~B
Duke Nukem: Time to Kill FAQ and Walkthrough
Version 0.9
c1998 Seth Paul (V0.4-0.7 c1999, 0.75 c2000, 0.9 Onwards c2001)
IMPORTANT NOTE: This game was played on a U.S. version of Duke Nukem set
at 'Death Wish' difficulty. Slight differences in game features and
enemy placement may vary on your particular difficulty and version.
DISCLAIMER:
Duke Nukem: TIME TO KILL is c1998 3D Realms Entertainment. All rights
reserved. Developed by n-Space. Published and distributed by GT
Interactive Software Corp. All other trademarks are the properties of
their respective companies.
IMPORTANT! IMPORTANT! READ THIS!
Got every secret for Let the Games Begin, but the Challenge Icon still
eludes me. From what I saw, this is not located within any of the
secrets. If you find it, please e-mail me! I went nuts searching the
level for it.
Ah, yes, the FAQ that is OVER TWO YEARS IN THE MAKING! Yes, it has been
a long time, but I've currently renewed my interest in getting this
guide done once and for all. Feel free to e-mail me about the game,
secrets, in-game jokes, etc at greypatch-3@home.com. However, please be
sure to read through the FAQ for your problem or send-in FIRST. Your
information may already be located within the guide below.
***********************************************************************
*The most recent versions of this FAQ can be found at: *
*http://www.gamefaqs.com *
***********************************************************************
Also, because he asked me nicely, Dave from http://www.cheatcc.com asked
me to post his site on my FAQ, so I am. I've been there and it's a neat
little site. Might want to check it out.
Dukeworld is also being extremely kind and posting the FAQ for me.
Their site is located at http://www.dukeworld.com.
Another site that might warrant a visit is http://www.gamewinners.com.
It's got loads of stuff on games there as well. Still, the most recent
versions can still be found at the site above.
My FAQ is also available to view on http://www.redcoupe.co.uk. I have
never visited this site, but the owner is respectable enough.
There is also http://www.absoluteplaystation.com. It's a decent site as
well, especially with the Thank You note feature. Sometimes it's nice
to get feedback.
Very soon I hope to have my own website, where I will post this FAQ once
it's up and running. Once it is, I will post the address here.
IMPORTANT NOTE: As far as I know, these are the only sites that have my
FAQ on them. If you see it anywhere else, let me know! This isn't a
warning or anything, I just want to make sure various sites that have my
FAQ (reputable ones, that is) have the latest versions.
IT'S NEARLY THE FINAL VERSION AS I KNOW IT! Only one more level, one
more set of secrets, and the final boss before this baby's wrapped up
and ready for everybody! It took a long time, and nobody probably owns
the game anymore, but it'll still be done!
I. Credits
II. Current and Earlier Versions
III. Duke's Enemies
IV. Duke's Arsenal
V. The Levels(in progress)
VI. The Secrets in Each Level(also in progress)
VII. The Challenge Levels
VIII. Cheat Codes (Most likely complete)
IX. Jokes and Fun Stuff (More to come!)
I. Credits
I'd like to give thanks to:
3D Realms: For making such a great series of games (and such a cool
character to have star in them).
n-Space: The real creative edge behind Time to Kill. Great job with
the Duke license, guys!
GT Interactive: The company that manages to put Duke Nukem and other
fine products on the shelves. Thanks for bringing
the work to the public!
J Young : Provided me with the last secret
to level 1 and was the first to
send me info on the current
state of the FAQ. Thanks!
Rodrigo Silva : Not only gave me the last secret
I hadn't found for level 2, but
gave me all 6 secrets for level
3!
The following, unfortunately, weren't the first to provide me with
the last secret to level 1 (of course, no one really knew I already
found it!), but they were nice enough to send the information along
to me, and I'm really very grateful for that:
Simon Tompkins
Julo
Greg Foltz
Thanks to Phil Robbins, who sent me corrections on the mistakes I
made in the Jokes section.
Thanks to "Lorrie" who sent in some jokes about the Mighty Foot and
strip bar.
Thanks also to "Phunkyjoey" for the movie reference about Arch
Stanton's grave.
Many of you might be thankful to J. Bruce Cook, who may have found a
way to deal with that pesky arena problem.
Thanks to Cheetah596, who sent me in information regarding two-player
Secrets.
Thanks to Tom B., who sent me the information about Family Jewels that
will probably make a lot of people sleep easier at night!!
Thanks to the following people, who sent in cheat codes:
Marcus Kaesemann
Skyler Sutton
David Flesch (also provided me with the descriptions of the Super
Weapons!)
Randy L. Jack (who also sent me some Gameshark Codes; Thanks!)
Unfortunately, I cannot remember who sent me the e-mail that talked
about the actual status of the Adult Code. I would still like to
thank that individual, since I don't have a European copy of the game
I would have never found it out.
Thanks to Aaron Gillott and Joe, who both sent in about Lara Croft's
suit in level 1.
Thanks to Bill McDonald, who gave information on the mysterious
Supershield item. I'll get around to testing it someday!
II. Current Version and Earlier Versions
Version 0.9
-Completed secrets to the best of my knowledge on Pig Factory
-Added more jokes
-Completed walkthrough for Hog Heaven
-Completed walkthrough for Pig Factory
-Completed walkthrough for Let the Games Begin
-Completed secrets for Hog Heaven and Let the Games Begin
-Made note that cheat codes area is most likely completed
Version 0.8
-Not "officially" released; number in corner of FAQ was incorrect,
as most recent was 0.75.
Version 0.75
-Added more to the jokes section
-Added info on strange, untested item in level 4 secrets.
-Added Pig Factory secrets (4 of 5)
Version 0.7
-Corrected Family Jewels secrets (4 out of [4]!)
-Added Holy Terror Level and secrets
-Completed Arsenal Section (yay!)
Version 0.6
-Added Family Jewels level and secrets (only 4 out of 5)
-Added Resistance is Feudal with all secrets
-Added some long-awaited Gameshark Codes!
-Added some new jokes and fun stuff
-Added more information to the "Let the Games Begin" problem.
Version 0.5
-Not released; 0.6 would have been 0.5, but I've added too much for
this to only be a single number increase.
Version 0.4
-Completed Enemies section (yay!)
-Completed Challenge Levels
-Nearly completed Duke's Arsenal section (if you have info on the
Freezer weapon, please e-mail me!)
-Added blurb on possible solution to Arena problem in Let the Games
Begin level (See the Levels section if this is where you're stuck.
-Also added Wing'ed Death walkthrough
-This FAQ was posted April 30, 1999.
Version 0.3
-Added some more cheat codes
-Added three more levels (Gold and Guns, The Reaper, & Obey or Die)
-Added secrets for the two levels that have secrets
-Began work on monster section.
-Added another new section: Jokes and Fun Stuff!
Version 0.25
-Added cheat codes
-Added apologies and more credits
-Made a correction for Challenge Stage 1: 18 enemies, not 20!
-This version was posted December 17, 1998.
Version 0.2
-Clarified and completed entire Level 1 Section
-Began work on Duke's Arsenal
-Added new section: Challenge Levels
-Added secrets for Level 2 and 3
-Added walkthroughs for Levels 2 and 3
-This FAQ should be available December 1, 1998.
Version 0.1
-Finished the level 1 walkthrough
-Found 6 of 7 secret areas of level 1
-That's about it. Pretty crappy to start, isn't it?
-This FAQ was posted November 25, 1998.
If you have any information on secret areas, please e-mail me at
greypatch3@millenicom.com. Anyone submitting information WILL be
included in the credits, as I probably would not have found them
without you.
III. Duke's Enemies
NOTE: The bosses of each area have their own separate levels.
Therefore, their strengths and weaknesses and battle strategies are
discussed in the level walkthrough below.
1. DRAK - The lesser, weaker grunts of the invading alien forces.
Not particularly bright, but persistent. They are armed with
small sidearms, and tend to pistol clips when killed. They
sometimes drop small health packages.
STRENGTHS - Numbers. When you see one Drak, most likely there at
least few more around. If they decide to join their comrade, you
could be easily outnumbered.
WEAKNESSES - Can be easily killed with pretty much any weapon.
Even a few quick shots from your Desert Eagle should be enough
to put them down.
2. PIG COP - For some reason, aliens species like taking L.A.'s
police forces and mutating them into single-minded, loyal
followers. They are armed with shotguns rather than small guns,
and can do some pretty heavy damage to the unwary Duke. Sometimes
they drop shotgun shells, shotguns, or somewhat used armor.
STRENGTHS - Again, pig cops have numbers on their side. They also
can be found in a multitude of forms. For example, in the Old
West, they disguise themselves as cowboys. Some even go so far as
to strap bombs to their chests and run at Duke, hoping to blow him
up (and they usually succeed). Their weapons do more damage than
Draks.
WEAKNESSES - Using their own weapon against them (i.e. the
shotguns) is probably the weakest non-super weapon you should use
on them. Anything above it should mow them down. Strafing while
shooting helps, too.
3. NECROS - A Necro is similar to the Octobrain found in an earlier
Duke Nukem encounter. They float around and shoot fast-moving
mental blasts at Duke.
STRENGTHS - Necros tend to move pretty quickly when spooked.
The mental blasts they shoot take a considerable chunk out of
Duke's health. The fact that they can fly makes them harder to
hit. Don't go at them with anything less than the Gatling Gun.
WEAKNESSES - Unlike bullets, you can see the blasts early enough
to dodge out of their way. Necros are really at a disadvantage
underwater, though. Not only is their maneuverability reduced,
their mental blasts travel slower than a molasses covered turtle.
They also don't appear in really large groups most of the time.
4. BATS - A bat is, well, a bat. Just your basic flying rodent that
flies around and generally makes a nuisance of itself.
STRENGTHS - Numbers. Not really much of a problem.
WEAKNESSES - Go down in a few hits.
5. HELLWINGS - Larger, more dangerous bats. These suckers shoot
flaming balls at you and make an annoying screeching sound as they
do so.
STRENGTHS - Hard to hit, even when standing still. Fast-firing
weapons work best.
WEAKNESSES - Tend to be loners, can't withstand much damage, and
they can't hit you if you're underwater.
6. HEAVY DRAKS - You'll know them when you see them. They're purple,
bigger than their green cousins, and carry Gatling Guns.
STRENGTHS - Definitely the gun. It's far more powerful than the
guns the regular Draks carry. This creates the added tendency to
avoid more than one at a time.
WEAKNESSES - Guns aside, these are Draks you're dealing with. Some
well-placed shots should take them down easily.
7. ROBOTS - Pretty nasty. Tank guns roam around and fire at you with
a high-speed gun. Tripod guns don't move, but they have long
range.
STRENGTHS - Rapid-fire weapons means constant wear on your armor
and health. Stay out of their gunfire if you can.
