: Well technically, you can get the SPNKR in WaMiD, although doing it without
: taking enough damage to make it ridiculously hard to survive either AMK or
: Acme is quite a doozy (at least for me—every time I get the alignment just
: right to fall in there, a bolt hits me and pushes me over just far enough
: to not make it anymore).
: But it does seem as if someone on the level design team thought that the
: terminals still stopped time like they did in Marathon 1. I just thought
: of another one—the "Abandoned Homeworld For Sale" terminal in
: Where the Twist Flops. It's under lava, and you have an invincibility
: thing, but you're still taking "damage" every second or so, and
: even though it won't actually make your health meter go down, it'll still
: knock you out of the terminal. So the damn thing's nigh impossible to read
: without just going to the Story page.
True. I thought last time I did that Flop one it let me keep reading it, did they change it in A1 at some point?
I had forgotten about the WaMiD SPNKR, even though I get it every time through! But yes, and the other ammo from AMS helps with Acme also of course.