MAP11: Sewer Shutdown (Memento Mori II)

MAP11: Sewer Shutdown is the eleventh level of Memento Mori II. It was designed by Eric Sargent and uses the music track "Tempter" by Mark Klem.

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


 * You need to get into the city and check for signs of life. The best route is through the sewers.  By the time you reach this point, you should be at the heart of the sewer processing facility - and the city.  Since the demons have invaded, little is known about the state of this facility, but this image from one of our scouts may help.  We do know it is not 100% operational.  It must have been damaged in some way.  You must reach the central point of the processing facility and shut it down.  Once the system has been shut down, you should be able to obtain access to the city.

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 western processing area immediately after entering the sewage tunnel, some metal panels in the north are out of alignment with the rest.  Open this wall to find a room with a box of shells, and a switch that fixes the broken bridge, allowing access to secret #2. (sector 196)  Note that if you drop from the broken bridge, fixed or not, you will become unable to access this secret, as well as secrets #2 and #3, unless you die and respawn during a cooperative multiplayer game.
 * 2) After fixing the bridge via secret #1, cross it to reach another room with a soul sphere. (sector 121)
 * 3) Within secret #2, there is a wall marked with a "Poison" sign.  Open this to find a small toxic pool, around of which are a box of ammo, a box of shells, and a duo of imps. (sector 225)
 * 4) After dropping from the bridge, you will eventually come across a switch resting on a curved, silver wall.  Flip this switch to open a secret compartment behind you, containing a chaingunner, a box of ammo, a box of shells, and three health bonuses. (sector 140)
 * 5) After the yellow keycard door, press on the northern wall with the skull upon it to find a small compartment with security armor and a medikit. (sector 178)
 * 6) In the brown room following the red keycard door, part of the eastern side of the room has faulty lighting.  Open the wall here to find a stimpack, two armor bonuses, a box of ammo, a box of shells, a chainsaw, and a switch. (sector 221)
 * 7) Flip the switch in secret #6 and the western wall will open, allowing access to a backpack. (sector 214)
 * 8) At the north of the final sewer area, take the eastern teleporter.  After this, open the wall with the "Poison" sign on it and enter the teleporter, as if you going for the yellow keycard.  You will be taken to a tiny hallway with a megasphere on the westerm side, and both a box of rockets and berserk pack on the other. (sector 38) You can only teleport here once, and entering the eastern side first will void your chances of obtaining the megasphere, as you cannot cross over the teleport pad without warping.  Instead, enter the western side first, as you will not be teleported if you walk onto the pad from the west side, and then obtain the other two items before warping back.

Bugs
In the westernmost part of the level, near secret #5, there is a switch which allows access to the red keycard. It is surrounded by a silver stand which prevents the player from stepping next to the switch. Nevertheless, the stand is too thin in terms of X and Y coordinates and the switch still can be activated from a distance. As it is not necessary to flip a nearby switch lowering the silver stand, which is hidden behing the yellow key door, it is possible to finish the level without picking up the yellow keycard.

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