recursal/Fanatic-Fandom huggingface dataset:
Rasterization

File:Rasterisation-triangle example.svg

**Rasterisation** (or rasterization) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image ( A series of pixels, dots or lines that when they come together on a display, they recreate the image). The rasterised image may then be displayed on a computer display, video display or printer, or stored in a bitmap file format. Rasterisation may refer to either the conversion of models into raster files, or the conversion of 2D rendering primitives such as polygons or line segments into a rasterized format. The latter is used to convert the polygonal vector world created for *Catacomb 3D* and present it as a pixel display that matched with the raster sprites used for game objects.

This approach was later replaced by raycasting in the engine's successor, first used in *Wolfenstein 3D* (1992). Compared with other rendering techniques such as ray tracing, rasterisation is extremely fast. However, rasterization is simply the process of computing the mapping from scene geometry to pixels and does not prescribe a particular way to compute the color of those pixels. Shading, including programmable shading, may be based on physical light transport, or artistic intent.
The Lost City of the Damned

File:The-Lost-City-Of-The-Damned.png
**The Lost City of the Damned** is the fourth level (slot three) of *Catacomb Armageddon* (1992). It is set within ruins of a lost city filled with Medusa-like viper women.

## Walkthrough

**Catacomb Armageddon**

*Level Warp Codes*

* **0: The Towne of Morbidity**
* **1: The Dark Forest**
* **2: The Garden of Forgotten Souls**
* **3: **The Lost City of the Damned****
* **4: The Temple of Vipers**
* **5: The Torture Chambers**
* **6: The Demon Hold**
* **7: The Ant Colony**
* **8: The Hall of the Wretched Pox**
* **9: The Lair of the Succubus**
* **10: The Chamber of the Evil Eye**
* **11: The Flaming Inferno**
* **12: The Subterranean River**
* **13: The Crystal Maze**
* **14: The Ramparts of Nemesis**
* **15: The Fortress of Nemesis**
* **16: The Passage to the Surface**

## Messages

* The Lost City of the Damned
* Serpentine Way
* Hidden passages
* Halls of Bones
* Arched Passage
* The Central Avenue
* Promenade of the Damned
* Ancient Storm Channels
* Southren Passage of Bones
* Forgotten Chambers
* Chamber of Dark Fears
* Inner Passages of Doom
* Antechamber to the Temple of Vipers

## Enemies Present

* Vipers
* Skeleton Warriors

## Items Present

* Treasure Chests
* Yellow Keys
* Red Keys
* Green Gem

## Trivia

* In Greek mythology, Medusa was a monster, a Gorgon, generally described as a winged human female with living venomous snakes in place of hair. Gazers upon her face would turn to stone.

 * The Approach
* Nemesis's Keep
* Ground Floor
	+ Secret Halls
* Second Floor
* Third Floor
* Tower One
* Tower Two
* Access Floor
	+ The Dungeon
		- Lower Dungeon
	+ Catacomb
		- Lower Reaches
	+ The Warrens
		- Hidden Caverns
	+ The Fens of Insanity
* Chaos Corridors
* The Labyrinth
* Halls of Blood
* Nemesis's Lair
* The Garden of Tears
* The Mausoleum Grounds
* The Main Floor of the Mausoleum
* The Crypt of Nemesis the Undead
* The Den of Zombies
* The Subterranean Vault
* The Ancient Aqueduct
* The Orc Mines
* The Lair of the Trolls
* The Demon's Inferno
* The Battleground of the Titans
* The Coven of Mages
* The Inner Sanctum
* The Haunt of Nemesis
* The Passage to the Surface
* The Dark Forest
* The Garden of Forgotten Souls
* **The Lost City of the Damned**
* The Temple of Vipers
* The Torture Chambers
* The Demon Hold
* The Ant Colony
* The Hall of the Wretched Pox
* The Lair of the Succubus
* The Chamber of the Evil Eye
* The Flaming Inferno
* The Subterranean River
* The Crystal Maze
* The Ramparts of Nemesis
* The Fortress of Nemesis
* The Passage to the Surface
* The Wizard's Garden
* The Council Chamber of Time Wizards
* The Axis of the Time Lords
	+ The Future Node of Time
	+ The Fire Node of Time
	+ The Ancient Node of Time
	+ The Water Node of Time
* The Wizards Maze
* The Underground Sewers
* The Flooded City
* The Computer Core
* The Chamber of Invisible Horror
* The Encounter Chamber
* The Testing Chambers of Nemesis
* The Passage to the Surface
Zone 10: Braker's Mountain

**Hovertank 3D**

*Level Warp Codes*

* **Zone 1: Langston Research Facility**
* **Zone 2: Gardens of Marvin H. Mitchell**
* **Zone 3: Caves, Brazos de la Madre**
* **Zone 4: Fort Smith**
* **Zone 5: Coyote Canyon**
* **Zone 6: Santa Maria Cathedral**
* **Zone 7: Pax Humana Commune**
* **Zone 8: Sewers below New Trenton**
* **Zone 9: Old UFA Headquarters**
* ****Zone 10: Braker's Mountain****
* **Zone 11: Wounded Village**
* **Zone 12: Murder Hill**
* **Zone 13: TerraChem Corp.**
* **Zone 14: Gulf Tech University**
* **Zone 15: Agromatic Inc. Farm**
* **Zone 16: National Agency for Defense**
* **Zone 17: Jackson International Airport**
* **Zone 18: Museum of Modern Art**
* **Zone 19: AUF Headquarters**
* **Zone 20: UFA Headquarters**