WEAKNESSES - Sniping at a distance with your Desert Eagle is great
for tripod guns. A well-placed RPG blast does well with
everything else. Also, they might not see you sneak up behind
them…
8. LARVAL NECRO - THE most annoying enemy in the entire game. From
far away they're not so bad, but if they see you, they will jump
on you and suck your life away. Evil, evil, evil!
STRENGTHS - There are lots of them, and they won't let go once
they find a nice hovering spot around you.
WEAKNESSES - Use the limited seeking capabilities of the Energy
Weapon to deal with these monstrosities. Not much else works
well enough (or fast enough).
IV. Duke's Arsenal
WEAPONS
Weapons are provided in the order that you are most likely to find
them in the course of the game. This includes weapons found in
secret areas.
1. Mighty Foot
Not much of a weapon, really. Duke basically sticks his foot out
and hopes it hits something. Mainly useful if you want to break
open boxes or weak grates without wasting important ammo.
AMMO USAGE: None (It's Duke's foot, all right?)
AMMO CAPACITY: N/A (Duke has as many feet as needs.)
2. Desert Eagle
Duke's trusty sidearm. A good, reliable piece when no other
weapon is available. It's high accuracy, high rate of fire,
and very little loss of damage over distance makes this a good
sniping weapon.
AMMO USAGE: Pistol clips.
AMMO CAPACITY: Duke picks up 20 bullets per clip up to a maximum
of 200 bullets.
SUPER VERSION: The Super Eagle (Same as Desert Eagle, but fires
even faster than the normal version).
3. Combat Shotgun
A powerful gun (it can blow limbs off!) that has an acceptable
rate of fire. However, the bullets spread out, so the further
away the target is, the less damage it will take. This gun is
probably the commonly chosen for wandering around the levels.
AMMO USAGE: Shotgun shells.
AMMO CAPACITY: Boxes of shells give Duke 10 rounds up to a
maximum of 50. Used shotguns give Duke 24 shells.
SUPER VERSION: The Super Shotgun (Can fire four quick blasts in a
row before reloading).
4. Gatling Gun
Another good gun to roam levels with. Has an EXTREMELY high
firing rate, but has low accuracy, especially at far distances.
It also consumes ammo quite rapidly, but Duke can hold enough
ammo for this gun that this really isn't a drawback.
AMMO USAGE: Boxes of bullets.
AMMO CAPACITY: Duke can hold a maximum of 400 bullets, with boxes
adding 100 bullets to his arsenal. Picking up Gatling Guns adds
150 to the total amount.
SUPER VERSION: The Laser Gatling Gun (Fires lasers instead of
bullets which do more damage than before. Unfortunately, it only
holds 250 rounds instead of 400.)
5. Pipe Bomb
One of Duke's more useful indirect weapons. Duke can throw one
a fair distance, depending on how long you hold down the action
button. Duke can then either pull out another one (useful for
setting up big explosions or multiple small explosions at once)
or detonate them with a remote switch. There is no time limit,
so Duke can wait until he's good and ready to set them off. Good
for setting traps for the unwary. Be careful of the explosion,
though. If you're too close Duke can get hurt or even blow
himself up.
AMMO USAGE: Pipe Bombs
AMMO CAPACITY: Picking up Pipe Bombs gives you 5 bombs to toss,
up to a maximum of 15.
6. RPG (Rocket Propelled Grenade)
One of the most powerful weapons Duke can use. Basically, it's
a rocket launcher. One shot can reduce most enemies to mere
piles of steaming meat. Unfortunately, Duke can only hold a
very limited amount of ammo.
AMMO USAGE: Box of grenades
AMMO CAPACITY: A box of grenades gives 4 rounds, up to a total
of 8. Picking up an RPG also gives you 4 rounds.
SUPER VERSION: The Incendiary RPG (How this weapon can be more
powerful surprises me, but apparently it is. It also catches
enemies on fire.)
7. Dynamite
A weapon similar to the pipe bomb, but lights immediately and
should be thrown quickly. Be careful you don't bounce it back
into yourself!
AMMO USAGE: Dynamite sticks
AMMO CAPACITY: Comes in packages of 10, and Duke can hold 20
sticks.
8. Throwing Knife
A weak looking weapon, but a well thrown knife can take out an
enemy in one or two hits. But, Duke can't find many of them at
once, can't hold too many, and they don't have fantastic range.
AMMO USAGE: Throwing Knives
AMMO CAPACITY: Duke can only grab one knife on a pickup, but can
hold a total of 10.
9. Buffalo Rifle
A gun found in the Old West, this baby can do some fairly good
damage for long range firing. Reload time on it is pretty bad.
AMMO USAGE: Buffalo Shot
AMMO CAPACITY: Duke can pick up a rifle for 8 bullets, but
picking up shot gives him 10. The maximum he can hold is 20.
10. Flame Thrower
At short range, this weapon can roast any adversary, but pig cops
are probably the most susceptible. It has two problems: You have
to hold the weapon for a fairly long time on the target or they
won't heat, and it burns ammo very quickly.
AMMO USAGE: Bottle of fuel
AMMO CAPACITY: A Flame thrower offers 60 bursts of flame, but a
bottle completely refills your ammo at 200.
SUPER WEAPON: The Hi-Temp Flame Thrower (Cooks enemies faster
than normal. Has a blue flame.)
11. Throwing Axe
This weapon can be fairly powerful in the right hands. Don't
rely on them too much, though, because the amount you can hold
is painfully small.
AMMO USAGE: Axes
AMMO CAPACITY: They come in groups of 2, but Duke can manage to
grab one at a time. The most axes Duke can hold are 5.
12. Crossbow
A long range firing weapon, this is basically the medieval
version of the Buffalo Rifle. I find that it works much
better, though. It has a wider range due to its ability to
fire three bolts at a time (only consuming one unit of ammo,
though).
AMMO USAGE: Crossbow bolts
AMMO CAPACITY: Duke can pick up crossbows with 6 bolts in them.
The most he can hold is 200.
13. Holy Hand Grenade
1, 2, 5! (Three, sir!) 3! Straight out of Monty Python and the
Holy Grail, these explosives are far more useful than dynamite
and pipe bombs for one good reason: the grenade will 'seek' out
the nearest enemy and explode. If there's no enemies around,
though, the grenade will bounce aimlessly and explode after
awhile on its own.
AMMO USAGE: Holy Hand Grenades
AMMO CAPACITY: Duke finds these in bundles of three, and can hold
10 of them at one time.
14. Energy Weapon
A pretty neat addition to Duke's arsenal. This weapon fires a
short range 'claw' which can 'seek' out a nearby enemy, latch on,
and holds them until they burn up. Great for Larval Necros.
AMMO USAGE: Energy Cells
AMMO CAPACITY: Duke can pick up the weapon and get 50 seconds of
firing power. An energy cell gives 200 seconds. Duke's maximum
is 200.
SUPER WEAPON: The Super Zapper (Shoots a much longer beam and has
better seeking abilities.)
15. Freezer
Works exactly like the Freezethrower from Duke 3D. Point it at
an enemy and shoot them until they turn into a frozen block.
Shoot again (or run up to them if you want to save ammo) and they
shatter. Best used for crowd control, where you can freeze some
enemies, kill others with other weapons, then shatter the ice
cubes. WARNING: Enemies will thaw after a few seconds. Also,
beware of hitting yourself! Duke can also be frozen by his own
bullets.
AMMO USAGE: Freezer Crystals
AMMO CAPACITY: Freezers come pre-packaged with 50 shots, but can
hold a total of 200.
PICKUPS
1. Medkits - Duke can run into these items and heal himself for some
minor damage. Most medkits repair for 10 points of damage.
2. Ammo - Each weapon has various ammo types. The amount and types
of ammo can be found above in the Weapons section.
3. Steroids - Picking these up allows Duke to speed up immensely for
a short time. Duke goes back to normal after they run out.
4. Double Duke - Duke will turn red and transparent with this
powerup. While it is active, Duke will deal out 2x the amount of
damage he normally does. It will eventually run out and Duke
will return to normal.
5. Invisibility - Duke goes transparent upon pickup. Duke will be
invisible to enemies until the powerup wears off. Shooting at
enemies, though, draws their attention to Duke.
6. Invincibility - Duke turns a bright white and cannot be hurt
until the effects wear off. Get as many kills in as you can
before it does!
7. Atomic Health - This boosts Duke's health 50%. Unlike medkits,
Atomic Health can push Duke's health over 100%(Up to 200).
8. Armor - Upon pickup, armor reduces damage done to Duke until it
wears out(indicated by a number scale next to the ammo
indicator). It is sometimes dropped by dead Pigcops.
INVENTORY
Inventory is any pickup that you can start and stop the use of at
anytime. All of these items start with 100 points that go down with
time (except for the Portable Medkit; see it for details).
1. NVG (Night Vision Goggles) - These will allow you to see dark
areas of levels (with a green tint) until you remove them or
they run out.
2. Jetpack - Probably the most useful item in the entire game. The
jetpack allows Duke to fly to places he could not reach merely by
jumping (or it can just be a useful shortcut device). As a
bonus, the flame underneath can cook your opponents (if you hang
there long enough)! Just don't run out while high in the air.
3. Bio Mask - Been breathing noxious fumes lately? This item
filters out nasty chemicals in the air that do Duke some serious
harm. When you see clouds of gas, be prepared to put this item on
soon.
4. Portable Medkit - This item is probably the second most useful in
the game. Like a medkit, this will restore Duke's health.
Unlike a regular medkit, the unused portion is stored for later
use. It starts with 100 points that go down with usage, not time
of usage(ex. Duke has 53 health and a full Portable Medkit.
Using the kit brings Duke's health back to 100, while the medkit
now has 53 points for later use). If Duke tries to restore more
than the amount left in the medkit, it will only restore the
medkit's max(Duke has 23, his medkit has 53, the highest he can
go is 76).
5. Keys/Crystals/Jewels/etc. - During levels, Duke will pick up
various items that will help him solve puzzles in the level.
They will stay with Duke until he decides to use them somewhere.
The biggest examples of this are the crystals that Duke uses to
go through time.
V. The Levels
A. Level 1 - Time to Kill
Above Ground
You start out in a small park. Shoot however many pig cops show
up unexpectedly. Run towards the wrecked police car (NOT the
regular gray car) and turn left. Shoot some more pig cops and run
into the subway. One pig should drop a blue ID card. If you
don't find one, then run to the locked door at the end of the
end of the subway hall. Shoot the cop standing in front of it and
take the keycard. Swipe it in the slot and the door will open.
