MAP23: No Way Out (Memento Mori II)

MAP23: No Way Out is the twenty-third level of Memento Mori II. It was designed by Eric Sargent and uses the music track "Mirage" by Mark Klem. It contains a separate area for multiplayer competition.

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


 * The demons have sealed the emergency evacuation route and we can't get out. We've sent several scouts in an attempt to find another exit, but all attempts have failed.  We did manage to get an image of the complex from one of the scouts before we lost contact with him.  Send someone to move through the complex and find an alternate route.  Please hurry...  the demons are closing in on the area we have barricaded ourselves in.

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) After obtaining the red keycard, enter the red key door at the center of the map, and flip the switch in the northeast compartment. Enter the northern computer room to find that one of the computers has lowered to reveal security armor. (sector 52) Grab it, and an alcove will lower to the south to reveal enemies. Kill them and enter the corridor within the alcove to find a chaingun.
 * 2) In the yellow keycard room, there is a switch in the western hallway. Flip it, and the walls beside the stairway will lower to reveal two compartments; the western one contains two armor bonuses, and a box of ammo, and the eastern one contains a stimpack, and a box of shells. Both compartments count as one secret. (sector 294)
 * 3) Once you obtain the yellow keycard, reenter the room with the yellow key door to find that the northeast compartment has opened in the back to reveal a backpack. (sector 149)
 * 4) In the room beyond the aforementioned yellow key door, flip the switch to raise a bridge to an alcove with a box of rockets and a rocket launcher. Enter this alcove, exit the room, and look to the southwest to find that a compartment has opened to reveal two health bonuses, and a switch. (sector 147)
 * 5) After going through the yellow side of the starting teleporter, go through the yellow key door, and flip the switch at the end of the hallway. Enter the circular room, and lower the walkway (by stepping onto the platform with the combat armor,) and look to the north or south to find that compartments have opened at either side. The northern one contains a box of shells, a bulk cell, and a computer map, while the southern one contains two armor bonuses, a stimpack, and a plasma rifle. Both compartments count as one secret. (sector 178)
 * 6) East of the circular room, a section of the southern wall has blinking lights in front of it. Open it to find two health bonuses, an armor bonus, a medikit, and a switch. (sector 206)
 * 7) Flip the switch in secret #6 to lower the bottom of the northern window, allowing access to the outside. (sector 196) Here, you will find two health bonuses, a stimpack, and a berserk pack, as well as a hole in the wall with a teleporter behind it.
 * 8) Flip the switch in secret #4, and head to the hole in secret #7 to find that it has opened, allowing access to the teleporter, as well as a box of ammo, a box of shells, a box of rockets, and a bulk cell. (sector 201)
 * 9) Enter the teleporter in secret #8 to find a set of four teleporters in front of you. The southernmost one has a green torch in front of it; enter this one, and then enter the second teleporter from the south in the next set. You will find yourself in front of a switch; turn around to see another switch, and flip it (opens four switches). Trigger the other switch to lower yourself into the room, and then press the northernmost switch. Enter the teleporter revealed as a result (clue: different pentagram on this one), and you will be taken to a secret room with a BFG 9000 in the center. (sector 231)
 * 10) Head to the northeast of secret #9, and press on the metal walls to lower a corridor containing five health bonuses. (sector 242)
 * 11) Head to the southeast of secret #9, and press on the metal walls to lower a corridor containing five armor bonuses. (sector 243)
 * 12) Head to the southwest of secret #9, and press on the metal walls to lower a corridor containing five health bonuses. (sector 244)
 * 13) Head to the northwest of secret #9, and press on the metal walls to lower a corridor containing five armor bonuses. (sector 245)
 * 14) Grab the BFG 9000 in secret #9 to open alcoves containing monsters. In the eastern compartments where the pain elementals came from, one section of wall has a white light instead of a yellow light. Open either one to find a megasphere. (sector 238)
 * 15) Northeast of where you find the blue keycard, there is a section of wall bordered by metal, with panels taller than the others. Open it to find a hidden room with two sets of shells and an invulnerability. Press the switch in this room to lower the invulnerability for acquisition. (sector 260)
 * 16) After passing through the first door at the north of the map, press either switch to the west to access the computer room. After this, look to the east to find that two of the computer panels are identical. Press on the central one to to find a light amplification visor. (sector 380)
 * 17) At the river at the very north of the level, there is a switch on the southern wall. Flip it, head to the northwest of the level, and climb up the metal stairway. Normally, at the apex of this staircase is a pedestal with a stimpack on it; if the switch was flipped, this will be lowered. Enter the now accessible hallway and open the door to find a soul sphere. (sector 355)
 * 18) Grab the soul sphere in secret #17, and an alcove will open in the north to reveal some enemies, also containing a box of ammo and a box of rockets. This alcove counts as a secret. (sector 371)

Bugs
Because of the presence of items not flagged as multiplayer-only in the deathmatch area, you can only get 83% Items on Ultra-Violence or higher, and 84% on Hurt Me Plenty or lower.

Routes and tricks
From the starting point, after entering the teleporter from its south side, i.e. moving straight, it is possible to make a glide through one of two 32 unit wide gaps to the left (west), directly to the exit room. If successful, the trick cuts out the entire level and allows finishing it below 5 seconds.

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

The data was last verified in its entirety on May 31, 2014.

Map data
* The vertex count without the effect of node building is 2444.

Trivia
This level has the highest total number of monsters of all Memento Mori II levels: 224 on Hey, To Too Rough or lower, 321 on Hurt Me Plenty and 374 on Ultra-Violence or higher.