**Zone 10: Braker's Mountain** is the tenth level of *Hovertank 3D*.

## Present

* 9 Hostages
* Mutant Demons
* Repair Units
Zone 14: Gulf Tech University

**Hovertank 3D**

*Level Warp Codes*

* **Zone 1: Langston Research Facility**
* **Zone 2: Gardens of Marvin H. Mitchell**
* **Zone 3: Caves, Brazos de la Madre**
* **Zone 4: Fort Smith**
* **Zone 5: Coyote Canyon**
* **Zone 6: Santa Maria Cathedral**
* **Zone 7: Pax Humana Commune**
* **Zone 8: Sewers below New Trenton**
* **Zone 9: Old UFA Headquarters**
* **Zone 10: Braker's Mountain**
* **Zone 11: Wounded Village**
* **Zone 12: Murder Hill**
* **Zone 13: TerraChem Corp.**
* ****Zone 14: Gulf Tech University****
* **Zone 15: Agromatic Inc. Farm**
* **Zone 16: National Agency for Defense**
* **Zone 17: Jackson International Airport**
* **Zone 18: Museum of Modern Art**
* **Zone 19: AUF Headquarters**
* **Zone 20: UFA Headquarters**

**Zone 14: Gulf Tech University** is the fourteenth level of *Hovertank 3D*.

## Present

* 14 Hostages
* Squids
Treasure Chest

File:Treasurechest.png

The **Treasure Chest** is a valuable find in the world of *Catacomb 3D* and the Catacomb Adventure Series, though for completely different reasons in both.

## In *Catacomb 3D*

The Treasure Chest is full of gold, making it invaluable towards securing a high score. Each treasure chest gives the player 600 points. Treasure Chests are among the most common items in *Catacomb 3D*, so all that lends itself to a whole lot of extra points.

## In the Catacomb Adventure Series

Treasure Chests have been overhauled, as the later *Catacomb* games do not have a score table. Instead, Treasure Chests contain randomized useful loot - they can carry up to three Zappers, Xterminators, and/or Cure Potions each - potentially nine items from one chest, in rare cases, taking them from one of the least overtly useful items in the game to one of the most.

However, like all useful items in the Catacomb Adventure Series, it can now be destroyed by careless fire, robbing you of potential goodies. Take care to watch your fire so you don't accidentally destroy any useful supply caches!

## In *Catacombs of the Damned*

This homage game features chests that contain bonus gold similar to *Catacomb 3D*. Unlike that game, the chests remain in the game world after being searched.
Zone 7: Pax Humana Commune

**Hovertank 3D**

*Level Warp Codes*

* **Zone 1: Langston Research Facility**
* **Zone 2: Gardens of Marvin H. Mitchell**
* **Zone 3: Caves, Brazos de la Madre**
* **Zone 4: Fort Smith**
* **Zone 5: Coyote Canyon**
* **Zone 6: Santa Maria Cathedral**
* ****Zone 7: Pax Humana Commune****
* **Zone 8: Sewers below New Trenton**
* **Zone 9: Old UFA Headquarters**
* **Zone 10: Braker's Mountain**
* **Zone 11: Wounded Village**
* **Zone 12: Murder Hill**
* **Zone 13: TerraChem Corp.**
* **Zone 14: Gulf Tech University**
* **Zone 15: Agromatic Inc. Farm**
* **Zone 16: National Agency for Defense**
* **Zone 17: Jackson International Airport**
* **Zone 18: Museum of Modern Art**
* **Zone 19: AUF Headquarters**
* **Zone 20: UFA Headquarters**

**Zone 7: Pax Humana Commune** is the seventh level of *Hovertank 3D*.

## Present

* 13 Hostages
* Squids
* Mutant Demons
* Hovertanks
Succubus

File:Succubus.png

The **Succubus** is a powerful enemy encountered in *Catacomb Armageddon*. These female fiends serve Nemesis, summoned up by his Mage minions.

They resemble blue-skinned women with horns and long, brown hair, as well as large claws.

## In *Catacomb Armageddon*

The Succubus is a ranged attacker in *Catacomb Armageddon* that has an unusual combat style. Unlike the Mages, which they often are found with, which move around and harass from afar, the Succubus actively attempts to fire on the player, firing off projectiles that look like burning hearts. While still not hugely damaging, the Succubus does do more damage, is a better shot, and fires a larger projectile than the Mage. It also tends to force the player to stand and take damage due to her combat style, and she has a preference for attacking from afar while other enemies are keeping the player's attention.

The Succubus is a rather fragile enemy, however, with only 10 hit points, making it comparatively easy to bring down if isolated. The Xterminator and Zapper can do an excellent job of damaging them if they're being too evasive for standard Magick Missiles. They're also a rather uncommon enemy, appearing only in The Lair of the Succubus.

Succubi will only appear on the Crystal Sphere if the player has the Blue Jewel. When destroyed, they collapse on their side, lifeless.

## Trivia

* The Succubus is one of only three female enemies in the Catacomb Adventure Series, the others being the Giant Ant and Viper.
* A succubus is a demon in female form, or supernatural entity in folklore (traced back to medieval legend), that appears in dreams and takes the form of a woman in order to seduce men, usually through sexual activity. The male counterpart is the incubus. Religious traditions hold that repeated sexual activity with a succubus may result in the deterioration of health or mental state, or even death. In modern representations, a succubus may or may not appear in dreams and is often depicted as a highly attractive seductress or enchantress; whereas, in the past, succubi were generally depicted as frightening and demonic.
* The design for the succubus, at least from the waist up, is similar to that later used for Nevan in *Devil May Cry 3*.
Second Secret Level

File:WDC SecondSecretLevelApocalypse.png
The **Second Secret Level** of *Catacomb Apocalypse* (1993) is located at slot seventeen and only accessible via the warp cheat. It has no official name, but the MAPSAPC.H file in the source code refers to it as 'WIZARD\_GARDEN\_MAP'. The level features indeed a garden populated by Wizards. The level exit takes the player to The Wizard's Garden.

