berserk for the Arena Master, but if I don't grab it now, it'll get destroyed and I'll surely die in this position. On my way to retrieve the Chainsaw I get lucky with the Baron's acid ball explosions not rolling high enough to destroy it before I can grab it. After sawing him down and the other Baron coming in, I get more bad lucky with the Arena Master quickly storming the center building instead of hanging out in the back as he usually does. Fortunately I'm able to Chaingun him down before the Berserk runs out, and then I'm able to slowly clean up the rest of the level, but I take a big beating overall and unfortunately the two mods were a Bulk + Power mod, what I wanted to see least. The late Phobos floors were surprisingly light on the nasties they normally have, but no Former Commando spawned and thus left me with no Plasma Rifle, so I ended up building a Gatling Gun with a second Bulk mod I found on floor 7. Luckily I rolled Military Base, if I got Phobos Lab I would have had to skip it when I got no sort of speed boost nor a Plasma Rifle and not a single Phase Device to save me if checkmated by the Nightmare Demons. Military Base goes easy, but I would only get a single Small Medkit from the crates, and again no Agility mod, hopefully that's not a bad omen... Then for the Anomaly, with the Red Armor equipped and using a radsuit 12 steps in the ambush room, I rocket jump through, and then I rocket jump past the Bruisers as well; with no Agility-modded Plasma Rifle and needing all the health + armor I can get, it wasn't worth trying to fight them. I would make it to Deimos with 4 Large Medkits, but the challenge ain't done yet, oh hell no...

Deimos 1 would be pretty rough, being a small room level where two Barons and a Revenant quickly besieged my starting location, nearly destroying my Red Armor, but I get through it. Then it comes the most important special level, either Hell's Armory or Deimos Lab, and unfortunately I rolled the former; the latter is a lot harder, but Ammochain won't have too much a problem with the Shamblers and I could get some Medkits there, while most importantly having much greater odds at getting an Onyx or Nano mod to solve the armor problem. Farther unfortunately, I get bad luck with the Cacodemon starting spawns on Hell's Armory and end up having to burn a medkit, but after securing the starting buildings, I can then camp and clear out the rest of the level without a problem, while the weapon cache would bless me with a Nuclear Plasma Rifle, which with Ammochain is basically a Nanomachic one. After killing the Shambler, I would get a Firestorm Mod from the lab cache, which while still very nice for Ammochain, is the rare mod I wanted least, and I also still don't got any Agility mods, so I'm still slow and can't fix Ammochain's accuracy issues. I also started getting Finesse to build towards Whizkid, but don't have enough levels for it yet, so I can't Firestorm the Nuclear Plasma Rifle that already has a Tech mod on it, and I also hold off on Nanofibering my Red Armor, as I'm really going to need to Power mod it after and I won't be able to do that if I build it before getting WK2. After the very mixed Armory, my luck take a sharp turn for the worst with a very nasty Cacodemon cave where I had to fight several of them with no good cover, burning two medkits from it. I rolled Containment Area for the Deimos 3 special level and went inside hoping to get medkits from the crates, but unfortunately don't get any, and while I could probably handle the Backpack ambush, I don't attempt it as I don't need the Backpack and the EXP isn't worthy burning any of my medkits. Deimos 4 was a pretty nice breather when I get a quick concealed camping spot on it, though something I didn't mention yet is when camping near acid/lava, I have to clear up all the weapons and ammo left behind by Formers, to ensure that any medkits or armor they do have doesn't get dropped in said acid/lava. I then go into City Of Skulls, which besides being free EXP, I hope to get Blood Skulls for extra health or even Hatred Skulls would be nice, but in yet more bad luck, I get the absolute worst outcome with three Fire Skulls, especially useless as I don't plan on trying to clear Mortuary/Limbo.

The bad luck continues when I get a terrible Deimos 5 start next to a Former Platoon, Baron, and Archvile near an acid river, where I have to rocket jump across the acid to escape and get shot up by an Arachnotron on the other side. I would find a Plasma Shotgun there to make corpse disposal a nonissue the rest of the run, but things get dire with a nasty maze on Deimos 6. I find what I thought was a workable camping spot, but end up nearly dying when a Mancubus pops up at a bad angle and chases me across the bridge to an Archvile + Baron. I survive the encounter and do secure a foothold on the maze with the help of some Napalm Barrels, but I end up running out of medkits and am down to 68% health. Deimos 7 would give me a breather with a Pain Elemental + Lost Soul cave, but unfortunately it would have no medkits that I desperately need. It did have a Laser Rifle, normally an amazing find for Ammochain and I would have actually preferred it over the Nuclear Plasma Rifle initially, but as the latter is already FT modded, it'll outperform the Laser Rifle in most cases even without EE. I get a level of HR at this point, as with no medkits, no fire-resistant armor better than a B-modded Red Armor, and no radsuit, my only hope against the Cyberdemon is getting several successful dodges. The Laser Rifle does come clutch here as its accuracy lets me effectively fight back while having Run active and I can dodge most of his rockets while killing him before it er... runs out, but I do still get hit a couple times, including a high roll that leaves me at 27% health as I go into Hell...

...And the run looked like it was over, as Hell greets me with an immediate maze. After taking a barrage from a Mancubus on the other side of the river and being on the verge of death, I thought that was it. But I fight off the urge to Q+Y and try this dodgy looking camping spot as I slowly wait for enemies to wander onto the red starts 1 by 1 and plasmae them down, it's not often you can utilize enemies leaving no corpses on stairs. I level up and get Ironman for some desperate HP, as the +10 max HP does get added to your current HP. That camping spot actually pulls through, but if any Former had medkits they got dropped into the lava, and there was still one enemy left that I had to seek while on the verge of death after it would not show up no matter how much I mashed run -> wait. It ended up being a trapped Baron and after it wouldn't show up when waiting after shooting it, I just hammered away from far out of vision until it died as I couldn't risk walking into its vision when one acid ball could kill me. Unfortunately there was no medkits left behind nor any other helpful items, so after surviving this floor by the skin of my teeth, I had to enter Hell 2 at 14% health... and I enter an Arachnotron cave immediately surrounded in the open. The stairs are in sight, but not close enough for me to reach them before the two Arachnotrons wake up, and there's a high chance another would be down where the stairs are, so I thought the run was surely dead there. I don't throw in the towel yet and try to kill the two Arachnotrons before they wake up, I unfortunately misclicked the wrong direction on the first burst and so wasted a free shot, which then allowed the second Arachnotron to wake up before I killed it, resulting in it knocking me down to 4% health. After killing it, all I could do then was activate Run and pray no other Arachnotrons were near the stairs. There was one across the river that tried shooting me, but luckily every shot miss and I made it to the stairs to stave off near-certain death for one more floor.

With only 2 HP remaining however, I needed a miraculous reversal of luck, and so I shambled into Hell 3 thinking if I should just go straight to Vampyre for my next attempt... when I then got exactly what I needed with an immediate uncontested Large Medkit. while the stairs are in view to boot. There was a Mancubus at the top, but he doesn't see me, and just like that I'm back in it. I briefly entertained sticking around on what seemed like a pretty easy island level, until I remembered that this floor had a deadly air event and I immediately get out of there, I can't throw away the lifeline given to me. Hell 4 would go well and I would finally get an Homing Phase, which I then use to get some good stuff from Limbo; unfortunately it teleported me to the Assault Shotgun corner, the corner I wanted least, but getting two fresh un-bulked Red Armors and a Large Medkit was still worth trading the Homing Phase for. Hell 5 would be another relative breather, but teases me with a Hatred Skull right after leaving Limbo, would have been nice to leave Limbo with a lot of berserk. The game decides I haven't had enough mazes and gives me yet one more on Hell 6. Taking it very carefully and with lots of camping, I do survive it with my last Medkit preserved, and I dip into Erebus to kill all the Pain Elementals + Lost souls to help me get one more Ironman level for more HP before the Mastermind. After getting through Hell 7 without getting any more medkits before fighting the Mastermind, I would find exactly the item I could ask most for at this point: a nuke to ensure a partial victory. The nuke would not be needed however, as the Nuclear Plasma Rifle I loaded up with the final few mods I found on the last couple floors would stunlock the Mastermind to death (20 damage is such a low flinching threshold... hopefully she gets the proposed difficulty-dependent flinching thresholds in future versions).

And there it is, perhaps the greatest comeback I pulled off in DRL to get Inquisitor Diamond purely. This was the first attempt that made it past a Q+Y on the first two floors, but that was a very hard fought attempt. Granted I got some horrible luck throughout it, with the awful level generation, and some terrible item luck aside from the Exotic plasma rifles, including getting only one medkit in all of Hell (aside from a guaranteed one in Limbo), and never finding a single Agility Mod while playing the rapid fire mastery that has EE blocked. Winning such a formidable badge with such unideal luck though does make the victory all the sweeter. The most nasty aspect of this badge is that unlike how most DRL runs go, it still remains very difficult past Hell's Armory/Deimos Lab and runs with hours poured into them can still easily end up failing late in the game, as this run shown with how close it skirted near death throughout much of its second half. If anyone else gets inspired to attempt this badge in 0.9.9.7... just go Vampyre, Ammochain can viably win but Vampyre will make it so much less stressful. I hardly even got to benefit from Ammochain letting me carry extra medkits and armors around, when I spent the entire last 2/3rds of the game perpetually short on medkits. Well with all that said, here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 whatsaninquisitor,
 level 16 Cyberdemon Chaos Mjr General Marine,
 defeated the Mastermind at the City of Dis.
 He survived 3240511 turns and scored 735800 points.
 He played for 4 hours, 8 minutes and 43 seconds.
 He opposed the Nightmare!

 He killed 1675 out of 1827 hellspawn. (91%)
 He held his right to remain violent.
 He was an Angel of Purity!

