If you are a seasoned CTF player or an old-school challenger, you might remember the golden era of IRC.
Back in 2011, a bunch of us were hanging out on irc.idlemonkeys.net, solving wargames and collaborating.
To make the time more entertaining, a few guys started writing IRC bots for blackjack, hangman, and even Idle RPGs.
But Gizmore (the founder of WeChall) and I thought we could push the limits of IRC further.
We built richer, more fully-featured RPGs.
I created bbq RPG, and Gizmore created Shadowlamb.
While mine eventually faded, Shadowlamb survived the test of time, kept alive entirely by Gizmore's incredible dedication.
Shadowlamb is a text-based, Shadowrun-flavored universe living entirely inside an IRC channel.
You interact with a bot named Lamb3 to grind nuyen (the in-game currency), level up stats (strength, quickness, magic), fight monsters, and run quests across cyberpunk cities like Redmond, Seattle, and Chicago.
But here is the twist: Gizmore embedded 4 CTF challenges inside the game (with increasing difficulties).
To capture the flags, you had to actually play the RPG and use your infosec skills to reverse and exploit the game mechanics.
Back then, I only played casually for fun. I never managed to beat the challenges.
But recently, much like closing out other two-decade-old wargames I've been revisiting, I decided it was time to settle the score.
I was going to beat Shadowlamb.
But as a lazy elite, I wasn't about to grind it manually.
I was going to build an AI-assisted bot to play it for me.
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PHASE 1: THE PROTOTYPE
It started as a quick-and-dirty script.
It logged into IRC, listened to Lamb3’s NOTICE messages, and blindly spammed #attack on a loop.
It worked, mostly.
My character died - a lot.
But brute force was enough to scrape past Chapter I.
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PHASE 2: THE ARCHITECTURE
This was when I put more efforts into the bot. The script evolved into a robust, modular Python system.
I built a proper autonomous agent:
- State Management: Tracked full game state in memory (HP, MP, karma, nuyen, weight capacity, busy timers).
- Combat AI: Added tactical logic for handling complex mob encounters.
- Smart Equipment: Wrote a gear-scoring algorithm that dynamically parsed #cmp stats to evaluate and equip the best loot.
- Economy Routing: Built a heuristic pathfinder to automatically travel to the nearest blacksmith to offload junk when overweight.
- Remote Command: Set up an admin relay channel so I could remote-control the bot from a different IRC nick while it was running.
By the time the bot reached Chicago, the game had become a nightmare.
The mobs were brutal, the travel times were agonizing even with top-tier gear, and inventory weight limits were a constant bottleneck.
But the architecture held up. The bot optimized the grind, survived the nightmare, and helped me capture the final flag.
To date, only 34 people in the world have managed to beat the final Shadowlamb chapter.
To me, writing this bot was more than just ticking a box on a CTF platform.
It was a perfect collision of nostalgia and modern engineering.
We used to grind these games manually, typing until our fingers went numb.
Today, we can architect modular, AI-assisted agents to conquer them for us.
The game hasn't changed, but as tech professionals, our tools and mindsets have.
Sometimes, the best way to solve a 15-year-old problem is to build a modern machine to do it for you.
The IRC servers are still spinning, and Lamb3 is still waiting for new runners.
If you want to test your coding and automation chops, fire up your IRC client, head over to WeChall, and give Shadowlamb a try.
It’s a masterclass in retro game mechanics and backend logic.
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Also visit: https://quangntenemy.substack.com/p/some-challenges-take-a-few-hours




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