## Walkthrough

**Catacomb Apocalypse**

*Level Warp Codes*

* **0: The Sanctuary of the Dead**
* **1: The Wizard's Garden**
* **2: The Council Chamber of Time Wizards**
* **3: The Axis of the Time Lords**
* **4: The Future Node of Time**
* **5: The Fire Node of Time**
* **6: The Ancient Node of Time**
* **7: The Water Node of Time**
* **8: The Wizards Maze**
* **9: The Underground Sewers**
* **10: The Flooded City**
* **11: The Computer Core**
* **12: The Chamber of Invisible Horror**
* **13: The Encounter Chamber**
* **14: The Testing Chambers of Nemesis**
* **15: The Passage to the Surface**
* **16: First Secret Level**
* **17: **Second Secret Level****

## Enemies Present

* Wizards
* Nemesis clone

## Items Present

* Treasure Chests
* Cure Potions
* Zappers
* Red Key
* Yellow Key
* Time Gate
Bad Vibes

* Catacomb (1990)
	+ Catacomb II (1991)

*3D DOS Games:*

* Catacomb 3D (1991)
	+ Catacomb Adventure Series (1992-1993)
		- Catacomb Abyss (1992)
		- Catacomb Armageddon (1992)
		- Catacomb Apocalypse (1993)

*Apple II & IIGS:*

* Catacombs (1991)
	+ Sylvan Idyll (1992)
		- Ether Quest (1993)
			* Sand Trap (1994)
* Catacomb Abyss IIGS (1994; unreleased)

*Related Games:*

* Dark Designs (1990-1994)
* Commander Keen (1990-1991)
* Dangerous Dave (1988-1993)
* Hovertank 3D (1991)
	+ Wolfenstein 3D (1992)
		- Blake Stone (1993-1994)

*Recreations:*

* Catacomb: ABYSS (2013)
* Catacomb WebGL (2017)
* Catacomb 3D FPS Maker (2019)

*Homage Games:*

* Rombo (2008)
* Two Lords (2008)
* Rombo Rush (2011)
* **Bad Vibes** (2017)
* Catacombs of the Damned (2018)
* Panty Panic Princess (2019)
* Crypt 3D (2019)
* Glacierbound (2020)
* The Vigilance of Nephthys (2020)
* Arkos (2021)
* Trial of the Sorcerer (2021)
* Crypt of the Slime Lord (2022)
* UNNAMED HERO IN THE UNDERWORLD (2022)
* Wizordum (TBA)

**Bad Vibes** is a game created by pfail using the Unity game engine. It features gameplay similar to *Catacomb 3D* with spellcasting on a single plane of brick lined walls in first-person; one major deviation is the inclusion of jumping, used to clear slime pools. It even remixes the Troll sprite from the game, as well as an enemy similar to the Evil Eye that borrows a sprite from the *Wolfenstein 3D* mod *Planet Nexion*. The game is currently being sold for $4.99 USD.

## External links

* Bad Vibes - Game Jolt
* Bad Vibes - itch.io
* Article - Kotaku
Zone 11: Wounded Village

**Hovertank 3D**

*Level Warp Codes*

* **Zone 1: Langston Research Facility**
* **Zone 2: Gardens of Marvin H. Mitchell**
* **Zone 3: Caves, Brazos de la Madre**
* **Zone 4: Fort Smith**
* **Zone 5: Coyote Canyon**
* **Zone 6: Santa Maria Cathedral**
* **Zone 7: Pax Humana Commune**
* **Zone 8: Sewers below New Trenton**
* **Zone 9: Old UFA Headquarters**
* **Zone 10: Braker's Mountain**
* ****Zone 11: Wounded Village****
* **Zone 12: Murder Hill**
* **Zone 13: TerraChem Corp.**
* **Zone 14: Gulf Tech University**
* **Zone 15: Agromatic Inc. Farm**
* **Zone 16: National Agency for Defense**
* **Zone 17: Jackson International Airport**
* **Zone 18: Museum of Modern Art**
* **Zone 19: AUF Headquarters**
* **Zone 20: UFA Headquarters**

**Zone 11: Wounded Village** is the eleventh level of *Hovertank 3D*.

## Present

* 12 Hostages
* Squids
* Mutant Demons
Invisible Horror

File:Invisible Horror.png
One of the most unique enemies in the entire Catacomb series, the **Invisible Horror** is a deadly foe completely unlike any previous foe you've faced.

It appears only in *Catacomb Apocalypse*.

Under normal circumstances, the beast cannot be seen until it attacks or is killed. When it does reveal itself, it's a massive red beast with the head of a boar and huge claws and tusks.

## In *Catacomb Apocalypse*

Arguably the single most-dangerous monster in the series to date, the Invisible Horror is a foe that cannot be seen with the naked eye, appearing to the player only if it attacks, is hurt, or is killed. They can sometimes be seen, briefly, for a split-second, in a hallway, but otherwise they are completely invisible. These beasts are a very important test of the player's situational awareness, since the one thing they cannot hide from is the Crystal Sphere, even when invisible. The Sphere needs the Red Jewel to detect them, however, so if the player somehow missed the Red Jewel, encounters with Invisible Horrors just became that much harder, and firing down suspicious vectors is going to become your main way of looking for them.

They show up for the first time in The Chamber of Invisible Horror, appropriately enough.

Invisible Horrors like to advance while the player is distracted, usually by other enemies like Sentry Eyes or hazards like Fireballs.

They are formidable melee fighters, but it is not just their invisibility that makes them a threat. Like Nemesis, they are scripted to respond to being hit by performing an attack, which means that if you try to shoot at one when it's up close, it will hit you in retaliation - in addition to melee attacks it will be attempting to do. This means that if you try to rapid-fire one at close range (the usual tactic for dealing with an enemy that gets close), it can deplete your health in a *ridiculously* short period of time. They even can do this trick (though less efficiently) off Zappers, so under no circumstances should you ever try to rapid-fire one at close-range if you can help it!

Instead, your best bet for dealing with an Invisible Horror that's gotten close is to back away from them and open fire once you clear a little distance, wearing them down with a volley of shots. They have the same stun resistance as a Golden Troll, but they won't be able to do their counter damage and with their moderate health, they aren't too hard to bring down. If all else fails and you have nowhere to run, an Xterminator can potentially one-shot a Horror at close range, so consider that your panic button.

