<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="https://drl.chaosforge.org/w/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://drl.chaosforge.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tylor</id>
		<title>DRL Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://drl.chaosforge.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tylor"/>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Special:Contributions/Tylor"/>
		<updated>2026-05-29T23:49:37Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.21.1</generator>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:The_Wall</id>
		<title>Strategy:The Wall</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:The_Wall"/>
				<updated>2013-02-22T00:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;Tylor: Minor points about shotguns and corpse gibbing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
== Main Guide (v0.9.9.4) ==&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (v0.9.9.5) ===&lt;br /&gt;
&lt;br /&gt;
Nothing significant to the level itself.&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (v0.9.9.6) ===&lt;br /&gt;
&lt;br /&gt;
Monster AI is a bit different, making the level harder. Enemies can now fire/attack around corners and out of sight. Last strategy will need to be reworked.&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (v0.9.9.7) ===&lt;br /&gt;
&lt;br /&gt;
Apparently the entire level strategy will be different, no rockets will be needed.&lt;br /&gt;
&lt;br /&gt;
=== General Tactics ===&lt;br /&gt;
Base strategy posted by [[User:GinDiamond|GinDiamond]] 15:00, June 19 2012 (EST).&lt;br /&gt;
&lt;br /&gt;
The Wall can be very challenging if one does not understand the basic mechanics of monster movement, and the fact that walls can be destroyed with fire or plasma damage.&lt;br /&gt;
&lt;br /&gt;
To start the Wall, situate yourself about 7 tiles away from either of the far left corners of the Wall:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
...########7.................&lt;br /&gt;
...########.65...............&lt;br /&gt;
...########...4..............&lt;br /&gt;
...########....3.............&lt;br /&gt;
...########.....2@...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you have to use your rockets to blow a hole in the Wall (aprx. 8 rockets). Try to keep the number of &amp;quot;pockets&amp;quot; low, so enemies can't hide out in them. Better yet, use the splash from rocket explosions to make yourself a little 2-tile nook to duck behind when things get rough. Try to make a 3-tile wide hole that is even with the nook on your side:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
...######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From here, use a shotgun (combat, tactical, double) to blow an enemy back if it comes too close. Tactical and double shotguns are best for it, normal would work too, but is not very reliable without points in SoB, Finess or Rel. Combat is actually not good for corner shooting, because you have pump AND reload per each shot.  When an enemy is about 3 tiles from you (use the wait key), shoot them with a shotgun (or a rapid-fire weapon if you have the right traits):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
......BXX....................&lt;br /&gt;
...######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
NOTE: Double shotguns, used this way, will easily take down a hell knight in three bangs.&lt;br /&gt;
&lt;br /&gt;
This way, the enemy will be blown backward, and you'll hit any other close-by enemies. However, if the enemy is right up next to you like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
........B....................&lt;br /&gt;
...######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then you're screwed, because if you use a shotgun, it will blow them backward diagonally and then when they retaliate, the splash will destroy your nook. Use a rapid-fire weapon or a strong melee weapon.&lt;br /&gt;
&lt;br /&gt;
If using rapid-fire, try to wait for an enemy to get in this position (you'll have to creep up out of your nook:)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
.........@...................&lt;br /&gt;
..B######....................&lt;br /&gt;
B..########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That way, you can use your rapid-fire weapon to pick them off without fear of enemy fire.&lt;br /&gt;
When the enemy creeps up to your level, duck behind your nook, reload, and then corner-shoot like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
...BXXXXX....................&lt;br /&gt;
..B######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On higher difficulty, there are arch-viles resurrecting enemies. If you see it happening (corpses disappearing can be noticed even in grayed-out area), fire at the top border with rocket launcher - it will gib corpses, while preserving the Wall.&lt;br /&gt;
&lt;br /&gt;
Once all of the enemies are dead (16, I think), you can reap the rewards on the far side behind the Wall.&lt;/div&gt;</summary>
		<author><name>Tylor</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:The_Mortuary</id>
		<title>Strategy:The Mortuary</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:The_Mortuary"/>
				<updated>2013-02-18T23:13:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tylor: Created page with &amp;quot;Don't attempt storming it unless you have serious firepower and nuclear plasma rifle (or some other infinite-ammo weapon).  If you have Napalm launcher, you will have MUC...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't attempt storming it unless you have serious firepower and [[nuclear plasma rifle]] (or some other infinite-ammo weapon).&lt;br /&gt;