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

  Levels generated : 11
  Levels visited   : 8
  Levels completed : 6

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

  UAC Star (gold cluster)
  Hell Armorer Badge
  Hell Champion Medal
  Inquisitor Diamond Badge

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

  ###########################################################
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  #........####.....####.....####........####################
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  .........####..............####..........##################
  ........................................%.#################
  ..####............................####....#################
  .&####............................####....#################
  ..####............................####....#################
  ..####............................####....#################
  .....................................X....#################
  .........####..............####..........##################
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  ###########################################################

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

  Health 24/80   Experience 125918/16
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +3  ToDmg Melee +3

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

  Class : Marine

    Ironman          (Level 2)
    Finesse          (Level 3)
    Hellrunner       (Level 1)
    Son of a bitch   (Level 3)
    Reloader         (Level 2)
    Whizkid          (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->Rel->Rel->TH->TH->MAc->Fin->Fin->WK->WK->Fin->HR->Iro->SoB->Iro->

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

    [a] [ Armor      ]   blue armor [4/4] (97%) (P)
    [b] [ Weapon     ]   nuclear plasma rifle (1d8)x8 [5/24] (F1P1T3)
    [c] [ Boots      ]   plasteel boots [2/2] (96%)
    [d] [ Prepared   ]   laser rifle (1d7)x5 [40/40]

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

    [a] tactical shotgun (8d3) [2/5]
    [b] rocket launcher (6d6) [1/1] (B1)
    [c] plasma shotgun (7d3) [30/30]
    [d] red armor [4/4] (100%)
    [e] red armor [6/6] (90%) (P)
    [f] nanofiber red armor [4] (P)
    [g] red armor [6/6] (86%) (BP)
    [h] chainsaw (4d6)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] rocket (x10)
    [l] power cell (x50)
    [m] power cell (x50)
    [n] power cell (x50)
    [o] power cell (x50)
    [p] large med-pack
    [q] thermonuclear bomb
    [r] shockwave pack
    [s] hatred skull
    [t] shell box (x100)
    [u] shell box (x100)
    [v] rocket box (x19)

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

    Acid       - internal 0%    torso 0%    feet 50% 
    Fire       - internal 0%    torso 0%    feet 25% 
    Plasma     - internal 0%    torso 20%   feet 0%   

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

    223 former humans
    188 former sergeants
    120 former captains
    298 imps
    104 demons
    378 lost souls
    63 cacodemons
    28 hell knights
    56 barons of hell
    25 arachnotrons
    43 former commandos
    48 pain elementals
    10 revenants
    40 mancubi
    27 arch-viles
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    1 shambler
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he assembled a gatling gun!
  On level 7 he marched into the Military Base.
  On level 7 he assembled a tactical shotgun!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He broke into the Containment Area, but gave up against the overwhelming forces.
  Level 12 was a hard nut to crack!
  On level 12 he found the City of Skulls.
  On level 12 he assembled a nanofiber armor!
  He wiped out the City of Skulls.
  On level 16 he found the Tower of Babel!
  He left level 18 as soon as possible.
  Level 19 blasted him with an unholy atmosphere!
  Entering level 19 he was almost dead...
  On level 20 he was foolish enough to enter Limbo!
  He managed to escape from Limbo!
  Level 21 was a hard nut to crack!
  On level 22 he arrived at Mt. Erebus.
  He decided it was too dangerous.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 The missile hits the Spider Mastermind. Boom! The missile hits the Spider
 Mastermind. Boom! The missile hits the Spider Mastermind. The missile hits
 the Spider Mastermind. The Spider Mastermind flinched! Boom! Boom! Boom!
 Boom!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind flinched! Boom!
 Boom! Boom! The missile hits the Spider Mastermind. The Spider Mastermind
 flinched! Boom! Boom! Boom! Boom!
 The missile hits the Spider Mastermind. The missile hits the Spider
 Mastermind. The missile hits the Spider Mastermind. The missile hits the
 Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...

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

 270 brave souls have ventured into Phobos:
 86 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 81 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 42 killed the bitch and survived.
 33 showed that it can outsmart Hell itself.

--------------------------------------------------------------

 17 
 on: December 15, 2025, 18:41 
Started by Omega Tyrant - Last post by Omega Tyrant
With three days off from work, I decided to now get the awful grind that is 0.9.9.7's Centurial Angelic out of the way. Centurial Angelic isn't that much harder than Centurial Diamond, but the inability to save on Nightmare in DRL versions prior to 0.9.9.8 makes it awfully prohibitive to try going for, even when rushing it 666 floors still takes a really fucking long time, especially when there are so many damn enemies on each floor. Having to leave DRL running on my computer over the past two nights was very annoying. I also want to get Armorer Diamond out of the way and so have a good chance to double it up with Centurial Angelic here.

Well for the build, I just repeat the same Blademaster strat I used in my Centurial Diamond run, I don't care about breaking new ground here when I'm just trying to get this over with as quickly as I can. The only difference is I do get a second level of Ironman at the end since I figure I can rely enough on Napalm Barrels and face-rocketing with a 3P Rocket Launcher or especially 3P Napalm Launcher to trigger Berserker while I plan to use the Dragonslayer when I found it, and in hindsight I should have gotten a third level when the 3P Napalm Launcher could have reliably triggered Berserker still to keep me near perma-berserked until I got the Dragonslayer. I'm not writing up a walkthrough on this, so some notes:

  • I found an Energy-shielded Vest on floor 25, very nice to secure this early, though I wouldn't make much use of it until I got the Dragonslayer much later, as I instead opted to usually wear a Fireproof Phaseshift Armor for the extra speed + farther rocket jumps + Phaseshift Set or a Lava Armor for when the Phaseshift was damaged or I needed the extra defenses.
  • Speaking of which, I found the Phaseshift Boots very early in the game before I even built Tactical Boots, and then found the Phaseshift Armor not that long after. I would Fireproof the latter as with Berserker, it would reduce any strong fire hits to 1 damage and would still reduce all relevant melee damage to 1.
  • Had a weird shortage of Bulk Mods early on, so I wasn't able to build the Tactical Rocket Launcher until floor 36. I also P-modded it after rather than T-modding it as I usually do, to make it more reliable at triggering Berserker, especially after I got the second Ironman level. Farther rocket jumps was also nice.
  • Got the Lava Armor on floor 75, letting me ditch all the spare PA Red Armors I was carrying around and more comfortably start stair diving as I now had a strong regenerating/indestructible armor.
  • I found a Nuclear BFG shortly after, unfortunately I never found the Firestorms to make a Nuclear Biggest Fucking Gun, but it was still useful for blowing up a bunch of corpses or walls, or just to soften up a group of enemies before meleeing them down.
  • Found a Napalm Launcher around the 90s, which was very helpful for triggering Berserker extremely reliably, much moreso than my P-modded Tactical Rocket Launcher could. After this I was almost never not berserked. Also was occasionally helpful to create lava pools on demand to repair the Lava Armor.
  • I got the Hell Staff on floor 114, not the most exciting Unique to get, but I would hold onto it and it would prove to be one of most useful Uniques to find when getting a free phase at the start of every floor really helps stair diving through hundreds of floors, especially once I got the Dragonslayer and so could no longer rocket jump. Any floor start where the Staff was more likely to get me closer to the stairs than not, I would use it, and if it dropped me no closer but near a healing source, I could grab said healing and try again.
  • Got the Laptop Boots on floor 135, getting Inquisitor Set would be obviously extremely helpful so I keep them, and they're also nice for when I don't want to get knocked around as much or may run into fluids but want to keep my movement speed up.
  • Never found the Chainsaw, it having a generation weight of 3 prior to 0.9.9.8 fucking sucks, it probably spawned at some point but as it's not a Unique you won't get any notification about it and so I could just hope it happened to spawn in my path during the stair dives. I was stuck with a P-modded Chainsword until I got the Butcher's Cleaver on floor 185; the Cleaver loses a lot of its luster when you're already running Blademaster, but it's still an upgrade over the Chainsword and the knockback-halving while equipping it was much appreciated for when meleeing VMR groups.
  • Had a particularly scary moment somewhere in the 200s when I was meleeing a Nightmare Cacodemon after my berserk worn off and it brought me down to 7%. It was almost dead and so I could have killed it then heal, but I wasn't going to risk the run this deep to the always present minimum 2% miss chance, especially when I still have bad memories of it costing me a Quartermaster Diamond run halfway through Deimos when I missed finishing off a nearly dead Baron before healing in a similar situation...
  • Didn't find an Onyx mod until floor 346, which I proceed to put on the Energy-shielded Vest.
  • Finally got the Dragonslayer on floor 385, which is also one of two Uniques I need for Armorer Diamond (the other being the Subtle Knife). I was concerned with losing the ability to rocket jump and other weapons could lead to me being attritioned down from the absolutely humongous hordes you can encounter this deep on N!, especially in the Nightmare Arachnotron Caves. But with no Ripper, being weapon-locked to the Dragonslayer still proved much better and I spent most of the remaining run above 100% health, as its sheer power allowed Blademaster to chop through everything at ridiculous speed, and even N! Cyberdemons took no more than a few slashes to kill. It also was much faster in real time to not fiddle around with other weapons anymore and not having to repeatedly facerocket myself to keep myself berserked, so this second half went much faster than the first half. I swap to mostly wearing the Energy-shielded Vest at this point, as I couldn't rocket jump anymore and so I couldn't get knocked around as much, running through lava berserked with Laptop Boots was barely an inconvenience anyway and so the Phaseshift Set fluid immunity hardly mattered.
  • I would finally find a Nano Mod on floor 497 in an Agony Elemental Cave of all things, and so I could finally turn my Phaseshift boots into Antigrav Boots that I hoarded a couple A mods in my inventory for.
  • I finally get Malek's Armor on floor 557, however since I'm so fast that attrition damage from VMR is not a concern and I no longer need to facerocket myself for berserk, I keep the Antigrav Boots on rather than wear the Inquisitor Set. I do swap the Energy Vest for Malek's Armor though to get even more movement speed.
  • I got the Berserker Armor on floor 586, I already got the Apostle Insignia but hey why not get another one. I however forgot to pick it up... but it would spawn again 10 floors later (Uniques can spawn again if you don't pick them up, as they won't be recorded as being found if you don't, so keep that in mind to even pick up the lousy Uniques to make sure they don't spawn again and potentially cost a more useful Unique spawning).
  • Found a second Nano mod also on floor 596, was nothing I could do with it though but slap it on my spare Phaseshift Armor that I never wore after this point anyway.
  • The Apostle is such a laughably anticlimatic super secret boss, just look at the message log to see how the entire final floor went. The floor without the Apostle would have posed a greater threat.
  • I found all the boss-only levels multiple times, except for a Shambler level that I never found at all. Won't complain though, Shambler levels are far worse than any other level type.

And that's the run. Frustratingly the Subtle Knife never spawned, so I'm still a Subtle Knife short of getting Armorer Diamond, I can just hope it finally spawns in one of my runs for the remaining badges and so I don't need to speedrun more A666 playthroughs to get it. Overall yeah this badge is much more imposing because of the no save restriction, a few more people certainly would have won it if not for said save restriction, will be interesting to see though if this badge becomes more actually challenging than tedious in the newer DRL versions with the revamp that later A100/666 got (as well as now actually being able to save and so people that can't comfortably leave DRL running on their computers over the course of multiple days aren't automatically prohibited from getting this badge). Now here is the big ass mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 no saves :((((((((((((((((,
 level 25 Cyberdemon Chaos Mjr General Scout,
 completed 100 levels of torture on level 666 of Hell.
 He survived 1249633 turns and scored 28492858 points.
 He played for 1 day, 15 hours, 56 minutes and 45 seconds.
 He opposed the Nightmare!

 He killed 17517 out of 56890 hellspawn. (30%)
 He was an Archangel of 666!

