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- -
- Duke Nukem 3D: (Atomic Edition) -
- -
- Matthew Beisser -
- Darkdragoon@home.com -
- Version 1.4 (11-04-99) -
- This work is the copy write (c) of Matthew Beisser -
- -
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-=-=-=-=-=-=-=-=-
FAQ HISTORY
-=-=-=-=-=-=-=-=-
Version 1.0 First edition of this FAQ.
Version 1.1 Added some more game info. Fixed some errors ie. grammer,
spelling, etc. Added some secrets to the "Secrets" section.
Version 1.2 Added another boss. Tweaked descriptions. Fixed spelling. More
secrets.
Version 1.3 Almost finished episode I secrets.
Version 1.4 More secrets. More game info.
-=-=-=-=-=-=-=-=-
TABLE OF CONTENTS
-=-=-=-=-=-=-=-=-
1. The Story
2. Game info
3. Secrets - Incomplete
4. Tips/Tricks
5. Codes
6. Faqs
7. Acknowledgements
8. Disclaimer
-=-=-=-=-=-=-=-=-
The Story
-=-=-=-=-=-=-=-=-
The third chapter in the series, and the first with a 3D perspective (the
original Duke
Nukem and the sequel, Duke Nukem II, are side scrolling platform games).
"A babe, a stogie, and a bottle of Jack. That's what I need right now."
Duke mused on his recent defeat of the Rigelatins, his voice raspy even in
his
thoughts. After single-handedly saving Earth--again--he was ready for a long
period of lying the hell down.
"And no more freakin' aliens".
Just then, a white-hot plasmatic blast punched through the hull of his
cruiser.
Klaxons flared, warning lights flased, and static filled his monitors. He
flipped on his comm.
"Hey, anybody out there? I got a litlle probl..." Duke started.
"Mayday! Mayday!" the radio replied. "Los Angelos is under attack! There
are
aliens everywhere, and they've mutated the LAPD. Is anyone there? We need
help!--". The transmission went silent.
"Great," Duke grumbled as his coreening ship missed a skyscraper. "What's
the
problem with all these aliens attacking Earth anyway? How many alien races
have to get their asses kicked?"
Duke slammed his fist into the waiting eject button.
"I guess one more."
-=-=-=-=-=-=-=-=-
Game info
-=-=-=-=-=-=-=-=-
(Taken from the game manual, for the most part)
-DUKE'S WEAPONS-
There are several weapons Duke Nukem can have in his arsenal. Each of these
weapons can
be recharged with ammo found scattered around the levels. Each weapon has its
own type of
ammo. For example, if you find a pistol ammo pack, you cannot use it with the
chaingun
cannon.
Duke's "Mighty Foot" -
You can use this to kick your enemies. You can never run out of ammo for
this,
but if you've only got your foot left, you are in big trouble. This can also
be
used by pressing the tilde key (~) when another weapon is selected.
Pistol -
This is a rapid fire pistol which does minimal damage. Requires several
shots
to kill most enemies, and is not effective against boss creatures. This
weapon
will need reloading after 12 shots. The reload is automatic, but can take a
couple of seconds during which you can't fire. This weapon has an ammo limit
of
200. Ammo packs for this weapon found in the game have 12 rounds in them. If
you find a pistol in the game, it will already have 48 rounds in it.
Shotgun -
This shotgun carries a far more powerful blast than the pistol, but has to
reload (reloading is automatic) after every shot. Reloading is done by pump
action, which is quicker than the pistol's reload. The shotgun can take down
all of the lower enemies with a single blast. This weapon has an ammo limit
of
50. Ammo packs for this weapon found in the game have 10 rounds in them. If
you find a shotgun in the game, it will already have 10 rounds in it. If you
get a shotgun from a Pig Cop, the ammo in it will depend on how many shots
that
Pig Cop has fired.
Chaingun Cannon -
This rapid fire weapon is a good weapon for dispersing several enemies at
once,
as it has a powerful blast. Beware, though: this weapon fires very rapidly
and
uses lots of ammo! This weapon has an ammo limit of 200. Ammo packs for this
weapon found in the game will have 50 rounds in them. If you find a chaingun
cannon in the game, it will have 50 rounds already in it.
RPG (Rocket Propelled Grenade) -
The rocket launched weapon is great for dealing with enemies from a distance.
When the grenade hits, it explodes with enough force to affect anything right
around it. This weapon can take out almost any enemy except a boss with a
single, direct shot. This weapon has an ammo limit of 50. Ammo packs for
this
weapon found in the game will have 5 rounds in them. If you find an RPG in
the
game, it will have 5 rounds already in it.
Pipebombs -
Pipe bombs are great for setting traps. When you use it, you will see Duke
toss the bomb out in front of you. You will then see your thumb-activated
detonator. To blow up the bomb, just press fire again. There is no maximum
range to the detonator: you can be completel on the other side of the level
and
still explode your bomb with it. You can use more than one pipe bomb at once.
After you throw the first one, press "6" on the top row of your keyboard.
You
can now throw another bomb. Holding down the fire button for a longer period
of
time will cause the pipe bomb to travel further. If you are kneeling when you
release the pipebomb, it will just go out in front of you and hardly travel
anywhere at all. You can carry a maximum of 50 pipe bombs. Ammo packs for
this
weapon found in the game will have 5 pipebombs.
Shrinker -
This slick weapon captured from the aliens will shrink your enemies to pint-
sized for several seconds. During that time, Duke can stomp and squish the
shrunken foes by walking on top of them. Be careful when around mirrors!
This
weapon has an ammo limit of 50. Ammo packs for this weapon have 5 shots in
them, and a found shrinker comes loaded with 10 shots.
The Atomic Edition of Duke Nukem 3D has has an alternate Weapon 7. It's the
Microwave
Expander weapon. It looks similar to the Shrinker, but to get it, you press "7"
twice.
It has a small microwave antenna on it. When used, it will cause a character go
grow
larger until they go "Pop".
Devastator -
Straight out of the Pentagon's top secret labs comes this double barreled
brute
of a weapon which lets loose swarms of miniature stinger missiles in the
direction of your enemies. All out mayhem, or shot controlled bursts - it's
all
up to you! This weapon has an ammo limit of 99. Ammo packs for this weapon
have 15 shots in them, and a found devastator will have 15 shots in it.
Laser Tripbomb -
Another strategic device which you place on flat-walled surfaces. After a
second delay, a bright red laser beam is emitted across to the opposite wall.
Anyone or anything crossing the beam sets off a powerful directional blast.
You
had better get out of the way when you set them! Perfect for setting devious
traps and barriers. This weapon comes in single units only, and you can carry
a
maximum of ten of them at any one time.
Freezer -
Streams of powerful molecular discharges ricochet through the environment as
this weapon chills its victim down to the point of death and ultimate
crystallization. Once an enemy is frozen, you'll have only a few seconds to
shatter him beyond the point of recovery, else thawing will ensue. This
weapon
has an ammo limit of 99. Ammo packs will have 25 shots in them, and a found
freezer comes loaded with 25 shots.
-REGULAR GAME ITEMS-
There are some other items that are not inventory items that Duke will encounter
during
game play. These items are used immediately when hit, and cannot be stored for
later use
like inventory items can.
Small Medkit -
This item gives an instant boost of 10 percent health, but will not raise your
health past 100%.
Large Medkit -
This item gives an instant boost of 30 percent health, but will not raise your
health past 100%.
Healing Atom -
This item looks like a blue atom. It will give you an instant boost of 50%
health. This item will allow your health to go over 100%, but not past 200%.
Armor -
This item will give you extra protection against attacks. It will cause you
to
take damage at a slower rate.
Keycards -
There are three types of keycards you can find in the game. These are red,
yellow, and blue. Each one opens a locked door with a lock of the same color.
-INVENTORY ITEMS-
There are several items that Duke can find and use to help him during the game.
Unlike
normal items, these are kept until you select and use them.
Medkit -
A large white health pack. This carries a maximum of 100% of additional
health.
When you are low on health, you can select this to bring your health back up
to
100%. The amount used to do this will be subtracted from the amount stored in
the Medkit.
Steroids -
A small item that looks like a pill bottle. This item, when used, will make
Duke run extremely fast. He will also have a very strong kick. However, the
time of this item is limited, and once activated, it cannot be turned off.
