MAP18: Regulate (Memento Mori II)

MAP18: Regulate is the eighteenth level of Memento Mori II. It was designed by Matthias Worch and uses the music track "Fear's Falter" by David "Tolwyn" Shaw. It contains a separate area for multiplayer competition.

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


 * [local] - Start transmission BUILDerman (AZ375B) -


 * "Hi, this is scout Ken BUILDerman, reporting from the refinery in sector 18. I have penetrated the base so far and not encountered anything harmfull, [sic] to be honest I don't think there's anything bad in this base, the evacuation was senseless. But of course you had to waste my brilliant talent on something like this and... - ah, never mind. I had to use some of the refinery's equipment to get here - some of the doors seem to be stuck, I'm off to reactivate the power generator. As you can see at [sic] the picture I'm sending you right now everything is fine, I won't need any hel...brzbrzbrzbrz."


 * [local] - Transmission was interrupted -

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.

Other points of interest
There are two computer panels that lower bars crushing barrels (linedefs 562 and 914), and a switch that lowers slime in a tank with a pain elemental (linedef 2667). They have no influence on actual gameplay and need not to be activated.

Secrets

 * 1) In the red keycard room, the tiles on a portion of the southwest wall are situated differently than the rest.  Press on this portion to find two stimpacks and a set of shells. (sector 679)
 * 2) In the room east of the red keycard room, a portion of the northern wall is covered with scorch marks.  Open it to find a box of ammo and a medikit. (sector 681)
 * 3) In the eastern cavern, a portion of the wall is bordered with metal.  Open it to find a secret tunnel, containing a box of ammo and a soul sphere, as well as a vantage point where the player can dispose of cacodemons. (sector 579) This allows you to lessen the severity of the trap that springs in the exit area.
 * 4) In the northeast drilling facility, part of the southern wall is bordered by metal.  Open it to find a box of ammo and a stimpack. (sector 237)
 * 5) At the foot of the stairway south of the nukage vats is a demonic face over a pentagram.  To the northwest and northeast of the vats are metal pillars that bear "Poison" signs, with the exception of the northwest pillar's east side.  Press upon this side and the demonic face will lower to unveil two sets of shells, two stimpacks, and a blur artifact. (sector 416)
 * 6) In the hallway with the yellow keycard door, once you fill the nukage pit enough to access it, there is a section of wall in the south that bears a skull.  Open it to find a medikit and a box of shells. (sector 167)

Bugs
Thing 240, an imp, is placed in the void, outside of valid playing space, and is thus unreachable. As a result, it is impossible to get 100% Kills, unless you raise the percentage by killing monsters resurrected by an arch-vile.

Because of a berserk pack not marked as multiplayer-only in the multiplayer area, you can only obtain 75% Items on this level. The imp in the short hallway leading to the final area may be outside of the play area, but can be killed by firing a rocket (from a safe distance) into the hallway.

Routes and tricks
Four enemies standing under ceiling lights near the start are meant to be telefragged, which can be done by constantly moving forward after getting off the first elevator.

You can obtain the red keycard through the grate by straferunning against it, similarly to the red skull key in MAP05: Rites of Passage, skipping a few rooms with tough opposition.

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

Trivia
The appearance of "Ken BUILDerman" in the mission briefing for this level is a jab at Ken Silverman, who created the Build engine used to run Duke Nukem 3D, released in 1996 before the megawad. BUILDerman's characterization as a militaristic snob is perhaps a reference to the arrogant behavior of Duke Nukem, the main character. A direct shot at Duke himself in the form of the equally ill-fated scout, "Duck Nukem," appears in MAP04: Ratamahatta in both the mission briefing, and, more famously, on a gravestone in the level itself.