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

  Levels generated : 0
  Levels visited   : 0
  Levels completed : 0

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

  UAC Star (gold cluster)
  Experience Cross
  Apostle Insignia
  Centurial Angelic Badge

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

  ###########################################################
  ###.#.......0.....#.+....#..0....#%%..+.#+|}}||.\..|}[#.+..
  ###.===...0.......#.#%.%%#.......#..}.#.#.0||}}|[..}||#.#..
  ###.=.==..........#|#...%+.......+....#%#...}|.!..|}|}#.#..
  ###.=#===##+#######%#....########=....#.#######+#######.#..
  ###..==.=..........|+....+|.=====+....+........[|.......+..
  ######+####+####+#######+####==###+#######+####+####+######
  ###.......#......===+..%||||#.=%...0..+....|%%.......%%%+.#
  ###....+..+.|..0.==.#..|}}}0+%.=.|....#...%%%%%......%.%#.#
  ###########|}%%..=..#########.==|}..+.#..=.%%%........^0#.=
  ###.......+.|%}|....#...|}}}+|.=|}%...#.===.............#.#
  ###.%...0.#.........+....0||#.=}|%%...+==%%.....|.....%.+.[
  ######+####+####/#######+####+####+#####===####+####+######
  ###.%%%.....%%X.....=....+|..|}%%+}|.|+====...#.#.......+..
  ###########+#######===...#########}}||#|.=....#.#.#########
  ###..|%|..\..%....=.=..|.+^%.}}%|+}||%#.^===..+.+.#.....#^.
  ###..|%|..........=.#....#..%|.|%#|||0####=####+#.#.....#..
  ###.......%......==.+....#.....|%#....+.%.==....#.+.....+..
  ###########################################################
  ###########################################################

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

  Health 138/70   Experience 4959306/25
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Scout

    Ironman          (Level 2)
    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Reloader         (Level 3)
    Brute            (Level 5)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Shottyman        (Level 1)
    Blademaster      (Level 1)

  Fin->Jug->HR->Bru->Bru->Ber->HR->Bru->MBm->Fin->WK->WK->Int->Int->Bru->Fin->HR->Bru->DM->Iro->Rel->Rel->SM->Rel->Iro->

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

    [a] [ Armor      ]   Berserker Armor [4]
    [b] [ Weapon     ]   Dragonslayer (9d9)
    [c] [ Boots      ]   antigrav phaseshift boots [4/4] (100%) (A)
    [d] [ Prepared   ]   nuclear BFG 9000 (8d6) [68/68] (B2)

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

    [a] tactical rocket launcher (6d7) [5/5] (P1)
    [b] napalm launcher (7d10) [1/1] (B1P3T1)
    [c] phaseshift armor [4/4] (100%) (ANP)
    [d] fireproof phaseshift armor [4/4] (100%) (P)
    [e] energy-shielded vest [3] (AOP)
    [f] Malek's Armor [3/3] (100%)
    [g] Lava Armor [4/4] (100%)
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] homing phase device
    [r] blood skull
    [s] Hell Staff
    [t] cerberus gothic boots [0/0] (200%) (A)
    [u] Nyarlaptotep's Boots [6/6] (100%)

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

    Bullet     - internal 60%   torso 95%   feet 60% 
    Melee      - internal 60%   torso 95%   feet 60% 
    Shrapnel   - internal 60%   torso 95%   feet 60% 
    Acid       - internal 85%   torso 85%   feet 85% 
    Fire       - internal 85%   torso 85%   feet 85% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    648 former humans
    1243 former sergeants
    1675 former captains
    252 imps
    108 demons
    3644 lost souls
    209 cacodemons
    538 hell knights
    1817 barons of hell
    708 arachnotrons
    20 former commandos
    566 pain elementals
    908 revenants
    1150 mancubi
    1537 arch-viles
    91 nightmare imps
    390 nightmare cacodemons
    798 nightmare demons
    297 nightmare arachnotrons
    107 nightmare arch-viles
    11 elite former humans
    5 elite former sergeants
    28 elite former captains
    39 elite former commandos
    307 bruiser brothers
    151 shamblers
    90 lava elemental
    72 agony elementals
    107 Cyberdemons
    1 Apostle