The Subway
You are now in the subway station. Run onto the tracks and turn
into the opening not blocked by the train. Kill some enemies and
climb up to the doorway. Kick the door open and prepare to face
some pig cops. Disposing of them, run to the farthest wall of the
room from the door. There will be a switch there that activates
the subway's power. Run back to the station and into the ticket
booth, where a Pig Cop is waiting. Kill him and, if you want to,
take a peek with the security cameras. A console will be just
under the window of the booth. Activate the switch and the train
will start. Don't get on it, though. It will crash shortly after
you start it up. But, the way behind it is now clear. Kill the
pig cops and shoot the explosive canisters as you head down the
now clear tunnel. Jump up into the cavern created by the
explosion and kill some Draks. One Drak in this passageway will
drop an ID card for the locked room in this hallway. Open the
door and you will find the time machine that started this whole
business. It doesn't work yet, though. You will need three
crystals scattered through this level.
Crystal #1
Turn around and head through the hallway directly across from the
transporter room. As you move through this tunnel you should see
a tunnel branching off to the right (it has purple lighting). Go
down this new pathway and you will reach a set of platforms
suspended from chains. You will also hit a couple of Draks. Kill
them, then jump off of the nearest platform and into the water
below. There should be only one platform you can reach from here.
(Well, there are more, but it's the only one with chains) Climb
up onto the platform and grab one of the chains holding it up.
Climb up the chain, making sure to turn Duke enough so he can grab
onto the ledge above. Turn and jump up into the inset of the
wall. Here you should see a large gray statue-looking thing. In
it is a crystal. Take it. Duke will comment and you can leave
this room with a small series of jumps. Return to the original
hallway that you entered this area from.
Crystal #2
Follow the green hallway until you reach a large room with a
broken bridge. Making sure no one can hurt you, run across the
first half of the bridge and jump to the second. Follow the rest
of the corridor (careful, there's an area where the water bogs you
down considerably. A robot is seated on the ceiling at the
other end. Try taking it out with the handgun as soon as it comes
into your view (You can see it, but it can't see you unless you
get too close). The crystal is just a swim across an empty pool.
Crystal #3
Return to the area just outside the transporter room. Facing the
room, turn right and head up the passage. It will open up into a
large chamber holding a bunch of boxes and enemies. Jump down,
taking out everyone necessary. Take the only (clear) exit out of
the room and go until you come to the very end of the road. There
should be a platform with a robot and valve in the middle of a
pool of water. Shoot the robot and jump onto the platform. Turn
the valve. The water should drain out. Backtrack to a another
room with a valve and turn it. The room will fill up with water.
Jump into the water and swim down halfway to an underwater tunnel.
Swim into the tunnel and follow it (taking a breath at a midway
point if you need to). At the end, surface. Kill any Draks and
get out of the water. Move in and take the crystal.
Now, with all three crystals, go to the transporter room. Place
the three crystals and watch as the time warp opens. Jump in and
get ready to go to the Old West!
B. Level 2 - Duke Hill
Duke now wonders what the aliens are up to in the Old West. But,
to find out, he needs to get inside the bank vault. Then, once he
knows, he can grab a key and storm the nearby garrison, where a
mine shaft has been excavated. That shaft brings him to level 3.
The important thing now, though, is to find the three pieces of
paper scattered through the level that hold the combination to the
bank vault.
Note #1
Duke begins by an old church and a hangman. Further along is a
street. Run down the street, dodging and shooting at Western pig
cops. On your left as you run down the street is a building with
the sign BANK above it. Kick in the door and shoot some pigs.
Run behind the counter. Right in front of the vault door is a
piece of paper. This is the first number of the combination.
Note #2
Leave the Bank and proceed around the street corner, opening up
upon a dusty walk with a saloon and pig cops. Shoot the pig cops
and run down the street, turning LEFT when you reach the end.
There should be a well here. Climb down the inside of the well
and go into the water. Be very careful of the Necros down here!
Swim around, making sure to stay to the left. Eventually you'll
arrive at a surfacing point. Jump out to collect some ammo and
the second combination note.
Note #3
Exit the well the same way you came. The final note is around the
corner, in a cell in the garrison. Problem is, two sentry guns
block any access to the garrison. The easiest way to deal with
them is to pull out the RPG (if you have it, but if you don't
check The Secrets to find one in this level!) and blast them from
a nice, safe distance. A cellar door will open. Proceed with
caution until a pig cop or two jumps out. Deal with them and go
in the cellar. You will come to a seemingly dead end. A wall in
the back is movable, though (it's VERY differently colored than
the other ones), so just push it. Grab the NVGs if you don't have
them already and enter. The dark corridor leads to a ladder (and
a box of grenades hidden in the dark). Climb the ladder and enter
the cell. If a pig gives you trouble, shoot him. The note should
be right in plain sight.
The Bank
You can now put the combination in at the bank. Run all the way
back there and open the safe. Duke will find that bars of gold
have been mysteriously changed to lead. What are the aliens up
to? Anyway, grab the skeleton key from the back wall and be
ready for a nasty surprise! Get safely out of the bank.
The Garrison
Now you can finally go in the front door of the garrison. Run all
the way back (thankfully Duke's in pretty good shape!) and use the
key in the door. Waste some enemies and run to the left. You
will come to some stairs. Go up them and run straight through to
the next room. Turn and run past the cells with the Necros. Turn
right again, and follow the corridor to the end. Turn left and
you will come to a mine shaft elevator. Pull the switch and you
descend into Level 3, Miner 69er! (NOTE: There is a lot of stuff
you can collect here, but for the sake of those who want to blaze
through I have not mentioned them. A few tips, though: Next to a
cell on the second floor is a gray switch with four settings. Put
it on the fourth setting to collect some good stuff. The other
settings open up cells with Necros inside! Also, should you go in
the cell with the atomic health, the door will shut behind you.
Don't worry: the wall on one side can be blown open. Just don't
stand too close!)
C. Level 3 - Miner 69er
The Key: Long Way
When you start this level, there are two ways of going through:
one quick, obvious way and another, more cautious, but longer
road. The long one involves going to the pool of water down the
path behind Duke's starting location. A ledge with a pig cop on
it holds a switch. Push it and go back to where you began the
level. Go left and kill the opposing Draks. Turn left and kill
more Draks. You will be in a room with another switch. Push it,
then return down to Duke's starting point. Go into the new
opening and kill some pigs. At the end of this route is a key and
another switch. DON'T PUSH THE SWITCH! Take the key and run back
to the Drak area. Run up the other pathway and take a right.
You'll be in a room with a few levels of grating floors. If you
want to, grab some ammo and items, then unlock the big door.
The Key: Short Way
Run straight ahead into the room with the weird gas and the
Necros. Before going into the pit, though, make a right and
snag the bio mask off the wall. Kill any Necros you can see,
put on the mask, and run into the fumes. Kill more Necros on
your way to the area with the grating floors. When safely out
of the gas, take off your mask to conserve it. Go into the
only other available pathway, killing Draks. Make a right at
the dead end and push the switch. The dead end will open, letting
you go through a path with pig cops in it. Kill them and grab the
key. DON'T PUSH THE SWITCH! If you do, you'll have to run
through the gas again. Instead, backtrack back to the grating
room and unlock the big door.
The Drill
Both paths converge from now on. Follow the hallway until you get
to a room with Necros and pillars sticking out of water. Kill the
Necros and get ready to jump. The best path across goes around to
the left. You can safely ignore the ledge with the bullets on it;
it's really not worth the hassle in case you miss and fall in the
water. Jump into the next tunnel and be cautious of pig cops and
pig bombers. There are two ways to go here, but they don't really
branch off, so pick one and you'll eventually get to a room with
a mine cart and a ramp going down a ways. Kill any Draks that are
here, and go down the ramp. There will be some more Draks here
too, so kill them and follow the path until you reach a place with
a pretty nasty looking device with several drilling heads on it.
DON'T JUMP IN! Instead, jump up to the underside of the grating.
To do this, press the jump button and hold the action button.
Duke will hold on and you can swing him safely past the drill. On
the other side is a hole that the drills periodically sweep over.
Wait for a safe time and fall into it while hanging directly over
it. The drop won't hurt Duke, and you'll be safely past this
obstacle.
The Chasm and Exiting the Level
At the other end of this tunnel is a large chasm. Most of the
bottom is consumed by an underground stream, but most areas are
rock that can hurt if you fall too far. There are far too many
jumps here for Duke it navigate it easily, but there is a jetpack
up in the far right corner (as seen from Duke's POV when entering
this area) that will make life much easier. To get there, jump to
a ledge across from the entrance where a Drak is found. If you
haven't already, shoot him. To Duke's left is another ledge.
Jump up here. This ledge should allow Duke to jump and reach a
bridge-like rock structure. Run along this bridge and turn left.
There is a small hole in the wall. Do a run jump into it. Turn
around and you should see a ledge with a jetpack on it. Run jump
(and, if necessary, grab) to this ledge and take the jetpack.
Turn it on and face across the length of the chasm. Fly across
(be careful of any enemies that might show up!) and a tunnel
should appear. Land and run through it. DO NOT UNEQUIP THE
JETPACK! Some parts of this tunnel will collapse under you
unexpectedly. If they do, immediately jetpack out of the hole,
land on safer ground, and keep moving. Unless you're low on
health, ignore the atomic health at the end of this tunnel; it
calls three pig cops in to take you out. Fall down the hole at
the end and you'll end up on a railroad track. Follow the track
all the way to the end. You will be in a room with a door in it.
Push the button to the left of the door and prepare for the next
level!
D. Level 4 - Gold and Guns
Gun #1
Duke starts out in a tunnel facing a broken version of the guns
you will have to take out during the course of the level. Follow
the tunnel to an area with an elevator, 2 hallways (one blocked by
rock) and some pig cops. Kill the pig cops and pull out any
explosive weapon you have and blow up the rock blocking the one
hallway. Follow this hallway (be careful in the room with the
pool of water; those bats can be hard to hit) until you can just
see the gun ahead of you. Duck and roll behind the mine cart.
Then, turn Duke and start rolling around the gun in a circle. The
idea is to keep the gun turning so it can't sight in on you (you
don't want to get hit. Trust me.). When the gun is facing the
other direction and still turning to sight you, stand up. If you
have a gun out, put it away. On the wall behind the gun is a
green switch with a gun symbol next to it. Quickly push the
switch. The gun will turn off. One down, two to go.
Gun #2
From the gun switch, turn right and run down the hallway. At the
end will be a large grate with a switch next to it. Push the
switch and the grate will open. You will be in a room with two
ledges on either side of a lava pool running down the middle. Run
down the ledge you are on until you reach a wooden bridge, and be
cautious of several Draks in the area. Cross the bridge and make
a left. There will be two hallways leading off of this ledge. Go
to the second one and jump over the pool of water. The room you
should be in now is a large cavern with a rocky ledge on the left
side of the room, a doorway across the cavern from where you are,
some more water on the right side at the bottom, and a conveyor
device above you. After picking off the enemies in here, get
across the cavern via the conveyor device or the jetpack. To use
the strange device, have Duke jump up and grab the underside of
it. Then, pull out your Desert Eagle and aim for a rectangular
panel next to the doorway on the other side. Shoot it, and the
conveyor will carry you across. Follow the hallway until you
reach a chamber with pig cops inside. Be cautious - Gun #2 is in
here and can see you if you stand in the doorway. But, to the
left is a series of columns that you can hide behind. Do the duck
& roll maneuver to get the gun swerving. On the column closest to
Gun #2 (on the gun's side of the column) is the switch to turn it
off.