Of course, the best way to beat Invisible Horrors is to never let them get close in the first place. If you have the luck to see one as it's in the distance, that's your invitation to shoot the heck out of it from a distance where it can do no harm. A single Zapper can bring one down from afar, if time is a factor.
Sand Trap

* Catacomb (1990)
	+ Catacomb II (1991)

*3D DOS Games:*

* Catacomb 3D (1991)
	+ Catacomb Adventure Series (1992-1993)
		- Catacomb Abyss (1992)
		- Catacomb Armageddon (1992)
		- Catacomb Apocalypse (1993)

*Apple II & IIGS:*

* Catacombs (1991)
	+ Sylvan Idyll (1992)
		- Ether Quest (1993)
			* **Sand Trap** (1994)
* Catacomb Abyss IIGS (1994; unreleased)

*Related Games:*

* Dark Designs (1990-1994)
* Commander Keen (1990-1991)
* Dangerous Dave (1988-1993)
* Hovertank 3D (1991)
	+ Wolfenstein 3D (1992)
		- Blake Stone (1993-1994)

*Recreations:*

* Catacomb: ABYSS (2013)
* Catacomb WebGL (2017)
* Catacomb 3D FPS Maker (2019)

*Homage Games:*

* Rombo (2008)
* Two Lords (2008)
* Rombo Rush (2011)
* Bad Vibes (2017)
* Catacombs of the Damned (2018)
* Panty Panic Princess (2019)
* Crypt 3D (2019)
* Glacierbound (2020)
* The Vigilance of Nephthys (2020)
* Arkos (2021)
* Trial of the Sorcerer (2021)
* Crypt of the Slime Lord (2022)
* UNNAMED HERO IN THE UNDERWORLD (2022)
* Wizordum (TBA)

 File:Sand-Trap.png

**Sand Trap** is the fourth and final entry in the line of *Catacomb* games for the Apple II and Apple IIGS. It was released in 1994 by Softdisk, developed by Peter Rokitski, and technically is the newest *Catacomb* game by release (*Catacomb Apocalypse* for PC was released the previous year). An Apple IIGS version launched with Softdisk G-S #72. Having returned from the ethereal plane from *Ether Quest*, Petton Everhail finds himself trapped in a pyramid by a powerful immortal and must find his way out. It features a time freeze ability similar to the Crystal Hour Glass from the *Catacomb Adventure Series*, alongside an armour that is obtained every 10,000 points.
Devil Ray

File:Devilray.png
A stealthy ranged unit, **Devil Rays** are the second aquatic ambusher of *Catacomb Apocalypse*, looking something like giant manta rays with a blue dorsal and white underbelly.

They normally spend much of their time underwater, only to pop out and fly above the water, firing on the player before submerging once more.

## In *Catacomb Apocalypse*

Devil Rays are a nasty threat, if only because they tend to spend a lot of time underwater, and unlike Fishmen, Water Trolls, or Sea Serpents, they are small enough that they do not give a visible tell before they pop up and attack. Once they do, they're ironically *more* durable than the Death Squads they're seen alongside, with 15 hit points, and they attack the player with sonic blasts that do reasonable damage (5 per hit). They first appear in The Underground Sewers.

Individually, Devil Rays are more of an annoyance than a threat, since they can be easily bursted down and their damage output is lower than the Death Squads'. In groups, however, or alongside their skeletal allies, they're exceptionally annoying, trying to get in hits while the player is trying to deal with the chaingun-packing skeletons. Like most aquatic enemies, they can submerge themselves to hide and become invulnerable to your fire, and when they do, they become completely undetectable, save for the fact that they still show up on the Crystal Sphere, so that item goes from simply useful to essential when dealing with these foes.

The Northern Drainage Sluice, in particular, is full of the damn things, and even small packs of them can be dangerous, owing to the fact that unlike most shooting enemies, they can fire on the move. Often, the best move when dealing with Devil Rays is to approach cautiously, and, when you see their marker on the Crystal Sphere show up, immediately back away and deal with them. They basically exist to punish players who insist on zipping through the levels as fast as they can, so don't fall into that trap.

When destroyed, Devil Rays flip upside-down and crash into the water, sinking to the bottom.

Like Bats, Devil Rays do not require any Jewels to spot on the Crystal Sphere and show up as dark gray dots.
TED

File:TED5.jpg
**TED** or **Tile EDitor** was a level editing utility written by John Romero for use in Gamer's Edge and later id Software projects, also being used by Apogee Software, JAM Productions and Capstone Software. According to Tom Hall, it was used in thirty four finished projects, and thirty eight projects total; Romero has counted it as used in thirty three released games. Originating during the development of *Dangerous Dave* (1988), it was first used in *Slordax: The Unknown Enemy* (1991) and was last used for *Rise of the Triad* (1995), with *Hovertank 3D* (1991), *Catacomb 3D* (1991) and the *Catacomb Adventure Series* (1992-1993) being produced with it in the intervening period.

## External links

* TED5 - Wolf Source
* TED5 source code - GitHub
* TED5 - Keen Wiki
* Classic Tools Retrospective: John Romero talks about creating TEd, the tile editor that shipped over 30 games - Gamasutra
* John Romero about the tile editor in which more than 30 games are created - Sudo Null
* ROTT In Hell - Part Three (discusses TED5)
* TED v1.05
Zone 2: Gardens of Marvin H. Mitchell

**Hovertank 3D**

*Level Warp Codes*

* **Zone 1: Langston Research Facility**
* ****Zone 2: Gardens of Marvin H. Mitchell****
* **Zone 3: Caves, Brazos de la Madre**
* **Zone 4: Fort Smith**
* **Zone 5: Coyote Canyon**
* **Zone 6: Santa Maria Cathedral**
* **Zone 7: Pax Humana Commune**
* **Zone 8: Sewers below New Trenton**
* **Zone 9: Old UFA Headquarters**
* **Zone 10: Braker's Mountain**
* **Zone 11: Wounded Village**
* **Zone 12: Murder Hill**
* **Zone 13: TerraChem Corp.**
* **Zone 14: Gulf Tech University**
* **Zone 15: Agromatic Inc. Farm**
* **Zone 16: National Agency for Defense**
* **Zone 17: Jackson International Airport**
* **Zone 18: Museum of Modern Art**
* **Zone 19: AUF Headquarters**
* **Zone 20: UFA Headquarters**

