MAP21: The Leviathan's Arteries (Sunder)

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Sunder maps 21

01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
(21)
Secret maps: 31 32

This level occupies the map slot MAP21. For other maps which occupy this slot, see Category:MAP21.
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MAP21: The Leviathan's Arteries is the twenty-first map of Sunder. It was designed by Insane_Gazebo and uses the music track "They Named Him Gashadokuro" by Cammy.

Walkthrough[edit]

Map of The Leviathan's Arteries
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Go south from the start and southeast to the rocket launcher and rockets. You will have to battle demons in this tight area. Press the two eye switches when done and drop to the northeast. Drop again to the next arena with rockets, boxes of rockets, medikits, and stimpacks. Shoot the switch at the box of ammo to begin. At the southeast end, a closet with a mancubus, spectres, and revenants opens, while one arch-vile appears from the southwest end and cacodemons appear in five alcoves above the steps. Press the switch in the southeast closet when finished, which opens the wall at the top of the steps. This hall with an arch-vile and a berserk pack leads to damaging blood. The next room has two crushers to the north where the next switch is. Get past the crushers and press the switch, which causes imps to teleport in. The east steps leads to a baron of Hell and a stimpack. This larger room has the next switch on the east side, which lowers the nearby box with the Hell knight. Three pain elementals are to the northwest, where the next switch is. This will allow you to go north out of this room. The switch is at the left side of this room, and pressing it causes a cyberdemon to teleport to the north, three revenants to appear in cages nearby, and the east side opens up with Hell knights and barons of Hell pouring in. Press the skull switch where they were to open the way west. This hallway has several crushers that move in a sequence. Wait for them to lower, then when they start rising, run through all the way to the other side, which has a skull switch. You will then have to backtrack through the crushers to the previous room.

Take the large artery to the central area and climb the steps (the blood around here is inescapable). Head west across the platforms to one with a chaingun and a switch. The switch will cause imps to teleport around you. There are also three platforms with zombiemen sniping at you. The skull switches to the left of each platform will raise a wall blocking the zombiemen temporarily. When done, climb the white pillars to the north platform, press the skull switch, and head southwest across platforms to the next area. The first switch is to the northwest. Pressing it opens the southwest and northeast areas, which have imps, Hell knights, barons of Hell, and the next two switches. Lost souls will also teleport in, and two platforms with barrels also appear, which could help. However, shooting the barrels can cause the imps, Hell knights, and barons of Hell to teleport to those platforms as well. Press the two switches, as well as one more switch to the south, then exit this area by heading west and south on some platforms. The next area has revenants on pillars. Keep climbing, but look out for cacodemons that appear behind you as well as a group of three pain elementals and two cacodemons that appear at the top of the third set of steps. Grab the super shotgun and boxes of shotgun shells, then press the switch, descend the steps, and head south to a lift, taking it up to a new area. There are armor bonuses here along with stimpacks, boxes of shotgun shells, and the next switch to the southeast. This switch releases a hive mother, four arch-viles, a Hell knight, and two imps. When done, take the south steps and enter the large mouth going west.

At the end of the mouth, head south and you will see lots of imps and revenants, while cacodemons and a pain elemental ambush from behind. There is a switch at the southeast end here, but it is useless right now. If you head west over the bridge, barons of Hell appear to the northwest, arachnotrons appear on high platforms to the east, along with mancubi to the north and south (along with another pain elemental at the south end). Press the switch where the barons of Hell are, then head north and east to another switch, raising pillars to the east. Jump across to the other side, behind the arachnotron platforms. Climb the steps and head west past the last arachnotron platform. The floor lowers, where you have lots of mancubi and an arch-vile to deal with. A platform to the north has boxes of rockets, stimpacks, and provides some cover against these enemies, however the pillars alternate, so you need to be careful. When done, use the next lift where the monsters were to head up to a switch. After pressing it, drop north, head east across the bridge, and press the skull switch that was previously useless before, which now has a lift leading back to the large steps. Climb them again, and this time go southeast across another bridge. Head east and shoot at two barons of Hell. The switch behind them lowers their platform and allows you to continue east.

Drop into the large hole. In this area, there are several arch-viles behind the laser grids to the southeast. The switches in front of the laser grids removes them, freeing the arch-viles, and you must deactivate the three laser grids to access the switches behind them. The first time you do this, barons of Hell teleport to some of the blocks, and you will also have revenants on other blocks that will be revived by hidden arch-viles, so you cannot kill them yet. It is recommended to free each arch-vile compartment one at a time, killing them while dodging revenant fireballs and barons of Hell. When all three switches inside the compartments are pressed, the revenants will be freed, the hidden arch-viles will be crushed, and you can access the switch at the north end, which will open the wall at the south end at the top of the steps. Climb those steps, kill two more arch-viles, and take the lift up. The switch at the top opens a massive artery with a megasphere.

This artery will split into two paths, but the path going east has yellow bars, meaning you need the yellow skull key to continue on that route. Go north instead, traversing across platforms and bridges going northwest. Get the plasma gun in the fenced-in section. Press the switch in the middle and you will have to deal with revenants in cages above the blood and no less than four cyberdemons. When you can, go onto the platform outside the fenced-in section to the east which has a soul sphere, an energy cell pack, a box of rockets, stimpacks, and a switch. Press the switch and return, where six arch-viles show up three at a time, the blood rises, and a baron of Hell appears where the next switch is. This switch will lower the north platform, allowing you to cross to it and drop to another area to the north. Boxes of rockets are on the inner walls and some of the pillars, along with a megasphere on the west pillar. You need to first hit the switch at the east side. This makes demons and spectres appear on the main walkways, while four cyberdemons will show up on the larger pillars at the peripheries of the area. Another switch will open up near the first switch which has a teleporter that lets you telefrag the cyberdemons, and the switch here will raise platforms going further east. Go across until you find a backpack, then enter this area. Press the switch to the south. Hell knights and barons of Hell appear from the central fences, and eventually the west and east walls will lower revealing revenants. There are lifts to these walls. Take them up and press the two switches here, then leave to the north and back to the platforms. Traverse them northeast to a large lift and take it up with the switch. The next area behind the white grass has some platforms over blood and three switches to the east. Press the middle one to deal with a hive mother and three arch-viles. Three pain elementals, a cyberdemon, and another hive mother will then appear, while a lift appears near the southernmost switch. Activate it to head up to the switch at the top, which raises the northeast lift that leads you out of here.

