- This level occupies the map slot MAP12. For other maps which occupy this slot, see Category:MAP12.
MAP12: The Waterway is the twelfth level of Memento Mori II. It was designed by Orin Flaharty and uses the music track "System Shock" by David "Tolwyn" Shaw.
Mission briefing[]
According to both the text file and the Infopack:
- Your mission is to enter the area and clear out all remaining enemy resistance. Take out as many demons as you can and move on to the next area.
- Troop #93 Report: Thin walkways over underground rivers make up the majority of this area. The huge underground caverns that make up this area are filled with some of the weaker Hellspawn, but we did see signs that larger demons had been here.
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[]
- After opening the first door, clear the opposition, jump into the river and head to the southeast. You will find a small cave (sector 223) containing seven barrels, (skill dependent) two/three/four chaingunners, four stimpacks, a box of shotgun shells and a super shotgun. Use the teleporter outside to return to the ledge.
- Upon obtaining the blue armor, do not use any of the teleporters in front of you. Instead, drop off the southern or eastern side and look to the southwest to find an inset in the wall. Open this to find a secret teleporter, leading to a platform (sector 154) with a soul sphere.
Bugs[]
On Ultra-Violence or higher, one of the mancubi (thing 187) in the blue skull key room is hanging partially off two edges of the platform below him, resulting in him becoming immobile, and unable to act until he is killed.
Speedrunning[]
Routes and tricks[]
This level is one of the few in Memento Mori II which can be completed in under a minute. The first barrier, with the soul sphere on it, can be passed by if you run (or straferun) toward the canyon on the other side from its diagonal edge. This is impractical to perform on Nightmare difficulty, though. In addition, you can slip by the enemy force on your way to the yellow skull key door by treading along the outer edge of the walkway. To avoid needless backtracking, it is recommended to reach the exit by using the eastern teleporter in the combat armor room as you enter it, warping you in front of the now-opened bars and allowing quick access to the teleporter leading to the exit.
In NM100S runs, the quickest way to obtain both secrets is to acquire #2, and then #1. To reach #1 from #2, simply drop off the north side of the platform you teleport on.
Current records[]
The Compet-N records for the map are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 00:35 | Adolf "Gusta" Vojta | 2002-05-29 | m212-035.zip | |
NM speed | 00:44 | Adolf "Gusta" Vojta | 2002-08-26 | m212n044.zip | |
UV max | 03:16 | Anthony Soto | 2003-02-16 | m212-316.zip | |
NM100S | 00:52 | Adolf "Gusta" Vojta | 2002-08-29 | m212s052.zip | [1] |
UV -fast | |||||
UV -respawn | |||||
UV Tyson | |||||
UV pacifist | 00:41 | Adolf "Gusta" Vojta | 2002-05-29 | m212p041.zip |
Miscellaneous demos[]
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
.zip |
Statistics[]
Map data[]
Things | 320 |
Vertexes | 1127 |
Linedefs | 1310 |
Sidedefs | 1897 |
Sectors | 224 |
Things[]
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Arch-Viles | 1 | 1 | 1 |
Barons of Hell | 1 | 2 | 4 |
Cacodemons | 3 | 3 | 4 |
Chaingunners | 6 | 7 | 8 |
Demons | 3 | 3 | 4 |
Hell Knights | 1 | 1 | 0 |
Imps | 27 | 33 | 40 |
Lost Souls | 2 | 4 | 6 |
Mancubi | 0 | 1 | 2 |
Revenants | 0 | 1 | 1 |
Sergeants | 8 | 13 | 17 |
Troopers | 6 | 7 | 7 |
Powerups | ITYTD and HNTR | HMP | UV and NM |
Armor bonuses | 16 | 16 | 16 |
Berserk packs | 1 | 1 | 1 |
Blue armors | 1 | 1 | 1 |
Green armors | 1 | 1 | 1 |
Medikits | 7 | 6 | 6 |
Soul Spheres | 2 | 3 | 3 |
Stimpacks | 18 | 17 | 17 |
Weapons | ITYTD and HNTR | HMP | UV and NM |
Shotguns | 1 | 1 | 1 |
Super shotguns | 1 | 1 | 1 |
Chainguns | 1 | 1 | 1 |
Rocket launchers | 1 | 1 | 1 |
Ammunition | ITYTD and HNTR | HMP | UV and NM |
Ammo clips | 4 | 4 | 4 |
Shells | 9 | 9 | 7 |
Shell boxes | 8 | 8 | 9 |
Rocket boxes | 1 | 1 | 1 |
Keys | ITYTD and HNTR | HMP | UV and NM |
Blue skulls | 1 | 1 | 1 |
Yellow skulls | 1 | 1 | 1 |
Barrels | ITYTD and HNTR | HMP | UV and NM |
Exploding barrels | 7 | 7 | 7 |
References[]
- ↑ This demo is not listed on the Compet-N page for Memento Mori II, as m212n044.zip is erroneously listed in its place.