STR26: Deepspace 12 (Stronghold: On the Edge of Chaos)

STR26: Deepspace 12 is the twenty-sixth map of Stronghold: On the Edge of Chaos. It was designed by Daniel Gimmer (Tormentor667) and uses a custom music track.

This level introduces the "Goals" mode, where the objective is to prevent monsters destroying a series of targets placed throughout the level.

Essentials
Before the level starts, Lt. Carmack will brief you on the essentials of Goals mode. There are five colored targets placed throughout the level; the mission will fail if they are all destroyed by the monsters. All players start in a room near the middle of the level that contains all the item pads, as well as three doorways that connect to the rest of the level; ammo and health pads can also be found up a staircase by the green goal, and in the room before the white goal.

Monsters will initially spawn from a fenced area in the north-west corner of the level and follow a path past the blue and green goals; after one core is destroyed monsters will also spawn from the south-west corner and follow a path past the orange and red cores, and after two cores are destroyed monsters will also spawn in the north-east corner and follow a path to the white core. In single-player, this makes it vital to protect the blue core for as long as possible to avoid being overwhelmed.

On higher skill levels you will need to make use of powerups, as the weapons and ammo provided will not be strong enough to hold back the opposition. Save the more powerful weapons, such as the railgun, for the strongest enemies.

A shotgun can be found by the blue goal. You can also find a chaingun in a dead-end opposite the north passage from the starting room, and a chainsaw and armor in a room east of the starting area.

Completing this level will award 2,600 bonus credits and unlock the sixth tier of missions in the main hub.

Secrets
There are no official secrets on this map.

Current records
The records for the map at the Doomed Speed Demos Archive are:

Things
This level contains the following numbers of things per skill level:

Trivia

 * Based on the ACS scripts for this level, it was originally intended to have ten waves and was reduced to seven during development.