MAP12: Darkdome (Eternal Doom)

MAP12: Dark Dome is the twelfth level of Eternal Doom and was designed by Sverre Kvernmo.

Walkthrough
To raise the drawbridge, face it and then back up into the alcove of the outside building. There is a switch on the inside of the left pillar which raises the bridge. On the right, the moat leads to a secret containing the rocket launcher (see secrets). On the left, the moat leads to an area containing a yellow key switch, and another switch located where this part enters the moat and I don't know what it does. Kill the imps and a Hell Knight if you want, or you can do it once you have the yellow key.

Once you've raised the drawbridge, go across the bridge and head to the right of the main door. Enter the small hallway and hit a switch to raise some stairs. At the top of the stairs there is an 'X' switch which will open the main door. At this point, you might as well look out the window and kill the chaingunner in the main hall.

Go back to the front, and watch out for a chaingunner right behind the main door. Enter the castle and watch out for two shotgun guys right inside the main door to the left and right. If you enter their alcoves (where they spawned) this will spawn some flaming skulls from the torches, as will picking up the items to the left and right of the entrance to the main hall. Open the door to the main hall (see secrets). When you enter, watch out for more flaming skulls spawning from the fireplaces to the left and right of the door. Proceed up the stairs and watch out for the Cyberdemon who protects the castle.

Kill the imps and such in the stained glass windows on the left and right sides of the hall, avoiding the Cyberdemon's rockets. At the rear right there is a Revenant in an upper cross stained glass window (red and yellow instead of blue). At the rear left side of the hall is a fireplace containing an Archvile so you should take him out. At the front left side of the hall, enter the first stained glass window and activate an elevator. Ride it up and take out the skull shooting cacodemon guy. You will come to two pillars, run across them and hit the switch to open the wall where the pillars are.

In this room (the Archvile fireplace room) is two doors. The one on the left is locked and is guarded by a chaingunner. The one on the right goes into a hallway with a Berserk pack. Go into the hallway and try to get the Berserk pack. You will fall down into a pit with plenty of enemies, including Hell Knights. Take them out. Exit this area and you will encounter some green stairs with two Revenants on them. Go up the green stairs, past a yellow key switch, and they lead back to those two pillars (a wall has opened where the original switch was). Drop down into the fireplace room again and go back into the Berserk pack hallway.

A switch on the right raises the trap door. Hit it, and, as the trap is raising, run across the gap. Do it while it raises otherwise you will fall in the pit again. This leads into a room with some Barons of Hell on some pillars. Kill them and activate the platform at the rear of that room to lower their pillars and collect the items. Off to the side of this room is a small hallway leading to an elevator. Ride it up. Run across the gap into the window once you reach the top (strafe-run if necessary). There's more Hell Knights. Follow the hall and activate a switch on another elevator. Ride it down to outside the castle. When you re-enter the castle, there is a yellow key switch on the left, an elevator in front, and a corridor on the right. The corridor on the right simply leads back into the Berserk pack pit.

Secrets

 * To access the rocket launcher off of the right side moat, click the wall that looks like a door in front of you. This will release a Demon, as well as opening a door to the left containing some shotgun guys. The hall to the left has a switch which opens the door at the end of the water hall with the Demon in it. Time it right so you can get in the hall before the door at the end closes by opening the water door, hitting the switch, reversing back down the stairs (not out the window) and into the hall. This counts towards your secret percentage.
 * When you open the door to the main hall, imps come out of two doors with dead marines on them. These count towards secrets.

The previous level is MAP11: Dawn of the Dead (Eternal Doom)

The next level is MAP13: Drop 'Em (Eternal Doom)