&lt;br /&gt;
If you have [[Napalm launcher]], you will have MUCH easier time hear, because each shot effectively kills all enemies at blast radius, leaving no corpses and creating area impassable to viles and most enemies.&lt;br /&gt;
&lt;br /&gt;
Entering level with Berserk, Invincibility and/or goggless help a lot. Health level matter less, because there are super-health globes near entrance.&lt;br /&gt;
&lt;br /&gt;
If you don't feel prepared good enough, but have [[homing phase device]], and is not aiming for YAAM, it can be worth visiting just to grab some goodies (modules, Nuclear BFG, [[Assault Shotgun]]) and leave expeditiously.&lt;br /&gt;
&lt;br /&gt;
Basically, there are two parts of the fight.&lt;br /&gt;
&lt;br /&gt;
First, kill as much Viles as soon as possible, while moving to [[Nuclear BFG9000]] in top right corner. &lt;br /&gt;
&lt;br /&gt;
If you are lucky, you will kill ALL of viles this way, saving you a lot of trouble and resources.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you will be at one side of the room, with a horde of risen dead advancing you from another. So, start killing them from maximum distance, giving preference to infinite-ammo weapons, and firing with nuclear bfg or other explosive weapon to clean up corpses. You can see corpses even out of you range, so you can see when they disappear -  it means they are rised and vile is somewhere around.&lt;br /&gt;
If you play above HNTR, it can be good idea to demolish central structure, so enemy will not use it for suprising you. Also, if you don't take/destroy read armor, enemies will take it instead.&lt;br /&gt;
&lt;br /&gt;
It is not impossible (and very badass) to clear out mortuary with melee, especially as Vampire. You will need good dodge rate and speed, so at least HR2 is a must. Also, any non-indestructible armor you where will most likely be shredded very fast. IT is much more problematic on HMP and above, because of Commandos.&lt;br /&gt;
&lt;br /&gt;
Slightly less badass option is to hole up in corner or central structure and kill breakaway monsters one by one. Works both with melee and ranged. Corner rooms have worse cover, but in the central room you can be attacked from more sides.&lt;/div&gt;</summary>
		<author><name>Tylor</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:City_of_Skulls</id>
		<title>Strategy:City of Skulls</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:City_of_Skulls"/>
				<updated>2013-02-18T22:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Tylor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One BFG blast clear souls in big radius, so it is recommended to do it first thing after activating lever.&lt;br /&gt;
If you for some reason can't use BFG, rocket jump away or use phase device.&lt;br /&gt;
&lt;br /&gt;
After that, apply standard anti-[[pain elemental]] measures (i.e. shotguns).&lt;br /&gt;
&lt;br /&gt;
Sufficiently strong melee also can work, as long as you don't have too many souls at your throat at the same time.&lt;br /&gt;
&lt;br /&gt;
Start from one side, and advance gradually, so you are not attacked from different sides. Repeat for second wave. Retreat if necessary, to &amp;quot;compact&amp;quot; enemies for easy shotgunning.&lt;br /&gt;
&lt;br /&gt;
Skulls that [[Agony elemental]] drops are useful for [[The Mortuary]], because they destroy all corpses at big radius. But most important is [[Hatred skull]], because it is one of very few ways of getting berserk status on demand, and it lets even brute-less character to clear [[Unholy Cathedral]].&lt;/div&gt;</summary>
		<author><name>Tylor</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:City_of_Skulls</id>
		<title>Strategy:City of Skulls</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:City_of_Skulls"/>
				<updated>2013-02-18T22:44:43Z</updated>
		
		<summary type="html">&lt;p&gt;Tylor: Created page with &amp;quot;One BFG blast clear souls in big radius, so it is recommended to do it first thing after activating lever. If you for some reason can't use BFG, rocket jump away or use phase dev...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One BFG blast clear souls in big radius, so it is recommended to do it first thing after activating lever.&lt;br /&gt;
If you for some reason can't use BFG, rocket jump away or use phase device.&lt;br /&gt;
&lt;br /&gt;
After that, apply standard anti-[[pain elemental]] measures (i.e. shotguns).&lt;br /&gt;
&lt;br /&gt;
Sufficiently strong melee also can work, as long as you don't have too many souls at your throat at the same time.&lt;br /&gt;
&lt;br /&gt;
Start from one side, and advance gradually, so you are not attacked from different sides. Repeat for second wave. Retreat if necessary, to &amp;quot;compact&amp;quot; enemies for easy shotgunning.&lt;br /&gt;
&lt;br /&gt;
Skulls that [[Agony elemental]] drops are useful for [[Mortuary]], because they destroy all corpses at big radius. But most important is [[Hatred skull]], because it is one of very few ways of getting berserk status on demand, and it lets even brute-less character to clear [[Unholy Cathedral]].&lt;/div&gt;</summary>
		<author><name>Tylor</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Mancubus</id>
		<title>Strategy:Mancubus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Mancubus"/>
				<updated>2013-02-18T22:02:41Z</updated>
		
		<summary type="html">&lt;p&gt;Tylor: Slightly more organised copy from my post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Danger=&lt;br /&gt;
