MAP06: Trapped (Memento Mori II)

MAP06: Trapped is the sixth level of Memento Mori II. It was designed by Adam Williamson and uses the music track "Peaceful Altercation" by David "Tolwyn" Shaw. It contains a separate area for multiplayer competition.

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


 * Alright, listen up marine. We sent some scouts into this next zone, but they didn't get very far. All but one had their cameras knocked out immediately, and that one managed to get one picture back before it lost the camera. The last transmission we got was...


 * "...Darkish corridors. A few traps. Keycard. Returning to previously secured area. Using keycard...."


 * The transmission cuts out for a few minutes.


 * "Heading inside large building. Using lift. S**T! THE WALLS ARE OPENING!!!!"


 * That is all we heard. It seems to indicate some large traps in operation in this area, so be on your guard! Good luck.

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 southern area of the level, a portion of the eastern wall has its metal panels situated differently than the rest.  Open this wall to reveal a super shotgun and a box of shells. (sector 183)
 * 2) In the metal hall leading to the balcony overlooking the final area, shoot the wall with the lightning bolt on it to open a compartment containing a soul sphere. (sector 112)
 * 3) In the western stairway in the southwest area of the level, open the portion of wall between the torches to find a box of shells and a soul sphere. (sector 205)
 * 4) The eastern compartment near the southern bridge in the southwest area of the level counts as a secret. (sector 172)  You can reach it by jumping down to it from the bridge.
 * 5) The western compartment near the southern bridge in the southwest area of the level counts as a secret. (sector 174)  You can reach it by straferunning onto it from the bridge.

Bugs
In the southwest area of the level, the inner sides of the eastern elevator (linedefs 1038 and 1040) do not have lower textures, leading to Hall of Mirrors effects when the elevator is lowered.

In the southwest area of the level, the green, northeast walls (linedefs 975 and 1061) are marked as both upper and lower unpegged, leading to the textures not moving when this wall opens, unlike the other three walls that open in this area.

Routes and tricks
The only switch you need to flip in the dark maze is the easternmost one. This will open the two southernmost bars, giving enough room for you to walk through.

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

The data was last verified in its entirety on May 10, 2014.

Map data
* The vertex count without the effect of node building is 1805.