When
it runs out, you will have to find another bottle of steroids in order to use
it
again.
Holoduke -
This looks like a small translucent image of Duke. Holoduke is an item meant
to
fool your opponents during game play. When activated, a duplicate of yourself
pops up wherever it is activated. This Holoduke does not fire or move: it
just
stands there. This is a very good decoy during. Game enemies will go after
Holoduke instead of you if it is closer to them than you are. Holoduke has a
limited lifespan, but can be turned on and off during this time. Once
Holoduke
is used up, you have to find another one to use it again.
Jetpack -
This item is silver, and looks like a backpack. The jetpack will allow Duke
to
fly pretty much anywhere. It has a limited lifespan, but can be turned on and
off during use. Be warned: if you run out of jetpack fuel when you are very
high up in the air, Duke will fall to his death. Once activated, you control
the
jetpack by either pressing the Jump key to go up, the Duck key to go down. To
use the etpack, you need to use whatever keys are defined for duck and jump to
go up and down.
Night Vision Goggles -
These are dark brown, and look like glasses. The Night Vision Goggles will let
you see in very dark areas by making the area you are in look brighter. They
have a limited lifespan, but can be turned on and off during this time.
Scuba Gear -
Looks like a backpack with two airtanks on it, and is an orange-yellow color.
It has a limited lifespan, and is automatically activated whenever you go
underwater. This protects Duke when he is submerged. If it runs out, or if
you
go underwater without this, Duke starts taking damage after he runs out of
breath. When you are swimming, you use the duck and jump keys to move up and
down underwater.
-ENEMIES-
Assault Trooper
The Assault Trooper is the basic alien ground assault trooper sent by the
ruthless alien leaders to serve as the first offensive wave against Earth's
defenses. These guards are generally brownish in colour and wear green
jackets.
They attack using a laser pistol, and they can attack from the air by using
jetpacks. Though moderately armored, some Troopers have exhibited high
resistance to injury. Take precautions that a fallen Trooper stays that way
fallen. When these characters are killed, they will sometimes drop pistol
ammunition that you can take and use.
Assault Captain
These enemies are the same as the basic Trooper in all aspects, except that
they
wear red jackets instead of green ones. In addition to this, Assault Captains
have a wrist-mounted Phase Induced Teleporter Device (PITD) capable of
physically translocating its user to any destination within the device's
range.
Used as a tactical assault instrument, the PITD enables the Assault Captain to
launch surprise attacks against his intended human targets at will. When
these
characters are killed, they will sometimes drop pistol ammunition that you can
take and use.
Pig Cop
The Pig Cops are mutated alien operatives positioned to suppress residual
human
opposition and to police the new centers of alien power on Earth. Their
distinct warthog-like appearance and aggressiveness make them easy to spot,
but
difficult to overcome. They brandish a 10 guage shotgun and have a special
surprise ground level attack. These characters have extremely high
intolerance
to the presence of humans, and exhibit blind rage when they detect human
scent.
Also, protective body armour worn beneath their uniforms give them added
endurance. When killed, this character may drop either their shotgun or body
armour.
Recon Patrol Vehicle (RPV)
This sleek and deadly anti-gravity powered reconnaissance vehicle is operated
by
specially trained Pig Cops for the purpose of maintaining alien control in
areas
of human resistance. The attack mode of this craft is aerial strafing by side
mounted laser cannons. The pilots of these craft are protected by an
automatic
pilot ejection mechanism that activates milliseconds before impact during a
crash.
Octabrain
This character's abundant brain mass and specialized trifocal vision combine
to
make the Octabrain a formidable alien weapon against all sentient life on
Earth.
Their method of attack is a powerful blast of mental energy released against
its
prey, thus weakening and confusing its intended victim. If the victim doesn't
die from the mind blast, the Octabrain's powerful razor sharp teeth are ready
to
finish the job. The Octabrain prefers dark and secluded habitats from which
to
wage its attack. Their immense mental power is offset by a generally
unprotected, though tough and leathery, body.
Enforcer
With chaingun blazing, the armored Enforcer can make fast business of
dispatching any remaining human opposition. Powerful hind legs enable the
Enforcer to leap to many places where an unsuspecting Duke may be caught of
guard... so beware. The Enforcer may drop either chaingun ammo or his ripper
when he dies.
Sentry Drone
Mechanized death -- there's no better way to describe these airborne alien
watchdogs. By the time you hear their high pitched whine as they engage their
anti-grav propulsion units, it's probably too late. The drone will swiftly
collide with its target and explode with great force. Latest intel suggests
that the drones have been refitted with defensive evasion microchips.
Assault Commander
The free-floating Assault Commander knows how to throw his weight around as he
engages his anti-grav spin-deck in your face. When at greater distances, he
fires deadly rockets from his rear port which dangles below his anti-grav
spin-
deck. Worse case of hemorrhoids ever seen this side of Delta Quadrant. The
Assault Commander may drop a supply of rockets when killed.
Protozoid Slimer
It emerges from its egg case with a simple nervous system and only one mission
in life -- to suck your brains out through your nose and leave you a lifeless
heap on the floor. The Protozoid Slimer is evasive as it stretches its
elastic
body from ceiling to floor, and then creeps up your pant leg for the coup de
gras. Get them before they get you.
Pig Cop Tank
These heavily armored riot tanks can take a lot of damage before they finally
explode. And when they do, expect to find an angered Pig Cop behind a
shotgun,
aiming right at your face.
Protector Drone
These new aliens are evil in every sense of the word, taking nearly twice the
damage of a Pig Cop. So, don't expect a single rocket to do the trick. On
top
of that they move very fast, jump high, can claw you at close range, and have
the nasty ability to emit shrink rays.
-BOSSES-
Battlelord
The hulking Overlord commands the alien attack forces on Earth and makes the
very ground he strides upon tremble. His deafening roar splits the air as
his
rapid fire artillery and mortar rounds tear your body asunder. He has no
known
weaknesses... only relentless attacking will make Duke prevail.
Overlord
Little is known about this alien biological weapon except that it is capable
of
unleashing powerful rocket attacks from it's surgically implanted dual
launching
system on its massive back. It's behavior and weaknesses are completely
unknown
at this time.
The Cycloid Emperor
The ultimate leader of the alien attack force. No human has managed to get
close enough to report on it and live. Extreme caution is urged.
The Queen
The leader of the alien race. It is rumored that she lives in the water and
produces the eggs that makes the alien race thrive. If she could be
defeated...
-=-=-=-=-=-=-=-=-
Secrets
-=-=-=-=-=-=-=-=-
(incomplete)
EPISODE I
Level 1: Hollywood Holocaust
Par Time: 01:45
3DRealm' time: 00:53
Enemies: 60
Total Secrets: 8
1. After you fall down the air duct, turn right and run to the crate in the
corner. Jump onto the crate, then to the slanted ledge, and finally onto the
flat ledge below the "Innocent?" sign to get an RPG.
2. From secret 1- hop down onto the slanted ledge and jump through the second
window from the left. You will land in an appartment building. Grab the RPG
ammo.
3. From secret 2- while inside the apartment building open the "Attack of the
Bleached Blonde Biker Bimbos" poster to get some steroids.
4. In the main lobby open the cash register to reveal a room to your upper right
with some armor in it. In order to get there press the wall to the right of
the "Attack of the Bleached Blonde Biker Bimbos" poster and a lift will take
you up to the room.
5. Go up the spriral staircase to get to the projector room. Press the wall to
the left of the fire extinguisher to open up a hidden room with a box of
shotgun shells in it.
6. Jump on top the projector in the projector room to reveal the rpg.
7. Hit the switch in the projector room to start the babe movie. Kick out the
window and jump down to the auditorium. Shoot the crack in the movie screen
to
blow open a hidden hallway that contains two boxes of shotgun shells and the
jetpack.
8. From secret 7- after picking up the jetpack jump through the window to land
back on the street. Make your way to the start. Just above the palm tree
and to the right of the "e and m" in the cinema sign there is a hidden room
that has the chaingun, the rpg, the shotgun and some pipebombs.
Level 2: Red Light District
Par Time: 05:10
3DRealm' time: 03:21
Enemies: 93
Total Secrets: 8
1. From the start duck into the porn shop to avoid all the activity on the
street.