Gun #3
Return across the cavern and dive into the small pool of water you
jumped over earlier. There will be two branches leading off in
opposite directions in the water; if you come to a room with pig
cops and crates, you went the wrong way, but you can still pick up
some useful ammo here. If you went the right way, a more open
room with a Drak and barrels awaits you. Shoot him, collect some
stuff, and take the only other exit out of the room. You should
come to an area with two exits: take the leftmost exit into a
small chamber with plenty of columns and plenty of Draks. In one
wall is a hole where you can jump up and collect an Atomic Health.
Leave via the other exit in this room and enter a maze-like (but
easily navigable) system of hallways. They will eventually all
lead up to a room full of lava, pig cops, and ledges. Make sure
you have a jetpack; if you don't, one is available up at the top
of the screen to your right when you enter. Jet up to the highest
ledge in the middle of the room. From up here, you can see Gun #3
(and most likely he can see you). Wait until it faces you, then
jet over it, landing right behind it. You should be right in
front of the switch. That will take care of the last gun in this
level.
The Exit
Return to the beginning of the level any way you'd like. There
are numerous shortcuts you can take to get there. When you get to
the room with the sunlight streaming down from the ceiling and the
elevator, walk up to the elevator button and push it. Go in and
move the lever to leave the level. Congratulations! You only
need to take out the boss of this world before you go back to
L.A.!
E. Level 5 - The Reaper
The Reaper is rather easily beaten. In fact, you never even have
to enter the main arena (you can, if you want to collect stuff,
but it's not recommended)! At each entrance to the main arena is
a series of nine barrels: 5 along the outer wall, 2 on your side
of the entrance, and 2 on the Reaper's side of the entrance.
First, destroy the 7 barrels on your side of the wall. Then,
stand behind the wall on either side of the entrance and wait for
the Reaper to stop near your entrance. Carefully peek out, aim
for one of the two barrels on his side, and fire. The blast
should take out about 1/8 of his health! Quickly run to the other
side of the entrance, peek out, aim for the other barrel, and
fire. The Reaper will have lost at least 25% of his health!
Repeat this procedure at the other three entrances and the Reaper
should be a scrap heap in no time!
F. Level 6 - Obey or Die
Welcome back, Duke. Unfortunately, instead of a hero's welcome,
things are even worse than when you left. Like level 1, the
idea here to collect the crystals and warp back to another time.
Unlike level 1, this time you enter an area you never saw before:
the warehouse.
Getting into the warehouse
First off, watch out for the robots patrolling the area. Looking
around, notice that the subway tunnel has been pulverized and
submerged, so there's no going back (you can swim down there and
retrieve an atomic health, though). Go down the alley and climb
into the apartment. Inside is a cabinet, which opens to reveal
the warehouse key. Jump out of the apartment and head for the
warehouse (if you don't know where it is, go out near the area
that started level 1; it's the building with the partially opened
door and key slot next to it). Insert the keycard and be ready to
take on some Draks on the other side.
The Green Crystal
The easiest crystal to find in the whole level. Take a left from
the entrance to the warehouse to find a hallway with employee
break rooms and offices. In the room at the far end on the right
is the crystal.
The Red Crystal
Go back into the large entrance room. Follow the red hallway.
You will come to a room with a stopped conveyor belt and a panel
next to it. Above you are some ledges. Jetpack up to them (if
you don't have a jetpack, follow the conveyor the other direction.
You will get to the same place). On two sides of the wall, near
the ceiling, are exits into other areas. One leads to a secret
(see "The Secrets" for details), the other leads to a deep pit.
Being cautious of Draks, slowly descend to reach the red crystal
at the bottom. A jetpack down here will help you get back up.
The Blue Crystal
Return to the conveyor belt. Walk up to the panel and use it.
Duke will put the red crystal into it. Don't worry; he'll get it
back later. Enter the newly opened door. In the room with the
large water tanks, turn left and head for the other conveyor belt
across the way. Follow it until you reach three holes in the
floor. Consider each hole numbered, from left to right, 1, 2, and
3. Go in 1 to continue the level (2 takes you nowhere, but
dropping into 3, then dropping into the hole with the blue hue
will allow you to collect the challenge icon for that level). In
1, take the red-hued drop-off and follow it to a pool of water.
The hall will continue further on past the pool, so follow it to a
ladder. Climb the ladder, then climb the crates in the next room
so you end up outside. While outside, check along the wall of the
warehouse for a green dumpster. Push the dumpster (using the
action button) and a hole will be revealed. Go into the hole and
down to retrieve the blue crystal.
Getting The Red Crystal Back
Climb back out into the junkyard. Turn right upon exiting and go
to the hole located alongside the warehouse. Fall in onto a
conveyor belt. Follow the belt until you are over a pool of water
with a large door across it. Jetpack over to the door and push
the switch right next to it. The door will open, revealing a path
and several Draks. Shoot enemies and follow this new path until
you return to the room with the large water tanks. Turn left and
face the now dormant conveyor belt. Get on it, and follow it out
until you get to the panel the red crystal is in. Since there's
no power anymore, you can take the crystal without the door
shutting.
Going Back In Time
Go back to the conveyor belt over the water. Carefully navigate
through the flames shooting across the tunnel and you'll be in the
time warp chamber. Insert the crystals, jump in the middle, and
you'll be sent to the Middle Ages!
G. Level 7 - The Family Jewels
Getting into the Castle (and Jewel #1)
Duke starts this level standing across a moat from a castle owned
by his long-gone relative Baron Von Nukem. Turn around and
jetpack up a gravelly hill and pick up a Double Duke icon. Go
back and blow away the Necros hanging around the front of the
moat. Jump into the moat and swim to the right. The moat will
turn left. Follow it and destroy as many Necros as you can before
your Double Duke wears off. Continue on through the moat and dive
under the water when you reach the castle wall. The moat
continues on under the castle, so swim until you reach a large
room with a bridge over the water (if you need air before this, a
small air pocket is located under the castle on the way here).
Shoot the pig knights and climb out on the left side. Cross the
bridge and pull the switch. You will hear Duke talk and something
being lowered. That's the drawbridge, so Duke can now enter the
castle. Before you do, however, you can get the first Family
Jewel. Turn around from the switch, jump into the moat, and swim
to the right. The moat will turn left and take you down a long
tunnel where some Necros are hanging out. Shoot them and get air
as necessary. The tunnel will eventually turn left again and come
out into another large room. Shoot the pigs here and climb out to
the left. You should be on the side that has a few ledges to
climb up on (the other side has a wraparound corridor that leads
to a portable medkit). Go into the doorway that exits straight
across from the moat. You'll end up in a room with a few boats
stacked in it. To Duke's left is a skeleton key. Take it and go
into the other corridor. Go up the staircase and kill a few pigs.
You will now be in a room with Holy Hand Grenades. Grab those and
turn right. Across the room should be a niche with a hole in the
floor. On the other side of the hole is the first Family Jewel.
Kill the pig near it, jump, and grab the jewel. Fall into the
hole and you will return to the moat.
Family Jewel #2 (and opening the second door)
Swim around in the moat until you get back to the front of the
castle. If you pulled the switch earlier, the drawbridge should
now be lowered. Climb up to the bridge and run inside the castle.
You will now be in a small courtyard with pigs in front of you.
Kill them and look up. On either side of the Duke Crest (aka the
Atomic Symbol) are small ledges. Jump up onto either one and
jump up to the ledge that goes behind the crest. Kill the pig
and take the second jewel that's hidden here. Jump back down and
walk up to the lock next to the locked wooden door. Use the key
you got in the moat to open the door and go inside. (NOTE: If you
want to get some other goodies, or you managed to get in through a
secret entrance, explore the wider courtyards just inside the
castle walls. There are quite a few Draks, so be careful.)
Family Jewel #3
Once inside the castle itself, take out the pigs standing guard
just inside the doorway (this castle just can't stop with
doorways, does it?). You'll eventually reach a wooden door that
cannot be opened. When you do, turn left and head down towards a
fireplace flanked by two busts. Turn left again and look up.
You'll see a high tower with ledges and gratings to hang from, and
you'll need to climb almost all the way to the top to continue.
Run up the first steps and jump to reach the first ledge. Climb
the chain here to reach another ledge. Jump and grab the monkey
bars to swing your way to a room to the right (from looking
towards the center of the tower). In here is Von Nukem's bedroom,
complete with..er, chambermaid. Sitting on the bed is the third
and final jewel. Take it.
Escape from the Castle
Run out from the bedroom. Straight across from it is another
ledge with a chain on it. Take a running jump and grab the chain.
Pull yourself up to the next ledge and face right. There will be
a sizeable room with boxes in it, with yet another chain ledge in
front of it. Jump to the ledge (and if you'd like, get the items
out of the boxes) and climb this chain all the way to the top.
This will lead you out of the tower. If you have a jetpack, you
can jet across to a small niche that has a portable medkit a
little ways up from here (of course, if you have a jetpack, you
don't need to do all the jumping around I just talked about!?).
Head out of the chamber and you'll enter a room with some chairs.
In one corner is a hole that leads down into the throne room.
Before jumping down, though, pull out a Holy Hand Grenade and toss
it down the hole. It should connect with a pig waiting just below
you. Carefully make your way down (it's a fairly long drop!) to
the wooden beam. Shoot any pig cops that give you trouble and
make your way to the other end of the beam. There is another set
of beams below you, but before you go down, throw a few grenades
(if you run out, try to aim your pipe bombs into the room below)
and they'll destroy the five or so pig cops below you. Hop down
to the next set of beams where it's safe to jump down. Underneath
the large middle one you were just on are some chains. Take these
down to the throne room.
You're almost there now! In the center of the room is a wheel in
the shape of the atomic symbol. Place the family jewels on the
wheel and a door to the right will open. You'll end up in a
library. Turn left and head for the closed door. Next to the
door is an open book. Use the book and the door will open up. Go
in and down the stairs to Resistance is Feudal!
H. Level 8 - Resistance is Feudal
Into (and out of) the Gas Tunnel
At the beginning, turn Duke around and pick up the Double Duke.
Run down the tunnel and kill the pigs in the larger room ahead.
Make your way across the small lava pit (via either jetpack or by
a simple running jump) and follow the tunnel until you reach a
junction. The door to the left leads to a room filled with ammo,
weapons, and armor. If you decide to enter this room, though,
shoot all the green cans surrounding the boxes before you go in.