[[Mancubus|Mancubi]] is like most dangerous enemy in game. If you die late in game, it is very likely because of mancubus (or barrels, or very often, both).&lt;br /&gt;
&lt;br /&gt;
Why they can kill full health marine in 0.1s?&lt;br /&gt;
&lt;br /&gt;
They fire volley of 3 4d6 fireballs with big splash. If it happens at close range, you can be damaged by splash of two or three, dealing 42 damage on average (84%), with a maximum easily above even marine's base 60hp.&lt;br /&gt;
&lt;br /&gt;
But that is not all.&lt;br /&gt;
&lt;br /&gt;
Blasts destroy walls around you, often exposing you to other enemies shot. Often they finish you off before you can react.&lt;br /&gt;
&lt;br /&gt;
Blast explode barrels around you, which damage you and often place you in puddle of lava.&lt;br /&gt;
&lt;br /&gt;
You are knocked back, which can be both good thing (if you end somewhere safer), or very bad (if you are hurled into lava)&lt;br /&gt;
&lt;br /&gt;
And after a moment - they fire a second volley after about a second at same direction, even if you are already out of his sight.&lt;br /&gt;
it's friends, exploding barrels around you and hurling you into lava.&lt;br /&gt;
&lt;br /&gt;
And all that can happen in a split second you open a door to mancubi-containing room.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
First and foremost, [[Resistance|FIRE RESISTANCE]]. Good fire resistant armor can block most of their direct damage and damage from exploding barrels. Fireproof red armor can be made very early. Fireshield and cerberus armor are good options later. Using onyx armor as a base for assembly, or onyx mod on completed assembly is recommended.&lt;br /&gt;
&lt;br /&gt;
If you don't have have fire resistance, each door you open to a room with unidentified enemy can be your last.&lt;br /&gt;
&lt;br /&gt;
But even if you can survive mancubi attack, ideally, Do NOT let mancubi fire at all. They are slow, so it is usually possible to take cover or get away out of fire range. Avoid fighting with them if you have not full health, or near something explosive. Certainly don't reload weapons with long reload time around them. If you are cornered by one, it is often better to hug it and let it attack you in melee (which is not weak either). If it starts firing, or you see you can't avoid it firing at you, SERIOUSLY consider IMMEDIATELY using phasing device, big medpack and/or strongest armor you have in inventory (if you don't wear it already).&lt;/div&gt;</summary>
		<author><name>Tylor</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Arch-vile</id>
		<title>Strategy:Arch-vile</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Arch-vile"/>
				<updated>2013-02-18T21:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;Tylor: Three measures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Major changes in 0.9.9.6 ==&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Main Guide ==&lt;br /&gt;
&lt;br /&gt;
''(v 0.9.9.5)'' Arch-viles are the most dangerous monster seen in a standard game. They have a dangerous direct attack (a constant 20 fire damage) and the ability to resurrect lesser monsters in their line-of-sight. They typically spawn with a horde of such lesser monsters, particularly mancubi, revenants and formers. It is not uncommon for two or three arch-viles, with associated hordes, to spawn in the same room for extra fun. When they first start showing up, such a combined horde may be all the monsters on the level.&lt;br /&gt;
&lt;br /&gt;
Since the damage and AI changes in 0.9.9.5, the direct damage from them is significantly less dangerous than their horde. Nevertheless, they need targeted as soon as possible, as they will (barring truly impressive firepower on your part) be able to resurrect the horde faster than you can eliminate them with your primary weapon. This tends to prevent using corner shooting, as the Arch-viles usually hang back out of range.&lt;br /&gt;
&lt;br /&gt;
Note that it can be used to your advantage, if revived monster drop some kind of ammo, because you can get nearly unlimited amount of it from single resurrected monster.&lt;br /&gt;
&lt;br /&gt;
There are three ways to stop arch-vile from resurrecting enemies to no end: destroy corpse, make corpse where vile can't see it, or kill vile itself.&lt;br /&gt;
&lt;br /&gt;
1. Destroying and/or preventing corpses. It can be done by killing them in doors, pushing them into lava or acid with knockback, or using explosions (rocket launcher, BFG, barrels, shockwave/hellwave packs) to destroy corpses. Plasma(tic) shotguns also can destroy corpses. Note that liquids and explosions also tend to destroy items on ground.&lt;br /&gt;
&lt;br /&gt;
2. Breaking group. Simply retreat some and let enemy move to where you can kill them away from arch-vile. Probably most safe tactic, but it give viles a lot of time to res corpses around them.&lt;br /&gt;
&lt;br /&gt;
3. Just kill vile. There are different ways to do it. Rockets/BFG/barrel shooting deep at enemy ranks often damage viles, or destroy walls they are hiding behind, or create a puddle of lava under them. Circling enemy group and attacking from other angle (making road with rockets through walls, if necessary) often give you a shot at vile. Also, attacked vile will often charge at you, like any other monster, especially if he has no corpses to revive.&lt;br /&gt;
&lt;br /&gt;
So, explosive weapons (rockets, BFG shockwave/hellwave packs) often do all those three things at once (corpse destroying, enemy dispersing, damage at vile even if you can't see it), and therefore highly recommended.&lt;/div&gt;</summary>
		<author><name>Tylor</name></author>	</entry>

	</feed>