Once inside press the center bookcase along the wall (the ones to the left of
the three switches) and it will swing out revealing some armor and pipebombs.
2. In the porn shop, behind the counter and near the shotgun and security
monitor there is an atomic health atop the bookcases. Just to the right of
that there is a secret compartment with a holoduke in it.
3. At the end of the dark hallway just before the elevator there is a pitch
black
corridor to your right. Walk down it and make your way to the dimly lit
passage. Snag the atomic health.
4. In the bathroom blow up the toilet and press the wall behind it to gain
access
to the sewer. You will find lots of goodies including the jetpack, steroids,
holoduke, ammo, night vision goggles, pipebombs, and an atomic health.
5. In the dance area of the strip joint face the air duct. Walk backwards until
you are in the corner on the couch. This will cause an area behind the two
strippers to open up. Sprint to the compartment and you will be rewarded
with
the chaingun and some ammo.
6. Jump in the air duct in the strip joint and follow it backstage.
7. From secret 6- Hit the switch witch opens the curtains and raises the pilar.
Jump onto the pilar and then onto the ledge which leads to the exit. Turn to
your left and jump onto the platform to get the night vision goggles.
8. Near the exit by some crates there is an illuminated wall. Open it up to get
a
portable medkit.
Level 3: Death Row
Par Time: 05:35
3DRealm' time: 03:41
Enemies: 79
Total Secrets: 10
1. Inside the control room press the switch on the left to make the electric
chair
move downward. This reveals a hidden room where you can get the shotgun.
2. In the chapel shoot the switch just above the cross. Jump on the lift that
is
now going up in the back of the room to get to some armor and an atomic atom.
Before you jump off shoot the chick that is being hung and she will drop
another atomic atom.
3. Press the picture of "god" right in front of the cross. The cross will
change
shape. Bust the stain glass window on the left and follow the passageway and
shoot the DOOMed soldier. Snag the chaingun.
4. In the prison cell with the babe move the bed and grab the rpg rounds.
5. In the round room with the hologram open the red door. Dispose of the laser
tripbombs and walk towards the map. To the left of the map there is a cubby
hole with RPG shells in it.
6. From secret 5- to the right of the map there is an atomic atom in another
cubby
hole.
7. Around the corner in the area with the sub there is a large door that leads
back into the area with the red key. Jump on top of the right right and
press
the wall to find the night vision goggles.
8. Open the large door (the one that leads back to the red key) and you will
walk
into alot of laser fire. Using the ramps jump up onto the upper platform.
(The one where all the laser guns are firing from.) Jump onto another ramp
and
finally through the false wall to get 3 atomic healths.
9. Just above where you got the red key card there is a crack in the wall.
Blast
it open and collect the steroids.
10. Inside the sub on the back wall there is a hidden door which leads to the
reactor room. Inside is a medkit.
Level 4: Toxic Dump
Par Time: 07:20
3DRealm' time: 04:40
Enemies: 86
Total Secrets: 14
1. Stand on top of the submarine to open a hidden door. Jump back into the
water
and reenter the sub. Swim all the way to the top to get a medkit and some
armor.
2. Go to the ledge where you found the blue keycard and rpg. Look at the
mounted
gun that is shooting at you from the left and then turn around. Jump into the
small gap in the rock. Open the left wall to obtain some RPG rounds.
3. After getting the blue keycard and the RPG don your scuba gear and head back
into the water. Go inside the underwater cavern, grab the portable medkit,
and
then blast the crack in the wall. Grab the atomic health and continue on to
get some pipebombs. Come to the surface and you are now in a secret alcove.
4. Go through the blue key door and along the right side of the wall, near the
first bend there is a door. Open it and follow it back outside to get the
chaingun.
5. In the claw room take the conveyor belt until you see some toxic waste to
your
right. Crawl in it and open the wall parallel to the conveyor belt.
6. From Secret 5- Continue on the conveyor belt and when you get to the top of
the
incline shoot out the big window. Hit the blue switch to open two pods. Go
into the left pod and jump straight up. You'll land on a ledge that has two
atomic healths on it.
7. In the flood area jump on the tall slanted platform and look your right.
Jump
into the dark cave and snag some items.
8. In the flood area by the computer there is a crack in the wall. Blast it
open.
9. From Secret 8- In the back of this cave there is another crack. Blast it
open
to get an atomic health.
10. From secret 9- In the back of this cave there is yet another crack. I think
you know what to do.
11. In the control room with the big door, between the security monitor and the
orange cylinder (and to the right of the switch that raises and lowers the
water level), there is a secret door and crawl space that will reveal some
ammo and scuba gear. (Thanks to Bruce Benko for 11, 13, & 14.)
12. After going through the double doors and then through the rotating gears,
there is an initial water lake pouring into a tunnel. On the right side of
this tunnel, there is a crack in the wall. Blow it up, and go through the
teleporter to and you'll find some RPG ammo.
13. At the beginning fo the "toxic river" there is an air duct. Shoot out the
fan
and inside is alot of health.
14. Hug the left wall during the rapids area of the sewer. You should catch on a
small outcropping in the wall right before the end of the river. Blow open
the
wall to reveal some ammo, and the secret switch to take you to level six
(Launch Facility).
Level 5: The Abyss
Par Time: 09:10
3DRealm' time: 05:00
Enemies: 82
Total Secrets: 6
1. In the beginning of the "Red" area jump into the magma. Follow the wall to
your right and you'll come to a ledge. Jump up out of the magma and climb
the
cliff. Keep going past the medkits and ammo until you find the cave. Jump
inside and continue forward until you see 3 waterfalls on your left. Look
to
your right and blast the crack. Make your way up the path and you'll end up
back at the beginning of the level.
2.
3.
4.
5.
6.
Level 6: Launch Facility
Par Time: 05:15
3DRealm' time: 02:58
Enemies: 64
Total Secrets: 4
1.
2.
3.
4.
EPISODE II
Level 1 : Spaceport
Par Time: 02:30
3DRealm' time: 01:19
Enemies: 26
Total Secrets: 6
1. Walk to the monitor in the dead end near the start. Quickly turn around and
a
compartment will have opened.
2. Near the start, in the room with the shotgun and computer monitors open the
column of broken monitors.
3. In the blue key room shoot out the air vent and crawl inside.
4. Solve the 4 switch puzzle by turning on the 3rd switch from the left. Turn
around go through the door and right before the red key lock their is an
elevator.
5. In the main room of the second floor (the one with the the elevator.)
Jetpack
to the ceiling and grab the atomic health. Land on the little edge that it
was
on and fall off. Now run to the elevator and go back down to the first
floor.
Step off the elevator, turn left and you will see a secret compartment.
6. Jetpack up the large shaft and find a hidden hallway.
Level 2 : Incubator
Par Time: 02:30
3DRealm' time: 01:26
Enemies: 66
Total Secrets: 5
1. Opposite the yellow switch, there is a compartment which opens. Open it, hop
inside, and then open the back wall to reveal a hidden room. Step into the
room.
2. Once in the room walk towards the monitor. (Nothing special will happen but
you know you got it because the message "A secret place!" appears on the
screen
again.
3. Jump through the Earth Defense emblem.
4. In the dark room, past the armory, and to the left of the two computers and
shotgun shells there is a hidden door.
5. As you enter the upper portion of the dark room continue walking straight
ahead
and search the wall to reveal a room.
Level 3 : Warp Factor
Par Time: 05:00
3DRealm' time: 02:26
Enemies: 54
Total Secrets: 2
1. After you use the yellow key, follow the escalator up and into a large room.
Find the compartment with the steroids in it. Look up and shoot the switch.
Quickly run to the other side of the large room and you will see a box that
has
been lowered, step inside the newly revealed hallway. Step into the elevator
and you will be taken to the Starship Enterprise.
2. Access the computer in Picard's ready room to reveal the "real ready room".
Level 4 : Fusion Station
Par Time: 04:30
3DRealm' time: 02:14
Enemies: 86
Total Secrets: 7
1.
2.
3.
4.
5.
6.
7.
Level 5 : Occupied Territory
Par Time: 03:00
3DRealm' time: 01:26
Enemies: 64
Total Secrets: 4
1.
2.
3.
4.
Level 6 : Tiberius Station
Par Time: 02:30
3DRealm' time: 01:04
Enemies: 96
Total Secrets: 8
1.