They are explosive and highly dangerous. After this detour,
continue down the tunnel until you reach two much larger lava pits
separated by stone ledges and a pool of water. You can also see a
doorway across the pits that continue the tunnel. You can go
either way; both lead you to the same place. To go via the pool
of water, jump straight up and grab the grating that's on the
ceiling. Swing over until you're above the water and release. Go
through the water until you surface. Be cautious, as you will be
coming up right into some noxious gas. As for the other exit,
simply grab the grating and swing across until you reach the other
side of the lava pits. Drop, kill some pigs, and ready your
biomask. Continue down the path until you see the gas. Put on
your mask and run into the big room where the huge pipe is. This
is also where the water tunnel ended, so both paths recombine. Go
over to the valve in the pipe and turn it. The gas will drain out
of the room and the blocked passage will open up. Quickly go
through the tunnel, BUT WATCH OUT FOR HEAVY DRAKS! Their guns
will tear through you faster than Duke goes through women ?! You
have to hurry, though, because eventually the gas will fill the
tunnel back up again. At the end, turn left and jump, grabbing
the ladder that's hanging just barely in reach. Climb up and out
to escape the tunnel.
The Jail and another Drawbridge
There's only one way to go for awhile after you escape the gas,
and it shouldn't be much of a problem until you reach a locked
door with a four-way switch to its right side. Push the switch
until Duke says, "You're all free!…" Carefully move in and shoot
the Heavy Draks that are patrolling or are locked in the prison.
Keep blazing through and eventually you will be in a large chamber
with a narrow walkway spanning a lava pool. About halfway across,
Heavy Draks will materialize on both sides of the bridge. Shoot
the ones in front first, then turn and shoot the ones behind you.
After this, continue along and your progress will be halted by a
raised drawbridge (why there's so many closed drawbridges, I don't
know). First, shoot any Hellwings that are flying around, as this
will make your next task a little easier. Look to the left and
right. On both sides are switches. When both switches are
pushed, the drawbridge will lower. You can easily jetpack over to
either switch, but if you don't have one or are low on gas, you'll
have to rely on jumping from platform to platform over the lava.
None of the jumps are particularly difficult, but be careful of
where you land. When you have both switches pulled, the bridge
will lower and you can enter the next area.
Draining the Toxin
After crossing yet another bridge and weaving through a tunnel,
you will come to the base of a very large pumping system. Clear
the floor of pigs and walk over to one of the support pillars.
You can climb up these, so have Duke grab on and start climbing.
Watch out for pigs, because there's more up above and Duke climbs
slowly. Kill more pigs when you get up the first pillar and climb
another one. You should now be on a ledge with two ladders
hanging on either side of a door requiring a keycard. Forget
about the door and keep climbing and killing. At the top, one pig
will drop a keycard (He's at the very, very highest ledge). Get
it and carefully worm your way back down to the locked door. Open
it and follow the new tunnel until you reach an area with a
walkway above a large supply of dead bodies (there's gas down
below and a valve to permanently get rid of it, but there's not
much down there save for a Portable Medkit). Kill the pigs
patrolling the ledge and one will drop a keycard. Take this
keycard and exit this area. Run from the doorway to the large
pumping system. There will be a keycard slot (and possibly a
jetpack). Use the keycard to open the drainage tanks. The valve
that appears should be turned. The toxin is now drained.
Exiting the Level
Above the tanks a door will open. Jet or climb up to the door and
take the tunnel. Some pigs will get in your way, but they should
be easily dealt with at this point. You'll eventually reach a
circular room with some statues in it and Duke will comment. Take
the stairs to the next level, Holy Terror!
I. Level 9 - Holy Terror
The Library and Sewers
This level is actually very short if you don't go searching for
secrets. Run up into the chapel and begin taking out pigcops. Go
either left or right (it doesn't matter unless you want one secret
in particular) and follow the paths until they join together at
the back. At this point, run to the middle of the connecting
hallway and you'll see a library with some pigs waiting inside.
Finish them off and begin searching the bookcases on the bottom
floor closely. On one side you'll see a strange bookcase with a
candle sticking out of it. Push the candle and the case will
slide over, revealing a secret passage! Run down, greet some
Draks with open fire, and commence swimming! Follow the passage
(making sure you stop at the breathing point, as you WILL need it)
until it emerges into a sewer system. Kill the Draks hanging
around and take a left. Follow the sewer line until it opens up
into a room with a pool in it (there are actually two rooms like
this; the one you want has a walkway completely encircling it and
a switch above it). Ignore the switch and dive in, eventually
emerging into a small area below the church. Aim up and shoot the
grating with whatever weapon is at hand and climb. After exiting,
shoot the patrolling pigs and face the interior of the church.
There is a thin ledge between two columns (right next to the
grating after exiting). Jump onto the ledge and find the nearby
ladder. Climb up it into the bell tower.
The Church and Exiting the Level
Go along the rooftop and shoot at any pigs lying in wait. You'll
eventually reach a stained-glass window. Shoot it and you'll have
access to a chamber with purple light streaming in through the
windows. Follow along one side of this chamber to another large
stained-glass window. Pig cops will blow it open. Kill them all,
then jump into the time portal and be prepared to deal with the
second boss of the game and the end of the medieval period!
J. Level 10 - Wing'ed Death
You begin this level in a large arena, with ammo strewn around,
two pools of water, and ladders up to a walkway above the ground
floor. If you don't have enough ammo or health, I suggest getting
it now. Otherwise, drop into one of the two pools on either side
of the arena. Dragon will attempt to dive bomb and shoot flames
at you, but in the water you're completely safe! In fact, he'll
be nice enough to hover right over the pool, leaving him
completely vulnerable! Use any weapons that work underwater to
soften him up a bit, until he flies away. Jump out, run to the
other pool to get his attention, and repeat. This process should
eventually destroy him. However, should he decide not to fly over
the pools anymore, or you run out of ammo, whip out your most
powerful explosives. Jump out, dodge his flames and hit him with
all you've got!
K. Level 11 - Pig Factory
Still Not Quite Right
As always upon return to the present, you are in the small park
right outside the bar (now called Danglers). Obviously things are
still not right, and you must go and fix it. Firstly, be
extremely cautious, as two missile launching robots are patrolling
the streets. They are both guarding the one final warehouse you
have not visited yet, on the opposite side of the map from where
you begin. Take them and the various pig cops out, then run in
the open door. Weave through the hallways until you come to a
wide open area filled with boxes and relics from the Roman era (a
clue to where you will be going shortly) as well as some
resistance in the form of Heavy Draks. Take them out and go down
the darkened hallway which will lead to a large, "really, really,
really deep room."
Repairing the Time Device: Re-orienting the Beam
Although you cannot see it from here, the time portal has a few
problems...the crystals are in the machine and ready to go, but a
piece above the device is not oriented properly and the area is
flooded. From where you entered, get safely down to the next
level below (either via the ladder situated at the edge or by
careful jetpacking). On this level you will see a small room with
ledges and a robot gun. Take out the gun and enter the room,
being careful not to fall into the room below. (You may notice a
valve here. I managed to beat the level without using this valve
at all, so I have no idea what it does). Instead, head for the
flooded chamber to your left and dive in. Go to the far right
corner of the room and grab the keycard. Swim back out and re-
enter the main room again. Run around the edge until you reach a
locked door with a keycard reader. Open the door and be prepared
to deal with some Draks lurking inside. You'll see a bunch of pig
cops being formed inside giant tanks. Turn around and by the door
that you came in is a small switch. Click the switch and the beam
will fix itself.
Repairing the Time Device: Draining the Floor
Go back into the main chamber and carefully make your way down to
the very bottom. You will eventually arrive at the time travel
machine. Take the red crystal and climb all the way to the top
once more. Across from where you entered this place initially is
an extremely dark room containing some cameras and a few pig cops.
Dispatch them quickly. To your left as you enter you should see a
small red circle on the wall. Go over and click on it and Duke
will insert the red crystal. A small panel will open, revealing
another card key. Take it, then remove the red crystal. Go down
one floor and enter the one tunnel there you have not yet taken.
Dispose of the pig cops, then turn left and enter the sewer
tunnels. Take out a robot turret in a small tunnel to your right
before turning left and following the tunnel that way. You should
come to a large door. Insert your new keycard in it and the door
will open, revealing a shallow pool and a valve. Go to the valve
and turn it. This spells some trouble for you, though, since the
room will suddenly begin to flood. At the top of the room, which
you will reach as the water fills it up, are several gratings
which can be broken. One contains an atomic health, the other
leads into a twisty tunnel that will allow you to escape. Be
quick about it, as the tunnel is fairly long and yet another
grating must be broken before you surface back in the room full of
Roman artifacts.
Going Back in Time
Carefully make your way back down to the time portal. Reinsert
the red crystal and jump in. That's it. Now it's time to cleanse
the Roman era of the Draks and their fiddling.
L. Level 12 - Hog Heaven
Getting the Key
Duke is now sporting a toga as he enters the Roman Era. He starts
out in a small hallway overlooking a Roman bath holding some very
fine looking Roman women (or perhaps not so fine, if you have Duke
introduce himself to them). Leave the bathhouse by its only exit
and prepare to do battle with some rather unpleasantly dressed Pig
Cops and some Draks. Head forward and make a left around the
structure in front of you until you hit a marketplace. Follow it
to your left until you come to another bathhouse. Enter and
follow it until you can either go forward or make a right.
Continue forward, killing enemies, until you reach a segment full
of shooting flames. Wait until the one right in front of you
disappears, then step forward. This continues for a bit down a
twisty corridor until you reach a room with a big lava pit. To
your right across the room is a skeleton key. Grab it and return,
avoiding the flames.
Taking a Few Baths
Back at the junction, take the way you didn't before. You'll
arrive in a room with some enemies, two baths, and a few women.
Go behind the pool to your left (as you enter) and you should find
a keyhole in the back wall. Use it, and a grate in the bath will
open. Swim down and around until you find an exit. Shoot the
Draks and exit the water. Turn left and you'll find yourself on a
bridge with heads on either side breathing flame. Just run on the
side of the bridge that the flames are not shooting from at that
moment and you'll be perfectly safe. Grab the key on the other
side and backtrack. Use the keyhole on the side with the other
bath this time and go through that grating. Swim down and make a
right turn, going straight until you resurface. Jump into the
deep pool below and climb out. A maze of sorts is coming up, nut
nothing where you can get too lost. I suggest exploring it for
the stuff you can find, but the fastest route is as follows (turns
indicate where choices can be made, as in going left or right;
simple turns require no choices):
Left or Right: Go right
Right or Straight: Straight
Left or Right: Left
Left or Right: Right
At this point, you should be able to easily see a long hallway in
front of you. Follow this hallway to exit the maze. Hopefully
the Draks in here won't give you too much trouble. At the end,
climb up the ladder and take care of any baddies you see.