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

  On level 19 he assembled a chainsword!
  On level 20 he found the Grammaton Cleric Beretta!
  On level 23 he was targeted for extermination!
  On level 24 he assembled a tactical shotgun!
  On level 24 he assembled a hyperblaster!
  On level 25 he stumbled into a nightmare demon cave!
  On level 27 he assembled a cerberus boots!
  On level 28 he assembled a focused double shotgun!
  On level 36 he assembled a tactical rocket launcher!
  On level 40 he assembled a fireproof armor!
  He sounded the alarm on level 48!
  On level 50 he found the Anti-Freak Jackal!
  On level 55 he ran for his life from acid!
  On level 57 he found the Jackhammer!
  On level 60 he stumbled into a complex full of arch-viles!
  On level 61 he ran for his life from acid!
  On level 64 he was targeted for extermination!
  Level 66 was a hard nut to crack!
  On level 67 he was targeted for extermination!
  On level 68 he stumbled into a nightmare cacodemon cave!
  On level 69 he ran for his life from acid!
  On level 73 he ran for his life from lava!
  On level 74 he stumbled into a nightmare demon cave!
  Level 75 was a hard nut to crack!
  On level 75 he found the Lava Armor!
  On level 79 he ran for his life from lava!
  Level 83 was a hard nut to crack!
  On level 94 he stumbled into a agony elemental cave!
  He left level 96 as soon as possible.
  He left level 98 as soon as possible.
  On level 103 he stumbled into a complex full of revenants!
  Level 103 was a hard nut to crack!
  On level 105 he found the Mega Buster!
  On level 106 he stumbled into a complex full of arch-viles!
  On level 107 he stumbled into a nightmare demon cave!
  He left level 110 as soon as possible.
  He left level 111 as soon as possible.
  On level 114 he found the Hell Staff!
  He left level 118 as soon as possible.
  On level 119 he ran for his life from acid!
  On level 119 he found the Acid Spitter!
  On level 120 he stumbled into a complex full of arch-viles!
  On level 121 he found the Railgun!
  He left level 123 as soon as possible.
  On level 124 he found the Frag Shotgun!
  On level 126 he stumbled into a complex full of arch-viles!
  He left level 129 as soon as possible.
  He flooded the entire level 133 with acid!
  He left level 134 as soon as possible.
  He nuked level 135!
  On level 135 he found the Nyarlaptotep's Boots!
  On level 138 he was targeted for extermination!
  On level 141 he was walking in fire!
  He left level 141 as soon as possible.
  On level 144 he ran for his life from acid!
  He left level 144 as soon as possible.
  He sounded the alarm on level 145!
  On level 146 he found the Hellwave Pack!
  He left level 148 as soon as possible.
  He left level 157 as soon as possible.
  On level 158 he stumbled into a agony elemental cave!
  He left level 159 as soon as possible.
  On level 161 he stumbled into a nightmare arachnotron cave!
  He left level 161 as soon as possible.
  He left level 162 as soon as possible.
  He left level 163 as soon as possible.
  He left level 164 as soon as possible.
  On level 165 he ran for his life from lava!
  He left level 166 as soon as possible.
  Level 167 was a hard nut to crack!
  He left level 170 as soon as possible.
  He left level 171 as soon as possible.
  Level 173 blasted him with an unholy atmosphere!
  He left level 173 as soon as possible.
  He left level 174 as soon as possible.
  He left level 175 as soon as possible.
  On level 176 he was bombarded!
  He left level 176 as soon as possible.
  He left level 177 as soon as possible.
  He left level 178 as soon as possible.
  He sounded the alarm on level 179!
  He left level 179 as soon as possible.
  He left level 180 as soon as possible.
  Level 182 was a hard nut to crack!
  He left level 182 as soon as possible.
  He left level 184 as soon as possible.
  On level 185 he found the Butcher's Cleaver!
  On level 189 he was bombarded!
  He left level 189 as soon as possible.
  He left level 192 as soon as possible.
  On level 195 he stumbled into a complex full of mancubi!
  On level 197 he stumbled into a nightmare cacodemon cave!
  He left level 200 as soon as possible.
  On level 201 he ran for his life from lava!
  He left level 201 as soon as possible.
  On level 203 he found the BFG 10K!
  He left level 204 as soon as possible.
  He left level 205 as soon as possible.
  He left level 206 as soon as possible.
  On level 207 he stumbled into a nightmare arachnotron cave!
  He left level 207 as soon as possible.
  He left level 208 as soon as possible.
  Level 209 was a hard nut to crack!
  He left level 209 as soon as possible.
  He left level 210 as soon as possible.
  On level 211 he ran for his life from lava!
  He left level 212 as soon as possible.
  He left level 213 as soon as possible.
  He left level 214 as soon as possible.
  He left level 216 as soon as possible.
  He left level 217 as soon as possible.
  On level 221 he stumbled into a complex full of revenants!
  He left level 222 as soon as possible.
  He left level 223 as soon as possible.
  He left level 225 as soon as possible.
  He left level 226 as soon as possible.
  He left level 227 as soon as possible.
  He left level 228 as soon as possible.
  He left level 229 as soon as possible.
  He left level 230 as soon as possible.
  He left level 233 as soon as possible.
  He sounded the alarm on level 234!
  He left level 234 as soon as possible.
  On level 235 he stumbled into a nightmare demon cave!
  He left level 238 as soon as possible.
  He left level 239 as soon as possible.
  He left level 241 as soon as possible.
  He left level 242 as soon as possible.
  He left level 243 as soon as possible.
  On level 244 he found the Cybernetic Armor!
  He left level 245 as soon as possible.
  Level 246 was a hard nut to crack!
  He left level 246 as soon as possible.
  On level 248 he ran for his life from acid!
  He left level 250 as soon as possible.
  On level 251 he stumbled into a lava elemental cave!
  On level 253 he ran for his life from lava!
  He left level 253 as soon as possible.
  On level 254, hell froze over!
  He sounded the alarm on level 255!
  He left level 255 as soon as possible.
  He left level 256 as soon as possible.
  On level 257, hell froze over!
  He left level 257 as soon as possible.
  He left level 258 as soon as possible.
  He left level 259 as soon as possible.
  He left level 260 as soon as possible.
  On level 261 he stumbled into a agony elemental cave!
  He left level 261 as soon as possible.
  On level 262 he ran for his life from lava!
  He left level 262 as soon as possible.
  He left level 263 as soon as possible.
  On level 264 he found the Trigun!
  He left level 265 as soon as possible.
  He left level 266 as soon as possible.
  He left level 267 as soon as possible.
  He left level 268 as soon as possible.
  He left level 270 as soon as possible.
  He left level 271 as soon as possible.
  He left level 272 as soon as possible.
  On level 273 he stumbled into a nightmare cacodemon cave!
  He left level 273 as soon as possible.
  He left level 274 as soon as possible.
  On level 275 he was walking in fire!
  On level 275 he found the Shielded Armor!
  On level 276 he stumbled into a complex full of bruiser brothers!
  Level 276 was a hard nut to crack!
  He left level 277 as soon as possible.
  On level 278 he stumbled into a nightmare demon cave!
  He left level 280 as soon as possible.
  He left level 281 as soon as possible.
  He left level 282 as soon as possible.
  He left level 283 as soon as possible.
  He left level 284 as soon as possible.
  He left level 285 as soon as possible.
  He left level 286 as soon as possible.
  On level 287 he encountered an armed nuke!
  He left level 287 as soon as possible.
  On level 289 he was targeted for extermination!
  He left level 289 as soon as possible.
  He left level 290 as soon as possible.
  He left level 291 as soon as possible.
  He left level 292 as soon as possible.
  He left level 293 as soon as possible.
  He left level 294 as soon as possible.
  He left level 295 as soon as possible.
  He left level 299 as soon as possible.
  On level 300 he stumbled into a nightmare arachnotron cave!
  He left level 300 as soon as possible.
  He left level 301 as soon as possible.
  He left level 302 as soon as possible.
  On level 303 he ran for his life from acid!
  He left level 304 as soon as possible.
  On level 305 he ran for his life from lava!
  He left level 305 as soon as possible.
  On level 306 he stumbled into a nightmare arachnotron cave!
  He left level 306 as soon as possible.
  On level 307 he was walking in fire!
  On level 307 he found the Necroarmor!
  Level 309 blasted him with an unholy atmosphere!
  On level 309 he found the Mjollnir!
  He left level 310 as soon as possible.
  He left level 311 as soon as possible.
  He left level 313 as soon as possible.
  He left level 314 as soon as possible.
  He left level 315 as soon as possible.
  He left level 316 as soon as possible.
  He left level 317 as soon as possible.
  On level 318 he stumbled into a nightmare demon cave!
  Level 319 was a hard nut to crack!
  He left level 319 as soon as possible.
  On level 320, hell froze over!
  He left level 320 as soon as possible.
  He left level 321 as soon as possible.
  He left level 322 as soon as possible.
  He left level 323 as soon as possible.
  He left level 324 as soon as possible.
  He left level 325 as soon as possible.
  He left level 326 as soon as possible.
  He left level 327 as soon as possible.
  He left level 328 as soon as possible.
  He left level 329 as soon as possible.
  He left level 330 as soon as possible.
  He left level 332 as soon as possible.
  He left level 333 as soon as possible.
  He left level 334 as soon as possible.
  He left level 336 as soon as possible.
  On level 337 he stumbled into a nightmare demon cave!
  He left level 337 as soon as possible.
  He left level 338 as soon as possible.
  He left level 339 as soon as possible.
  He left level 340 as soon as possible.
  He left level 341 as soon as possible.
  He left level 342 as soon as possible.
  He left level 343 as soon as possible.
  He left level 344 as soon as possible.
  He left level 345 as soon as possible.
  He left level 346 as soon as possible.
  He left level 347 as soon as possible.
  On level 349 he stumbled into a complex full of arch-viles!
  On level 349 he ran for his life from lava!
  He left level 350 as soon as possible.
  He left level 351 as soon as possible.
  On level 352 he stumbled into a nightmare demon cave!
  He left level 352 as soon as possible.
  He left level 354 as soon as possible.
  He nuked level 356!
  He left level 358 as soon as possible.
  He left level 359 as soon as possible.
  On level 360, hell froze over!
  He left level 360 as soon as possible.
  On level 361 he stumbled into a complex full of revenants!
  On level 362 he ran for his life from lava!
  He left level 362 as soon as possible.
  He left level 363 as soon as possible.
  He left level 364 as soon as possible.
  He left level 365 as soon as possible.
  On level 366 he ran for his life from lava!
  He left level 366 as soon as possible.
  He left level 367 as soon as possible.
  He left level 368 as soon as possible.
  On level 370 he ran for his life from lava!
  He left level 370 as soon as possible.
  He left level 371 as soon as possible.
  He left level 373 as soon as possible.
  On level 374 he ran for his life from lava!
  He left level 374 as soon as possible.
  He left level 375 as soon as possible.
  On level 376 he was targeted for extermination!
  He left level 376 as soon as possible.
  He left level 377 as soon as possible.
  He left level 378 as soon as possible.
  He left level 379 as soon as possible.
  On level 380 he stumbled into a complex full of arch-viles!
  He left level 381 as soon as possible.
  He left level 382 as soon as possible.
  He left level 383 as soon as possible.
  He left level 384 as soon as possible.
  On level 385 he found the Dragonslayer!
  On level 386, hell froze over!
  He left level 388 as soon as possible.
  Level 392 was a hard nut to crack!
  He left level 392 as soon as possible.
  On level 393, hell froze over!
  On level 395 he stumbled into a lava elemental cave!
  He left level 395 as soon as possible.
  He left level 396 as soon as possible.
  He left level 398 as soon as possible.
  On level 399 he stumbled into a nightmare cacodemon cave!
  He left level 399 as soon as possible.
  He left level 400 as soon as possible.
  On level 401 he stumbled into a nightmare demon cave!
  He left level 401 as soon as possible.
  He left level 402 as soon as possible.
  He left level 403 as soon as possible.
  He left level 404 as soon as possible.
  He left level 405 as soon as possible.
  On level 406 he stumbled into a nightmare demon cave!
  He left level 406 as soon as possible.
  He left level 408 as soon as possible.
  On level 409 he ran for his life from lava!
  He left level 409 as soon as possible.
  On level 410 he stumbled into a agony elemental cave!
  He left level 410 as soon as possible.
  On level 411 he stumbled into a nightmare arachnotron cave!
  He left level 413 as soon as possible.
  He left level 416 as soon as possible.
  He sounded the alarm on level 417!
  He left level 418 as soon as possible.
  He left level 420 as soon as possible.
  He left level 421 as soon as possible.
  He left level 422 as soon as possible.
  He left level 423 as soon as possible.
  He left level 424 as soon as possible.
  On level 425 he stumbled into a complex full of Cyberdemons!
  On level 426 he stumbled into a nightmare arachnotron cave!
  He left level 430 as soon as possible.
  He left level 431 as soon as possible.
  He left level 432 as soon as possible.
  He left level 433 as soon as possible.
  He left level 434 as soon as possible.
  He left level 435 as soon as possible.
  He left level 436 as soon as possible.
  He left level 437 as soon as possible.
  He left level 438 as soon as possible.
  He left level 439 as soon as possible.
  On level 441 he stumbled into a complex full of Cyberdemons!
  On level 442 he found the Revenant's Launcher!
  On level 443, hell froze over!
  He left level 443 as soon as possible.
  On level 444 he was targeted for extermination!
  He left level 446 as soon as possible.
  On level 447 he was targeted for extermination!
  On level 448 he was targeted for extermination!
  He left level 449 as soon as possible.
  On level 450 he stumbled into a nightmare demon cave!
  He left level 450 as soon as possible.
  He sounded the alarm on level 451!
  He left level 451 as soon as possible.
  On level 453 he stumbled into a nightmare cacodemon cave!
  He left level 453 as soon as possible.
  He left level 454 as soon as possible.
  On level 456 he was targeted for extermination!
  He left level 457 as soon as possible.
  He left level 458 as soon as possible.
  He left level 459 as soon as possible.
  On level 460 he stumbled into a nightmare arachnotron cave!
  He left level 460 as soon as possible.
  Level 461 blasted him with an unholy atmosphere!
  He left level 461 as soon as possible.
  He left level 462 as soon as possible.
  On level 463 he ran for his life from lava!
  He left level 463 as soon as possible.
  He left level 464 as soon as possible.
  He left level 465 as soon as possible.
  On level 466 he was targeted for extermination!
  He left level 466 as soon as possible.
  On level 467 he encountered an armed nuke!
  He left level 467 as soon as possible.
  On level 469 he stumbled into a complex full of mancubi!
  On level 470 he stumbled into a complex full of mancubi!
  Level 470 blasted him with an unholy atmosphere!
  He left level 470 as soon as possible.
  He left level 471 as soon as possible.
  On level 475 he stumbled into a nightmare demon cave!
  He left level 476 as soon as possible.
  He sounded the alarm on level 477!
  He left level 479 as soon as possible.
  He left level 480 as soon as possible.
  He left level 481 as soon as possible.
  He left level 482 as soon as possible.
  On level 484 he stumbled into a complex full of bruiser brothers!
  Level 484 was a hard nut to crack!
  He left level 485 as soon as possible.
  On level 486 he stumbled into a nightmare cacodemon cave!
  On level 487 he stumbled into a nightmare arachnotron cave!
  He left level 487 as soon as possible.
  He left level 488 as soon as possible.
  He left level 489 as soon as possible.
  He left level 490 as soon as possible.
  Level 491 blasted him with an unholy atmosphere!
  He left level 494 as soon as possible.
  Level 495 blasted him with an unholy atmosphere!
  On level 497 he stumbled into a agony elemental cave!
  On level 497 he assembled a antigrav boots!
  He left level 498 as soon as possible.
  On level 501 he encountered an armed nuke!
  He left level 501 as soon as possible.
  He left level 502 as soon as possible.
  He left level 503 as soon as possible.
  On level 504 he ran for his life from lava!
  On level 506 he encountered an armed nuke!
  He left level 506 as soon as possible.
  He left level 507 as soon as possible.
  He left level 508 as soon as possible.
  He left level 509 as soon as possible.
  He sounded the alarm on level 510!
  He left level 510 as soon as possible.
  He left level 511 as soon as possible.
  He left level 512 as soon as possible.
  On level 513 he stumbled into a nightmare arachnotron cave!
  He left level 513 as soon as possible.
  On level 514 he stumbled into a complex full of mancubi!
  He left level 514 as soon as possible.
  He left level 515 as soon as possible.
  He left level 516 as soon as possible.
  He left level 517 as soon as possible.
  He sounded the alarm on level 518!
  He left level 518 as soon as possible.
  He left level 519 as soon as possible.
  He left level 520 as soon as possible.
  He left level 521 as soon as possible.
  He left level 522 as soon as possible.
  He left level 523 as soon as possible.
  He left level 524 as soon as possible.
  He left level 525 as soon as possible.
  He left level 527 as soon as possible.
  He left level 528 as soon as possible.
  He left level 529 as soon as possible.
  He left level 531 as soon as possible.
  He left level 532 as soon as possible.
  On level 534 he stumbled into a nightmare arachnotron cave!
  He left level 534 as soon as possible.
  He left level 536 as soon as possible.
  On level 537 he found the Medical Powerarmor!
  He left level 538 as soon as possible.
  He left level 539 as soon as possible.
  On level 540 he encountered an armed nuke!
  He left level 542 as soon as possible.
  On level 543 he stumbled into a lava elemental cave!
  He left level 543 as soon as possible.
  He left level 544 as soon as possible.
  He left level 545 as soon as possible.
  He sounded the alarm on level 546!
  He left level 546 as soon as possible.
  On level 547 he was walking in fire!
  He left level 547 as soon as possible.
  On level 548 he ran for his life from lava!
  He left level 549 as soon as possible.
  He left level 550 as soon as possible.
  He left level 551 as soon as possible.
  He left level 552 as soon as possible.
  Level 553 blasted him with an unholy atmosphere!
  He left level 553 as soon as possible.
  On level 555 he ran for his life from acid!
  He left level 555 as soon as possible.
  He left level 556 as soon as possible.
  On level 557 he found the Malek's Armor!
  He left level 558 as soon as possible.
  He left level 559 as soon as possible.
  He left level 560 as soon as possible.
  He left level 561 as soon as possible.
  He left level 562 as soon as possible.
  On level 563 he stumbled into a nightmare arachnotron cave!
  He left level 563 as soon as possible.
  On level 565 he stumbled into a nightmare cacodemon cave!
  He left level 566 as soon as possible.
  On level 567 he stumbled into a nightmare cacodemon cave!
  He left level 567 as soon as possible.
  On level 568 he stumbled into a nightmare arachnotron cave!
  He left level 568 as soon as possible.
  On level 569 he ran for his life from lava!
  He left level 569 as soon as possible.
  He left level 570 as soon as possible.
  He left level 571 as soon as possible.
  He left level 572 as soon as possible.
  On level 573 he stumbled into a nightmare cacodemon cave!
  He left level 573 as soon as possible.
  He left level 574 as soon as possible.
  On level 575 he stumbled into a nightmare cacodemon cave!
  He left level 575 as soon as possible.
  He left level 576 as soon as possible.
  On level 577 he ran for his life from lava!
  He nuked level 578!
  On level 579, hell froze over!
  He left level 579 as soon as possible.
  He left level 580 as soon as possible.
  He left level 581 as soon as possible.
  He left level 582 as soon as possible.
  He left level 583 as soon as possible.
  He left level 584 as soon as possible.
  He left level 585 as soon as possible.
  He left level 586 as soon as possible.
  On level 587 he stumbled into a nightmare demon cave!
  He left level 587 as soon as possible.
  He left level 588 as soon as possible.
  He left level 589 as soon as possible.
  He sounded the alarm on level 590!
  He left level 590 as soon as possible.
  He left level 591 as soon as possible.
  He left level 593 as soon as possible.
  He left level 594 as soon as possible.
  Level 595 was a hard nut to crack!
  He left level 595 as soon as possible.
  On level 596 he found the Berserker Armor!
  He left level 597 as soon as possible.
  He left level 598 as soon as possible.
  On level 599 he ran for his life from lava!
  He left level 599 as soon as possible.
  He left level 600 as soon as possible.
  He left level 601 as soon as possible.
  He left level 604 as soon as possible.
  He left level 605 as soon as possible.
  He left level 606 as soon as possible.
  He left level 607 as soon as possible.
  He left level 608 as soon as possible.
  He left level 609 as soon as possible.
  He sounded the alarm on level 610!
  He left level 610 as soon as possible.
  He left level 611 as soon as possible.
  On level 612 he stumbled into a complex full of arch-viles!
  He left level 612 as soon as possible.
  He left level 613 as soon as possible.
  On level 614 he stumbled into a nightmare arachnotron cave!
  He left level 615 as soon as possible.
  He sounded the alarm on level 617!
  He left level 617 as soon as possible.
  He left level 618 as soon as possible.
  On level 619 he ran for his life from lava!
  He left level 619 as soon as possible.
  He left level 621 as soon as possible.
  On level 622 he stumbled into a nightmare arachnotron cave!
  He left level 622 as soon as possible.
  He left level 623 as soon as possible.
  On level 624 he ran for his life from lava!
  He left level 625 as soon as possible.
  He left level 627 as soon as possible.
  He left level 628 as soon as possible.
  He left level 629 as soon as possible.
  He left level 630 as soon as possible.
  On level 631 he stumbled into a nightmare arachnotron cave!
  He left level 631 as soon as possible.
  He left level 632 as soon as possible.
  He left level 633 as soon as possible.
  He left level 634 as soon as possible.
  He left level 635 as soon as possible.
  He left level 636 as soon as possible.
  Level 638 blasted him with an unholy atmosphere!
  He left level 638 as soon as possible.
  He left level 639 as soon as possible.
  He left level 640 as soon as possible.
  On level 641 he stumbled into a nightmare demon cave!
  He left level 641 as soon as possible.
  On level 642 he stumbled into a nightmare cacodemon cave!
  He left level 642 as soon as possible.
  On level 643 he ran for his life from lava!
  He left level 644 as soon as possible.
  He left level 646 as soon as possible.
  He left level 647 as soon as possible.
  He left level 648 as soon as possible.
  On level 649 he stumbled into a nightmare demon cave!
  He left level 650 as soon as possible.
  He sounded the alarm on level 652!
  He left level 652 as soon as possible.
  He left level 653 as soon as possible.
  On level 654 he stumbled into a complex full of revenants!
  He left level 654 as soon as possible.
  He left level 655 as soon as possible.
  He left level 656 as soon as possible.
  On level 659 he encountered an armed nuke!
  He left level 659 as soon as possible.
  On level 660 he stumbled into a nightmare demon cave!
  He left level 660 as soon as possible.
  He left level 662 as soon as possible.
  He left level 663 as soon as possible.
  He left level 664 as soon as possible.
  On level 666 he finally completed 100 levels of torture.