2.
3.
4.
5.
6.
7.
8.
Level 7 : Lunar Reactor
Par Time: 04:45
3DRealm' time: 02:15
Enemies: 96
Total Secrets: 7
1.
2.
3.
4.
5.
6.
7.
Level 8 : Darkside
Par Time: 11:30
3DRealm' time: 04:59
Enemies: 152
Total Secrets: 7
1.
2.
3.
4.
5.
6.
7.
Level 9 : Overlord
Par Time: 0?:??
3DRealm' time: 0?:??
Enemies: ??
Total Secrets: 4
1.
2.
3.
4.
Level 10 : SpinCycle
Par Time: 03:00
3DRealm' time: 01:14
Enemies: 30
Total Secrets: 0
Level 11 : Lunatic Fringe
Par Time: 0?:??
3DRealm' time: 0?:??
Enemies: ??
Total Secrets: 0
EPISODE III
Level 1 : Raw Meat (7)
Level 2 : Bank Roll (5)
Level 3 : Flood Zone (5)
Level 4 : L.A. Rumble (3)
Level 5 : Movie Set (5)
Level 6 : Rabid Transit (6)
Level 7 : Fahrenheit (5)
Level 8 : Hotel Hell (3)
Level 9 : Stadium (1)
Level 10 : Tier Drops (1)
Level 11 : Freeway (5)
Level 2 : Duke Burger (4)
Level 3 : Shop-N-Bag (7)
Level 4 : Babe Land (4)
Level 5 : Pigsty (6)
Level 6 : Going Postal (4)
Level 7 : XXX-Stacy (3)
Level 8 : Critical Mass (4)
Level 9 : Derelict (5)
Level 10 : The Queen (7)
Level 11 : Area 51 (7)
EPISODE IV: The Birth
Level 1: It's Impossible
Par Time: 0?:??
3DRealm' time: 0?:??
Enemies: ??
Total Secrets: 7
1. In the open area at the beginning go straight ahead and follow the ledge
across
the bridge and hit the handprint. Enter the open door under the bridge.
2. Above the bridge, follow along the small ledge until you reach a small cave.
3. In the freezer hit the bloody handprint and enter the door on the right.
Search the laptop to drop the forcefield.
4. Hit the hand dryer in the bathroom and rush across to the small opening above
the last stall.
5. Search the bed across from the tv in the barracks.
6. In the Command Center search the laptop next to the picture of Washington,
and
run to the open door on the right for an rpg.
7. In the last hall with the many doors, jump in the vent on the right. In the
vent area hit the switch on the left wall and enter the subway car.
Level 2:Duke Burger
1.Use the jetpack to go through a masked wall in the small area above the
drive-through,
or fly
into the top corner wall near the forcefield in the kitchen.
2.In the room with the crates hit the switch on the desk then quickly jump onto
the boxes
and
into the small room in the corner.
3.Use the light switch in the Meat Disposal room and move with the wall into the
room.
4.Blow open the cages and search the back wall on the top left side, on the same
wall as
"Scrappy Due"
Level 3:Shop-N-Bag
1.Shoot the fire extinguisher near the large window.
2.Search the boxes between aisles 1 and 2 and crouch to enter a secret room.
3.Shoot the crack on the boxes near the yellow key door.
4.Search the lit ATM near the yellow key door.
5.In the room with all the boxes on the right side there is a small opening in
the stack
of
boxes across from the sink. Search the back wall in this small area.
6.Near the trash compactor door, search the stack of boxes with the arrow on it.
7.Search the left wall in the trash compactor area to "Escape From L.A."
Level 4:Babe Land
1.Shoot the crack in One-Eyed Pete's Shooting Gallery.
2.In the same area shoot the 2nd and 4th targets and enter under the Prizes
sign.
3.In Babes of the Caribbean shoot the crack in the door behind the dog with the
key.
4.Fly into the masked wall above the masthead of the ship near the ceiling.
Level 5:Pigsty
1.Fly into the window above the graffiti in the dark area outside the police
station.
2.Hit the switch on the wall in front of the stairs to the court room. Now
enter the
small
room to the left of the entrance for atomic health.
3.In the room with the one way glass search the large tape recorder to open a
door to your
right.
4.Search the bookshelf behind J. McClain's desk.
5.Search the map in the yellow key room.
*Search the picture behind the judge's bench to find the secret level Area 51.
Level 6:Going Postal
1.Search the gray section of the fire truck then run into the open window.
2.Search the picture of the UNAbomber near the First Class Mail slot.
3.Search the 2nd locker from the left in the locker room.
4.Crawl into the center pillar on the far wall after the blue key door.
Level 7:XXX-Stacy
1.Search the top corner box near the blue key.
2.When you first leave XXX-Stacy productions, fly into the top right corner
window next to
the
window entrance to The Funny Boner. Once inside shoot one of the C-9 containers
to reveal
the
actual secret.
3.After entering the area behind the raised water, lower the water levels again
to open up
the
computers.
Level 8:Critical Mass
1.After the circular staircase run past the chain gun and wait until the ceiling
is almost
crushing you then rush in to the door that opens at the last second to find
Sector 7-G.
2.Search the computer next to the room with the crushing walls.
3.Shoot the tanks to the left of the door in the gear room.
4.Fly up into a secret room across from the door in the same area.
Level 9:Derelict
1.Swim up into a secret room near the rear of the boat.
2.Hit the switch on the stove in the kitchen.
3.Jump on top of the TV in the crews' quarters.
4.Search the clock in the captain's quarters.
5.Jump over the large stack of boxes in the conveyor belt section and crawl into
the
secret area.
Level 10:The Queen
1.Fly into the circular pillar to the left of the west door.
2.Fly into the circular pillar to the right of the west door.
3.Fly into the circular pillar to the left of the east door.
4.Fly into the circular pillar to the right of the east door.
5.Jump into the wall that looks like a mouth near the pulsating tube in the west
side.
6.Jump into the wall that looks like a mouth near the pulsating tube in the east
side.
7.Swim up into the hole to the opposite of the entrance in the queen's lair.
Secret Level(11):Area 51
1.In the blue key room enter the door to the left and fly up.
2.In the lower level of the front entrance jump on top of the computers next to
the mark
on the
wall. Run around the corner and jump into the open monitors.
3.In the same area search the wall behind the holoduke.
4.In area 2 search the computer then run into a small room in the boxes across
the room.
5.Shoot the crack in the wall in the same area.
6.After finding #5 turn right and hit the bloody handprint in the dark corner.
Enter the
teleporter and cross the bridge for an rpg.
7.After being picked up by the crane hit the switch next to the computer then
enter the
secret
room at the end of the hall to enter the spaceship.Level 1 : It's Impossible (7)
-=-=-=-=-=-=-=-=-
Tips/Tricks
-=-=-=-=-=-=-=-=-
GENERAL T&T
Run -
Don't walk. Running allows you to cover more ground and makes you harder to
hit.
Use the kick -
Instead of wasting ammo to knock out fans and grates and open trash cans, use
Duke's quick kick.
Look Up -
Keep your eyes peeled for objects you can leap onto, especially after you've
cleared out a level and are searching for goodies. One thing you should make
it
a habit to look for is slanted areas on walls that you can jump onto.
Use Medikits Effectively -
If your health is only down to, say, 90 percent, don't grab a large Medkit
worth
30 percent since the only thing that'll take your health over 100 is the
Healing
Atom. Instead, make a note of its location so you can come back when you
really
need it.
Listen up -
Use auditory clues whenever possible. If you hear grunting or roaring, it goes
without saying that a Pig Cop or a Trooper is nearby. If you hear Duke say,
"What a mess!" after you've shot a grenade into a window or detonated a pipe
bomb, you know for sure you killed something. The Assault Captains'
transporters make a distinct noise when they materialize, and don't forget to
listen for the sounds of secret doorways opening because they won't always be
directly in your line of vision.
Use the environment to your advantage -
You can greatly augment the destructive power of any weapon by using it on
certain objects. In the arcade above the theater in level 1, or example,
simply
stand in the elevator and use the pistol to blow up some yellow oxygen tanks
and
kill all of the enemies in the room. Fire extinguishers blow up nicely, too.
