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-
-
- Four new and absolutely original missions for DOOM, release July 2, 1994.
-
- +------------------------------------------------------------+
- | |
- | The Graytest DOOM missions EVER! |
- | |
- | Try them, there are NONE LIKE THEM ANYWHERE! |
- | |
- | Even the WIZARDS OF id themselves will be amazed! |
- | |
- +------------------------------------------------------------+
-
-
- First and foremost - all of our thanks and amazement to id and the creators
- of deu! You've all added about six months of shear enjoyment to our lives.
- And thanks to Morgana, SysOP Asst for CompuServe.
-
-
-
- GrayDOOM is brought to you by:
-
- GrayMatter Software Solutions
- 46 West Avon Road, Suite #2
- Unionville, Connecticut 06085
- (203) 673-8508
-
- E-mail: 74722.2520@compuserve.com
-
- Please send any correspondence, hard or soft.
- ...talk to me, pal!
-
- New WADs: SWAMP.WAD : Episode #2, Mission #1
- IMPSKULL.WAD: Episode #2, Mission #2
- BADWATER.WAD: Episode #2, Mission #3
- GAUNTLET.WAD: Episode #2, Mission #4
-
- Special Notes:
-
- 1. All secret areas have not been marked yet. Final touch that we haven't
- gotten around to yet.
-
- 2. Missions are set for "Hurt Me Plenty" severity level only, again, we were
- saving that for final touch-up.
-
- 3. The GAUNTLET kind of peters out because id would rather that we didn't
- sell these, as was our original intention. The last room of this
- mission is right where we were when Jay Wilbur expressed his, ah, concern.
-
- 4. You can't save (F2) The Swamp (E1M2); the machine will just freeze on you.
- Sorry, ...something 'bout that ol' swamp?
-
- 5. There's a "GRAYDOOM.WP" file (Word Perfect 5.1) with a brief description
- and map of each new Mission. If you have Word Perfect, you might want to
- take a gander.
-
- To run GrayDOOM:
-
- 1. Make sure that you've copied the four wad files to your DOOM directory
-
- 2. Type GRAYDOOM and go ahead and hit any key when DOOM warns you that you
- aren't going to receive any technical support. "Technical" support you
- won't need.
-
-
-
- P.S.: Anyone else out there find out what a great combo listening to
- Nine Inch Nails and playing DOOM is? Geniuses, geniuses!
-
-
-
-
-
-
-
- The following is an excerpt from our manual. There are maps for the first
- three missions stored as BMP's, have a gander.
-
-
-
- THE SWAMP, E2 M1
-
- 1. A Dark Beginning
-
- Shit it's dark in here. A good set of dilated pupils can just make
- out a light source to the north...
-
- 2. The First Encounter
-
- Ya, okay, a few Troopers and a Sargeant or two. So what! They were
- easy kills as they drew single-file down the Dark Beginning after you.
- And they made for an early Shot Gun acquisition, too.
-
- 3. A Romp in the Nice Swamp
-
- The "Nice" Swamp? Is there any other kind? But what makes this one
- nice! Actually it looks pretty nasty. Unwary feet can easily step into
- gooey, unforgiving poison. And after only a few hesitant steps it
- becomes painfully obvious that there are Imps galore here. Seeing
- these brutal bastards through all of the overgrowth isn't easy. In
- fact, if it wasn't for their flaming balls (no wonder they're so pissy
- all the time), you'd probably never be able to even put a bead on
- them. Sure are using up a lot of shells blasting at shadows and weeds!
-
- Swamp, swamp, swamped with swamp. To be honest, this is getting to
- be a real pain in the shoulder. Up ahead, just past a warning post,
- is the Suffering Trees Marsh. Poor, innocent victims of an ill-fated
- planting. Maybe you can lighten their lives by clearing their area of
- those foul fiends.
-
- 4. Grounds Keeper's Shed
-
- What a quaint, little shed in the middle of all this plush, green
- slendor. Wonder if the Grounds Keeper is home. Maybe he could give you
- directions out of here. Let's knock on the door, after all, it never
- hurts to ask.
-
- 5. The Nasty Swamp
-
- Feeling warmed up? Many Imps have by now met their master, a Demon
- or thirteen, too, even a Baron. This swamping around isn't so tough.
- There's one more section of foul foliage to be cleared, though.