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

 You enter Hell, level 666. Something is wrong... Something is really wrong
 here! Press <Enter>...
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You open the door. You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You hit the Apostle. You need to taste blood!
 You hit the Apostle. The Apostle hits you. You need to taste blood!
 You hit the Apostle. The Apostle dies. Error: beings[apostle].OnDie -- Lua
 error : lua\\beings.lua:1541: attempt to read undeclared variable
 Error written to error.log, please report! Next!

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

 269 brave souls have ventured into Phobos:
 86 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 80 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 41 killed the bitch and survived.
 33 showed that it can outsmart Hell itself.

--------------------------------------------------------------

 18 
 on: December 13, 2025, 18:57 
Started by Omega Tyrant - Last post by Omega Tyrant
The next Diamond I decided to go for in 0.9.9.7 was Lightfoot Diamond, which is one of the more common Diamonds with 11 people recorded winning it in 0.9.9.7, 3 of which did it purely and another 5 doubled it up with Lightfoot Angelic. I considered just going straight for Lightfoot Angelic, surely if you could get that you deserve the Diamond anyway right? But Archangel Of Light Travel does give you an even bigger speed boost, so it's not exactly "Lightfoot Diamond but harder" and thus I decided to get it purely first. Also the few extra inventory space does give me more flexibility of which build to use.

Speaking of which, the build. Generally people went one of four builds for this badge; masterless shotgun-centric Scout, masterless melee Scout stairdive (which works by just avoiding finishing off any enemies in melee), Ammochain, or Sharpshooter (which AoLT's speed boost also really helps the brutal early game of). I decided to go with Shottyhead for fun though to get really crazy firing speeds; the thing is with infinite ammo farming on N!, ammo is just not that serious of a concern, I just need a single secured Shotgunner to ensure I have the ammo to clear out any floor and fill out my inventory, while shotguns are plenty ammo efficient without SoB (which relatively barely helps shotguns anyway). I could hit a rough spot in Hell with some bad luck, but I'm so fast I should be able to just leave levels if need be until I find more ammo, and Shottyhead will be so powerful with the AoLT boost that any combat will be trivial (speed is something that's more powerful the more of it you have, at least until you hit the speed cap that is). With trait order, I do delay Shottyhead for Int2, something I would normally strongly recommend against (and often I go without Int2 entirely in my non-A100 Shottyhead runs), but the AoLT speed boost compensates for the lost of combat power that getting Int2 normally entails, while detecting powerups is a lot more valuable when I can only carry one or two medkits at a time, and enemy detection to avoid attrition damage is similarly more valuable when I may not always have the medkits on hand to heal, as well as saves me ammo with radar shooting whenever I do hit one of the aforementioned rough ammo patches. And unlike my other Shottyhead runs, I don't get Brute + Berserker; I was planning to in the lategame, berserked AoLT Shottyhead's firing speed would be incredible, but I couldn't justify getting it in the end without sacrificing Whizkid (and it also gave me insurance anyway from accidentally punching out a weak enemy I bump into, which I already lost too many Lightfoot Diamond runs to when beta testing it in the versions the badge was broken and I lost a Lightfoot Diamond in JHC near the very end from that).

In the run itself, I got an incredible floor 2 for N! that gave me the perfect camping corpse disposal spot. Generally though, clearing floors wasn't really hard thanks to the AoLT speed boost, even a floor 4 maze was just more tedious than actually dangerous. Despite having to go in with limited ammo, I did Hell's Arena, which wasn't too bad, as with how fast you are you can limit most of the respawning and effortlessly kite enemies, while getting the Shell Box and Blue Armor were very nice. I would skip Unchained Court, as it would have been too tedious without the Rocket Launcher and I can't kill stuff in melee anyway, while it also has no Shotgunners and so I especially risk running out of ammo here if things went really badly. Military Base was an obvious stop and gave a much appreciated big EXP boost, though I could have easily done Phobos Lab too if I rolled it instead. Then came the Anomaly, which thanks to finding a Rocket Launcher on floor 7, I don't need to worry about outrunning the ambush, and with AoLT's speed boost, I'm able to effectively fight back and kill the Nightmare enemies in the open despite no Shottyhead yet.

After an unremarkable Deimos 1, I would go into Hell's Armory, and in its weapon cache I found the best thing I could ask for, a Super Shotgun!. I was contemplating whether to just build an Elephant Gun or try to hold for building a Focused Double Shotgun, but this find settled it for me, neither. Unfortunately I got an Onyx instead of a Nano mod in the lab cache, so no AoLT-boosted Shottyhead with a Nano-Shrapnel Super Shotgun to trivially win the rest of the game damageless, but an Onyx mod isn't bad when it means I won't need to worry about my inability to store backup armors (unfortunately I already A-modded my Red Armor, so I had to wait a few more floors before I got Whizkid to put it on). I would skip the rest of the Deimos special levels after this; I had a Rocket Launcher for The Wall but I temporarily stopped carrying rockets to make room for the aforementioned Onyx mod and Deimos 3 just so happened to not have a single rocket ammo drop nor Revenant/Mancubus on it, City Of Skulls would have risked putting me in a bad ammo spot for little reward, and Spider's Lair has no shells whatsoever on it.

After another free Cybie fight thanks for a Deimos 7 Invuln, Hell 1 would spawn another weapon that would be amazing for Shottyhead, the Jackhammer. Unfortunately with the inventory constraints and this being before 0.9.9.8 gave it a single-shot fire mode, I had to leave it behind; the Super Shotgun was more practical for being a lot more ammo efficient and no single-shot mode means it can't replace the Tactical Shotgun either. There was additionally a pair of Agility mods on this floor and a spare pair of Steel Boots, so I rebuilt Tactical Boots incase I found a third A mod to mod them (...but I forgot I didn't have WK2 yet and so was still unable to mod them farther, it didn't matter however as I never found any more A mods after this). Hell 2 gave me a funny floor, spawning me right next to a gasoline lever that would have been fun to hit, but I had no radsuits nor Homing Phase and so it would have been instant death if I hit it. This floor would also mark a point where I went through a drought of finding any Shotgunners nor a Shell box, and so by later Hell I finally faced a real ammo crunch that forced me to leave several floors early, which I couldn't always cleanly do, such as an island level spawning me in a room with a Hell Noble group and an Archvile + Mancubi group right outside it (though thankfully with Shottyhead I had no problem fighting my way out of it), while I got an Arachnotron cave immediately after I had to immediately flee (I could have also stayed and fought with Shottyhead, but it could have left me too crippled ammo-wise). I had to dip into Lava Pits too to escape, which put a big dent in my kill percent. Hell 7 would finally have a Shell Box, as well as a couple Shotgunners, I had enough ammo anyway to finish off the Mastermind and a clean path to the stairs, but I stayed to clear out one last level. It was then on my way to Dis, where the Mastermind was hopeless against a AoLT-boosted Shottyhead wielding a Super Shotgun.