Use the right weapon -
RPGs and pipe bombs are no doubt powerful weapons, but they don't do you a lot
of good when you're in close-quarters combat in rooms, tunnels, and other
tight
spaces, because you'll end up blowing yourself up. If you know you're about to
enter close-quarters, switch over to the chaingun or shotgun. Save your RPG
and
pipe bombs for when you really need them.
Be nice to the girls! -
Yeah, you can tip 'em and hope they'll dance... some of 'em will even give you
a
little show... but no sense wasting them, because all it gets you is more
aliens
after you.
Night Vision -
Always remember to use your night vision goggles (if you have them) when you
enter a darkened area. Not only are the aliens really easy to see, but
sometimes you'll see helpful messages written on the tunnel walls.
A Bird's Eye View -
Once you've cleared out an area, use the jetpack and have a look around from a
better vantage point. You'll find ammo, armor, and even buttons that you
normally wouldn't see.
ADVANCED T&T
* Whenever you come across a pig cop with the freezer, freeze him, then let him
thaw.
Freeze him again & another shotgun or used armor will pop out of him. Do this
repeatedly
until he won't give anymore, or your full of ammo.
* It is possible to fall from ANY height without a jetpack, without death, or
even injury.
Go to any level with a fatal vertical drop or just use the jetpack to fly up to
the top of
the buildings. Before you drop, select the tripmines as your weapon. Turn off
the jetpack
and fall. Face the building, and plant a tripmine. For an instant, your downward
speed
reverts to zero, and then you'll start accellerating again. When you're going
too fast,
plant another. If you have just one tripmine, and you are able to plant it at
about six
feet before you hit bottom, you'll land unharmed.
* You can drink from a water fountain, toilet, or fire hydrant to regain health.
* You can take a piss to gain 10 health.
* Duke can't hold his breath forever. Find scuba gear or come up for air
constantly.
* When you are gnome-sized by shrinker attack, use the steroids to unshrink. But
you'll
kill yourself in areas that are too small to contain a normal-sized Duke, or
near ANY
ceiling or sky (in case you were flying to escape your enemy).
* Use a military/police tactic called "slice the pie" when entering rooms that
you are not
sure of. Set up on one side of the door way and face the inside of the room
opposite of
you (If you are to the right of the doorway look to the left side of the room on
that
side). Inch forward and continue looking to the opposite side until you see all
you can
with out going into the room. Do the same from the other side. This provides
you with
the maximum amount of cover when in unfamiliar
areas. Conversely the enemies are never smart enough to do this so hide behind
walls next
to doors and kill them with a shot gun blast when they come bouncing through
fat, dumb,
and happy.
* To get rid of the laser trip bombs without having to duck under them or jump
over them,
shoot the wall it is on with an RPG.
-=-=-=-=-=-=-=-=-
Codes
-=-=-=-=-=-=-=-=-
dnallen Displays the message "BUY MAJOR STRYKER"
dnbeta Displays the message "PIRATES SUCK"
dncashman When the space bar is pressed money is dropped
dnclip Toggles ability to walk through walls
dncoords Gives your location
dncornholio Toggles god mode on and off
dndebug Displays some debug information
dnhyper Automatic steriods
dninventory Gives all inventory items
dnitems Gives maximum armor and all three keys
dnkeys Gives all keys
dnkroz Also toggles god mode on and off
dnmonsters Monsters disapear when duke gets close
dnstuff Gives all the weapons, maximum ammo on all the weapons,
and all three keys
dnrate Displays the frame rate in the upper left hand corner
dnscotty### Warps to a level (the first # is for the episode, the
second and third # is for the level)
dnskill# Changes the skill level to whatever you put in for #
dnshowmap Shows the entire map
dntodd Displays the message "REGISTER COSMO TODAY"
dnunlock Toggles the locks on doors
dnview Allows you to view behind duke (same as pressing F7)
dnweapons Gives all weapons and full ammo
To get god mode under the "Damn Im Good" setting type in a God mode code under
"Come Get
Some" setting and then start a new game under "Damn Im Good"
Hold "Shift and type F* - Displays a hidden message
(MAC only)
dn1984 Type in while in the movie theater on "Hollywood Holocaust" to
view Apple's famous 1984 commercial.
(Requires QuickTime)
dnmacs Turns security monitors into Mac desktops
----->Got a code that's not listed? Email me and include: a descriptioin of
what it does,
what version of the game you are using, and what platform it is for. And if I
can get the
code to work I will add it. If i can't it won't be added. (You get credit of
course) <--
---
-=-=-=-=-=-=-=-=-
FAQs
-=-=-=-=-=-=-=-=-
Q. What Are The System Requirements?
A. The minimum system requirements are a 486DX2/66, 8 megs of RAM, and a
CD-ROM drive. Local bus is also strongly recommended. The recommended
requirements are a
pentium and 16 megs of RAM.
Q. When was Duke Nukem 3D: Atomic Edition made?
A. 1996
Q. So who made Duke Nukem?
A. Programmers: Todd J Replogle
Artists: Stephen A Hornback, Major Stryker, Chuck Jones, James
Storey, Dirk Jones
Musicians: Lee Jackson,Bobby Prince
Level Designers: Richard Gray, Allen Blum III
-=-=-=-=-=-=-=-=-
Acknowledgements
-=-=-=-=-=-=-=-=-
I would like to thank everyone who helped me write this FAQ. Without these
people this
FAQ would not exist. So (in no particular order) here they are.
Nick Padula
Adam
Martin Rijks
Aaron
Adam McCargo "Zeuxis"
Anders Hїllberg
Ron DeSimon
"Jeff da duker"
"CareTak972"
"The Shadow Warriors"
"MikeL2727"
"Eric82"
"Eagle Eyes"
I would also like to give a special thanx to Ed for the episode 4 secrets and
Alex Clay
for LOTS of codes and the motivation to finish this FAQ. Thanx guys!
-=-=-=-=-=-=-=-=-
Disclaimer
-=-=-=-=-=-=-=-=-
This FAQ is the copyright (c) of Matt Beisser. It may not be reproduced in
partial or
full without the consent of the author. Duke Nukem 3D is a registered trademark
(tm) of
3DRealms. All other trademarks are the copyright of their respective owners.
Secret places for Duke Nukem 3D Atomic Edition
First Episode - Duke it Out in D.C.
Found by Nikolay Damyanov - nikolaj@satcom.bg
E1L1 - Hell to the Chief
1. To the microphone turn right before steps and get Pipe bomb
2. In room with flags open wall to American flag and get ammo for
Chain gun Cannon and Holoduke
3. In room with fireplace open picture and get Devastator Weapon.
E1L2 - Memorial Service
1. When you fall from waterfall, enter tunnel with green plant and turn
left; go up.
E1L3 - Nuked Files
1. To trash jump over cubes and enter room by window. Get Chain gun
Cannon and Portable med kit
2. In laboratory the wall will expire and there break next wall to get
Shrinker/Expander
3. Go to plant between two steps and then open darker wall for Atomic
Health
E1L4 - Smithsonian terror (missed two)
1. To horse dive and go to tunnel under water for Pipe bomb and Large Med
Kit
2. In labyrinths to computer and locked door open wall behind machine and
get Large Med Kit and RPG
3. To cubes with pointers enter in and break ventilations for ammo - Chain
Gun Cannon
4. In one of cosmos areas, where there is a locked door look for hidden
button and press it. The door wills open. You will find Atomic Health
and Devastator
5. To third secret stay in front of his door and go left in corridor and
enter opened door. Get Atomic Health
E1L5 - Capitol Punishment (missed three)
1. Jump over one of fences and go up with elevator. Get Shrinker/Expander
and ammo for Shrinker
2. In Clock Room there is a one ventilation and vane later, which must be
broken. There is a Devastator Weapon
E1L6 - Metro Mayhem (missed one)
1. To stop with movie break wall over COLA and SHACKS for Atomic Health
2. To stop with three ammos for Shrinker break wall and get Pipe bomb
later
*For Secret Level - "Top Secret" go behind carriages.
3. To Red Access Card press machine "Duke Nukem" down and COLA will open.
Get Shrinker/Expander
Secret places for Duke Nukem 3D Atomic Edition
First Episode - Duke it Out in D.C.