Take this lift up and jump northeast, going towards another lift. Take it up, and you will notice a weird red flower. This flower is toxic to be near, so avoid it, but remember it for later. Get the megasphere and traverse the high platforms going southeast. Go into the artery and the next interior arena with caged monsters will be the next challenge. Press the switch to free the pain elementals and hive mother. Two arch-viles appear to the west, while lots of revenants appear to the southwest. A spider mastermind and several mancubi appear above the hive mother. If you climb the steps behind the mancubi, two cyberdemons are on two blocks, with the next switch on the north block. Press the switch, enter the teleporter nearby to warp back to the west side of the area, then go southeast to a soul sphere and the next switch. Use it and go up the steps near the northwest end, watching out for four arch-viles and a hive mother. The switch where the hive mother was will open the way to an artery to the southeast. Enter it and take the lift up, going all the way west to a blue key and a teleporter. The teleporter takes you back to the northeast part of the main area with the lift to the megasphere. Take the north steps and head west to the blue key switch. This raises steps leading to an artery to the north. Take another lift up, then at the fork, head south, as the west path leads nowhere. Another lift later, go across two platforms with health bonuses, then follow a trail of platforms and armor bonuses going west, eventually climbing lots of steps to reach the northwest end which has numbered switches.

Press the "1" switch, then go through the "1" path to another switch. This starts a racing challenge. You have a countdown starting from ten, and if it reaches zero, you will die. You must race through the course, killing monsters in the way, weaving through obstacles, climbing steps, and traversing platforms. Make it to the end, and the "2" switch will be available. The process will be the same, except tougher with stronger monsters and small changes to the race layout. Make it to the end again and use the "3" switch for the final challenge, which will be tougher, and when you make it through again, you will now have a skull switch where the number switches were. Use it to see the message "YOUR GRACE IS COMMENDABLE". Head to the east wall, go north, then up the steps. Press the switch up top, drop west, then go south and out of the race area. Head west through the white hall, taking the steps down to platforms. On the platform with the health bonus, drop to the south for more health bonuses and steps leading to the west artery. Take the lift up to a fork.

To the south is a lift you will need to raise, so you need to go north for now. Take the platforms and steps up to a BFG9000. Press the switch at the southwest part of the center to start. You will have to contend with lots of revenants, cyberdemons, and hive mothers. The left and right sides of the arena will drop and reveal damaging blood, so you ideally want to stay on one side for four seconds before transitioning to the other side. Arch-viles will come in later on, and when they do, a lift at the northeast end of the center rises. Use the switch to take the lift up to another switch, which opens the north stairs. Take the platforms and the long hall to the northeast end.

This is the largest arena in the level. Supplies will be strewn throughout the area, such as megaspheres on the blocks in the middle and limited ammo around. Head to the southwest part of the area and press the switch to begin. Revenants will be in the pond immediately to the east, along with more of them emerging from an alcove to the north. Cyberdemons will come in from the high area at the southeast, while Hell knights and barons of Hell appear near the west end. Also at the west end of the road is a large hallway where lots of hive mothers will come in from, with arch-viles on a platform behind them. This entire battle will likely involve lots of monster infighting to survive. Your next switch is all the way at the northeast end where cacodemons and pain elementals are pouring in, and you need to take two lifts to reach it. This skull switch lowers the platform with arch-viles far to the west. Head there and take a lift up. You have yet another lift to go to next, which takes you back to the platforms at the northwest end. Return to the arena with the left and right sides and blood, then leave this arena going back south to the west artery. The lift at the south end of the fork now goes all the way up. Take it and press the switch to get the yellow skull key.

Head east from the yellow skull key to the southwest area again. Return to the massive artery to the south and return to the fork there. Head east this time, climbing up to the yellow key switch, which will lower the fences. Go to the megasphere, drop into the hole, and press the switch. Flowers will appear, damaging you before they disappear, then the wall lowers to the final arena. Go to the white platform and press the switch, which causes flowers to start blooming in the field starting from the west side. Revenants will show up on the pillars around this area while hive mothers attack from the west. Imps will show up near the platform as well after some time. Cacodemons and pain elementals will also show up from the north. There will be one last hive mother coming from the east side as well. As you fight, the flowers that bloom will cause several parts of the field to be damaging, meaning your safe ground will continuously dwindle. After some time, the flowers will be all over the red field except for the white platform, and the pillar at the white platform lowers, with a medikit and a radiation suit. Take both and go south, up the steps, and to the east. The exit and a berserk pack are here, and the teleporter to the north takes you before the flower field.

Other points of interest[edit]

Secrets[edit]

There are no official secrets on this map.

Bugs[edit]

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

As this level does not contain official secrets, the NM 100S category is redundant.

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on October 2, 2025.

Statistics[edit]

Map data[edit]

Things 6273
Vertices 56953*
Linedefs 65527
Sidedefs 60519
Sectors 11522

* The vertex count without the effect of node building is 56953.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]