I have to admit this wasn't technically a first try, the first one I lost when I overextended near a Cacodemon vault on floor 2 while getting pincer'd by respawns that I then quit out of, but this was a second try win that was a pretty relaxing run overall with very few moments that remotely pressured me. Lightfoot Diamond might be a bit overly easy for a Diamond, but respawns no longer dropping ammo in 0.10-onward should give it the needed difficulty buff; being able to carry limited ammo just does not matter if you can farm infinite ammo whenever you want off of any enemy that drops ammo, and the unlucky Hell shell drought I got wouldn't have mattered if I had a plasma weapon on hand (or could have finished building my Tactical Rocket Launcher to better utilize all the rockets from Revenants and Mancubi). Now here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 DONTNERFMYFIRESPEEDKORNEL,
 level 14 Cyberdemon Chaos Mjr General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 649155 turns and scored 629430 points.
 He played for 3 hours, 2 minutes and 47 seconds.
 He opposed the Nightmare!

 He killed 1103 out of 1214 hellspawn. (90%)
 He held his right to remain violent.
 He was an Angel of Light Travel!

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

  Levels generated : 11
  Levels visited   : 4
  Levels completed : 3

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

  Cyberdemon's Head
  Mastermind's Brain
  UAC Star (silver cluster)
  Hell Armorer Badge
  Hell Champion Medal
  Lightfoot Diamond Badge

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

  ###########################################################
  ################................................###########
  ###############...............####...............##########
  ##############.......####.....####.....####.......#########
  #############........####.....####.....####........########
  ############.........####.....####.....####.........#######
  ###########..........####.....%........####..........######
  ##########............................................#####
  ##########....####............X...............####....#####
  ##########....####............................####....#####
  ##########....####............................####&...#####
  ##########....####............................####....#####
  ##########............................................#####
  ###########..........####..............####..........######
  ############.........####.....####.....####.........#######
  #############........####.....####.....####........########
  ##############.......####.....####.....####.......#########
  ###############...............####...............##########
  ################................................###########
  ###########################################################

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

  Health 62/50   Experience 99084/14
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 2)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Fin->HR->Rel->Int->Int->Rel->SM->Jug->MSh->Fin->WK->HR->WK->Fin->

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

    [a] [ Armor      ]   red armor [4] (AO)
    [b] [ Weapon     ]   super shotgun (10d4)x2 [0/2] (P2T1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x84)

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

    [a] tactical shotgun (8d3) [5/5]
    [b] rocket launcher (6d6) [1/1] (B2)
    [c] shotgun shell (x38)
    [d] rocket (x8)
    [e] large med-pack

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    131 former humans
    204 former sergeants
    67 former captains
    196 imps
    68 demons
    166 lost souls
    37 cacodemons
    27 hell knights
    40 barons of hell
    14 arachnotrons
    58 former commandos
    13 pain elementals
    19 revenants
    8 mancubi
    13 arch-viles
    5 nightmare imps
    4 nightmare cacodemons
    9 nightmare demons
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    2 bruiser brothers
    1 shambler
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 7 he marched into the Military Base.
  On level 7 he assembled a tactical boots!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a tactical shotgun!
  He destroyed the evil within and reaped the rewards!
  On level 16 he found the Tower of Babel!
  On level 17 he ran for his life from acid!
  On level 17 he assembled a tactical boots!
  On level 17 he found the Jackhammer!
  On level 20 he found the Acid Spitter!
  He left level 22 as soon as possible.
  On level 22 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You quickly reload the super shotgun.
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 You quickly reload the super shotgun.
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 You quickly reload the super shotgun.
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 You quickly reload the super shotgun.
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 You quickly reload the super shotgun.
 The Spider Mastermind flinched!
 You quickly reload the super shotgun.
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 You quickly reload the super shotgun.
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...

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

 268 brave souls have ventured into Phobos:
 86 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 79 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 40 killed the bitch and survived.
 33 showed that it can outsmart Hell itself.

--------------------------------------------------------------

 19 
 on: December 12, 2025, 14:01 
Started by Omega Tyrant - Last post by Omega Tyrant
Since I've gotten pure Quartermaster Diamond over a year ago, and then the once-believed near-impossible in 0.9.9.7 Eagerness Anglic and Inquisitor Angelic, it was time I go for the last of the AoRA-related badges I don't have in 0.9.9.7, Quartermaster Angelic. Now this one gives a bit of a "reprieve" by allowing UV instead of only N!, and according to the Badge Hunters thread, three people won it in 0.9.9.7 (Tormuse, papilio, and lainuki), so it doesn't look exceedingly difficult by Angelic standards, there are several Diamonds that were won as or less frequently than this. 80% kills, while a lot, especially with a mere 2 and a half minutes on each floor, is still miles of leeway compared to 100%; unlike in Quartermaster Diamond attempts, you won't have runs ended because a single Imp or Lost Soul wandered off on the opposite side of the map. Still, that 2 and a half minute timer is strict, there's a very serious danger you don't find the stairs at all on every floor, especially when you spend time fighting enemies to rack up the kill count, so this is certainly an Angelic-level challenge.

For the build, I decided to go Blademaster yet again, especially as the prior three recorded runs were Gunrunner. Not getting Fin/Rel/SM will make Phobos a lot more difficult, but I'll be less dependent on Invulns in the later game to rack up the kills needed, and once I get Blademaster, I'll be able to do some safe kill farming on Pain Elementals to buff the kill count if needed, especially if I get it before City Of Skulls. However, the initial few attempts I tried went very rough; without Shotgun-boosting traits, and without HR2 (which I was putting off to try getting Berserker ASAP), I was forced to play much more aggressively with a strict time limit while being unable to adequately fight back, and the result was simply just repeatedly running out of armor and health, while I wasn't levelling up fast enough for my liking. This should work if I kept pushing through and eventually get a good run of luck, but after having a run that made to The Chained Court and still failed very quickly after, I got an idea that would maybe better facilitate this Blademaster strat; go for this badge on Nightmare! instead. This might sound crazy at first, especially in a version where respawns still count towards the kill counter, but with the doubled healing from Health Globes and Small Medkits, doubled armor repair from Armor Shards, crucially any Berserks I get lasting twice as long (as well as Invulns lasting twice as long for big Invuln rampages later), and levelling up significantly faster with the EXP boost + extra enemies, I figured Blademaster might actually have an easier time getting off the ground, and once it does, it can clear out floors even on N!, significantly buffing my kill count. Plus respawns hardly matter when you're spending only 2 and a half minutes on every floor, and any lucky Invulns I do get will eradicate respawns, so Invuln nuking will get me even bigger kill boosts than they would on UV. Plus again, 80% kills is not 100% or even 90%, so some respawns getting up as I exit a level won't matter all that much.

When trying N!, I was getting even more brutal deaths early on, as trying to shotgun down or just run past a bunch of enemies in the open with their 50% increased attack rate meant I got quickly shredded, while I was repeatedly running into several Hell Knights in that always perilous floor 3 to 5 range or mazes that had several enemies in every direction. But these attempts went fast, and I was noticing the much greater impact from just finding a early single Berserk, as well as getting a lot more health from Health Globes/Small Medkits and how much faster I was levelling, so I kept at it. And in less than a dozen attempts (four recorded deaths + several more I quit out on), I was able to make it to The Chained Court, where it went off from there.

At the start of the run, I of course open with HR, but I gun for Berserker after that; there's a case to be made that going for HR2 would be better, but you need to actually kill things very quickly, and Berserker is critical to doing that, especially with N! making it even more likely to spawn you next to large groups of enemies. There's also a case to be made to get a level of Finesse to get that critical early universal combat boost and when I'll want it later anyway, like I did in my Eagerness Angelic run, but any additional delay of Blademaster is painful when the rate you level up still isn't as great as you'll hope. Phobos Base Entry is mostly the same, except you can't run -> wait until the Formers come out and so if the Formers don't play nicely, I can take enough damage here to force a reset. Floor 2 I'll usually make it past, but it too can force a reset if I get a bunch of enemies on me without cover. I try to kill what I can but I'm not too fussed with kills here, just take your time to gather up shells since you can run out later when you won't have the time to gather up all ammo you see, and prioritize nabbing any armor or medkit you see since those are such a commodity early on. Getting a quickly accessible massacre lever here can be huge, you could reset until you get one since they aren't too uncommon, but I don't think it's worth doing so when the hardest floors are coming and your run will likely still end after all those resets to get a floor 2 massacre lever. You could also reset if you get any vaults on floor 2, normally a great thing but you have no hope you to clear them out at this point without a nearby Berserk, especially if they're Cacodemon vaults, and they'll put you in a big kill count hole early as vaults inflate the enemy count. You shouldn't be too fussed with your kill count this early though, and who knows, you might actually be able to get inside a vault for something good, or at least get more EXP than usual if you can kill some Cacodemons, which is more important than your kill count at this point. Speaking of which, I always went into Hell's Arena if I found its stairs in time; actually clearing Hell's Arena in AAoRA is just impossible without coming in with lots of berserk and getting extremely lucky wave spawns, but you can consistently clear out the first wave, getting you desperately needed EXP and fluffing your kill count a little (even if an enemy or two respawns, you can just ignore it and still come out positive in kill percentage).

Then comes floors 3 to 5, your objective is to just survive and make it to The Chained Court. Pick up any safe kills after finding the stairs or fight when it's absolutely necessary, but you really don't want to get bogged down fighting the Hell Knights here if you can avoid it, as corner shooting a single Hell Knight down with just the basic Shotgun + no Shotgun-boosting traits can take up to a dozen seconds, and potentially over twice that if they found any armor or medkits. Try fighting a couple Hell Knights, and you'll likely see the "Warning! Explosion in 60 seconds!" message with most of the floor still unexplored. Leaving behind the EXP of killing a Hell Knight does suck, but you could shotgun down a group of Imps or Formers in less time than it takes to kill a single Hell Knight, while that group gives equal or more EXP and helps your kill count much more, so avoid isolated undamaged Hell Knights if they're not blocking the only way forward. In this particular run, I got a Lost Soul cave in this range, which is a double-edged sword as they are awful for EXP, but in this run I gladly took it, as it meant an easy floor I could kill everything on and safely gather up whatever supplies spawned on it. Then it got followed up with a Pinky cave that had a horizontal acid river, again not good for EXP but it's another level I could actually fully clear without serious danger and safely gather up whatever I find. With these two breather floors, I reach The Chained Court, which is especially huge on N! when you get 500 actions of berserk here instead of 250, and you get more bang for your buck EXP-wise when taking the opportunity to safely kill the Barons. The time limit is too strict to try killing everything, and I also don't have time to get the mods, if I played more aggressively I could have probably gotten the mods but my armor + health supply wasn't too great even after the aforementioned caves and so I didn't risk it. I also pick up the first level of Intuition at this point; it delays Blademaster a level, but Invulns will be spawning soon, and immediately knowing where they are is critical, while detecting other powerups is also very useful, so the delay is worth it. Unfortunately I got no Invuln on Phobos 7, and the last two floors before Anomaly don't go too great, I survive but I'm going into the dreaded N! Phobos Anomaly at only level 5 and having only HR1. Anomaly going from what would have been a relative breather into a big run ender is one other serious drawback of doing this on N!, and without Blademaster or Vampyre, trying to actually fight the N! Anomaly ambush in melee would be suicide. Fortunately as a Scout, HR1 is enough to outrun the ambush, unfortunately it's not fast enough for me to be able to close the door after getting through it and not fast enough to break LoS with the Nightmare Demons before I tire out as I reach the Bruisers. I nearly died, but I'm able to make it through after burning more medkits, and I make it to Deimos with only a single medkit in store.