Found by Nikolay Damyanov - nikolaj@satcom.bg
E1L1 - Hell to the Chief
1. To the microphone turn right before steps and get Pipe bomb
2. In room with flags open wall to American flag and get ammo for
Chain gun Cannon and Holoduke
3. In room with fireplace open picture and get Devastator Weapon.
E1L2 - Memorial Service
1. When you fall from waterfall, enter tunnel with green plant and turn
left; go up.
E1L3 - Nuked Files
1. To trash jump over cubes and enter room by window. Get Chain gun
Cannon and Portable med kit
2. In laboratory the wall will expire and there break next wall to get
Shrinker/Expander
3. Go to plant between two steps and then open darker wall for Atomic
Health
E1L4 - Smithsonian terror (missed two)
1. To horse dive and go to tunnel under water for Pipe bomb and Large Med
Kit
2. In labyrinths to computer and locked door open wall behind machine and
get Large Med Kit and RPG
3. To cubes with pointers enter in and break ventilations for ammo - Chain
Gun Cannon
4. In one of cosmos areas, where there is a locked door look for hidden
button and press it. The door wills open. You will find Atomic Health
and Devastator
5. To third secret stay in front of his door and go left in corridor and
enter opened door. Get Atomic Health
E1L5 - Capitol Punishment (missed three)
1. Jump over one of fences and go up with elevator. Get Shrinker/Expander
and ammo for Shrinker
2. In Clock Room there is a one ventilation and vane later, which must be
broken. There is a Devastator Weapon
E1L6 - Metro Mayhem (missed one)
1. To stop with movie break wall over COLA and SHACKS for Atomic Health
2. To stop with three ammos for Shrinker break wall and get Pipe bomb
later
*For Secret Level - "Top Secret" go behind carriages.
3. To Red Access Card press machine "Duke Nukem" down and COLA will open.
Get Shrinker/Expander
ADVANCED DUKEMATCHING GUIDE
- REVISION 31/12/1996 -
Written by Phantom-uk. Contributions by Iain Girdwood a.k.a.
Phoenix, and James Mills a.k.a. Kirk. Also Firestorm, who used to
be the UK's finest, and all the guys I've played over the last
couple of months. And Tristan Webb a.k.a ACID, the first couple of
weeks duke was out we ran up rather large phonebills doing the
whole game in co-op.... . Oh, and Joni Kane a.k.a. Kage, who
has called me for dukematches more times than I can remember.
A BIT ABOUT THE AUTHOR
Umm,,, not much to it really. I like Duke. Thats about it.
Complete and utter Duke addict as you can probably tell by the
sheer detail of this guide. Duking God. Got nothing better to do,
sitting at home bored in school holidays, so thought I would kill
a day or two.
CONTENTS
(a) Controls.
(b) Weapon Use.
(c) General Tactics.
(d) Ambience.
(e) Level layouts, secrets etc.
Right, I'll get on with it :-).
===============================================
=================== CONTROLS ==================
===============================================
BASIC RULES
1) Autorun should ALWAYS BE ON.
2) Crosshairs should ALWAYS BE ON.
3) The mouse should always be used.
USE OF THE MOUSE
The mouse should be used for turning, and aiming up and down. It
should not be used to move forwards and backwards. A relatively
high sensitivity seems to give good results; But this is down to
personal preference. A good mouse is essential for duke. I
recommend the microsoft mouse v2.0 or microsoft home mouse as a 2
button mouse, or a logitech mouseman as a 3 button mouse.
MOUSE BUTTON ASSIGNMENTS
Left mouse should always be fire.
It is then a case of whether or not you use momentary mouse
aiming. I have found from personal experience that the best
players tend to use momentary mouse aiming unless they have a very
steady hand. If you dont use it then your right mouse should be
assigned to jump, and if you have a middle mouse button it could
be used for duck. However if you DO use it then you have a choice
to make; If you have a 3 button mouse you can have jump AND mouse
aiming on your mouse, but if you only have 2 buttons, like me, you
can have either jump or mouse aiming on your mouse, and the
function that is left out assigned to a convenient key on the
keyboard. Also double clicking of mouse buttons is useful; I find
that having double click of one mouse button as open / use helps.
I find it better if you are a frequent user of the RPG to have
mouse aiming as a mouse button. It is all down to your personal
choice and preference.
NB: a nice tip is to configure advanced mouse setup so that left
and right on mouse is also medikit, so use of the medikit is
virtually automatic.
KEYBOARD ASSIGNMENTS
It is a good idea to have a general control " base " with your
strafe left, strafe right and forward and backward keys together.
EG:
S - strafe left
F - strafe right
D - backward
E - forward
Any such key combination or the cursor keys ( or even numeric
keypad ) could be used. Hot item keys can be assigned around your
4 base keys; It is a good idea to have them on the left hand side
of the keyboard because then you can reach the weapons easily and
also use space etc as function keys.
SAMPLE CONTROL CONFIGURATIONS
STANDARD MOUSE CONTROLS
Left mouse - Fire
Middle mouse - Mouse aiming ( momentary )
Double click - Open
Right mouse - jump
Double Click - night vision
S - strafe left
F - strafe right
D - backward
E - forward
Space - Duck
W - jetpack
R - steroids
G - holoduke
MY PERSONAL CFG FILE
I know this completely contradicts everything I have just said but
my controls are very different. They also WORK, as most of my
victims, I mean, opponents sorry, will tell you .
Left mouse - Fire
Right mouse - Mouse aiming momentary
Double Click - open
Left shift - Forward
Left control - backward
A - strafe left
S - strafe right
D - duck
F - jump
Q - night vision
W - jetpack
E - open AND quick kick both on the same key
R - steroids
G - holoduke
Note that in both cfg files the mouse-medikit trick ( see earlier
) is being used. Also note that the first cfg is VERY similar to
the one that Phoenix and Duvalmagic use.... They are the best
players in the UK and USA respectively. I guess a 3 button mouse
is the way to go... I suppose I should get one really...
PLEASE NOTE! At time of writing I am now better than Phoenix
.
NB: Please note that I used to use a 180 turn for something many
people overlook. If you are being chased in an enclosed area, eg;
A corridor, and you have an rpg, then if you spin around with the
mouse to fire theres a good chance you will hit a wall, whereas
with a 180 turn you know you won't! Also I had a spare key on my
cfg, so I thought I might as well put it in. But that was in the
first revision, and since then my skills have improved - I no
longer hit walls :).
===============================================
================== WEAPON USE =================
===============================================
Basically, use the shotgun outdoors and for the most part the RPG
indoors. Note that weapons marked Instant mean that those weapons
hit instantly, because they are bullet / shrapnel weapons, if you
get what I mean; You fire a shotgun, chaingun of pistol it hits
instantly, whereas if you fire an rpg or shrinker it is a
projectile which takes time to reach the target. Thats why the
shotgun and chaingun are the best weapons to use when your
opponent would have room to avoid projectile weapons. Also with
projectile weapons, rather than firing towards where your opponent
IS, you should fire towards where they are going so that by the
time your projectile gets there they are there too! this takes
practice but gives good results. It should also be noted that if
you are hit with an RPG or Devastator while on steroids, it seems
to do more damage for some perculiar reason. Auto tracking is also
worth considering. With instant hit weapons you only have to get
the horizontal aiming right; The vertical aiming is automatic.
With projectile weapons the vertical aiming is also inaccurate,
but the chances are by the time it gets there they will have moved
:). If the other guy is up high in an indoor area and I am using
an RPG, I will usually go for the ceiling.
1) KICK
No no, never, noooooooooooooooooooooooooooooo, absolutely not,
etc. Then again... if you've got nothing in a no spawn game...
some steroids... its worth a try.... I guess.. ( steroids make
kicks more powerful remember ).
2) PISTOL. INSTANT.
Right. Pistols are actually quite good. If you just spawn after a
fight near an opponent and you think you took off a fair bit of
their health, rather than running to get a gun, its a good idea to
chase them; But only if you think you can kill them. If they're
likely to have over 100 energy left, definitely not a good choice.
Pistols can be quite harmful to the target, mainly due to a rapid
fire rate. Also if youre in a fight in a large open area, and the
only other gun you have is a non instant hit one ( eg: rpg,
shrinker ) then it is sometimes a good idea to switch to a pistol,
depending on the dodging abilities of your opponent, and the
accuracy of your rpg shot ( and of course, the size of the area ).
