Nemesis's Keep
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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
Nemesis's Keep is the second level (slot two) of Catacomb 3D (1991). It is set in the entrance to Nemesis's fortress.
Walkthrough[edit]
"This map has some more orcs, a red key (and door) and the first bolts and nukes."
--kraileth
Messages[edit]
- Keep Entrance
- Main Hall
- Northern Passage
- Guard Post
- Southern Passage
- Gate Room
Enemies Present[edit]
Items Present[edit]
Trivia[edit]
- The messages help try and flesh out some verisimilitude, with guard posts implying the outer defences. This technique was earlier used in John Carmack's Dark Designs games.
- A keep (from the Middle English kype) is a type of fortified tower built within castles during the Middle Ages by European nobility. Scholars have debated the scope of the word keep, but usually consider it to refer to large towers in castles that were fortified residences, used as a refuge of last resort should the rest of the castle fall to an adversary. First made of timber starting from the 10th century, they were replaced by stone designs as they were more broadly popularized by the Normans. Stone keeps carried considerable political as well as military importance and could take up to a decade or more to build.