-
- 6. The Forgotten Fight
-
- Look at all of the dead bodies! Dead Sargeants by the dozens, the
- broken fragments of hundreds of Troopers, and worst of all, a sea of
- dead marines. What a disgusting specticle: marine blood freely pooling
- with that of the lowest beasts of DOOM. They must have fought bravely
- to have killed all of these venimous vermin, but for what, where were
- they going? Maybe they tried to breech that wall. You'd stay to bury
- your fallen comrades, and to burn the carcasses of their vanquished
- enemy, but there is no time for heavenly protocol now. There's a Great
- Wall ahead to the north...
-
- 7. The Great Wall
-
- Hmmmm, a double-skulled switch. It must do something; there must
- be a door somewhere. Hope all the bad guys are dead, cause you're low
- on ammunition. Your health is a little shaken, too. Click...
-
- 8. Baron's Look Out
-
- ...grind, snarl. Shit, looks like your mortified marine friends
- saved the worst for last, and you've got mop-up duty on aisle eleven.
- Well, a few Demons, a handful of Imps, no biggie. And what a nice
- building! Magestic stairway leading up to a nice, empty room. Seems
- like a nice place to freshen up after all of that swamping and killing
- and sloshing through pools of blood and guts and, and, where were we,
- ...oh ya...
-
- A quick survey of the foregrounds shows that there is a great, tall
- tower off to the right. And what's that in the tower? Something is
- moving up there. Hey, wait, isn't that a little green dot slowly
- approaching from the tower... WHAM! Yep, sure was, Baron's Breath. And
- look, here come more, lots more. There must be more than a few Barons
- up there. They're quick on the draw, they can cover a large area, and
- they are as accurate as, well, as Barons. After a few shots fired in
- frustration you realize that you can't seem to shoot high enough to
- reach them. And besides, that pathetic pistol/shot gun combination
- you're carrying just aint gonna cut the salami of a whole bushel of
- Barons.
- To the left and all the way down you'll find a few Lost Souls.
- You'll do the right thang and help them find their way, if your
- feeling DOOMish.
-
- 9. The Main Entrance
-
- The Grate Imp-Pass is to the right, and the Slab Salon is to the
- left. You'll need the Yellow Key for the Slab Salon, so off with you
- to the Grate Imp-Pass.
-
- 10. The Grate Imp-Pass
-
- Good, clean shootin' fun, for whoever sees whomever first!
-
- 11. The Night-Care Center
-
- Down the stairs and around back if your looking for the Yellow Key.
- Don't believe it's just sitting there unattended, though.
-
- 12. The Slab Salon
-
- No one really knows what the slabs are used for, maybe to spread
- out marines before filleting them.
-
- 13. The Caecademon Causeway
-
- A crushing experience for even the most experienced marine. As
- though leap frogging from pad to pad wasn't precarious enough, there
- are a few Caecademons in here that really don't want you to even try.
-
- 14. The Arena
-
- A simple little activity area used to pass the time away while the
- locals wait for fools like you. Don't forget that crushing ceilings
- (you just left one) can be used in your favor.
-
- 15. The Baron's Look Out (from within)
-
- Now's your chance to go at these ballistic bastards sight-to-sight,
- mono-a-mono. Well, actually, it'll be your mono against their many.
- Good luck cause this is your only way out.
-
-
-
- IMP'S SKULL, E2 M2
-
- 1. The Imp's Incisors
-
- It's love at first bite on this level. And the Imps here will love
- to get their first bite out of you as soon as you're re-intergrated.
- So shoot fast and shoot clean. There's a Shot Gun within your
- immediate grasp but not many shells to waste on wall divoting. One Imp
- dead, but another one escaped through the teleporter. From the far-off
- wooshing sound of other teleporters you can bet that he's gone to get
- some help.
-
- The teleporter, once you relinquish yourself to the blind faith
- that all will be well in the end, will bring you to the Second Incisor
- and, of course, more Imps. At least there's some real goodies here.
-
- 2. Cheek Chamber (left)
-
- Not too bad, after a dozen Imps, what's a few more gonna hurt. And
- look, a Computer Map already. Wonder why the Doom Meister delivered
- this so soon? Hmmm, two ways to turn. It's left to the Brainless
- Cavity, or it's right to the Cold and Empty Eye.
-
- 3. The Cold and Empty Eye
-
- It's cold alright, but it's certainly not empty. Good target
- practice here cause the bastards don't seem to want to leave their
- pedestals. Unfortunately, you make a good target too, having to be
- right in an open and narrow door in order to sight them. And if you
- back up too far, or get pelted back too many times before regaining
- precious ground, it's a one way trip down the Pit of No Return.
