MAP07: Not That Simple (Memento Mori)

MAP07: Not That Simple is the seventh map of Memento Mori. It was designed by Jens Nielsen, and uses the music track "Night Bats" 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.

Essentials
Open the door in front of you, and head downstairs. At the foot of the stairway is an arrow on the floor pointing to a wall. Press on it to reveal a switch, and use it. Head back upstairs, and enter the doorway. You will be lifted up to the northern walkway. Head outside, and fall onto the platform where the super shotgun is. Step off, and open the northwest door. Press the western switch, and run past the lowered lift to the east. The wall in front of you will lower. Trigger the eastern switch, and grab the blue key. Return to the central section, and go upstairs. Open the next two doors, head south, and open the eastern, blue door. Head to the northeast, and a wall will open in the previous room to reveal a switch. Press it, and go back to the apex of the staircase to find that the silver bars have lowered. Take the lift down, open the eastern door, and rush through either one of the northern doorways to enter a maze.

In the maze, you must find various switches that will cause the maze to deconstruct itself over time. Navigate your way to the west of the maze to find the first switch. Hit it, and search the east side of the maze for the second one. Hit it, and go to the southwest of the maze to find the third. Pull it, and head to the northeast of the maze to find the fourth. Use it, and pull the switch in the northwest of the maze to give yourself more room to move. Go to the south of the maze, face east to find the final switch, and flip it to reveal four mancubi in each corner of the room. Kill them all, and flip the switch on the northern side of the central pillar. Head back through the southern doorway to find the red key. Flip the switch to activate the lift, and take it up. Go around to the red bars in the southeast, open them, and step into the teleporter.

Open the eastern door, flip the switch, and enter the southern alcove. Flip the switch here, and head through the new opening in the west. Enter the teleporter, grab the yellow key, open the southern, yellow door, and press the switch.

Secrets

 * 1) After entering the secret passage in the first hallway, flip the switch by the elevator to find a chainsaw. (sector 54)
 * 2) In the central courtyard, there is a muddy patch of grass to the northwest.  Circle counter-clockwise around the tree and run onto it; the floor will lower beneath you, taking you to a secret room with a rocket launcher and some rockets. (sector 148) Use the teleporter to return to the height of the stairway.  If the Baron of Hell in that location has not been awakened, he will be telefragged.
 * 3) After flipping the switch in the compartment beyond the blue key door, return to the hallway east of the first hallway, and take the second elevator down.  A compartment in the east will have opened to reveal a berserk pack and a switch. (sector 61)
 * 4) Flip the switch in secret #3, and then take the elevator up to the northern walkway.  The switch opens two walls, revealing a secret compartment containing a plasma rifle and some cells. (sector 44)
 * 5) After flipping the switch in the compartment beyond the blue key door, return to and take the elevator blocking the blue key area.  Head south, and you will find that a compartment has opened to reveal a megasphere. (sector 142)
 * 6) In the corridor beyond the silver bars at the height of the stairway, press on the green torch to reveal a teleporter leading to a secret room with a berserk pack. (sector 63) If the plasma rifle is acquired in secret #4, there will also be a backpack.  If the switch is flipped in the chaingunner's compartment in the northwest of the blue keycard area, there will also be an elevator here.
 * 7) Activate the elevator in secret #6, and take it up.  Run across the gap to a secret compartment containing some shells. (sector 65) Enter the teleporter to be warped into an alcove in the final area of the level where a megasphere resides.  Run out of the alcove to reveal a teleporter back to this secret.

Bugs
Because mancubi are required to be present in order to access the red key, it is impossible to finish this level in no monsters mode.

Opening access to the blue key will cause walls to the north and south of the western lift to lower, enabling access to new areas. However, if you do this while the lift is still down, the walls will lower all the way to the same level as the ground, creating Hall of Mirrors effects.

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

The data was last verified in its entirety on March 16, 2014.

Map data
* The vertex count without the effect of node building is 1278.

Inspiration and development
This level was created with DeeP 7.30r and RMB.

Trivia
The name "Not That Simple" is a reference to MAP07: Dead Simple from Doom 2.