After that awful Anomaly, Deimos 1 would give me a big break by giving me a relatively close Invuln in a small rooms level, which I'm able to secure and safely camp out to nuke the level. Then the other big benefit of N! comes here as that Invuln not only lets me safely kill everything on the current floor, but the doubled duration means I can take a lot of it with me to the next floor to safely kill a bunch of enemies at the start there too, especially with Berserker. I get another Invuln a couple floors later for another easy floor clear + partial clear of the next floor. I unfortunately don't get Blademaster before City Of Skulls to get a big kill dump there, but I'm snowballing, and upon getting Blademaster + a rocket launcher by later Deimos, the run is nearly secured; I'm fast enough that I can actually clear floors within only 2 and a half minutes, I can stretch Invulns out very far, and Armor Shards repairing doubled on N! keep my Red Armors healthy so I can keep face rocketing to trigger Berserker and rocket jump around. For traits I get Juggler so I can rocket jump into enemies and immediately switch to a melee weapon, or occasionally to instantly swap to the Shotgun if there's an Imp or Former being annoying. Forgot to take a screenshot of my stats before entering of Tower Of Babel, but I had a kill rate of somewhere around ~75% going into Hell, not there yet but certainly within range for me to make up the kills needed for 80%.

Hell 1 would greet me with another Invuln in a small rooms level, this one was near a barrel with lots of Hell Nobles and a Mancubi near it, but I'm able to secure it, then take it with me into Unholy Cathedral after waiting out the nuke to get the Longinus Spear with minimal damage. After another Invuln on Hell 2, Hell 3 would greet me with a Pain Elemental + Lost Soul cave, exactly the level I wanted to see. I'm able to go through it fast enough to farm the last Pain Elemental a bit, he is uncooperative as he kept trying to move into melee range instead of spawning Souls, I'm thinking I should have left a couple Elementals alive to make the farming more efficient, but after this floor I am over 80% kills (I also find a Sniper mod here and so am able to make a Plasmatic Shotgun for easy corpse disposing, though I didn't really need it at this point). Hell 5 would then give me an Onyx mod, not a game changer at this point since I had several healthy Reds and as mentioned the doubled Armor Shards can keep up with repairing them, but still nice to have. Hell 6 would give me a double Invuln near the red stairs (plus a third offscreen on the other side of the map), and after clearing out Hell 6 normally, I take these invulns with me into Mt. Erebus, which the additional kills weren't needed but I still want the Lava Elemental to pad out my Carmack kills for the Apostle rank. The invulns last so long, that with Blademaster and rocket jumping around, I'm able to clear Mt. Erebus and exit before the invuln runs out. Hell 7 was nothing of note, and with a Ripper I built on Hell 6, Carmack dies without being able to put any real fight.

So overall, this took about a dozen attempts over the course of less than two hours, which is a pretty stark contrast to when pure Quartermaster Diamond took me over three times the amount of attempts over the course of several days. I wouldn't necessarily say this was easier than pure Quartermaster Diamond though, I would chalk up the difference to my improvement since then, not being as optimal with my trait selection (notably if I redid Quarter Diamond, I wouldn't have gotten Int2 and would have instead gotten Finesse, Reloader if playing a version after 0.9.9.8, or would have only delayed Blademaster for Int1), and some plain old lousy luck in those Quartermaster Diamond runs (I'll never forget how many attempts it took me to just find a Rocket Launcher by early Deimos...), so any aspiring players should definitely not skip getting Quartermaster Diamond before going for this badge. If anyone is going for Quartermaster Angelic though and are struggling with it on UV, perhaps try it on N!, especially if you're playing on 0.10-onward and so don't even need to worry about respawns negatively affecting the kill count. My sixth Angelic secured, I get the rank of Chaos Major General, joining Tormuse and papilio as the only players I believe to have verifiably achieved that rank. With that all said, here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
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 MASTEROFQUARTERS5,
 level 15 Cyberdemon Chaos Br. General Scout,
 nuked the Mastermind at the Hell Fortress.
 He survived 32811 turns and scored 811423 points.
 He played for 59 minutes.
 He opposed the Nightmare!

 He killed 875 out of 1028 hellspawn. (85%)
 He was an Archangel of Red Alert!

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

  Levels generated : 11
  Levels visited   : 4
  Levels completed : 2

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

  Cyberdemon's Head
  UAC Star (gold cluster)
  Minor Icarus Cross
  Quartermaster Angelic Badge

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

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

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

  Health 50/50   Experience 100422/15
  ToHit Ranged +0  ToHit Melee +8  ToDmg Ranged +0  ToDmg Melee +12

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

  Class : Scout

    Finesse          (Level 2)
    Hellrunner       (Level 3)
    Brute            (Level 4)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 1)
    Whizkid          (Level 2)
    Blademaster      (Level 1)

  HR->Bru->Bru->Ber->Int->HR->Bru->MBm->Fin->Jug->Fin->HR->WK->WK->Bru->

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

    [a] [ Armor      ]   red armor [6] (OP)
    [b] [ Weapon     ]   ripper (6d6)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   Longinus Spear (8d8)

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

    [a] plasmatic shotgun (8d3) [1/1]
    [b] rocket launcher (6d6) [0/1] (B1)
    [c] Cybernetic Armor [7/7] (100%)
    [d] shotgun shell (x26)
    [e] shotgun shell (x50)
    [f] shotgun shell (x50)
    [g] rocket (x7)
    [h] small med-pack
    [i] small med-pack
    [j] small med-pack
    [k] small med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] power mod pack
    [t] plasteel boots [2/2] (98%)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 85%   feet 60% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    42 former humans
    36 former sergeants
    32 former captains
    127 imps
    74 demons
    357 lost souls
    7 cacodemons
    24 hell knights
    39 barons of hell
    15 arachnotrons
    13 former commandos
    36 pain elementals
    22 revenants
    27 mancubi
    19 arch-viles
    1 lava elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He saw, left a present and left.
  On level 5 he stormed the Chained Court.
  On level 8 he encountered the Phobos Anomaly.
  On level 14 he assembled a tactical boots!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 20 he assembled a plasmatic shrapnel!
  On level 22 he ran for his life from lava!
  On level 22 he assembled a ripper!
  On level 22 he arrived at Mt. Erebus.
  On level 22 he found the Cybernetic Armor!
  He managed to raise Mt. Erebus completely!
  Level 23 blasted him with an unholy atmosphere!
  Then at last he found Dis!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You reload the rocket launcher. You need to taste blood!
 You dodge! Boom! You need to taste blood!
 You need to taste blood!
 Fire -- Choose target...
 You see : floor
 John Carmack reloads his rocket launcher. You need to taste blood!
 You prepare the ripper instantly!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 Next!

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

 266 brave souls have ventured into Phobos:
 86 of those were killed.
 1 of those was killed by something unknown.
 95 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 78 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 39 killed the bitch and survived.
 33 showed that it can outsmart Hell itself.

--------------------------------------------------------------

 20 
 on: December 11, 2025, 08:37 
Started by Omega Tyrant - Last post by Omega Tyrant
With Shottyman and Marksman Diamond done, I decided to go for the last of the weapon-locked Diamonds with Berserker Diamond. According to the Badge Hunters thread, Berserker was one of the rarer Diamonds in 0.9.9.7, with only six people recorded winning it, and just three of which did it without Sereging it (papilio of course, appuru, and surprisingly, the namesake of Sereging did it purely himself). This is surprising to me, as Berserker Diamond doesn't look that particularly difficult in this version; the easiest way to beat Nightmare! is to just rush through the game with a melee build, which will work mostly the same in AoB, surviving Phobos just becomes more luck-based but not exceedingly so, and you lose rocket launchers for rocket jumping or self-triggering Berserker, which sucks but isn't too bad a handicap with how strong lategame melee already is. There's a 60% minimum kill requirement, but that's so low you should reach it naturally unless you are just rushing to the stairs as fast as possible, and even if you do end up a bit short, it's trivial to farm a respawn or Pain Elemental for a bit to make up the kills needed before finishing the game. When looking at older versions, it does appear Berserker Diamond was won a lot more often, with over a dozen different players winning it prior to 0.9.9.7, so was there something in particular that made it more difficult in this version even with Sereging being able to easily cheese it?

For the build, it's nothing ground-breaking here, just good old Vampyre, which is near immortal on N! without you fucking up majorly. Maybe getting Fin2 and WK2 before Bru3, Badass 2, and any TaN might be seen as a little unusual, but that's my usual trait order for Vampyre regardless (Finesse does more for DPS than more Brute does after Brute 2 when you got the Chainsaw and is crucial to triggering Berserker faster from hitting enemies, while WK lets me buff my defenses more than TaN does while also buffing my offense and movement speed). The only other maybe unusual thing is not getting any Ironman, which is also the norm for me when playing any build that relies on Berserker, especially as the Marine when just a single level of it means Archvile zaps will no longer trigger it and Mancubi/Revenants almost never will.

