: Ordinarily, I'd say prevent access to the room since the player was never
: meant to enter that room in the first place. It's the same situation as on
: "Nothing's too big to Nuke". However, since Mark suggested the
: interim room approach for this last level, that room would seem to be the
: perfect candidate. If we do that though, I would still vote for keeping
: the player from re-entering that room once they have left.
An interim room in which you can flip all the switches without having to fight a single metalloid? I don't think so - not that I wouldn't mind that invincibility power-up.