**Zone 2: Gardens of Marvin H. Mitchell** is the second level of *Hovertank 3D*.

## Present

* 8 hostages
* Squids
Level 10 (Catacomb II)

**Catacomb II / The Catacomb**

* **Level 1**
* **Level 2**
* **Level 3**
* **Level 4**
* **Level 5**
* **Level 6**
* **Level 7**
* **Level 8**
* **Level 9**
* ****Level 10****
* **Level 11**
* **Level 12**
* **Level 13**
* **Level 14**
* **Level 15**
* **Level 16**
* **Level 17**
* **Level 18**
* **Level 19**
* **Level 20**
* **Level 21**
* **Level 22**
* **Level 23**
* **Level 24**
* **Level 25**
* **Level 26**
* **Level 27**
* **Level 28**
* **Level 29**
* **Level 30**

 File:Level 10 - Crossroads.png
Level 10 - Crossroads

Accessed from Level 9. Exits to Level 13 (main path) and also exits to Level 11, Level 16, and Level 17).

There are no enemies in this level, and there are four mirrors leading to different levels.

In the bottom left corner is a mirror to Level 13 with message "In the coven". Level 13 contains rooms numbered from 1 to 33. In room 19 is a hidden mirror to Level 19.

 File:Level 10 - In the Coven.png
In the bottom right corner is a mirror to Level 11 with message "11th Hour". Level 11 contains the messages "The way to the twelfth tomb is guarded by the sisters" (a reference to Level 13) and "Heaven knows where it is hidden" (a reference to Level 17).

 File:Level 10 - 11th Hour.png
In the top left corner is a mirror to Level 16 with message "Sweet 16".

 File:Level 10 - Sweet 16.png
In the top right corner is a mirror to Level 17 with message "Heaven 17". Level 17 contains the message "The sweetest secret is not mistaken...after the 19th way has been taken".

 File:Level 10 - Heaven 17.png
Evil Eye

**Evil Eyes** are powerful enemies that appear in the Catacomb Adventure Series.

Resembling gigantic eyeballs, they are notable for being able to keep large amounts of pressure on the player in every game that they appear in.

## In *Catacomb Abyss*

 File:Evil Eye.png
The **Evil Eye** is a late-game monster, appearing first in The Coven of Mages. While somewhat slow moving, it makes up for this by firing a fusillade of lightning projectiles at the player while it moves, potentially in barrages of 20 or more, and with a fondness for appearing in areas where the player has relatively little room to dodge. Worse, the Evil Eye is not a fully corporeal enemy, and it can freely wander through the player to attack them from behind. Fortunately, the Evil Eye goes for volume, so it does relatively little damage with these barrages, but it can help pressure the player, especially in groups.

Thankfully, they are very slow-moving, are large targets, and have only 15 Hit Points, making them easy to bring down.

When destroyed, they splatter into goo, leaving no corpse.

The Red Jewel is needed to make them appear on the Crystal Sphere.

## In *Catacomb Armageddon*

 File:Evil Eye Barrage.png
The **Evil Eye** returns with only minimal changes. It does the same damage, has the same level of health (15 hit points), and moves the same speed, but it is *much* more aggressive, actively opening fire for as long as the player is in range. It also fires a slightly larger projectile than it did in *Abyss*, and it has a tendency to appear in groups or with other enemies more often now. Their sprites and death animation are identical to the one they used in *Catacomb Abyss*.

Also like *Catacomb Abyss*, the Red Jewel is needed to make them appear on the Crystal Sphere.

## In *Catacomb Apocalypse*

The Evil Eye no longer appears, but an enemy with a similar role does show up, as does the Evil Eye's technological successor.

## Trivia

* It is believed to be inspired by the Beholder enemy from *Dungeons & Dragons*, which also helped inspire the Cacodemon in *Doom*.
* Alongside actually remixing the Troll sprite, the homage game *Bad Vibes* features an enemy similar to the Evil Eye.
Magick Missile

The basic offensive spell of Petton Everhail, the Magick Missile is your main offensive tool in *Catacomb 3D* and the Catacomb Adventure Series. Simple and straightforward, it shoots a yellow-orange bolt of energy that keeps going until it hits something. The attack has no ammo to worry about, so the player can shoot as much as they want. Every hit from the Magick Missile does 1 Hit Point of damage to the enemy, and causes them to stagger, so rapidly shooting Magick Missiles is an easy way to wear enemies down.

In *Catacomb 3D*, addition to the standard shot, the player can hold down the fire button to charge the attack to fill the explosion gauge on the right side of the screen. If the player lets go when fully charged, they will unleash a Fireball instead that does 3 Hit Points of damage and has a larger hitbox. This feature was removed in *Catacomb Abyss*, *Catacomb Apocalypse*, and *Catacomb Armageddon*, presumably because the effect wasn't very useful (the amount of time it took to charge the spell was longer than the time it took to fire more Magick Missiles).

In *Catacomb Armageddon* and *Catacomb Apocalypse*, the hitbox of the Magic Missile is made slightly bigger and the projectile is made more flashy, making it easier to hit distant targets with.
The Labyrinth

**Catacomb 3D**

*Level Warp Codes*

* **1: The Approach**
* **2: Nemesis's Keep**
* **3: Ground Floor**
* **4: Second Floor**
* **5: Third Floor**
* **6: Tower One**
* **7: Tower Two**
* **8: Secret Halls**
* **9: Access Floor**
* **10: The Dungeon**
* **11: Lower Dungeon**
* **12: Catacomb**
* **13: Lower Reaches**
* **14: The Warrens**
* **15: Hidden Caverns**
* **16: The Fens of Insanity**
* **17: Chaos Corridors**
* **18: **The Labyrinth****
* **19: Halls of Blood**
* **20: Nemesis's Lair**

**The Labyrinth** is the eighteenth level (slot eighteen) of *Catacomb 3D* (1991). It is set inside a labyrinthine maze of near identical yellow brick rooms that must be blasted through.

