: I am also playing through Eternal Mk II and trying to catch up to Steve. We
: are in session here at my university, so I am going to generally be slower
: than him (not that Steve isn't busy with other things). Plus I am trying
: to play through the scenario at home using OS9. By the way Forrest, my
: first try with the OS9 Eternal application failed last night. I ended up
: having to use a version of AlephOne. It worked, but I am not sure if that
: is going to affect gameplay at some point. Here at the university I am
: using OSX.
If you've got some version of AO for OS9 running Eternal, that should work just fine. The only change made to the Eternal versions of both apps is in the icons and other bundle info like that. I wonder why it didn't work on your machine.
: As for the scenario, I have gone through the first two levels. I liked them
: both alot. In addition to all that Steve has reported, I did notice a
: couple of minor things. On level 1 - Deja Vu, it's possible to activate
: those two Hunters before lowering the stairs that lead to them. While I
: was fighting the nearby compiler on the floor above them, and before
: lowering the stairs, the Hunters were firing up at me through the Hunter's
: ceiling. On level 2 - Boiler Room the player exits the level immediately
: after inserting the chip because of the exit poly on which they stand.
: That exit poly sends the player to level 3. I noticed in Forge that the
: entire length of that long walkway is also composed of exit polys.
: However, the other exit polys send the player to 4th level instead of the
: 3rd level. I assume that was not intended.
Ah, another thing I fixed and then forgot to re-fix when DMA sent me his revision. That's an easy one, I can fix that right now... thanks!