MAP05: Rites of Passage (Memento Mori II)

MAP05: Rites of Passage is the fifth level of Memento Mori II. It was designed by Paul Noble and uses the music track "Anchor" by Mark Klem.

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


 * Ok marine, here is the mission based in sector 5 of the combat zone, we'll go through it step by step so you don't miss anything....


 * Infiltration. We have sent three scout marines into this area and only one has managed to make it back with what looks like a very disturbed combat senario, [sic] there were update reports from the marines who didn't make it back about several varying areas, spanning deadly molten lava to a semi civilised area. Marine 002002345 who was second into the zone managed to setup the Close Range Teleporter Enhancement Pad (CRTEP) which will allow you to beam directly to the area and bypass the initial enemy sentries...


 * Enemy deployments. The scout marines encountered varying forms of depraved fiends and also several zombified marines who are to be looked out for - see if you can appeal to their human side and then they may help you. The 1st scout in was quickly dispatched by what looked like what we know as imps but the image was very badly effected by the site locations [sic] interference. Scout 2 managed to make it to a moat of burning lava before he was exploded by a massive energy discharge - viewing his bod-cam the bolt of energy seemed to emanate from over the moat. Third in managed to make it a bit further before he request [sic] evac, but his exploration has left him a jibbering wreak [sic] and it was only with intense electroshock therapy that we managed to get any real information out of him. It seems that the self destruct switch for this bunker system is actually beyond the moat - how to get to this or excatly [sic] where it is, is what you'll have to discover...


 * Armament. It seems that the demons have wised up to our CRTEP as they have scrambled the signal some what, when we beamed down your supplies the equipment was spread through the combat area, so you'll have to go in with just the bare minimum as the CRTEP does not allow us to download you with too much mass so you'll only have your pistol and the faithful knuckle dusters.


 * Priority. Kill as many of the Hell Spawn as possible, and get out of there... Come back alive and you'll be awarded ice cream privilages [sic] for two whole weeks, oh and a medal I suppose.


 * Good Luck Marine, and Kick ASS!

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) At the beginning of the level, the steel door can be opened to reveal a chaingun. (sector 3)
 * 2) From secret #1, shoot the northern wall with the upside-down cross on it to reveal a stairway.  Climb up the stairway to find a secret room with a teleporter. (sector 93) Enter the teleporter to be warped to another room.  Flip the switches, taking out the enemies along the way, until you find another teleporter.  Enter this one to be taken to the north of the previous room, where you can obtain a backpack and two boxes of ammo.  Flip the switches to lower the barriers, and also to obtain two boxes of shells.
 * 3) After lowering the segmented elevator after the first hallway, enter the eastern opening.  In there, one of the eastern walls is aligned differently; open this wall to reveal an elevator up to a passageway (press against the next metal wall to reveal it) lined with armor bonuses leading to a room with a clip, four sets of shells, three health bonuses, and, on Ultra-Violence or higher, a super shotgun and a chaingun. (sector 254)  At the south of this room is a switch floating in mid-air; press this to raise a stairway leading down into the room with the exit.
 * 4) In the passageway leading up to the blue skull key, there are walls bearing demonic faces on them.  These cover a passageway containing nine armor bonuses, a stimpack, and two clips.  The very top step of this passageway counts as a secret. (sector 288)

Routes and tricks
At the beginning of the level, you can straferun off the steps and through the window. It is best done if you start at the eastern side of the steps, and then strafe run toward the window from that location, going across the second and first steps. After that, you can obtain the red skull key through the grate by straferunning against it. This is performed in the record-holding UV and NM speed runs of this level, as well as the record-holding UV max and NM100S demos. Following this, you can take the northern teleport in the pit and head for the blue skull key as usual. After that, you can drop back down into the pit, take the eastern teleporter to return to the start of the level, unlock access to the segmented elevator as usual, and then finish the level as you normally would.

In addition, as also shown in that run, you can flip the switch raising the bridge to the exit without exposing it first, although it's a bit tough to find due to its small size. To find this, face outward into the brown stone area, standing along the center of the platform, and head toward the outer end while pressing "Use" repeatedly. Once you remember the location, doing this quickly will be easier.

Finally, if you run onto the exit platform from its sides instead of its southern end, the enemy-holding compartments will not open, reducing the number of foes you must face upon reaching this location, and thwarting the trap sprung when you cross the raised bridge.

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

This demo is erroneously placed in the UV speed directory instead of the NM100S one.