MAP26: Walls of Jericho (Doom 2 Unleashed)


Doom 2 Unleashed maps 21-30

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
(21 - 30)
Secret maps: 31 32

No Hope For Peace

33 34 35 36 37 38 39 40

This level occupies the map slot MAP26. For other maps which occupy this slot, see Category:MAP26.

MAP26: Walls of Jericho is the twenty-sixth map of Doom 2 Unleashed. It was designed by Keeper of Jericho and uses the music track "Legion of the Lost," originally composed by L.A. Sieben for TNT: Evilution.

When using the music WAD included with this megawad, this level instead uses the music track "Choirs From Hell" by Paul Corfiatis.


Map of Walls of Jericho
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.


Red key[edit]

Take the shotgun behind you then open the wooden door, ready to kill some shotgun guys behind it on Hurt Me Plenty (HMP) skill level or higher. Go forward and open the door ahead, kill the imps in the second building then press the switch in the north-west corner to open four alcoves containing a super shotgun, chaingun, rocket launcher and backpack. Collect these along with the armor in the south-east corner, then press the switch in the north-east corner to open the door next to it. There are two chaingunners on the bridge ahead (replaced with revenants on HMP or higher), and a Hell knight will appear on the bridge when you pass the first pair of green torches.

Open the door to the third building and kill the caged mancubus, then open the east door and kill the demons waiting behind it along with the chaingunners on either side of the next building. Go into the building and kill two cacodemons (plus some lost souls on HMP or higher) then press the computer skull switch on the east wall behind some damaging nukage]]. Return to the previous building and head through the north door, ready to face two knights on the next bridge (or barons of Hell on Ultra-Violence (UV) and Nightmare (NM) skill levels) then cross the bridge and go through the door to the fifth building that opens automatically when approached. Kill the mancubus then step into the water in the middle of the room, which will teleport you to the east side of the building with three teleporter pads. Step on the north pad to be sent to the west side of the building, then open the door here and be ready to kill one to three arachnotrons waiting on the bridge behind it.

Cross the bridge and go through the door to the sixth building. Kill the waiting imps then follow the passage west, watching out for three doors that open on your left revealing shotgun guys (or chaingunners on UV and NM), then make two right turns and kill the revenants behind the fence on your right, as well as an arch-vile on HMP or higher. Go through the north door and cross the bridge to the seventh building, open the door and kill the imps waiting behind it then go left or right and follow the blood trenches to a baron guarding a berserk pack and another door. Go through this door to find a longer bridge but use caution - when you pass between the fourth pair of firesticks a number of demons (twenty on UV and NM) will teleport in ahead of you and behind. Try to keep moving forward until you get round the corner, so that all the demons approach from the same direction.

After going round the corner head east until you see imps teleporting in ahead of you and behind - as before get to the next corner so you can avoid being surrounded. Continue following the bridge north until you reach a junction with a set of blue skull bars, and be ready to kill some zombiemen that teleport in ahead of you and behind. Head north to the eighth building and open the door to confront some lost souls, then cross three wooden steps (taking a berserk pack on the way) to reach a computer skull switch which will open a door on your left. Go through the door and kill the caged barons on your left, then follow the bridge round the corner to face another demon ambush - go round the next corner to escape the trap, then open the metal structure in front of you to reveal an arch-vile guarding a plasma gun.

Armed with the plasma gun, head north across the next bridge - halfway along you will be ambushed by teleporting revenants, so go back to the metal structure and use it as cover from their missiles. Once all the revenants are dead, go back across the bridge and open the door to the ninth building which contains a mancubus, plus some knights on HMP or higher. The east door is locked, so go through the north door to a square bridge and arm yourself - the marble structure in the middle of the square will open to reveal a spiderdemon, but a number of imps will teleport on to all sides of the bridge and can be used to provoke infighting. Once the spiderdemon is dead or has killed as many imps as possible, dispose of it then head round to the north side of the bridge (passing through two metal structures on the way) and go north to the tenth building. This building contains a number of chaingunners, as well as a supercharge sitting on a blue plinth - taking this item will open two closets containing arch-viles, so arm yourself before picking it up.

Leave the building by the west door and follow the bridge - halfway along you will be ambushed by cacodemons and pain elementals, so either go back to the tenth building or go forward to another metal structure to escape the trap. There are two narrow bridges going north - when you are halfway across one bridge, chaingunners will appear on the other bridge and should be dispatched with the chaingun or plasma gun. After crossing the narrow bridges head east to the eleventh building, ready for another ambush by cacodemons and pain elementals on the way. When you enter the eleventh building, kill the shotgun guys and imps you can see through the fences then follow the path over some nukage and lava to reach a pentagram door. Open this door and kill one or more arachnotrons blocking the way, then head north to the twelfth building.

