MAP26: Base Exposure (Memento Mori II)

MAP26: Base Exposure is the twenty-sixth level of Memento Mori II. It was designed by Mark Klem and uses the music track "Anger's Reprise" by David "Tolwyn" Shaw.

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


 * Yesterday, a team of 4 went into sector 26 and had a run in with some cyberdemons. The reports that I received indicates that a few wildly placed rockets from one of the cyberdemon lords blew away a massive amount of wall structure revealing what may be an underground base of some sort.  After me and a few others suited up, we locked on the coordinates of the base and went in...


 * The entrance to the blown out wall is pretty high in radioactivity. The good news is; there isn't very much of it at all.  Looks like most of it has dried up over the days.  It was pretty well guarded by a team of former human sargents, [sic] and a few "pinkos" were placed down a hall for a surprise attack from behind.


 * There also appears to be some sort of holding cell here for other demons. There must be a way in there, because a few items are visible.


 * Deeper inside the metal encased operational facility is a red key, which is important to acquire if you ever want to leave this sector. If things start heatin' up, the sargents will move this key to another area.


 * There is a teleporter revealed after you get the key which will take you back to the upper level of the base. But getting to it may deliver a slight problem; death.


 * On the way to the exit, there will be many creatures that will do their best to stop you from getting out. The exit is trapped, so watch it.

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) When you lower the plasma rifle for access, you will notice a switch in the south.  Flip it, and steel bars will open in the north.  Jump from the northern window and over these bars to find a box of ammo and (on Hurt Me Plenty or higher) a megasphere. (sector 156) Walk toward the bars again to exit.
 * 2) At the east of the map, one of the recesses has a hole in it revealing a switch and a health bonus.  Shoot the switch to unveil another switch at the end of the hall.  Flip it, and four of the lights will lower, letting out some enemies but also enabling access to the demons' cage in the west, where you can find a cache of supplies. (sector 122) On Hey, Not Too Rough or lower, you can find five medikits, eight boxes of ammo, four boxes of shells, four boxes of rockets, and eight cells.  On Hurt Me Plenty, there are four boxes of ammo, two boxes of shells, two boxes of rockets, four cells, and a single medikit.  The contents are the same on Ultra-Violence or higher, except the medikit has been replaced by five health bonuses.
 * 3) In the cross-shaped hallway, enter the southern hall, and then backtrack to the northwest room to find that the western, blue wall has opened to reveal some enemies, a medikit (a health bonus on Ultra-Violence or higher,) and a switch.  Flip the switch, and head back to the compartment in the north to find a corridor with two boxes of rockets, and a backpack. (sector 387)
 * 4) After the red key door, you can climb a stairway into the east side of the central building.  There, you can drop off the northwest window onto a tiny ledge in front of it.  From there, walk to the western platform to find a compartment with a soul sphere. (sector 149)
 * 5) Nearby the bar that must be opened with the yellow keycard is a stairway leading up to a rocket launcher.  At the south of this stairway is a portion of wall with grime on it.  Open it to find an invulnerability. (sector 436)
 * 6) In the room opened when you try to open the exit door, a portion of the eastern wall is covered in grime.  It can be opened to collect a megasphere. (sector 340)
 * 7) Sector 432 is marked as a secret, but is not used in the map, rendering it unobtainable.

Bugs
Sector 111, the gravel sector before the toxic pool sector east of the map, is also marked as a damaging floor, even though there is no slime on it.

Due to an unused sector marked as a secret, you can only obtain 85% Secrets on this level.

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

The data was last verified in its entirety on June 3, 2014.

Map data
* The vertex count without the effect of node building is 2620.

Trivia
The theme of this level is an arranged version of Mark Klem's "Hidden Anger," previously used in Memento Mori as the theme of MAP01: The Teleporter, MAP18: A Dead Man's Town, and MAP29: Island of Death.