-
- 4. The Imp's Nose - Pit of No Return
-
- Don't "blow" the Imp's Nose cause you'll never, ever return if you
- do. There are alot of Radiation Suits down there, but they will only
- prolong your agony. If you shimmy around the edge of the Nose, there's
- a window on the north side where you can pick-off a few bad guys
- growling in the darkness of a neighboring room. The poor devils, no
- really, don't have much of a chance for returning the attack, but
- don't waste all of your ammunition here!
-
- 5. Cheek Chamber (right)
-
- Another Cheek Chamber, this one's filled with Pepto Bismaulers who
- seem to be feeding from a number of toxic barrels. The nervous,
- uncontrolled marine will fire at his first target of opportunity, only
- wounding it and alarming all the others. This nervous and
- uncontrolled marine will probably set off the cascade of exploding
- barrels before the alarmed beasts are close enough to the barrels to
- kill them all. He will be mauled. The cool and calm marine will fire
- an "attention" shot away from the barrels first, alarming the beasts
- and causing them to all rush at once. With only a single, second shot,
- this cool and calm marine will then ignite the cascade of exploding
- barrels when the beast are close enough to do the real damage. He will
- have a genuine barrel of fun!
-
- 6. The Lipless Pool Room
-
- Through the right Cheek Chamber, you'll find the Lipless Pool Room.
- Only a minor delay for even the average marine. On the far side,
- amongst some ammunition, is a Radition Suit. The Nippers room is
- ahead, and it's known to be a popular place for Lost Souls and Pepto
- Bismaulers. Word to the wise: "Make sure all targetable monsters are
- dead before donning Radition Suits.". You may waste your precious
- protection time defending yourself and not be able to explore the
- red-hot region after it's been cleaned of the unwanted.
-
- 7. The Nippers Room
-
- Used by real Imps, the live ones that is, nipper teeth scrap the
- last bits of flesh from their fallen prey, and the Nippers Room will
- surely scrap some of your flesh, too. Remember, it's hot in there.
-
- 8. The Evil Eye
-
- Like the first, Cold and Empty Eye, the Evil Eye is filled with
- Imps-with-an-attitude. Unlike the first, these scaley scoundrels are
- free to move about, right out of the Evil Eye and into your future,
- your now very uncertain future. It's gonna take alot of fancy dancing
- and quick-n-careful shooting before these guys will be pushing up the
- weeds out back. Careful with your shots, too, cause a misplaced round
- will alert the Imps praying in the Chapel next door.
-
- 9. The Chapel
-
- A quiet area of seclusion and reflection for the battle-weary Imp.
- If you're quick, you can make clean with these bowing beasts with a
- half-dozen shots in the back (go ahead, no one else is here to see
- your acts of cowardice).
-
- 10. The Brainless Cavity
-
- Don't bother trying to recall your phrenology, the bumps on this
- skull only reveal a very troubled personality whose story is better
- left untold. The Brainless Cavity area is made up of more than one
- chamber. The first that you will enter is the top of a stairway that
- leads to that dark room where you thought it was so fun shooting the
- shadowed monsters within. Remember the sheer enjoyment of hearing the
- tortured and stymied screams of those almost helpless quarries? Well,
- as you can guess, they're really pissed and haven't forgotten you.
-
- 11. The Big Switch
-
- There's a big, nasty-looking switch on the wall over there, but
- we're not going to be the first. If you check your map, you'll also
- notice a secret room behind the east wall. It's got a teleporter, but
- you're not ready to take it yet, trust us on this one at least.
- There's an Armory further on through the Main Hall; it's better to go
- there and get loaded up first.
-
- 12. Main Hall
-
- The Main Hall centers on a grand red door, but you'll first need
- the Red Key to open it.
-
- 13. The Control Room
-
- Further down the Main Hall is the Control Room. It's dark and dirty
- in there, and you gotta know there's not much control to be found
- either. But go ahead, it'll be worth it - heavy duty fire power is
- waiting.
-
- 14. The Armory
-
- Lots of weapons and ammunition, including some plasma for your new
- weapon. Too bad you can't carry it all. Lots of Sargeants and
- Troopers, too! A few strategically placed barrel shots can make quick,
- airborne blood splatters out of these otherwise active gaurdians of
- many things good.
-
- 15. BPOI, Local #666
-
- Once the Armory has been cleared, it's a return trip back to the
- BPOI (Benevolent and Proud Order of Imps), Local #666. We all need
- quality time together, with our contemporaries, and this is the
- hangout-of-choice for the local denizens of DOOM. Lots of rotting,
- festering bodies and general decay to nibble on, or just to kick
- around. There's also a very nice view of the Baron Cage for those who
- just want to kick up the ol' claws and watch some frolic and gaiety.
- Please notice that the walls have that perfect consistency for honing
- one's slashers. And the wall paper is the final touch that rounds out
- the ambiance of this perfectly evil inner sanctum.
-
- 16. The Cross Bones
-
- There are only two unexplored areas left: the Baron Cage and the
- secret room with the teleporter. The Baron Cage needs a Red Key, so
- it's off through the teleporter for you. You'll be glad you waited for
- the Armory.
-
- Wooosh! Lots of rockets, hmmm. The ceiling is awfully high in here,
- too. As you approach the center of the Cross Bones, you notice a light
- turn on at the far end. Must be something expecting a wake-up call.
- No time to see if the blue and yellow doors at the center of the Cross
- Bones need a Blue and a Yellow Key.
-
- 17. Bowling for Barons
-
- Sure enough, a few of the ol' Baron boys hangin' with their Pepto
- friends. Hope you saved enough rockets cause they're coming your way
- fast. If you survived, and didn't just run away, of course, there's
- a Yellow Key at the very end.
-
- 18. Lasting Imp-Pressions
-
- The Yellow Key opens the northeast Cross Bone. A handful of Lost
- Souls and an Imp. Okay, there are more than one Imp, and you probably
- won't see the first fireballs coming, you'll feel 'em, but you
- probably won't see 'em. All clear? There's the Blue Key!
-
- 19. The Dungeon
- The Blue Key gains admittance to the last of the Cross Bone
- chambers: The Dungeon. Not so bad, in fact, as the Imp who greets you
- at the door explains, a few of your old friends are hanging around in
- here, ...right in the back there. And it wasn't so bad, not so many
- goodies though, other than the Red Key. The Red Key, it must be time
- to exit, ...through the Baron Cage.
-
- 21. The Baron Cage
-
- Massive carnage here. Seems the locals, the BPOI affiliates next
- door, have been caging Barons and watching them vent their
- frustrations on your former marine friends, ...they're still marines,
- they're just former now. We've heard that this is the second-most
- popular spectator sport in DOOM, but it's time to put an end to it
- all.
-
-
-
-
-
- BAD WATER, E2 M3
-
- 1. El Agua Mal Plaza Supremo
-
- You seem to have landed in a large plaza in front of a big
- building. No DOOM-play or goodies, not much of anything but this huge
- building. Unfortunately, you need a Red Key to enter the building.
- Where to find a Red Key? Hope the DOOM Meister has planned ahead. Hey,
- look, a free Shot Gun, ...what an omnipotent DOOM Meister.
-
- 2. The Bad Water Moat
-
- If there's any fighting to be done out here, you'll have to be very
- careful where you run. Admit it, we've all had to admit it, you will
- be running soon. The bad water really is very bad and if you fall in,
- there's only one set of steps out, one set of steps that you probably
- will never reach in time to save your life.
-
-
- 3. Lost Soul Ambush
-
- All looks quiet so far, so far. On the east side of the plaza is
- the entrance to the Bad Water Canals. There's a Radiation Suit there,
- but the entrance doesn't look very inviting. Maybe there's an easier
- access from somewhere else.
- On to the north side of the plaza. What's all this? Lot's of
- goodies, apparently free. Are you thanking your DOOM Meister again?
- Good, then climb the obelisk and gather your goodies. Go ahead,
- they're yours. Oh, wait, did we mention that there may be a hidden
- trip switch. What, too late? Hope your awake. Get ready for some
- vicious aerial attacks as multitudes of Lost Souls approach you from
- all sides at once. There's only one way to fight these guys: run and
- hide like the little girl you really are. You really can't get them
- all at once, but if you can situate yourself so only one or two of
- them can get at you at a time, then maybe you'll live to fight another
- day. Oh, and don't forget to pull up your dress before you retreat!
- And remember what we told you about running in the plaza.
