MAP06: Last Call (Biowar)

MAP06: Last Call is the sixth map of Biowar. It was designed by John Bishop and uses the music track "Beneath" by Mark Klem.

Essentials
The beginning of this map will see you navigate a series of very tight corridors that are packed with enemies, and the very first room has you facing multiple zombiemen and shotgun guys in front of blue bars that you cannot open for now. Instead, open a small door to your right and you will see a lever at the end of a small corridor, but upon reaching it and realizing you cannot yet activate it, another door opens in this corridor allowing you to explore more of the base. In the next room, grab the super shotgun guarded by the imps, then head downstairs and to the left to enter a room with moving machinery, a switch, and more monsters and supplies. The switch here opens a near identical looking room on the opposite side, this one heavily guarded by shotgunners and a revenant on higher skill levels. The switch here will allow you to operate the previously inaccessible lever, which will open the door opposite of the first one you entered.

As you return to the starting area, be mindful that more monsters will have teleported here, including several chaingunners. Enter the other door and fight your way through until you see an elevator with a partial invisibility sphere. The powerup will come in handy as, once you descend, you will be faced with a teleport ambush with several more hitscanners, backed up by imps and a cacodemon. After the monsters are vanquished, you have a choice of two switches. The one on the right opens up a small alcove upstairs, whereas approaching the one on the left will cause some bars to rise up and lock you in, which can be problematic if there's hitscanners left from the previous fight. Press the switch here and then open one of the rock walls to find another switch that lowers the bars back down. Now, the other side of the room has opened up, with several imps and a Hell knight approaching your position. There are two doors behind the Hell knight with some supplies, with the right door in particular holding a plasma gun and cell ammunition in a slime tunnel. After getting past the monsters, ride the elevator back up and you can access the two rooms you unlocked here previously, with the one to the right containing the blue skull key.

Return to the start of the map, and open up the blue bars. There are cacodemons right behind them, and once you enter the room, there's imps to the side, and a wall to the right lowers to reveal shotgunners and another revenant. After getting rid of all these foes, there is a switch behind where the revenant used to stand, which will open up a door leading outdoors, to the exit.

Secrets

 * 1) In the metal area at the south end of the map, a section of the brown wall to the east is slightly misaligned. Open it to find a rocket launcher and a soul sphere. (sector 146)
 * 2) Enter the compartment north of Secret #1 and use the switch. You will be locked in, so use the east wall and use the switch here. Now in the bigger metal area, there are two doors to the west. Enter through the south door and use the terminal in the back to lower it. Use the south wall and follow the passage to a room with shotgun shells, stimpacks, a soul sphere, and health bonuses. (sector 230)
 * 3) In the room mentioned above, you can open the northeast wall to get a BFG9000 (not on Ultra-Violence or higher), a green armor (megaarmor on Hey, Not Too Rough or lower), and some ammo. (sector 295)

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on June 1, 2022.

Player spawns
This level contains four spawn points:
 * 1) facing east. (thing 4)
 * 2) facing east. (thing 5)
 * 3) facing east. (thing 7)
 * 4) facing east. (thing 68)

Things
This level contains the following numbers of things per skill level: