MAP13: Hard Facility (Plutonia 2)

MAP13: Hard Facility is the thirteenth map of Plutonia 2. It was designed by Fredrik Johansson, Adolf Vojta (Gusta) and Sam Woodman (Metabolist) and uses the music track "Donna to the Rescue" by Robert Prince.

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 room with the red keycard, after turn to the southeast corner (the very front left corner after getting the red keycard). Pull down the switch directly to your right. Go through the white teleporter, and turn around into the large room to find that a platform with a soul sphere has lowered (#1).
 * 2) From the blue key-lock area, head north and you’ll be outside a window with several large windows. Enter this building from the southeast, which will trigger a door up the stairs that contains a soul sphere. The door will slam shut on you as you approach it. To get this soul sphere, walk out the window right behind you with the door closed. You will then have to strafe run up the stairs, such that you trigger the mechanism that opens the door, but that you cross the mechanism that closes the door before the door is fully open. If you are successful, the door will remain open and you can enter the room with the soul sphere (#2).
 * 3) After opening the door with the red keycard and walking all the way around the elevated walkway through another small door, turn left. On the left is a highlighted wall with pipes on it. Open it to be teleported (#3) to a plasma gun and a medikit. Another teleporter leads to a box of ammo and a box of shells, along with some chaingunners.
 * 4) In the room in the north part of the map with many stacked crates, walk to the top of the stack on the southwest corner (on the way to the blue key). Turn around and jump onto the crate with a squarish light in the middle, then jump to the box on the right (#4) to get a soul sphere.

Bugs

 * If played in Cooperative, this level may become impossible to finish. If one of the players crosses the trigger behind the blue door (Linedef 2284) which makes the blue skull marked bars behind him to close, and dies inside that room, the level will become impossible to finish due to the only trigger to reopen the bars is a switch in a room following the blue key door (Linedef 2635).

Trivia

 * During development this map was called "The Hunter".