-
- 4. Bad Water Canals
-
- All those Lost Souls found, but no Red Key yet? Looks like you
- gotta go into the Bad Water Canals after all. Fortunately there's that
- one Radiation Suit waiting for you. Looks like there's only one, so
- make it good. You'll spend precious time tackling Imps and won't have
- much left for exploring the canals.
-
- At the end of the canals is the Red Key and, what's this, another
- chamber too? Too bad the ledge is too high to climb. You'll have to
- fight your way back through the canals and find some other way.
-
- 5. Bad Water Estate
-
- As you push the Estate's red door open, you see a rather large
- gathering of Pepto Bismaulers. They're apparently holding some sort
- of strange demon-stration. Sure are a lot of the stubby, knuckle-
- dragging beowulfs! Good thing they don't seem to see you. You're
- probably low on shells, but if you're quiet enough, you can slip
- behind these dense devils and grab some of the shells on the back
- wall. Okay, reloaded and warm-barreled? Now to make some fertilizer.
- Again, remember the real marine, the one who isn't afraid to admit
- he's got limitations, will find somewhere to run so these guys can be
- dealt with one at a time. So scramble to the nearest, convenient covy
- and start blasting.
-
- Well, the door to the right is locked with a Yellow Key. Looks like
- it's on through the left passage for now.
-
- 6. Caecademon Corridors
-
- Tight passages seem to offer nothing but good things. Could this
- be true?
-
- 7. The Baron's Slot Machine
-
- What's with the moving megaliths? They seem harmless enough, even
- to a three-toed sloth like yourself. We're sure you noticed all of the
- shells in here, boxes of them. Good, you'll need them. A couple of
- turns, and, oh yes, isn't that a Baron at the end of the hall! Taking
- on a Baron in a tight spot is a sure loss. A few quick pops with the
- ol' 12-gauge and then back through the megalithic slots. Runaway
- early, cause the slots take time to open and Barons are quick. And the
- slots take time to close, ...but maybe they'll hold the bloody Baron
- back long enough for you to bring him down with a barrage of
- well-placed, wall-tracing, side shots.
-
- 8. The North Room
-
- Another Yellow Key door, but still no Yellow Key. Where in DOOMdom
- is that damn Yellow Key! By the way, did you notice the Peptos as you
- entered, or did they notice you?
-
- 9. Caecademons Crib
-
- Caecademons Crib? So where are the adorable, little tikes? No
- worries, grab the rockets and health, and head south for now. Woosh!
- ...Auch Sheise, noch einmal mit dem verbergen Schalteren! Three of the
- big-balled, round-in-the-body-but-pointed-in-the-personality
- blue-and-reds coming straight up your strap! You've got plenty of
- rockets, but no launcher. Looks like it's the slow, tedious
- death-by-Remington for these guys. Wonder what all those rockets are
- for, anyway.
-
- 10. The Baron's Dining Room
-
- Another door and, no suprise, another suprise. It's the Baron's
- Dining Room, and look, the Baron is in. He's entertaining a few
- guests, too. Time for a good food fight! As a matter of fact, watch
- the cuisine on the table as you trade blasts with the feasting
- beasties. Looks like that fat-laddened slop is bulky enough to even
- stop some of the Baron's Breath and the Imp's Balls. A light set of
- surface shoes will go far here, as long as you're still in 'em.
-
- Yes, the Yellow Key, and a teleporter. Should you head back to that
- north room of the Estate with your newly found key? We seem to
- remember an inaccessable chamber at the end of the Bad Water Canals,
- maybe the teleporter is best. Your call, chief.
-
- 11. Army Assault
-
- Here you are, but no army. Actually, seems kind of quiet for the
- massive military presence you expected. And look, lots of health and
- potions and ammo? Who just leaves this stuff laying around like this,
- unguarded and out in the open? Ooops, what's this, a warning post?
- Well, doesn't make much sense, but okay. How to get out of here... The
- level's exit is here, but you're not done yet. More warning signs on
- the wall up ahead, and a Chain Gun! Ho-ho-ho, now you have a Chain
- Gun!
-
- One last unexplored area just ahead. Step number one, number two,
- number... woosh! Sacrimonious excrement! An army of 64, we know cause
- we've counted 'em, 64 Troopers and Sargeants. And they look bored to
- death, your death actually. Glad you loaded up that Chain Gun, cause
- it's time to do the Chain Gun Cha-Cha with a whole platoon of VFW's
- (Venturers of Fallen Ways).