As inferred earlier about the more luck-based Phobos, the early game is the hardest part of this badge by far. Phobos Base Entry is easy enough, but even floor 2 can be unsurvivable if you get spawned in an open level with little cover near a bunch of enemies, especially if you get plopped near Pinkies before you get Brute 2, and I indeed had a few resets on Phobos 2. This get exacerbated on N!, when the much more aggressive enemies means a squad of Imps or Formers will shred you fast in the open, and of course respawning is extra bad when health is a very finite resource at this point while you can't really kill enemies without avoiding damage. The natural inclination might be to just dive for the stairs, but you should reset until you get a floor 2 with a good corpse disposal spot that lets you clear it without depleting most of your resources, as you really want to hit level 3 for Berserker before advancing or at least get no more than a few kills away from it. When you get to the floor 3-5 range where Hell Knights and Cacodemons start showing up, and caves and the ever dreaded mazes can spawn, you should just dive as fast to The Chained Court as you can; even if you miss out on some levels you're much more likely to die in this level range trying to clear them out than you would be in later Phobos with the Chainsaw a couple levels lower. I did get a very fortunate floor 3 in this run though, not only spawning me in a room with only a single doorway that I could safely camp and kill everything in while also not having that many Hell Knights, but it also had a whopping three Berserks, allowing me to take a huge berserk stack with me into the next floor, that turned out to be a nasty warehouse level with the stairs on the complete opposite end of the map, something I probably would not have survived without going in with so much berserk. I reached The Chained Court in floor 5 not long after, and it is tempting to just grab the Chainsaw + all the berserks at once and make a dive for it, but I do kill everything here, since it's mostly safe EXP and those mods are very valuable (of which I get a Technical + Bulk mod, I immediately slap the T mod on the Chainsaw as the greater DPS boost and being able to trigger Berserker faster is more important than a bit more damage, while I put the B mod on a damaged Blue Armor to help me survive a bit longer to Vampyre). Reaching this point doesn't guarantee safety, my first attempt that made it this far did come extremely close to death on floor 6 until I hit the crucial level 6 for Vampyre right when I killed a Baron and was able to heal myself back up with a nearby Pain Elemental, but in this run I would reach Vampyre shortly after Chained Court without being in a serious danger, at which point you basically have the game won unless you do something catastrophically stupid (foreshadowing...). I rolled Phobos Lab for the floor 7 special level and decided to do it, meleeing Nightmare Demons is brutal but Berserker can allow me to do it as long as I don't have several in melee range before Berserker kicks in, and I can abuse a respawn to fully heal whenever. The level just takes a while but the mods, extra Large Medkit, and fresh Blue Armor are worth it (unfortunately I don't get the A mod I really wanted for a build with no HR...).

Then it's the Phobos Anomaly, a pivotal moment for any N! run. I mentioned earlier that you should never die with Vampyre on N! without doing something really fucking stupid, and well, I actually lost my first run that made it past Phobos 2 here, because I held off on grabbing the Large Health Globes and tried running back to the opening room to nab them after triggering the ambush, but doing that with no speed boosts is just not viable whatsoever and I died not even particularly close to the room. In this second attempt that made it this far, after already having a bit of berserk from the Large Health Globe at the end of Phobos Lab, I decide to immediately grab both Large Health Globes without grabbing the Medkits or Red Armor first, and then immediately run to the ambush; thanks to doubled powerups on N!, the berserk last long enough to make it to the ambush, and with Berserker + Vampyre, I am able to kill all the nightmare enemies, after which I go back to get the Red Armor and medkits left behind, quickly run to the Bruisers, kill them, and then leave. The rest of the run isn't too interesting to do this walkthrough style on, so I'll just recap some highlights:

  • I did Deimos Lab, since while normally one of the most difficult levels in the game, it is pretty free for a melee build, even having the Shamblers revive a couple times after accidentally finishing them off not on a doorway didn't matter when I had berserk and Vampyre. Unfortunately the lab cache reward was the worst thing I could get, being a Firestorm and Sniper mod I could do absolutely nothing with. I also didn't get a single Agility mod here (and I wouldn't get any until Deimos 7), so I remain slow as hell. I nanofiber my Red Armor here, and since I had WK2, I opt to put my spare Power mod on it to ensure I had solid indestructible armor from here on out, rather than build the Ripper, surely I'll get another Power mod for it soon right? Right??? (On that note, I don't get another Red Armor either until Mortuary...)
  • With a Phase + Homing Phase, and playing Vampyre with indestructible armor on hand, I decide to try clearing the Wall, but unfortunately the Phase Device doesn't get me past it. The elusive N! Gargulec Cross was lost long ago in Phobos, so the meager hit to my kill percent doesn't matter. I also decided to try going for a N! AoB Explorer here... while forgetting I already completely skipped Hell's Arena earlier in the run.
  • Abyssal Plains is easy enough, though tedious to clear in N! AoB as you have to lure all the non-Elemental/Soul enemies here onto the four doorways available or intentionally eat some plasma balls on corpses. I also did a bit of damage farming to build towards an Iron Skull, but I abandoned it pretty quickly as it was going so slow and I knew there would be a faster way later.
  • I rolled Spider's Lair instead of Halls Of Carnage, which really sucks as I wanted the mods in the latter, and Spider's Lair seems awful to try clearing in N! AoB, with no way to dispose corpses other than the two stair tiles or corpse stacking, the latter of which can't get rid of the last Arachnotron corpse. However after getting a nice camping spot that I waited for all the Arachnotrons to get to and Vampyre keeping my health up from all the damage I took, I'm able to kill them, and then use a Blood Skull from Abyssal Plains to get rid of the last Arachnotron corpse.
  • It must be shocking the first time to Doom players to see how hilariously easy it is to beat the Cyberdemon with a melee build here compared to trying to melee the Cyberdemon in actual Doom.
  • Hell 1 had a Nano Mod and a Phaseshift Armor. I hold off on using the Nano though, as surely I would find a second Agility mod to make Antigrav Boots, right??? Also Unholy Cathedral is of course free, but no 100% kills so no Scythe, and I go into The Vaults but can't do anything there.
  • I went into Mortuary thinking it would be easy even in AoB since I'm Vampyre and I had two Hatred Skulls... but with only A-modded Steel Boots, armor that slowed me down a lot (I Nano modded the Phaseshift after not getting any more A mods before Mortuary, but it was getting shredded too fast for me to keep it on), and not having the Ripper, I was too slow to do it in pure melee. I was able to clear out the right side after burning the Skulls, a lot of Medkits and a Hellwave Pack, but pushing back to the left side was hopeless, especially once my berserk worn off and Arachnotrons + Mancubi kept coming in that were dealing too much damage to approach in the open, so I had to flee after getting down to my last Large Medkit. I really should have went to the top left corner for the Power mod to build my Ripper first, I maybe could have avoided getting overwhelmed if I did, or at least left the level with something profitable. I didn't even need the Nuclear BFG as I already had a nuke in my inventory, guess I'm just so used to going for the Nuclear BFG first that went towards it without thinking. Oh well, at least I didn't pointlessly throw the run here.
  • Speaking of Ripper, I would finally find a Power mod to complete my Ripper in Hell 5, a whole 12 floors after Deimos Lab. Hell 6 would also have a Butcher's Cleaver, another weapon that would have been extremely helpful to have a couple floors earlier for Mortuary.
  • With Hell 6 being a Nightmare Demon cave with lava, I decide it's time to grind for Iron Skull. After killing a Nightmare Demon near lava, waiting in lava a half dozen times, repeatedly killing the respawned Nightmare Demon until I got back to 200%, and repeating, I am able to rack up the additional ~4200 damage I needed for Iron Skull's stupid 10000 damage requirement after only about 15-20ish minutes, which now sets me only 6 medals away from Heroic Diamond.
  • Mt. Erebus had an Energy-shielded Vest, just to make my endgame inventory look much better than it actually was for most of the run.

And that's the run, with Hell 7 being nothing of note and then Carmack going down as easily as you would expect to an endgame melee build with a Ripper. Altogether this only took two attempts that didn't reset in Phobos 2, and if you count those than that just adds a few more. Yeah a lot more people should have won Berserker Diamond in 0.9.9.7, maybe most of the people that won it prior just kept transferring their player data forward and so never went for it again, and the new blood in 0.9.9.7 were too spooked by the thought of N! AoB? Can't think of any other reason for why so much more people won Marskman Diamond than Berserker Diamond, when the former is certainly a lot more difficult. I would also say getting the Gargulec Cross in UV is harder than getting Berserker Diamond, since in the former you have to kill everything in the early Phobos levels and can't just rush to Chained Court. Hell you might even be able to make a case that Berserker Platinum is harder if you just rush through them, since N!'s doubled powerups and doubled healing, as well as leveling you up faster, probably makes it easier to rush through the game, while Berserker Platinum's kill requirement is a little more relevant than Berserker Diamond's functionally irrelevant kill requirement. Anyway here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
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 GIVEMEURBLOOD,
 level 17 Cyberdemon Chaos Lt. Colonel Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 1784407 turns and scored 938291 points.
 He played for 3 hours, 16 minutes and 20 seconds.
 He opposed the Nightmare!

 He killed 2877 out of 3013 hellspawn. (95%)
 He held his right to remain violent.
 He was an Angel of Berserk!

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

  Levels generated : 11
  Levels visited   : 10
  Levels completed : 6

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

  UAC Star (silver cluster)
  Aurora Medallion
  Fallout Gold Cross
  Iron Skull
  Hell Armorer Badge
  Berserker Diamond Badge

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

  ###########################################################
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-- Statistics ------------------------------------------------

  Health 110/60   Experience 148506/17
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Brute            (Level 5)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Ber->Fin->Bad->MVm->Fin->WK->WK->Bru->TaN->Fin->TaN->Bru->Bad->TaN->Bru->

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

    [a] [ Armor      ]   phaseshift armor [4/4] (100%) (NP)
    [b] [ Weapon     ]   ripper (6d6) (T)
    [c] [ Boots      ]   steel boots [1/1] (72%) (A)
    [d] [ Prepared   ]   Butcher's Cleaver (5d6)

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

    [a] red armor [2/4] (46%)
    [b] nanofiber red armor [4] (P)
    [c] energy-shielded vest [3/3] (100%) (P)
    [d] Longinus Spear (8d8)
    [e] small med-pack
    [f] small med-pack
    [g] small med-pack
    [h] small med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] phase device
    [m] phase device
    [n] homing phase device
    [o] envirosuit pack
    [p] technical mod pack
    [q] bulk mod pack
    [r] plasteel boots [4/4] (89%) (PT)

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

    Bullet     - internal 60%   torso 90%   feet 60% 
    Melee      - internal 60%   torso 90%   feet 60% 
    Shrapnel   - internal 60%   torso 90%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 60%   feet 60% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    110 former humans
    263 former sergeants
    96 former captains
    186 imps
    150 demons
    759 lost souls
    89 cacodemons
    31 hell knights
    44 barons of hell
    87 arachnotrons
    46 former commandos
    42 pain elementals
    98 revenants
    203 mancubi
    29 arch-viles
    14 nightmare imps
    4 nightmare cacodemons
    614 nightmare demons
    2 bruiser brothers
    4 shamblers
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Deimos Lab.
  On level 9 he assembled a nanofiber armor!
  He destroyed the evil within and reaped the rewards!
  On level 11 he witnessed the Wall.
  Not knowing what to do, he left.
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  Level 15 was a hard nut to crack!
  On level 15 he found the Hellwave Pack!
  On level 16 he found the Tower of Babel!
  On level 17 he found the Charch's Null Pointer!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  On level 20 he was foolish enough to enter the Mortuary!
  He managed to escape from the Mortuary!
  On level 21 he assembled a ripper!
  On level 22 he stumbled into a nightmare demon cave!
  On level 22 he found the Butcher's Cleaver!
  On level 22 he arrived at Mt. Erebus.
  He nuked level 22!
  He managed to raise Mt. Erebus completely!
  He nuked level 23!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You dodge! You need to taste blood!
 You need to taste blood!
 John Carmack reloads his rocket launcher. You need to taste blood!
 You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You miss John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You miss John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You're going berserk!

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

 261 brave souls have ventured into Phobos:
 86 of those were killed.
 1 of those was killed by something unknown.
 91 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 77 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 39 killed the bitch and survived.
 32 showed that it can outsmart Hell itself.

--------------------------------------------------------------

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