|Re: PF – Planes, Trains, & Automobiles|
|Posted By: mattschenk||Date: 8/23/04 7:44 a.m.|
In Response To: PF Volunteers - Planes, Trains & Automobiles (Steve Levinson)
: 3 doors lead off the central courtyard - the two to either side are really
You have two choices if you wish with these switches. 1) avoid the overlooks and teleport down there to flip the switch, or 2) avoid teleporting and shoot the switch from the overlook.
: are filled with enforcers (I thought we eliminated them)
We eliminated the enforcers controlling the battalion in the bunker, however there could be other enforcers controlling other alien divisions. And the only reason the enforcers don't drop their weapon is because I already reached the weapon ceiling (marathon 1 allows 7 weapons, originally the fists, pistol(s), fusion pistol, AR, SPNKR, TOZT, and alien; PF: hook, pistol(s), shrapnel gun, AR, SPNKR, faser, and jetpack). Perhaps in the port you could get their weapons? It would definitely look cool to fire them but they don't have pinpoint accuracy.
: and hulks. Before you try to engage them, however, open the center door
This is one of Andy's levels, and I think he's been working on refining it. If he doesn't get a chance to read this (he's already back in school) I'll let him know. I'll be home for a day or two before continuing on the school, and I plan to coordinate our efforts during that time.
|PF Volunteers - Planes, Trains & Automobiles||Steve Levinson||8/22/04 8:41 p.m.|
|Re: PF Volunteers - Planes, Trains & Automobiles||Dr. John Sumner||8/23/04 6:34 a.m.|
|Re: PF – Planes, Trains, & Automobiles||mattschenk||8/23/04 7:44 a.m.|
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