-
- All done? Who, you or them. If your heart is still ticking, or
- pounding, you can scarf up on all of that nice ammo and shells your
- former toe-tapping foes left behind. They couldn't take it with them,
- so you might as well. And look, a teleporter. Wonder where it goes
- to...
-
- 12. The Leap of Faith
-
- Damn it! Don't you hate these dark, flickering, moving ashwall
- chambers? We know we do! There's always a Specter or thirteen in these
- places. Low and behold, what's that shimmering figure over there?
- Well, only one way to find out for sure, BANG! Snarl, chortle! Here
- they come, but from where? Looks like another opportunity to practice
- your "Gotta a Gatling, Gotta Go" Reel. Maybe you can improvise with
- a little side-stepping, spray-pattern shuffle while your dancing your
- way out of this one champ.
-
- Okay, they seem to all be lifeless, but how to get out of here.
- There's a nasty looking fire pit on the east side, but those are never
- much fun, usually down-right deadly, actually. Well, nowhere else to
- go, might as well F2 this one and take the plunge. Woosh,
- back to the Estate.
-
- 13. Back to the Estate
-
- Okay, Red Key, Yellow Key, let's go check out that yellow door in
- the north room of the estate. A good shove on the yellow door and it's
- up the stairs to who knows where.
-
- 14. The Upset Inerds
-
- What in Wilbur's name is all this? We warned you about the water,
- but all this swirling and swooshing of pink-coated intestines is
- really upsetting. A slim walkway from the door at the top of the
- stairs leads to... leads to... to a god damned wall. You're getting
- nauseous just being here, and that damned wall won't budge! Where to
- go but down.
-
- Okay, two sides of the walkway means two ways to jump. To the
- right, or to the left. Let's try the right cause, well, cause it's
- right isn't it? One step, then another, then a plunge and the
- "umphhhh!" sound of the air leaving your lungs. No sooner does the
- sound of your abdominal discharge fade when comes the disintergrating
- sound of a teleporter's woosh. Time for another "where the hell are
- we now?". A quick TAB to the map and it looks like you're back in the
- north end of the Estate. Let's hit those stairs again and jump left
- this time, huh?
-
- Step, step, plunge, "umphhh!". ...No woosh. Hmmmm, lots of helmets,
- and a corridor. First one turn, then another, then, what's this, a
- Pepto Bismauler, and his back is turned!. Blast, blast, one in the
- back and one in the breast. It was a quick kill and, like all of the
- others, it was a satisfying kill. But what's all that growling still
- echoing in the corridor? Like a well-trained marine, you've made sure
- that all was clear in your rear, must be up ahead. Let's check.
-
- "Growl, thump, growl!". The way is clear ahead of you but flashes
- of red are be telling you that your life's blood is being pounded from
- your frail little body. Shit! Pepto Bismaulers from the rear, how'd
- they get there? Hope you still have a good stock of shells and ammo.
-
- A switch! With a quick flick comes the familiar sound of grinding
- gears and clashing concrete. Turn for the teleporter behind you and,
- sure enough, that bothersome wall at the end of the slim walkway above
- is opening.
-
- A teleporter out and we're back in the north end of the Estate
- again. And again it's back up the stairs.
-
- 15. The Baron's Penthouse
-
- That's "Penthouse" as in a room high up in a building, not a
- filthy, smutty magazine filled with photos of promiscuously posed Imps
- and naked Spectors. Naked Spectors? ...aren't they always naked? Who
- could tell even if they weren't? Who'd want to! ...okay, okay, back
- to our story...
-
- Nice place, huh? What a pretty, glowing red. Gives you a kind of
- warm, cozy feeling, ...warm and cozy if you like being pelted with
- Imp's Balls and Baron's Breath! In the Penthouse, it's a question of
- strategic positioning. Let's see, this looks good, ...one, two, three
- Imps dead. WHAM! A blast from the past, due left. A quick pivot, a
- reload, and a few more Imps are singing in the Choir Invisible. WHAM,
- shit! WHAM, WHAM! Baron's Breath, don'cha hate it just after they've
- eaten. Maybe it's time for a few of those rockets you've been saving.
- You did save some rockets? "Duuuub", SPLAT! Oh yes, that wonderful
- smell of home-baked Baron ala Rocket Shrapnel.
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- A Computer Map! Good, must be near the end of this little piece of
- hell. Let's check. Yep, looks like a big 10-4 on that final 10-20.
- Let's find that teleporter to the Army Assault Chamber and get to that
- exit.
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