MAP01: The End (Biowar)

MAP01: The End is the first map of Biowar. It was designed by Chris Harbin and uses the music track "Insignia" by Mark Klem.

Essentials
Press the switch below the large computer screen to open the door behind you, revealing a corridor with some low-tier enemies that should be easily dispatched with the pistol. You will then stumble upon a partially destroyed wall that will lead you to an outside courtyard. This area is wide open and full of zombiemen and imps, as well as shotgun guys who will shoot at you from two windows from the building on the opposite side. You should have no problem dispatching most of the enemies with your pistol, but there's a few crates in the courtyard you can use as cover in case your health gets too low.

Once the area is clear make your way to the building the shotgun guys are in, revealing a bunch of imps and pinkies leading to a platform that will descend into a small warehouse. To the left, between two crates, you will find a switch that opens the exit door in the same room, as well as a teleporter allowing you to backtrack should you want to gather any more supplies before leaving.

Secrets

 * 1) Open up the doors that are Secrets #3 and #4, then press on the block where Secret #2 is (to the right) to lower this secret (to the left), containing ten armor bonuses. (sector 87)
 * 2) Open up the doors that are Secrets #3 and #4, then press on the block where Secret #1 is (to the left) to lower this secret (to the right), containing ten armor bonuses. (sector 89)
 * 3) In the open field, go to the left window and shoot the button to open the door there. (sector 97)
 * 4) In the open field, go to the right window and shoot the button to open the door there. (sector 98)

Current records
The records for the map at the Doomed Speed Demos Archive are:

Player spawns
This level contains four spawn points:
 * 1) facing south. (thing 138)
 * 2) facing south. (thing 139)
 * 3) facing south. (thing 140)
 * 4) facing north. (thing 141)

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