MAP27: The Silos (Memento Mori II)

MAP27: The Silos is the twenty-seventh level of Memento Mori II. It was designed by Paul Noble and uses the music track "Shadows of the Dead" by Mark Klem.

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


 * Sit down Marine, make yourself comfortable, for once this mission starts there won't be any rest, not even for the wicked...


 * Mission Objectives. This mission is imperative to the success of Operation Memento Mori 2, the missile base which you'll be dropped into has fallen into the hands of the enemy, they don't know what they've got but we do. The site is a Guidance array and missile launch centre. Our Space Marines have been fighting a continuous battle in the space around the orbital platforms and have managed to force the main bulk of the demon hoards onto the biggest orbital platform (codenamed Icarus), [sic] unfortunately this platform is very well armed and we cannot make a landing on the platform to reclaim it. Thus it has been decided that it is to be destroyed utterly. To this ends [sic] you must enter the missile base, reconfigure the missile guidance array in the South East corner to point to the space platform, then you must seal all the silos ready for launch - all the silos have a double lock mechanism, make sure that all the lock switches are activated. Then finally you must activate the launch sequence, once done we can beam you off the base and onto your next mission.


 * Infiltration. We have set up a drop site near the old Sentry gateway, this area should still have some weapons stocks of some sort near by...


 * Enemy deployments. Reports claim that the Missile base is infested with all manner of humanoid killers, be they demon possessed troopers or the evils known as Mancabus, [sic] they are high tech, but in the brain department they are not up to much - think before you run in, if you can get them fighting each other then they'll do half your work for you. You'll find that there are serious concentrations of enemy operatives the further you progress through the base, be prepared for all manner of opposition...


 * Priority. Seal all the missile silos and erect the missile guidance array, then get the hell out of there.


 * This is going to be one helluva mission and the Earth Force are relying on you, make em eat hot lead death!

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, press on the gray computer panel and all of the dark computer panels will open to reveal a box of ammo, a chaingun, a box of shells, a super shotgun, a box of rockets, a rocket launcher, a bulk cell, and a plasma rifle.  Only the compartment with the rockets and rocket launcher counts as a secret. (sector 624)
 * 2) In the room behind the door opposite the southwest silo (the silo that requires a yellow keycard to open,) a northern portion of the desk can be lowered like an elevator, and used to climb onto it.  Alternatively, the southern elevator down can be jumped from and onto this desk.  Either way, open the computer panel north of the desk with the hazard strip on it to find a lone sergeant behinnd a stockpile of barrels.  Kill the sergeant by destroying them all, and enter the compartment to find security armor and a berserk pack. (sector 408)
 * 3) The computer panel west of the switch that raises the bridge to the stockpile in the northwest counts as a secret. (sector 609) However, it is impossible to register due to it being too small for the player to enter.
 * 4) When you enter the northernmost door, the portion of the southern wall right next to the stairway can be opened. (sector 561)
 * 5) The sector immediately after the door in secret #4 also counts as a secret. (sector 499) Enter the teleporter to be taken to a hidden room with a soul sphere (on Hurt Me Plenty or lower) or an invulnerability (on Ultra-Violence or higher.)
 * 6) In the green, southeast hallway, east of where the Cyberdemon is encountered, a portion of the northeast wall bears a "Poison" sign.  Open it to find a box of ammo, and then open the next two doors.  This leads into a dark room with a computer map. (sector 36) Approach it and a revenant will be released; dispose of it and enter the compartment it came from to get a stimpack.
 * 7) The portion of the canyon area covered by light counts as a secret. (sector 605)
 * 8) In the eastern room south of where you find the blue keycard, there is a silver wall that can be opened to reveal a switch in a tube.  Shoot the switch with the super shotgun to open a wall behind you, unveiling a medikit and combat armor. (sector 376)

Bugs
Due to a secret being impossible to reach, you can only obtain 87% Secrets on this level.

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

Trivia
The appearance of "Icarus" in the mission briefing for this level is a reference to TeamTNT's Icarus: Alien Vanguard, supported by its description as a demon-infested space vehicle, although Icarus's story describes the original ship as an "exploration cruiser" instead of an "orbital platform," and features demons invading the ship rather than being forced into it. This reference is presumably intended as revenge against TeamTNT for the controversial postponement of TNT: Evilution's originally freeware release, due to its being acquired by id Software for publishing in what would become Final Doom. Similar jabs toward Duke Nukem 3D appear in the mission briefings for MAP04: Ratamahatta and MAP18: Regulate.