3) SHOTGUN. INSTANT.
Ok, this is the best gun in the game. Shotgun hits have been known
to do up to 100% damage on a player with no armour... it is VERY
powerful at close range, and also powerful at longer distances. If
you're ever in a fight outdoors this is the weapon to use. Even
indoors sometimes. When you combine shotgunning with strafing and
circling ( as discussed later in the guide ), it is at its most
effective. Note that in order to have a good shotgun shot, you
need to have a reliable mouse, and a quite high sensitivity.
4) CHAINGUN. INSTANT.
Another excellent weapon, the chaingun is at its best outdoors. It
is, as is the case with the shotgun, most effective when combined
with strafing and circling. The shotgun is more effective, in my
opinion.
5) RPG.
Right. The RPG is a VERY good gun. IF MASTERED. If can be used
indoors to great effect, especially when you take into account
ambience ( discussed later ). It is most effective when used with
mouse aiming, obviously. Note that if you're playing a keyboarder
and they start firing RPGS, just activate your jetpack and go up a
bit. Then they will all go under you, so long as you keep moving,
heh heh heh..... It's also a good idea, if using mouse aiming, to
aim RPG shots towards the feet of your opponents, or the ground in
front of them. The chances of a direct hit are pretty unlikely, so
its better to do this and get an area effect shot - alternatively,
go for walls . On occasions, if my opponent has a definite
advantage over me in respect of their items etc.. I have been
known to kill both of us.. if they are doing better than you it's
worth it! :)
6) PIPEBOMBS.
Sometimes good for traps of if you are being chased. Or as a last
resort. Thats about it. If you see one lying around it could be a
trap, so blow it up with another pipebomb or an RPG. Also if
you've got your opponent cornered, eg: in an enclosed room with
only 1 way out, then rather than running in guns eblazing, its
better to throw in some pipebombs and explode them. EG: on E1L1,
that room with the shotgun and rpg ammo in behind the till - you
can roll pipebombs under that door if you duck. If I'm in an
outdoor pipebomb fight I tend to throw them up in the air, then
let them off just before they land on the other person's head. I
don't know why, I just do :).
7) SHRINKER.
Can be useful in enclosed areas. Note that if you're shrunk and
have steroids you can use the steroids to become big again. If
someones coming towards you with a shrinker and you have steroids,
use the steroids but stand perfectly still so they cant see the
blur. Then you can probably get in a couple of hits on them while
they try to figure out what the hells going on. If you suspect an
opponent may be in an area, and you've got shrinker ammo to waste,
then you might as well let off a couple of shots as you go in.
8) DEVASTATOR.
Can be useful in enclosed areas, eg: corridors, etc. Not much use
out in the open. However it has its moments.... if you want to get
a camper out of an enclosed area, 10 seconds of devastator fire
normally does the trick. The devastator is not as good as the RPG,
but is still pretty good.
9) TRIPBOMBS.
There are some places that tripbombs just have to be layed. If
you're playing an unskilful opponent then its best to lay
tripbombs in all the hiding places they may use, and also if
you're winning a game and you have the ability to dominate the
level, then its best to lay tripbombs in places where the other
guy might run to to get health. Also if there's noone around, then
roll a pipebomb under the tripbomb and when the tripbomb goes off
the pipebomb will too - double damage! . Some examples of where
to lay tripbombs. Its best to lay them in pairs, maybe with a
pipebomb, for more damage. You should only be laying them do
dominate the level if you're fully tooled up, ie: got all the
items etc, and your opponent is'nt, quite frankly :-). Remember
that you can blow up tripbombs!
E3L4 - la rumble
- lay some by the jetpack and nightvision indoors.
- lay some in the bit you blow up where the freezer is.
E3L5 - movie set
- in the air vents :) Especially behind the picture of the world,
where you can find the jetpack and shrinker.
- on the other side of the teleporter ( cruel ).
- Behind the 3d realms logo and duke's head on the poster.
- on the other side of any of the doors, so that when your
opponent opens the door if being chased, they will have to slow
down to negotiate the tripbombs.
E3L6 - rabid
- on the railway track . Worked once anyway.
- on the other side of the teleporter.
E3L9 - Fahrenheit
There are so many locations on fahrenheit, it's a classic example.
- Lay two behind the curtain in the radio room, as close to the
curtain as possible, lay one while ducking and one standing. You
can jump over these / jetpack over these, but your opponent will
probably not have the hindsight too.
- Lay one behind the doors to the radio room, then get out and
close the door very quickly before the lazer bit appears. Then,
when they open the door, they get hurt by the tripbomb. Good eh?
:)
- Lay one on the crates you have to jump up to the jetpack on.
- If you hear them starting by the start of the level, then going
into the water, shut the first door and lay a tripbomb on the
other side, then a holoduke so they think it's you. Then, fly up
to the wall above the water and sit and wait. Watch him go up to
the door. Fly behind him. He opens the door, he sees the tripbomb
and holoduke, fires at the holo, you shoot him with an rpg, it
hits tripbomb, he gets damage of direct RPG and tripbomb, he dies
:).
- If you've got 4 or 5 lay them all just beneath the water
surface.
- Lay one in behind the first aid sign where the medikit is :).
E3L11 - Freeway
- Lay two or three tripbombs in the sewer pipe from the sewers to
the street. When they jetpack up it they will die. :).
- Lay one behind the secret panel in the crusher room.
- Lay a couple by the main entrance to the street, just around the
corner.
USE YOUR IMAGINATION! :).
10) FREEZER.
Comes a close second to the foot in the battle for the title of
worst weapon in the game . It really is completely useless.
Well, if you've got full ammo and your opponent in an enclosed
area, you *MIGHT* get a frag.
===============================================
=============== GENERAL TACTICS ===============
===============================================
Circling.
Right - this really is simple. If you strafe in one direction WITH
THE STRAFE LEFT / RIGHT KEYS ( not just alt ) you are going in a
line right? If you turn in the opposite direction to which you are
strafing, then you're no longer going in a line right? You're
going in a circle, as long as you turn the mouse by the right
amount in the opposite direction to which you are strafing. So, if
in the middle of this circle there is a helpless victim, turning
to try and face you, while you, carefully manipulating the mouse
and keeping your crosshair locked on his helpless body, pumping
shot after shot into it, you are kind of shortening his life
expectancy. Understand? This whole business of circling quite a
difficult one to grasp. After practice it should come naturally.
At first, when practicing it one should find a stationary object,
or just imagine one, eg: In the middle of stadium ( episode 3
level 9 ), and try to circle that central point while keeping the
crosshair locked on it and moving in a circle. Sorry if this is a
bit complicated, but I can't be bothered to explain it any more
:). You'll get the idea :).
Strafe Running.
This technique can increase speed. Basically you're running and
strafing at the same time at a certain angle. It works to best
effect when you want to get somewhere quickly, eg: away from a gun
toting maniac ;-). You should basically strafe in the direction
you're going and run forwards as well, at a fairly sharp angle.
This is a tactic that is used a lot in doom2, and I presume many
ex doomers are already aware of it.
As well as increasing speed, this tactic also gives you a wide
angle veiw of the environment around you, making it useful for
turning corners, etc.
Door closing.
With practice, if being chased, then it is possible to Run through
a door backwards and close it as running through, so that by the
time your opponent has opened it again you can be long gone. Takes
practice, yeilds good results. Has saved my life on many an
occasion. Note that this does'nt really work with " swinging "
doors but it does work with those of the " vertical " variety, ie:
Close from bottom to top ( eg: Fahrenheit, movie set ).
Item hogging.
If you see a freshly spawned item that you already have, or you
have full gun ammo, etc. then fire off a shot / use said item and
recollect it, hence denying your opponent the opportunity of
collection.
Jetpacking
If you're outdoors, and about to die, you could just jetpack
really high and wait for your opponent to go away. You never know,
he might.
Looking through cracks
On some swinging doors, you can look through the crack between the
two doors. This is quite effective on HH. You can't see much, but
you can look for movement. Eg: On HH, I sometimes go to the bottom
of the spiral staircase and look out of that door towards the atom
behind the till, waiting for movement, with my rpg ready. When I
see movement towards there I open the door and fire off a lot of
rpg shots :). A sad tactic, but sometimes when you're playing a
very good player and you're low on health etc, sad tactics are the
only way to win :).
