MAP28: City of the Unavenged (Memento Mori)

MAP28: City of the Unavenged is the twenty-eighth level of Memento Mori. It was designed by Jens Nielsen and uses the music track "Dreadnaught" by Mark Klem.

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 southwest region of the map, do not raise the stairway.  Instead, run to the inset in the wall and open it to reveal a lift.  Take it up into the Arch-Vile's pillbox, containing four boxes of rockets and (on Hurt Me Plenty or lower) a BFG 9000.  Entering this pillbox opens an alcove nearby.  Enter this alcove to find an elevator that you can take up to the pillbox and back again.  Stepping onto this elevator counts as a secret. (sector 223)  Alternatively, if you have not raised the stairway by then, going through the bloodstained door in the northeast of the map will open the wall hiding this elevator in the pillbox.
 * 2) In the building with the teleporter leading to the walkway on the southeast building, open the northwest wall to find a bulk cell and a backpack. (sector 508)
 * 3) In the northernmost building, jump from the southern window into the guard tower to acquire a box of ammo, a backpack, and a bulk cell. (sector 233)
 * 4) In the central building, cross the southwest corner, and a wall will open in the northwest of the building.  Go back to the northwest to find a backpack. (sector 149)
 * 5) In the compartment that opens in the south of the central building, open the eastern wall to find a soul sphere. (sector 153)
 * 6) In that same compartment, open the western wall to find a bulk cell. (sector 155)
 * 7) In the northeast of the central building, flip the switch, and then return to the west to find that the silver bars blocking another switch have been raised.  Flip the switch, and then enter secret #4 to find another compartment containing a combat armor. (sector 456)
 * 8) In the northwest of the easternmost building, press on southwest portion of the southern wall to reveal a corridor containing three cells. (sector 524)  It also leads into another room containing a box of ammo.
 * 9) In the northern room of the easternmost building, head into the southeast corner.  After that, exit the building and head over to the eastern side to find a newly-opened compartment containing three sergeants and a bulk cell. (sector 200)
 * 10) After jumping the gap into the gray stone building, open the second northern wall after you enter to reveal a backpack, a box of shells, a berserk pack, and a combat armor.  (sector 296)
 * 11) In the cuboid, outdoor area with the switch opening the door to the toxic pool, a portion of wall in the southwest looks different from the others.  Open it to reveal a secret room containing a backpack, a box of ammo, a box of shells, three boxes of rockets, and a megasphere. (sector 408)
 * 12) In the same cuboid, outdoor area, another portion of wall in the northwest has a different texture.  Open this wall to find a computer map. (sector 425)
 * 13) Before entering the toxic pool room, press on the switch nearby the entryway.  After this, enter the walkway surrounding the pool and head to the southwest.  A wall will have opened here revealing a compartment containing a soul sphere. (sector 491)

Routes and tricks
This level is notorious as the hardest level in Memento Mori to speedrun, due to its impressive difficulty provided by not only the powerful hellspawn, but also impressive complexity that allows for little to no shortcuts. A UV speed run through this level takes close to 8 minutes to finish, and a UV max run requires more than 15 minutes; the slowest UV max demo by Istvan Pataki, lasts a showstopping 24:01.

One shortcut is a key grab that can be performed with the red skull key, by straferunning against the northern side of the platform the key is on. However, circumventing the process of lowering the platform also skips the opportunity to grab the plasma rifle, which is a necessity against the powerful enemies that inhabit this level, meaning it is not wise to perform in a single-level run. The only demos in which this is used are Drew "stx-Vile" DeVore's 31:11 MAP21-30 UV Episode run and his 1:23:56 UV Run of the entire megawad (.)

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

The data was last verified in its entirety on April 18, 2014.

Map data
* The vertex count without the effect of node building is 2030.