Exiting the Level
Run and vault up onto the ledge leading into the next area.
You'll fall into a pool of water. Swim forward and then turn
right. There will be a passage under the water leading right, so
follow it into a room. Go to the other side of the room and
surface, pulling yourself onto the only ledge you can reach. Take
out the Draks here, then pull yourself onto the ledge with the red
door. Use it to have Duke kick it open, run forward, and finish
the level. Now onto the arena!
M. Level 13 - Let the Games Begin
Prepping for the Big Battle
You start out in a corridor which leads to a small courtyard. Run
through this courtyard (and if wanted, get the ammo in the alcoves
on either side) and emerge into another courtyard. Destroy the
two Hellwings and head for the big locked gate. You'll see a
passageway to the left, leading to an ancient Roman bar. Go
behind the bar to the right and take the skeleton key from the
corner. Go back and use this key to unlock the gate. Head up the
stairs until you reach a hallway to the right. Take it, and
prepare to enter the arena.
Let the Games Begin
Quite possibly one of the most dangerous (and problematic) areas
of the game. First off, right off the bat: KILL EVERYTHING.
Every last Hellwing and Heavy Drak must die before you can
continue. If even one is left alive, the gates to the next area
will not open. That said, in order to survive the arena, here's
the best course of action: Find a Heavy Drak and kill it. Run
into the empty holding pen it was in. Run to the very back of
this pen and wait for the enemies to show up. Since your weaponry
is more versatile (and probably more accurate) than the Draks'
firepower, you will not be overwhelmed as they appear one at a
time in front of you. The Hellwings are no problem after the
Draks are gone, especially if you use the Energy Weapon.
It has been brought to my attention that there may be a bug in the
game which keeps the gates from opening even after everything is
dead. If this should happen, I really have no answer for you. I
have never had this problem myself, and it is probably something
for GT Interactive to handle, not me. As it is, your best bet is
to make sure you've killed every last Hellwing, since they are
extremely hard to hit on occasion and fly too quickly to be
noticed sometimes.
After the Arena: The "Maze" and the Palace
Once the arena doors open, head in and be extremely wary of many
Heavy Draks...the corridors are small and hard to hide from them
in. This "maze" isn't too difficult to get through, as eventually
every path leads to the exit, so take the time to explore around
and pick up some useful items. At the end, you'll find something
very nice: a supply of jetpack fuel that never runs out! Problem
is, you'll need that fuel to help you get through the next
section. Looking out from here, you'll see a wide ring of lava
surrounding a palace with a raised drawbridge. With the jetpack,
fly under the arch to the left, killing any Draks you find.
Continue under another arch to the right and look left. You
should be directly to the left of the palace, and should see a
switch on a ledge. Fly up to this switch and pull it. Fly back
to the jetpacks and get more fuel. Jet again, but this time go to
the right. There will be another switch, in the same place as the
other one except on this side. IGNORE THIS ONE. Continue flying
until you reach the back-right corner of the palace. You'll see a
switch on the upper wall of the palace, near a ledge. Kill the
Drak on this ledge and pull the switch. Fly back and get more
jetpack fuel (you never know when you'll need it), and head into
the palace. From here, the path is fairly straight-forward: kill
the Heavy Draks within and move up and to the left. You'll find
some nasty looking evidence of alien activity, all surrounding a
teleporter. Jump in the teleporter and prepare to enter Blood
Baths!
N. Level 14 - Blood Baths
O. Level 15 - Moloch the Gatekeeper
VI. The Secrets
A. Level 1 - Time to Kill (7 secrets)
1. Go into the Club Bootylicious and walk around the bar. Under
the cash register is a switch. Pushing it opens a secret area
behind the stage. Go in to register the secret with the game.
FINDS: Atomic Health (in the closet)
2. In the alley close to the Subway entrance, climb the ladder
touching the ground. A doorway to your left holds a woman and
a few pig cops. DO NOT SHOOT THE WOMAN OR YOU CANNOT GET THE
SECRET! When the room is clear, talk to her. She'll move out
of the way of a light switch. Turn it off and the bed will
slide forward.
FINDS: Pipe Bombs (under the bed: it has to slide up first),
Portable Medkit(in the closet)
3. There's a rather large, green dumpster in the alley. Duke can
push it by walking up to it and holding the action button.
Then you can push it forward by moving forward. Anyway, the
secret is a small niche that can only be gotten to by pushing
the dumpster.
FINDS: Gatling Gun
4. Outside, over by the gray car, a sidewalk grating should be a
different color than the rest of the sidewalk. Throw a pipe
bomb on it and step back. Detonate the pipe bomb to reveal a
new exit into the ground. Go in and run down the hall a bit so
the game knows you found the secret. Shoot the exploding
barrels at the end to get out.
FINDS: Night Vision Goggles (in a small rack just at the bend in
the corridor)
5. On the way to Crystal #2, you will enter a room with a lot of
air vents and a pool of water below. There is also two halves
of a bridge that extend straight across the room. Near one
half is an air vent with four outlets sticking out of the
bottom of it. Walk (not run) up to this structure, jump
straight up, and grab on. Turn slightly right and jump onto
the next outlet. Jump from the end of the 2nd outlet to an air
vent straight across from it. Turn right and jump straight up
again to grab a thin platform above the second half of the
bridge. Walk straight across the platform and do a stand
forward jump to another air vent. Turn right and you will see
a small chamber with yet another air vent right next to it. Do
a running jump- and-grab to this next piece of vent. From here
you can easily reach the small room, which is the secret area.
The process may sound confusing here, but does make sense when
standing in the room.
FINDS: An RPG, Pipe Bombs, and a Portable Medkit.
6. On the way back from Crystal #2, a passageway will open and
release some pig cops. This passageway leads to a small area
with a couple of good powerups. However, many of the areas are
dark. If you have Night Vision Goggles with you, put them on.
On one side in the darkened area, you should find a ladder on
the wall. Climb it and remove your NVGs. Another quick lift
onto a ledge will lead you to the secret area.
FINDS: RPG ammo, Challenge Icon(leads to Challenge Stage 1; It
can be found by breaking open the discolored grating on the
ledge just before the secret area.)
7. In the room that almost completely fills with water (the one
with the valve that leads to Crystal #3), swim down to the
bottom. Under the ledge with the ladder is a small room.
FINDS: Atomic Health.
B. Level 2 - Duke Hill (7 secrets)
1. Inside the church at the beginning of the level is a ladder that
leads to a secret area. To reach it, stand Duke near the side
of the table to the right of the cross. Jump straight up and
grab. You will reach the ladder.
FINDS: Pistol clips, Dynamite, and a Medkit
2. Next to the church is a gallows with a guy hanging from it.
Shoot the guy with any weapon and he'll fall through the trap
door, allowing you to drop into a secret area.
FINDS: Gatling Gun
3. One of the shelves in the general store is movable. Try
pressing against the discolored shelves behind the counter.
Another exit from this secret is found by pushing a lantern in
the room.
FINDS: Buffalo Gun, Throwing Knife
4. In the large mansion, there is a grating in the center of the
ceiling in the foyer. Shoot it and a ladder will be revealed.
Climb to find another secret.
FINDS: Shotgun shells, a Double Duke powerup
5. The third stall in the livery stable is empty save for a lantern
on the wall. Push the lantern and you'll descend into the
secret area. There's a ladder down the hallway leading to
goodies, but watch out for the Necro!
FINDS: Flame Thrower, Bottle of Fuel
6. There is an outhouse located somewhere in the level. Shoot from
a safe distance to blow it up. Fall in and land softly
on..well, let's move on, shall we? Move out into the water and
swim forward. The secret area is a cave close to this point.
FINDS: Box of grenades, Pistol clips, Buffalo shot, Boxes of
bullets, throwing knife
7. The final secret is near the well where you can enter and exit
the underwater area. In the corner of this area is a covered
wagon and a green box. Like in Level 1, push the green box
against the wall. You can climb on the box and jump to reach
the ledge the pig cops were running around on. In the corner
is an inset containing the secret.
FINDS: RPG
C. Level 3 - Miner 69er (6 secrets)
1. As soon as you start, turn around and run for the pool of water
with the pig cop waiting on top of the ledge. Dive into the
pool and look to the left. A niche holds the secret.
FINDS: Atomic Health
2. After you unlock the first door(near the noxious gas area), run
down the hall a bit. One part of the hallway has a hole in the
ceiling. Jump up, grab the ladder, and find the secret. (If
Duke says something looks interesting, you passed it by a few
steps. Run back and look up.)
FINDS: Bottle of fuel, pistol ammo
3. When you enter the room with the mine car and the ramp that goes
down a ways, run all the way to the bottom. Straight across
from the bottom of the ramp is a large rope ladder. Climb it to
get to the secret.
FINDS: Box of bullets
4. When you fall into the hole under the drill, go until you end up
in darkness. Behind you in the dark is the secret. NVGs make
this secret much easier to find.
FINDS: Jetpack
5. In the large chasm area just beyond the drill, jump into the
water at the bottom. Swim along until you reach a place to get
out. This place is the secret.
FINDS: Medkit
6. The chasm area ends at what a tunnel with a path leading on to
the end of the level. Stand right in front of this tunnel and
jetpack straight up. There will be a small room right above
this point.
FINDS: Challenge Icon (Challenge Stage 2)
D. Level 4 - Gold and Guns (3 secrets)
1. Go to the room where the exit of the level is located. If you
haven't already, blow open the tunnel sealed by rock with any
explosive weapon. Run down the exposed walkway until you reach
a room with a huge pool. Jump off the side. When in the
water, you can see two pathways in each side of the wall; one
is a small niche with a small health, the other leads to a
small chamber containing the secret.
FINDS: Atomic Health
2. After disabling Gun #1 (see above), turn to your right. A path
leads down a hallway to a shut gate. On the wall next to it is
the switch to open it. Pull it. A very obvious room on your
right is just past it. This room is the secret.
FINDS: Buffalo Shot, Buffalo Rifle, Gun box, and Pistol Clips.
3. From secret #2, run into the lava pool room and across one of
the two bridges. Turn right after crossing and head down to
another hallway. You'll know it by the wood walls and the fact
that it drops down a short ways. Jump down and follow the
hallway. It will open up into a small room with a Suicide
Bomber pig. There will be a door with a key symbol next to it.
If the door is closed, go back through the level and disable
all the guns. The door will open when every gun is turned off.
Inside this door is the secret. Be careful of another bomber!
FINDS: Large health, crates with various ammo.