Open the door of the twelfth building to kill one to three mancubi, take the megasphere and three backpacks then press the computer skull switch on the north wall. Backtrack to the bridge leading to the eleventh building to find that an arch-vile has teleported in and is resurrecting the cacodemons you killed earlier - on HMP or higher, a second arch-vile will have appeared on the bridge to the south. After killing the arch-viles and the resurrected cacodemons, go back to the tenth building and head through the east door to a curved bridge - just before you reach the corner you will be ambushed by zombiemen, as well as shotgun guys on HMP or higher. Go round the corner and step into the teleporter at the end of the bridge to reach another building, then take the red skull key sitting on the marble step. The metal columns surrounding the key will open and reveal four knights and/or barons, depending on skill level.

Blue key[edit]

With the red key, use the teleporter in the north-east corner to return to the main level. Backtrack to the square bridge between the ninth and tenth buildings to find that an arch-vile has appeared on the west side and is resurrecting slain imps - on HMP or higher, a second arch-vile will have appeared on the east side. Use the metal structures at the corners as cover from the arch-viles, then head south to the ninth building and go through the east door requiring the red key to find another curved bridge leading to a teleporter. Kill the arachnotrons that teleport in when you go round the corner, then step into the teleporter to reach a building full of damaging blood.

The blue skull key is sitting on a marble step in the middle of the room, but walking on the step will open the columns around it to reveal revenants (two of which are replaced with imps on I'm Too Young To Die (ITYTD) and Hey Not Too Rough (HNTR) skill levels). If you want protection from the blood, use the teleporter in the south-east corner to return to the main level then step backwards to collect a radiation shielding suit.

Yellow key and exit[edit]

Teleport back to the main level then return to the ninth building and go through the south door, where two arch-viles have appeared on the bridge ahead. Kill both of them and the monsters they resurrect then follow the bridge back to the eighth building and go through the south-east doorway to a narrow bridge, ready to kill an arch-vile that appears in front of you. Follow the bridge round to a switch requiring the blue key and press it then return to the building and go through the south door, heading south until you reach a junction then turn left to go through an arch that was blocked by blue skull bars. Follow the bridge here to a teleporter which will send you to another building and take the yellow skull key in front of you, ready to kill four knights and/or barons that are revealed around you.

Use the teleporter east of the yellow key to return to the main level, where you will be confronted by a mancubus (or a cyberdemon on HMP or higher) - there will also be two arch-viles on the bridge to the west that should be killed before they resurrect too many monsters. Kill everything then backtrack to the fourth building and step into the water pool in the middle to teleport to the area with three teleport pads again, then step on the middle pad to reach the north door. Open it and be ready to kill another cyberdemon blocking the way on HMP or higher, then head north through another door between two skull pillars then go through the exit door (which requires the yellow key) to a walkway overlooked by chaingunners on both sides. Step off the end of the walkway to an invisible bridge then head straight forward into a sky portal to finish the level.

Other points of interest[edit]

In the third building, go into either of the west passages guarded by demons to find a backpack, stimpacks and ammo.


  1. Open the north door in the third building and go midway to hear a lift lower. Quickly run back to the third building and through the left corridor, dropping down and using the door here to reach a supercharge. (sector 312)
  2. As soon as you enter the sixth building, open the wall in front of you between two metal supports to find five boxes of rockets. (sector 506) You should kill the revenants and arch-vile inside the secret before opening it.
  3. From secret #2, go to the west side of the sixth building to find a pentagram wall. Open it and turn left, then open the brick wall with a light on it in front of you to reveal a revenant and a plasma gun. (sector 498)
  4. From secret #3, follow the dark passage north and east past two spectres to reach a megaarmor. (sector 488)
  5. At the north end of the map with the water maze, as soon as you enter shoot the switch that is revealed to the east, which will open a wall at the south end of the maze letting you reach a computer area map, partial invisibility, ammo and a backpack. Note that the switch will close and if you do not shoot it in time it is possible to lock yourself from reaching this secret. (sector 945)


Three zombiemen (Things 14, 15 and 16) at the start of the level have no flags set for any of the three difficulty classes, so they do not actually appear in the level. They are at the same spots as shotgun guys on HMP or higher, so probably were intended to appear on ITYTD and HNTR.

Demo files[edit]

Areas / screenshots[edit]


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 12:12.14 Ancalagon 2012-10-26
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on December 21, 2021.


Player spawns[edit]

This level contains six spawn points:

  1. facing north. (thing 1256)
  2. facing south. (thing 1257)
  3. facing west. (thing 1258)
  4. facing east. (thing 1259)
  5. facing south. (thing 1260)
  6. facing east. (thing 1261)


Map data[edit]

Things 1274
Vertices 11052*
Linedefs 12152
Sidedefs 19815
Sectors 1500
* The vertex count without the effect of node building is 9889.


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

Technical information[edit]

Inspiration and development[edit]


  • Two red firesticks (Things 188 and 190) in the sixth building do not appear on HMP.

See also[edit]


External links[edit]