## Messages

* Familiar Small Square Room
* Room with X-Shaped Stone
* Gate Room

## Trivia

* The Labyrinth name originates with the Ancient Greek myth of Theseus and the Minotaur.
* X marks the spot.

 * The Approach
* Nemesis's Keep
* Ground Floor
	+ Secret Halls
* Second Floor
* Third Floor
* Tower One
* Tower Two
* Access Floor
	+ The Dungeon
		- Lower Dungeon
	+ Catacomb
		- Lower Reaches
	+ The Warrens
		- Hidden Caverns
	+ The Fens of Insanity
* Chaos Corridors
* **The Labyrinth**
* Halls of Blood
* Nemesis's Lair
* The Garden of Tears
* The Mausoleum Grounds
* The Main Floor of the Mausoleum
* The Crypt of Nemesis the Undead
* The Den of Zombies
* The Subterranean Vault
* The Ancient Aqueduct
* The Orc Mines
* The Lair of the Trolls
* The Demon's Inferno
* The Battleground of the Titans
* The Coven of Mages
* The Inner Sanctum
* The Haunt of Nemesis
* The Passage to the Surface
* The Dark Forest
* The Garden of Forgotten Souls
* The Lost City of the Damned
* The Temple of Vipers
* The Torture Chambers
* The Demon Hold
* The Ant Colony
* The Hall of the Wretched Pox
* The Lair of the Succubus
* The Chamber of the Evil Eye
* The Flaming Inferno
* The Subterranean River
* The Crystal Maze
* The Ramparts of Nemesis
* The Fortress of Nemesis
* The Passage to the Surface
* The Wizard's Garden
* The Council Chamber of Time Wizards
* The Axis of the Time Lords
	+ The Future Node of Time
	+ The Fire Node of Time
	+ The Ancient Node of Time
	+ The Water Node of Time
* The Wizards Maze
* The Underground Sewers
* The Flooded City
* The Computer Core
* The Chamber of Invisible Horror
* The Encounter Chamber
* The Testing Chambers of Nemesis
* The Passage to the Surface
Wraith

File:Wraith.png
Cagey and elusive, **Wraiths** are undead horrors of pure darkness. One of the quicker enemies, they are very aggressive and make no sound.

They resemble shades with wings and glowing red eyes, and only show up in *Catacomb Abyss*.

## In *Catacomb Abyss*

First appearing in The Garden of Tears, the Wraith is an aggressive enemy that enjoys flanking the player. Like the Zombie, they are capable of lurking invisibly until the player gets close, then they will materialize and attack. Unlike the Zombie, they will show up on the Crystal Sphere without any Jewel assistance (as an orange dot) from the second they materialize. They have 5 hit points, and are quite swift. However, their damage output is very low, which makes them more of an annoyance than an actual threat.

When destroyed, they dissipate to nothing.
Zone 4: Fort Smith

**Hovertank 3D**

*Level Warp Codes*

* **Zone 1: Langston Research Facility**
* **Zone 2: Gardens of Marvin H. Mitchell**
* **Zone 3: Caves, Brazos de la Madre**
* ****Zone 4: Fort Smith****
* **Zone 5: Coyote Canyon**
* **Zone 6: Santa Maria Cathedral**
* **Zone 7: Pax Humana Commune**
* **Zone 8: Sewers below New Trenton**
* **Zone 9: Old UFA Headquarters**
* **Zone 10: Braker's Mountain**
* **Zone 11: Wounded Village**
* **Zone 12: Murder Hill**
* **Zone 13: TerraChem Corp.**
* **Zone 14: Gulf Tech University**
* **Zone 15: Agromatic Inc. Farm**
* **Zone 16: National Agency for Defense**
* **Zone 17: Jackson International Airport**
* **Zone 18: Museum of Modern Art**
* **Zone 19: AUF Headquarters**
* **Zone 20: UFA Headquarters**

**Zone 4: Fort Smith** is the fourth level of *Hovertank 3D*.

## Present

* 12 hostages
* Hovertanks
* Squids
Jay

## Informations réelles

### Doubleur

Alessandro Bevilacqua (français)
Michael Adamthwaite (anglais)

**Jay** est un membre des Ninja.

## Apparences

Dreamzzz
Vas-tu entrer dans le Monde des Rêves?
* Épisode 1: *J'ai fait un rêve trop bizarre* (aucun texte)
* Épisode 2: *J'ai fait un rêve merveilleux* (aucun texte)
* Épisode 3: *J'ai fait un rêve très particulier* (aucun texte)
* Épisode 4: *J'ai fait un rêve incroyable* (aucun texte)

Saison 1
* Épisode 11: *Pris au piège* (écran)
* Épisode 18: *La proie de la nuit* (écran)
Factions

Within the setting of *Hovertank 3D*, there are numerous competing factions.

### Superpower

An unnamed superpower is involved in the bombing of Zone 4: Fort Smith, a political prison.

### Resistance

The resistance is an embattled protest group opposing the government, distributing pamphlets and holding rallies.

## Paramilitary

### UFA

An organization involved in espionage and the rescue of bombing targets, and Brick Sledge's employer represented by a handler (who may or may not be the President mentioned in the end text). Its amoral edge becomes clear over the course of the campaign.

The meaning of the initials is never explicitly stated, though the final confrontation with the similar AUF implies it stands for the Utopian Future Alliance; a similar play to the Judean People's Front and the People's Front of Judea in *Monty Python's Life of Brian*. This would fit in with the surreal edge Tom Hall contributed to the game.

### Alliance for a Utopian Future

A rival to the UFA, which manages a retaliatory strike after the UFA fires upon them.

### The Dark Legion

A terrorist organization that has captured children in Zone 3: Caves, Brazos de la Madre.

### Mutant Horde

An apparently semi-intelligent horde of mutants holds people hostage within Zone 10: Braker's Mountain.

## Corporate

### TerraChem Corp.

An engineering firm currently on trial for criminal offences; attempts to obliterate its employees before they can testify.

