MAP10: Clear for Death (Memento Mori II)

MAP10: Clear for Death is the tenth level of Memento Mori II. It was designed by Matthias Worch and uses the music track "Backroad Wanderer" by David "Tolwyn" Shaw. It contains a separate area for multiplayer competition.

Mission briefing
According to both the text file and the Infopack:


 * Well, sorry to tell you, but you'll have to descent [sic] into the sewers again. Your goal is area 11, but the entrance is located in sector 10 in an old sewage-farm that has been overtaken. The way into the actual sewage-system is secured by keycards - maybe you'll have to find them first.

Walkthrough

 * Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Secrets

 * 1) In the green hallway leading to the yellow keycard, a portion of the western wall is covered with piping.  Open this wall to find two stimpacks and a backpack. (sector 311)
 * 2) In the yellow keycard room, press on the computer panel to find two sets of shells, a box of ammo, and two medikits. (sector 255)
 * 3) On the platform west of the room with the toxic waste vats, the northernmost computer panel looks different than the other two.  Press on it and a wall will open to the east to unveil two stimpacks and a rocket launcher. (sector 442)
 * 4) In the sewer after the blue keycard bars, one western wall is marked with a "Poison" sign, while the opposite wall isn't, in contrast to the pair of signs to the north.  Press on the opposite wall to reveal a path leading to a soul sphere. (sector 415)
 * 5) In the gray, northern computer room, a section of the eastern wall in the southern hallway is covered in grime.  Open it to get a radiation suit.  (sector 542)

Routes and tricks
In the room with four computer racks, to the east of the "Would you die for this?" sign (see Trivia), there are two switches which grant access to the next part of the level. Before the player reaches the western one, six silver bars lower, trapping the player for 30 seconds, while cacodemons teleport in. The trap can be thwarted by luring any monster onto the lowest step of the staircase. With correct timing, if the monster stands where one of the bars is supposed to lower, the bar will not drop. This gives the player more freedom of movement, as well as an opportunity to finish the level faster.

Upon picking up the yellow keycard some walls normally open, revealing enemies. By moving slowly and precisely towards the yellow keycard without crossing the center of the square platform it is placed on, it is possible to obtain it without triggering one of four linedefs (sides of the platform) and the walls will not open.

Both tricks are present in.

Current records
The Compet-N records for the map are:

The data was last verified in its entirety on May 13, 2014.

Map data
* The vertex count without the effect of node building is 1889.

Trivia
To the east of the starting area, the message "Would you die for this?" appears on the automap. This message would later appear in Requiem's MAP04: Fireworks, also designed by Matthias Worch.