ADDITIONAL FIND: Supershield? It has come to my recent (by recent,
I mean several months ago) attention that there is a very strange
bug or item hidden in the game. To access it, Duke must have lots
of health and barely any armor (Say about Health>150 and
Armor<30). Across the entrance from the start is an explosive
barrel. Have Duke run up and kick it. If it works, Duke's health
will go down to about ten, but his armor will skyrocket to over
250! I have not tested this particular feature, but if anyone is
willing to confirm it, e-mail me!
E. Level 5 - The Reaper (0 secrets)
F. Level 6 - Obey or Die (3 secrets)
1. To the left of the warehouse is an alley with a green dumpster.
Climb on the dumpster. Above Duke is a grating. Shoot it, and
jump into the hole to get to the secret. (It's also an
alternate way to enter the factory! I don't recommend entering
the factory this way, though, as you WILL need a jetpack to
leave in case you want to collect things back in the earlier
part of the level.)
FINDS: Pipe Bombs
2. On your way to the room with the red crystal, you will reach an
ascending bridge chained to the ceiling. In the walls on two
sides of the room are openings, one leading to the area with
the red crystal and the other leading to the secret. You will
need a jetpack to reach it. (It can also be reached via the
catwalks above the large water tanks just past the red crystal
conveyor belt.)
FINDS: None. One of the most useless secrets to find, as it
really doesn't help you with the red crystal puzzle.
3. In the water tank closest to secret #2 is a tunnel. Swim down
into it to the very end to reach the last secret in this level.
FINDS: Atomic Health
G. Level 7 - Family Jewels (4 secrets...or is it 5?)
1. On the right side of the castle, before the moat enters
underneath the wall, there's a ledge right alongside the castle
wall. Jetpack onto this ledge and you'll see a wall with an
atomic symbol on it. Push this wall to enter a secret.
FINDS: Various power ups and ammo
2. There's another atomic wall you can push on the other side of
the castle. Jetpack to the ledge it is on and push it to enter
another secret. (You can also reach this secret by pushing on
the right bust in the fireplace once you're inside the castle.)
FINDS: Various power ups and ammo
3. On the way to jewel #1, you will come to a staircase. At the
foot of the staircase is another atomic wall. Push this wall
to enter secret number 3.
FINDS: Steroids
4. At the very end of the level, just after the door that opens via
the book, look up. Just above the doorway is a ledge. Climb up
this ledge and you should see a small room off to one side. Go
in this room and you'll find the secret.
FINDS: Holy Hand Grenades, Medkits
5. 5th Secret? WHAT 5th secret? Searched this level time and
again and never found that last, elusive secret for the perfect
5 of 5? Those hours were wasted, I'm afraid. In what seems like
a programming goof, there are only 4 secrets, and the 5 at the
end screen is merely a typo. Sorry.
FINDS: Nothing! Absolutely nothing! Bwa-ha-ha-ha-ha!
H. Level 8 - Resistance is Feudal (3 secrets)
1. After you turn the first valve and open the gate, go down the
tunnel that opens. It will first turn right, then left. When
a second left comes up, stop and look up to the right. There's
a room above the gas tunnel. Jump up and climb into it for the
first secret.
FINDS: RPG, Bio Mask
2. In the jail area, check the second cell on the right from where
you enter. A pushable atomic wall can be found here. Push it
to reveal the secret.
FINDS: Invulnerability
3. After you lower the drawbridge, you'll enter a room where a
bridge crosses a lava pit and there are a lot of pipes on the
ceiling. At the far end of the bridge, underneath, is a ledge
that leads directly to the secret.
FINDS: Challenge Icon
I. Level 9 - Holy Terror (4 secrets)
1. At the beginning of the level, take the path to the right around
the monastery. In the hallway of stained glass, shoot the third
glass window on the right. It will reveal a passage down into
the secret.
FINDS: Holy Hand Grenades
2. Before you descend down the water tunnel to the grate under the
church, pull the switch on the ledge above the water. Go back
into the sewer tunnels and make a left down the tunnel with the
blue light. You'll come back to the locked gate you may have
seen earlier. Open it via the nearby switch and follow the
corridor left. You'll come to a now open door to your left (at
the end of the tunnel) that opens into the secret.
FINDS: Atomic Health, Crossbow Bolts, Throwing Axes
3. In the foyer of the church, run down to the atomic symbol on the
floor. To the left and right sides there are doors that lead
off to rooms with stained-glass windows. Go into the one on the
right and break the large blue one. It reveals a secret room.
FINDS: A very unholy nun! Also, some ammo.
4. In the room of secret #3 and the one across from it are large
crosses with kneelers next to them. Press the action button at
each kneeler and the crosses will turn. Run back into the
foyer. The atomic symbol has been lowered and reveals a secret
room under the church.
FINDS: The Freezer! (Yes!)
J. Level 10 - Wing'ed Death (0 secrets)
K. Level 11 - Pig Factory (5 secrets…or is it 4?)
1. As in the earlier L.A. levels, there is a room that can be
accessed from behind the bar. Simply push the button under the
cash register at 'Danglers' and you'll see the secret room open.
FINDS: Ammo, and a large robot gun. Careful!
2. Go into the subway tunnel. After the bend where you can see the
doors closing off further entrance, turn right and face the
wall. One should be slightly discolored. Shoot it to reveal
the secret.
FINDS: Medkit, ?
3. In 'The Really, Really Deep Room,' look up and shoot the middle
of the ceiling. This reveals another secret.
FINDS: Challenge Icon, Other stuff
4. In an early room of the complex is a room with large filing
cabinets and an Energy Weapon. One of the filing cabinets is
pullable and when removed reveals a secret.
FINDS: Atomic Health
5. As of right now, this secret is being considered kaput, just
like the Family Jewels level. If I'm wrong, e-mail me
immediately.
L. Level 12 - Hog Heaven (3 secrets)
1. Upon entering the marketplace, turn right and head into the
large red building. You should be facing a large statue. Shoot
a tile right at the base of the statue, revealing a switch.
Pull it. A secret compartment will open behind the statue, but
be careful...some Draks are lurking inside.
FINDS: Double Duke, Throwing Axes, Energy Weapon, Freezer
2. In the room just before the one with the two baths, turn right.
You should see a yellow atomic block. Pull it to reveal another
secret.
FINDS: Invincibility, Steroids
3. After diving into the second bath and surfacing, don't jump into
the giant pool of water. Instead, jet across (you DO have a
jetpack, don't you?) and pull the switch. Jet back across the
pool below, and backtrack a bit. You will find another grate
has opened. Climb out of the water for the secret.
FINDS: Throwing Axes, Energy Ammo, RPG Ammo, Steroids, Shotgun
Ammo
M. Level 13 - Let the Games Begin (4 secrets)
1. Go into the club Booty Maximus (doesn't that name ring a bell?).
Here, jet or jump and climb to reach a secret ledge hidden above
the bar.
FINDS: Invulnerability, Jetpack, Energy Ammo
2. The easiest secret to find in the game, and perhaps the most
disappointing. Instead of making the turn on the stairs to
enter the arena, head forward on up the stairs to the end.
You'll enter a room that contains the secret.
FINDS: Nothing. I said it was disappointing.
3. If you're feeling lucky, fly around to the back of the palace
surrounded by the lava. You'll find a secret area set into the
wall behind it (it's hard to miss: a big ledge stretches across
the area leading into it).
FINDS: Jetpack, Energy Ammo
4. On the right side of the palace, across from the switch, is a
secret area high up in the wall.
FINDS: Jetpack, Atomic Health
N. Level 14 - Blood Baths (? secrets)
O. Level 15 - Moloch the Gatekeeper (0 secrets)
VII. Challenge Stages (and Two-Player Secrets!)
These areas are found by gaining challenge icons located throughout
various levels; I mention their locations in The Secrets(above).
Challenge stages are arguably more difficult than the regular stages
of the game. Of course, if they were too easy, everybody would get
the reward each one offers: a super version of a weapon in the game!
If you earn the super version, you can keep it for the rest of the
game. To beat the level and keep the gun, you must kill all the
enemies and escape before time runs out. A good note, though, is
that all the Challenge Stages are the two-player deathmatch levels.
If you have problems beating the stage, get a good look at it by
going in by yourself in the two-player mode (just don't move the
other guy).
Two-Player Secrets!
I personally do not play the two-player game very much, and as such
do not know about the secrets imbedded in each one. I know some
players have sent them in previously, but with all the e-mail
address swapping I have unfortunately lost track of them ?. If you
have located some of the secret places, please be sure to e-mail me!
A. Challenge Stage 1 (Level 1 - Time to Kill)
STAGE: The Warehouse
TIME: 2:30
ENEMIES: 18
EXIT: In the basement, right in the middle.
WEAPON: The Super Eagle.
SECRETS:
B. Challenge Stage 2 (Level 3 - Miner 69er)
STAGE: The Mesa
TIME: 2:30
ENEMIES: 22
EXIT: All the way across the stage from where Duke begins. It's
in a room, located in plain sight.
WEAPON: The Super Shotgun.
SECRETS:
C. Challenge Stage 3 (Level 6 - Obey or Die)
STAGE: The Castle
TIME: 3:30
ENEMIES: 20
EXIT: The second level, far to the left (Left being the direction
to Duke's left when the level begins). It's in a small niche in
between where the stairs go up and down.
WEAPON: Laser Gatling Gun.
SECRETS:
D. Challenge Stage 4 (Level 9 - Resistance is Feudal)
STAGE: The Dungeon
TIME: 2:45
ENEMIES: 24
EXIT: All the way across the dungeon, directly across from Duke's
entrance.
WEAPON: Incendiary RPG.
SECRETS:
E. Challenge Stage 5 (Level 11 - Pig Factory)
STAGE: The Factory
TIME: 4:00
ENEMIES: 52 (But they're nothing but chickens! Literally!)
EXIT: From the first room, go to the second floor and next room.
From there, jump through the only entry on the second floor NOT
connected to the stairs. Fall to the floor inside the entryway,
run across to a box underneath the ledge, and pull yourself onto
that ledge. Turn right and run to the exit.
WEAPON: Hi-Temp Flame Thrower.
SECRETS:
F. Challenge Stage 6 (Level 13 - Let the Games Begin)
STAGE: The Coliseum
TIME: 2:15
ENEMIES: 17
EXIT: Yet again, in the area of the stage straight across from
Duke's starting point.
WEAPON: Super Zapper.
SECRETS:
VIII. Cheat Codes
As I haven't gotten any new codes in quite some time, I'm guessing
that these are all that Duke Nukem has to offer. It's almost sad,
in a way, that this is finally finishing up...
Most codes are entered when the game is paused. Press the buttons
at a fairly medium pace. If you go too fast, it will not
register. A sound will let you know a code is entered properly.
ROGUE TRIP DEMO - Hold R1, R2, L1, L2 at the same time when the GT
logo appears. Hold all four buttons until the logo fades out (it
also works if you press Start while holding down the buttons).