### National Munitions Corporation

A military hardware developer infiltrated by the UFA, being targeted by a competitor.

### Agromatic Inc. Corporate Farm

A corporate farm falling prey to yet another atomic blast.

### TerraTronic Inc.

A rival agribusiness entity, responsible for nuking Agromatic in Zone 15: Agromatic Inc. Farm.

## Civilian

### Langston Research Facility

A scientific research facility working on clean energy, which upsets a group of big oil companies.

### Santa Maria Cathedral

A religious institution offering medical sanctuary to the victims of an atomic blast.

### Pax Humana Commune

A commune of peace demonstrators opposed by the NMC.

### Gulf Tech University

An academic institution that attracts the umbrage of terrorists (possibly The Dark Legion).

### Jackson International Airport

An civil aviation complex also assaulted by unnamed terrorists.

### Museum of Modern Art

A modern art museum locked in an inexplicable conflict with militant Dadaists.
Spectre

File:Spectre.png
Similar to the Wraith from *Catacomb Abyss*, the **Spectre** is an undead entity of pure darkness. Unlike the Wraith, however, the Spectre is a potent ranged attacker.

They show up only in *Catacomb Apocalypse*, and resemble shadows on the floor until they assume their true form, an oily humanoid shape with a single unblinking red eye.

## In *Catacomb Apocalypse*

The Spectre is uncannily dangerous - much more so than any other early-game enemy in *Catacomb* history. Encountered at the awkward time when the player won't be blessed with a large amount of resources (most importantly Cure Potions), the Spectre is in many ways the biggest example of the ramp-up in threat posed by *Catacomb Apocalypse*, as it has the stats of a high-tier monster from one of the previous games - Nemesis, clearly, is no longer playing around.

Spectres are ranged attackers that shoot damaging dark energy projectiles at a fairly high rate. These do much more damage than the Mage, Evil Eye, or even Succubus' projectiles, and fired much more accurately, with the Spectre slowly advancing on the player's position while firing continuously. Worse, it has 15 hit points and is resistant to hitstun, meaning it's impossible to stop it from attacking the player, short of hitting it with a Zapper, making it especially threatening this early in the game.

The Spectre is capable of assuming the form of a shadow on the floor as well, and in this form, the Spectre is completely impervious to attack. One of its favorite tricks is to advance on the player, assume its shadow form at close-range, and use it to slip past the player to get into a better position and continue the assault. Because of this, killing the Spectre before it can cause further harm is paramount, since they excel at racking up damage on the player and are tough enough that they are troubling to burst down. When the player has them available, using a Zapper or Xterminator is a good idea to clear them out fast.

Spectres require the Yellow Jewel to see on the Crystal Sphere. When destroyed, they slowly fade to nothing.

## Trivia

* The Wraith appears to be a similar creature to the Spectre.
CatacombGL

File:CatacombGL Mausoleum Grounds.png
**CatacombGL** is a source port of the Catacomb Adventure Series maintained by Arno Ansems. The main goal of this source port is to improve the visual presentation of the games. It features hardware accelerated 3D rendering via OpenGL, supporting widescreen resolutions, a customizable field of view and an uncapped frame rate.

The first version of CatacombGL was released on September 10, 2018. Version 0.1.0 only supported the Catacomb Abyss. Support for Catacomb Armageddon was added with version 0.2.0, released on March 31, 2019, and Catacomb Apocalypse was added with version 0.3.0 on August 23, 2019. Support for the original Catacomb 3D was added in version 0.4.0 on January 2, 2020; with support for every game, it was now marked beta. An automap was added in version 0.5.0 on December 19. The source code is licensed under GPL3.

Prior versions were for Microsoft Windows only (although tested in Wine), but Linux support was added with version 0.5.4 thanks to a contribution by an outside developer called GoGoOtkaku.

## Versions

* Version 0.1.0 (2018-09-10)
* Version 0.2.0 (2019-03-31)
* Version 0.2.1 (2019-05-14)
* Version 0.3.0 (2019-08-23)
* Version 0.4.0 (2020-01-02)
* Version 0.4.1 (2020-01-11)
* Version 0.4.2 (2020-02-20)
* Version 0.4.3 (2020-03-25)
* Version 0.5.0 (2020-12-19)
* Version 0.5.1 (2021-04-24)
* Version 0.5.2 (2021-04-26)
* Version 0.5.3 (2021-08-28)
* Version 0.5.4 (2022-12-30)

## External Links

* CatacombGL on GitHub
* CatacombGL on Twitter
* CatacombGL on Facebook
* Doomworld forum thread
* DieHard Wolfers forum thread
* GOG.com forum thread
* Realm667 article
* high-voltage.cz article
* GamingOnLinux article
Key

File:RedKey.png
**Keys** are critical items used in navigating the world in *Catacomb 3D* and the Catacomb Adventure Series.

They have the same purpose (and share the same sprites) in all four games.

They come in four colors: Blue, Green, Red, and Yellow. The player uses them to unlock doors of a matching color. Each key can only be used once, though a player can pick up multiple keys of the same color. Once a door is unlocked, it vanishes, along with the key used to unlock it, allowing the player forward (unless it's the level exit, in which case it loads the next level).

Finding one or more keys is often important to completing a level in all four games.

## Trivia

* There are several doors in *Catacomb 3D* that can be unlocked, but have no matching key. These can be unlocked with cheats, but mostly just unlock shortcuts that lead to a place that the player can easily access anyway. The most obvious example of this is in Ground Floor, which has a Red door but no key.
* It is occasionally possible to leave a level before using all of its keys, in which case you will carry them into the next level. In a few cases, this can be used in deliberate and amusing ways (such as skipping Nemesis entirely in *Catacomb Apocalypse*).
Robot Ant

File:Robot Ant.png
A modified version of the Giant Ant from *Catacomb Armageddon*, the **Robot Ant** is a mechanical foe from the far future, brought to the present using the time portals created by Nemesis. They resemble gigantic mechanical insects with crimson visors and appear only in *Catacomb Apocalypse*.

