MAP04: Alcatraz (Hacx)

MAP04: Alcatraz is the fourth map of Hacx. It was designed by John Herndon.

Essentials
Climb the steps behind you to dispose of an android (plus a thug guarding a super kevlar vest) then go through a narrow doorway and climb a ladder to find a photon 'zooka and two cases of rounds. Open the door here then fight your way down a staircase to find another door that leads to a cell block protected by buzzers, phages, androids and thugs (plus a monstruct on "I am immortal" (IAA) skill level or higher). Go up the steps on the west side and walk round the wall in front of you to find another door, open it and take all the supplies in the next hallway before passing through another door that leads to a bridge. Halfway along the bridge is a laser sensor, and stepping through it will raise the pits on either side to reveal thugs - run across the bridge to escape the crossfire and open a door at the end to enter another hallway.

Open the door at the north end of this hallway to enter a second cell block which is bordered by a walkway. Walk north and west to drop through a gap in the railing, then head up the stairs in front of you and open the door on your left to enter the guard tower, which holds a monstruct on "Let's rip them apart" (LRTA) plus two androids on IAA. Flip the switch on the south wall to turn on the lights in a cell straight ahead, then go round to that cell to find another switch inside it that will lower the north-east corner of the walkway and reveal a corridor. Take the super kevlar vest then head round the corner, which will lower the wall on your right to reveal androids (plus buzzers on LRTA or higher), then continue on to a lift that is moving up and down which you can ride down to a room far below with a moving red column.

Clear the androids and other enemies then go up the stairs and turn left and left again to reach a case of torpedoes, plus a Hoig Reznator on LRTA or higher; there is a moving wall on your right with a phage (or monstruct on LRTA or higher) behind it, so go into this compartment and press the computer panel on the south wall to open a nearby door. Go through this door and fight your way past some thugs and androids to reach a switch and flip it to lower a lift with a tazer and photon 'zooka on it, then ride the lift up (watch out for a stealth waiting at the top on LRTA or higher) and follow the passage east to find a door leading outside. You will find yourself on top of a wall surrounding a white building - follow the wall round to its north-east corner to find a 007Microtel, then continue round to the north-west corner where you can drop down to ground level.

Go to the south-west corner of the white building to find a lift, activate it to go up to the roof then run south to land on a ledge below with some androids. The ledge will start to lower as you land on it; once it stops moving, enter the tunnel in the south-west corner and follow it to a door, open this then approach the desk in front of you to finish the level.

Other points of interest
A 007Microtel and SI array can be found inside the north-western cell in the first block.

Secrets

 * 1) After the long lift leading down to the room with the red column, ride the column up to flip a hidden switch on its north side, then head to the east side with the rising and lowering walls. Past these walls, get the force field to the north. (sector 310)

Bugs
The following multiplayer-only things have no flags set for any of the three difficulty classes, so they do not actually appear in the level:
 * four cases of rounds (things 227 through 230)
 * four photon 'zookas (223 through 226)
 * four uzis (219 through 222)

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

The (absence of) data was last verified in its entirety on December 3, 2021.

Player spawns
This level contains four spawn points:
 * 1) facing south. (thing 215)
 * 2) facing south-east. (thing 216)
 * 3) facing south. (thing 217)
 * 4) facing west. (thing 218)

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