As a result the level cannot be completed. Robert tries out some hardcore switch-fu in the west to northern area but one of the first buttons is not a repeatable action. They're basically big squares ringed by garage doors. There are a couple of huge outdoor yards that try to be climactic but the visuals are sorely lacking. It also has the map's weirded moment with a row of six pillars, each sporting a replenishing monster. The southeast wing has one of the best bits, a maze where shooting prompts an invasion. I like that there are bunches of monster closets to introduce swarms - in addition to teleporter ambushes - but it's dominated by airy spaces. This is a chunky and rectilinear map, sporting in excess of 300 enemies. The very early first cacodemon might give you pause. I'm glad that the author gives you a bunch of rockets to slay the end-of-level Baron squad, though. The lost soul reveal has a nice look since they stand out against the pulsing light in the beige panel room. Action is mostly shotgun and chaingun versus all the registered normies. I also enjoyed the tiered staircase room that steps down to the red key shrine. It's a cute level and has some pretty convincing sector props like the computer stacks sporting tech columns. You can see and shoot into it but can't enter until you get the blue key.