## In *Catacomb Apocalypse*

The Robot Ant is an implacable foe, noted for its unique propensity in combat to continually advance forwards towards the player, sometimes drifting to the side as needed, while firing on the player with its chin-mounted cannons. Individually, they're only moderately tough (10 hit points when they first show up in The Wizard's Garden) and fire infrequently compared to other enemies, but do decent damage (7) and they get much stronger in groups. With other enemies is where they tend to show their real threat level, however; they screen for other enemies (especially Android Mages and Wizards), while continually providing offensive pressure. When encountering mixed groups, it's often better to bait the Ants away from the other monsters, due to their continual tendency to advance on the player. The Zapper can be used to wear one down quickly, and the Xterminator can easily put down a Robot Ant at close-range.

When destroyed, they collapse and overheat before exploding.

Robot Ants require the Yellow Jewel to see on the Crystal Sphere. With the Jewel, they appear as a white dot.

## Trivia

* The Robot Ant is a futuristic version of the Giant Ant from *Catacomb Armageddon*.
The Passage to the Surface (Armageddon)

File:The-Passage-To-The-Surface-Armageddon.png
*This article is for the final level of Catacomb Armageddon, for the other levels of this name see The Passage to the Surface*

**The Passage to the Surface** is the seventeenth level (slot sixteenth) of *Catacomb Armageddon* (1992). Mirroring the level of same name from *Catacomb Abyss*, it is a final denouement featuring the player's ascent from the catacomb.

## Walkthrough

**Catacomb Armageddon**

*Level Warp Codes*

* **0: The Towne of Morbidity**
* **1: The Dark Forest**
* **2: The Garden of Forgotten Souls**
* **3: The Lost City of the Damned**
* **4: The Temple of Vipers**
* **5: The Torture Chambers**
* **6: The Demon Hold**
* **7: The Ant Colony**
* **8: The Hall of the Wretched Pox**
* **9: The Lair of the Succubus**
* **10: The Chamber of the Evil Eye**
* **11: The Flaming Inferno**
* **12: The Subterranean River**
* **13: The Crystal Maze**
* **14: The Ramparts of Nemesis**
* **15: The Fortress of Nemesis**
* **16: **The Passage to the Surface****

## Messages

* The Passage Back to the Surface!
* The World Shall Know of Your Courage!
* Tell us of your Great Success!
* Write to the Mad Gamers of GAMER'S EDGE!
* CONGRADULATIONS OH MIGHTY WARRIOR!
* The Final Approach to the Surface
* Step through to your reward...!

## Items Present

* Treasure Chests
* Cure Potions
* Zappers
* Xterminators

## Trivia

* Players were encouraged to write to the game's creators to let them know how much they enjoyed it.

 * The Approach
* Nemesis's Keep
* Ground Floor
	+ Secret Halls
* Second Floor
* Third Floor
* Tower One
* Tower Two
* Access Floor
	+ The Dungeon
		- Lower Dungeon
	+ Catacomb
		- Lower Reaches
	+ The Warrens
		- Hidden Caverns
	+ The Fens of Insanity
* Chaos Corridors
* The Labyrinth
* Halls of Blood
* Nemesis's Lair
* The Garden of Tears
* The Mausoleum Grounds
* The Main Floor of the Mausoleum
* The Crypt of Nemesis the Undead
* The Den of Zombies
* The Subterranean Vault
* The Ancient Aqueduct
* The Orc Mines
* The Lair of the Trolls
* The Demon's Inferno
* The Battleground of the Titans
* The Coven of Mages
* The Inner Sanctum
* The Haunt of Nemesis
* The Passage to the Surface
* The Dark Forest
* The Garden of Forgotten Souls
* The Lost City of the Damned
* The Temple of Vipers
* The Torture Chambers
* The Demon Hold
* The Ant Colony
* The Hall of the Wretched Pox
* The Lair of the Succubus
* The Chamber of the Evil Eye
* The Flaming Inferno
* The Subterranean River
* The Crystal Maze
* The Ramparts of Nemesis
* The Fortress of Nemesis
* **The Passage to the Surface**
* The Wizard's Garden
* The Council Chamber of Time Wizards
* The Axis of the Time Lords
	+ The Future Node of Time
	+ The Fire Node of Time
	+ The Ancient Node of Time
	+ The Water Node of Time
* The Wizards Maze
* The Underground Sewers
* The Flooded City
* The Computer Core
* The Chamber of Invisible Horror
* The Encounter Chamber
* The Testing Chambers of Nemesis
* The Passage to the Surface
Crystal Sphere

File:CrystalSphere.png
The **Crystal Sphere** is an addition to the player's heads-up display in the Catacomb Adventure Series. An evolution of the Compass from *Catacomb 3D*, the Crystal Sphere is much more useful, not only showing the player which way is north, but functioning as an early-warning system of sorts, giving the player the real-time positions of enemies relative to the player on the sphere. The player's shots also show up on the Sphere.

A very useful piece of equipment, the sphere has only two flaws; it will only detect enemies aware of the player's presence, and it can't detect most enemies on its own. To upgrade its effects, the player will need to find Jewels that will let it detect additional enemies.

Without the appropriate Jewels, the Crystal Sphere will only detect minor enemies, such as Bats, and Nemesis.

In *Catacomb Apocalypse*, the Crystal Sphere is vitally important because of its ability to expose the location of Invisible Horrors, which are only minimally visible with the naked eye.
Bees Cinematic Universe Wiki

**Welcome to the Bees Cinematic Universe Wiki!**
This is where a very sad woman named Beatrix goes to catalog her innumerable stories and OCs. It serves no other purpose for no other person.

We're a collaborative community website about Bees Cinematic Universe that nobody, especially not you, can build or expand. Wikis like this one depend on the woman upstairs getting motivated enough and sloppily adding content. Do not click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started! ***I do not want you to edit my fucking wiki! Look, but don't touch!!***

## Important articles

Bees

*Need help building out this community? No you fucking don't lmao*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can't be here. Visit Fandom's Community Central instead!

Visit the admin dashboard for absolutely nothing of value..