A decently long FMV promoting another game from GT. Pretty fun
to watch! I don't know about all versions, but I was able to find
this code in the left corner on the back page of the Duke Nukem
manual I own. It may not be there on all releases.
INTRO MOVIE - Press SELECT, Up 9 times, SELECT, L1. Then quit the
current game. If you missed it the first time (or if you just
can't get enough of it), this code replays the game's beginning
movie.
ENDGAME MOVIE - Press SELECT, Up 9 times, SELECT, L2. Quit to the
title screen. Plays the game's ending movie.
CREDITS - Press SELECT, Up 9 times, SELECT, R1. Quit to the title
screen. Shows the game's credits.
DUKE WALLACE MOVIE - Press SELECT, Up 9 times, SELECT, R2. Quit
to the title screen. In the tradition of Braveheart, Duke does
his best William Wallace impersonation in this short FMV.
ADULT MODE - (Non-US) Press Up 9 times, Down 7 times, Triangle,
Circle, Square, R1, R2. From what I've been told, this code only
exists in European versions of the game (The U.S. version is
already Adult). It unlocks the blood, women, and general naughty
things that aren't normally available in these versions of the
game.
INVINCIBILTY - Press L2, R1, L1, R2, Up, Down, Up, Down, SELECT,
SELECT. This makes Duke impossible to kill for the rest of the
game. Kind of takes the challenge out of the game, but useful if
you want to search a level for secrets without fear of dying.
99 CONTINUES - Press Left, Right, Up, Left, Right, Down, Left,
Right, L1, R1. This code gives you 99 chances to continue from
the last checkpoint (or start a Challenge level over again).
TEMPORARY INVINCIBILITY - Press R1, L2, L1, L2, R1, L1, R1, L2,
L1, L2. Duke fades out and is invincible for a short period of
time, much like the invincibility powerup.
LEVEL SELECT - Press Down 9 times, then Up. Quit the current game
and enter the main menu. A new menu option will appear. It
displays the name of the level currently selected. Highlight the
option and press left or right (but NOT X until you found the
level you want) until the level you want appears. Press X to
warp. The nice thing about this code is it lets you go to ANY
level, including bosses and challenge stages!
INVISIBLITY - Press L1, R1, L1, R1, L1, R1, L1, R1, L1, R1. Duke
will be temporarily invisible to enemy troops.
DOUBLE DUKE - Press L2, R2, L2, R2, L2, R2, L2, R2, L2, R2. Duke
will temporarily inflict greater damage against enemy troops.
ALL WEAPONS - Press L1, L2, Up, L1, L2, Down, R1, Right, R1, Left.
Duke will get every weapon in the game.
SUPER WEAPONS - Press R1, R2, L2, L1, R2, L2, L1, SELECT, SELECT.
This code will give you the Super Weapon versions of the guns
normally earned on Challenge Stages.
ALL ITEMS - Press R1, R1, R1, R1, R1, L2, L2, L2, L2, L2. Duke
will get all the special items in the game.
ALL KEYS - Press Up, Right, Up, Left, Down, Up, Right, Left,
Right, Down. Unlock any door with this code.
UNLIMITED AMMUNITION - Press Left, Right, Left, Right, SELECT,
Left, Right, Left, Right, SELECT. No matter how much ammo you
use, you will never run out. If you also have items, they have
unlimited usage, too.
BIG HEAD DUKE - Press R1 9 times, then Up. Ever thought of Duke
as an airhead? Here's your chance to literally give Duke a head
the size of his ego. (Inputting this code on Small Head Duke
changes Duke's head back to regular size.)
SMALL HEAD DUKE - Press R1 9 times, then Down. Maybe some of you
think Duke is a pinhead. Again, this will change Duke's head
size, this time to truly miniscule proportions. (Inputting this
code on Big Head Duke changes Duke's head back to regular size.)
BIG HEAD OPPONENTS - Press R1 9 times, then Left. The enemies'
heads get bigger, probably because they're confident Duke won't
stop them. This should make them all the more fun to kill.
SMALL HEAD OPPONENTS - Press R1 9 times, then Right. The enemies'
heads will shrink.
GAMESHARK CODES
I don't have a GameShark myself, so I can't test these codes. Use
them at your own risk!
STUFF
These will give you the various weapons and reusable items found
in the game.
CROSSBOW - 800d74680001
DESERT EAGLE - 800d746c0001
SHOTGUN - 800d74700001
BUFFALO RIFLE - 800d74740001
GATLING GUN - 800d74780001
RPG - 800d747c0001
FLAME THROWER - 800d74800001
ENERGY WEAPON - 800d74840001
FREEZER - 800d74880001
SUPER EAGLE - 800d746c0009
SUPER SHOTGUN - 800d74700009
LASER GATLING - 800d74780009
INCENDIARY RPG - 800d747c0009
HI-TEMP FLAME - 800d74800009
SUPER ZAPPER - 800d74880009
JETPACK - d00d74f00000
800d74f00001
BIOMASK - 800d74f00001
NIGHT GOGGLES - 800d74f80001
INFINITE STUFF
Except for the knives, axes, and various bombs, these codes assume
you already have the item in question. If you don't, put in one of
the codes above to give the item to Duke. Then put in one of the
following.
INFINITE HEALTH - 800d71ca4e20
INFINITE ARMOR - 800d73cc4e20
INFINITE KNIVES - 800d74600001
800d746203e7
INFINITE AXES - 800d74640001
800d746603e7
INFINITE ARROWS - 800d746a03e7
INFINITE DESERT EAGLE AMMO - 800d746e03e7
INFINITE SHOTGUN AMMO - 800d747203e7
INFINITE RIFLE AMMO - 800d747603e7
INFINITE GATLING AMMO - 800d747a03e7
INFINITE RPG AMMO - 800d747e03e7
INFINITE FLAME FUEL - 800d748203e7
INFINITE ENERGY AMMO - 800d748603e7
INFINITE FREEZER - 800d748a03e7
INFINITE PIPE BOMBS - 800d748c0001
800d748e03e7
INFINITE HOLY HAND GRENADES - 800d74900001
800d749203e7
INFINITE DYNAMITE - 800d74940001
800d749603e7
INFINITE LASER GATLING GUN - 800d74ce03e7
INFINITE INCENDIARY RPG - 800d74d203e7
INFINITE HI-TEMP FLAME FUEL - 800d74ca03e7
INFINITE JETPACK - 800d74f26000
INFINITE BIOMASK - 800d74f66000
INFINITE NIGHT GOGGLES - 800d74fa6000
INFINITE PORTABLE MEDKITS - 800d75000001
800d75026000
IX. Jokes and Fun Stuff
One of the great things about the Duke series is the barrage of
inside jokes, pop culture references, and things that most people
don't take the time to notice. Some are actually helpful to Duke
(like the toilets and vending machines), but most are just there
for a good chuckle. The following are put in no particular order.
NOTE: Younger readers may want to skip this section because of some
content that may not be appropriate.
1. Try one of the working phone booths around New L.A. in the first
level. Most of the time you will get a busy signal, but sometimes
you will hear a woman on the other end obviously enjoying
_something_ immensely. Duke responds by saying, "Ooo, Lara, is
that you?" Duke's use of the name Lara is in jest to Lara Croft,
the heroine of Tomb Raider. The reference is most likely due
because of many similarities between Tomb Raider and Time to Kill.
2. Upon pulling out a weapon, Duke occasionally has some kind of quip
to go along with it. The following is a list of some things Duke
may be heard to say.
The Mighty Foot: I'll kick you in the nuts!
Shotgun: Suck my boomstick!
Buffalo Rifle: (Singing) Happy Trails to you!
Have gun, will travel.
RPG: It's ass-kickin' time!
Flame Thrower: Time to turn up the heat!
I like mine well done!
Jet Pack: Time to jet.
3. If Duke looks in a mirror, he fixes his hair and says something.
My personal favorite: "I'm God's gift to women!"
4. In the first level, use the toilet in the bondage woman's
apartment by walking up to it and pressing the action button.
Duke will relieve himself, and you'll earn back 5 points of life
just for doing it!
5. Using the vending machines in L.A. will give Duke 1 life point for
each time you grab something out of it. However, taking smokes
will cost you a life point per use. Duke also comments.
Soft drink machine: Gimme a Jack and Coke anyday!
Snack machine: This will bring on that visit to the dentist!
6. At the beginning of level 2, there's a gravestone near Duke's
starting point with the name Arch Stanton on it. This the
grave that Clint Eastwood, Eli Wallach, and Lee Van Cleef are
looking for in "The Good, The Bad, and The Ugly."
7. Shoot the outhouse in level 2. Dropping down, Duke may say,
"So much for the new boots. Anyone seen Mister Hanky?" This
is an obvious reference to the show South Park.
8. In secret #3 of level 4 is a strangely familiar time machine.
Anyone who's seen the 1985 movie Back to the Future and its
sequels knows what this is from.
9. In level 6, step into the Club Bootylicious. The strippers are
now pigs! Duke remarks on how he doesn't like this. Try
tipping them for more of Duke's disgust.
10. In level 7, search around the area just inside the castle's outer
walls. You should see two sheep doing something rather obvious.
Duke's reaction: "Eewww, that ain't gonna be VIRGIN wool."
11. Also in level 7 is a movie reference. Go into von Nukem's bedroom
and Duke will notice a woman rubbing up against the bedpost.
Duke's line, "It's good to be the king!" is a quote straight out
of Mel Brooks' "History of the World Part 1." (And, just for those
of you who haven't noticed it yet, 75% of anything Duke ever says
is from Sam Raimi's horror/comedy "Army of Darkness.")
12. When Duke uses the book in the basement of Level 7, he says
"Klaatu, Barada, Nikto!" Due to the nature of the level, this is
most likely a movie reference to Army of Darkness (where the main
character flubs the line and causes the dead to rise), but the
quote originally came from the famed sci-fi movie "The Day the
Earth Stood Still."
13. In level 1, when Duke opens up the closet, he sees a bikini in and
replies, "Ewwwww! Skanky outfit!" Another 3D personality has
worn this outfit…yes, it's another reference to Tomb Raider.
14. In "Pig Factory" the bar is now called Danglers, and is a male
strip club. If Duke runs up and tries to interact with them, he
says, "Not in this lifetime."
15. Also in Pig Factory, in the room full of pigs, Duke will sometimes
say, "Looks like Hog Heaven!" Oddly enough, that's the name of
the next level.
16. In "Let the Games Begin," there's evidence that a franchise has
been around for a long time...the Bootyius Maximus club is very
similar to another club of nearly the same name in the present.
17. In level 14's description, viewable when pressing Start, you'll
notice it says that even Caligula would find this place
disgusting. Caligula was an ancient Roman emperor noted for being
nearly completely insane, and leading one of the most decadent and
depraved eras in Roman history. He is also notable for Malcolm
McDowall portraying him in a really horrible, X-rated movie some
time ago.