Are YOU afraid of the dark?
This tactic comes from my own warped mind. On some levels there
are lots of lights. As a frequent user of night vision I dont need
lights, so I turn em all off! This REALLY annoys some people to
whom night vision is alien. For example. On HH, turn all the
lights off in the main hall and smash the lights in the shotgun
room and toilets. Keep stocked up on night vision supplies. Then,
simply hang aroud that area and when they enter just run around
them firing! < EVIL GRIN >.
Muffling ambient sounds
Whenever possible try to muffle ambient sounds. Fire guns at the
same time; Use jetpacks in air vents; Let rip with an RTS insult.
Just donit let em know where you are.
Remember; Shotgun outdoors, RPG indoors. Thats how it should be.
At least, until you've truly mastered the shotgun. Then you can
use shotgun indoors as well. But the RPG definitely has its uses.
Use steroids tactically, ie: in a shotgun fight or to run away.
Also if you're in a shotgun fight and you think you're losing then
use the last few seconds of your speed burst to run like hell.
Remember, they can also be used to counteract the effects of a
shrinker shot.
Don't fall into patterns. Good players pick up on patterns and in
longer games will punish you for repeating them...
If you're running away indoors then once you've turned a corner
its a good idea to switch to RPG, turn around and wait for a
couple of seconds... then let off a shot. This deters people from
chasing you. Or, throw a pipebomb behind you and let it off a
couple of seconds later. This will make them stop for a second, so
you can make your getaway.
Tripbombs can make newly spawned player's lives hell by limiting
them to outdoor areas, where, with no guns, they stand no chance
(as discussed earlier).
I know this may sound a bit weird, but know where you're going
BEFORE you get there. Run around like a headless chicken and you
will die.
Try to avoid lurking in enclosed areas. It's a sad, unskilful
tactic. Having said that, it's legal, and it gets frags.
How to avoid respawn frags
If you die on a level, there is a chance you may be killed pretty
much straight away. This is cheap, but a good player will hear
where you spawn, figure out where you're going and wait there.
How to avoid this;
- move aroud the level slowly. Be catious. Avoid the other guy at
all costs.
- get 200 health, preferably armour, medikit and steroids before
going into battle again. Jetpack helps too.
- be careful not to get any out in the open items or guns you
don't really need, as your opponent will use the colour of the
respawn marker to help find you.
- if being chased, there are ways to get away. See below.
How to survive being chased:-
The simple way to avoid being killed when being chased is to run
away. However, you have to do this cleverly. If you run around a
corner, then stay right around the corner and run back around the
corner after seeing them take the corner, and repeat this about 10
times in an enclosed area, it will warp their mind. Or, use the
scenery to your advantage.
EG: On HH many a time I have got into the lobby, ran into the
toilets, jumped behind the couch and ducked, and run away behind
their backs to hear 15 rpg shots being fired, both the doors to
the toilets being opened, by which time I would be on the other
side of the level :).
How to make a respawn kill:
You should be able to hear the area in which your opponent
spawned. Go there, and use a combination of the ambient noises
they are making and the colour of the markers to decipher in what
directon they went from their spawn point. Kill them :).
Other weird things:
If you continually turn a light switch on and off very quickly, it
will "break" and the lighting will be a combination of on and off.
Weird, but true.
If you close a door on yourself and try to run through it you
could end up 5 metres on the other side of the door. Or, you could
get squished and die :).
===============================================
=================== AMBIENCE ==================
===============================================
RIGHT. This is a major subject. You can know the layout, you can
control duke wonderfully.... now you need to know how to find the
other guy. Ambient sounds are basically atmosphere, sounds the
other guy makes when he interacts with the scenery. This is where
you need to use your head. I will give examples of ambient sounds
on a few popular dukematch levels, to give you an idea of how to
use ambience to your advantage.
Hollywood Holocaust.
1) BIG THUD / URGH NOISE - suggests someone has spawned on the
roof and just fallen down the air vent if they have just died, if
not then suggests they have jumped down into the cinema from the
camera room above.
2) SOUND OF CURTAIN OPENING OR CLOSING - they are in the camera
room.
3) SOUND OF AIR VENT - in the air vent. If you hear a kind of door
sound, like a mechanised door after it, they are on their way up.
If you hear the same noise BEFORE it they are on their way down.
Either way you should make moves to get to the end where they're
coming out, and be waiting there with the RPG.
4) DOORS TWICE - means they are entering the cinema
5) DOORS ONCE - means they are using the doors in the lobby before
the spiral staircase.
6) SOUND OF MECHANISED DOOR OUTSIDE - means they are getting the
steroids.
7) SOUND OF SWITCH, THEN A SLOW MOVING NOISE - means the curtain
has been closed.
8) SOUND OF SWITCH - means someone's turned on ( or off ) the
lights :).
There are many more sounds than these on this level; I will leave
you to figure out the rest for yourselves!!!
Red Light District.
1) DOORS SLIDING OPEN / CLOSING - could mean that they are
entering / leaving the 2nd building / the disco in the 2nd
building. You will have to use common sense to determine which.
2) RUMBLING NOISE - means the door to the Forbidden Videos and
magazines shop is being opened or closed.
3) TELEPORTER SOUND - means the teleporter is being used.
4) YOU WANNA DANCE / SHAKE IT BABY / SCREAM - suggests your
opponent is doing immoral things to the dancers in the disco, or
the woman at the bar.. ...
5) SOUND MADE BY DUKE IN MINOR PAIN - KIND OF "UGH" BUT QUITER
THAN WHEN SHOT ( I know, its complicated ) suggests opponent is in
the sewer, and not using a jetpack or walking along the sides.
6) SOUND OF KEYCARD, THEN TWO SWITCHES, THEN HUGE EXPLOSION -
suggests opponent is blowing up that big building :-).
Again, there are many more sounds. I don't have the time or
patience to type 'em ALL out!!! :-).
Fahrenheit
1) BREATHING / SOUND OF WATER - implies opponent is in the water.
Go hide by the water with a big gun :-).
2) SOUND OF MECHANISED DOOR - probably your opponent is grabbing
the medikit by the fire engine.
3) SOUND OF JUMPING ( a kind of jumping repeatedly sound ) - your
opponent is probably jumping on the crates to get the jetpack and
atomic health.
4) THIS IS KTIT, BRING YOU THE BEST.... etc.. - means your
opponents in the radio station.
4) SOUND OF KEYCARD - means they are opening the radio station.
5) SOUND OF FOOTSTEPS FOR ABOUT 5 SECONDS - means they are going
down the stairs of either the radio station or fire station. You
should be able to tell which by the direction and volume of the
sound.
Once more there are more subtle sounds. These are just to get you
started. What do you want, a paperback???? .
Movie set
1) SOUND LIKE A SECRET SWITCH - means the cash register has been
hit and that they are getting the health atoms, OR that they are
opening the one in the air vent. You will be able to tell whether
or not it's in the air vent due to the air vent noise.
2) RUMBLING NOISE - then a teleport noise - means they have opened
the teleporter and gone through it.
3) DOOR MOVING, YET NEITHER OF THE LARGE OUTDOOR DOORS HAVE OPENED
- means they have gone into the tripbomb / rpg ammo / night vision
room.
4) BIG THUD AFTER SPAWNING - they have spawned outside and fell
from the sky. Go punish 'em :).
5) SOUND OF MINOR PAIN - LIKE WHEN HURT BY FIRE - they have got
caught in the fire when grabbing fire health atom from where the
fire extinguisher used to be ( before you blew it up, of course ).
6) SOUND OF AIR VENT, GUN BEING PICKED UP, JETPACK - they have
just picked up the shrinker and jetpack from the air vent.
Again.. there are more... just use your head.. :).
Ambient sounds are so varied its hard to produce a complete list
of all of them. Basically you just need to use your head, and once
you've predicted where your opponent is, you should be able to
figure out where they are headed, and get there first, then
proceed to lurk in a corner with a big gun . Examples scenarios
of how to use ambience to your advantage:
Hollywood Holocaust:
You are in the main room. You hear a mechanised door type sound,
then an air vent. You switch to rpg, aim towards the toilet door
and wait about 5 seconds after the air vent noise has stopped....
( you imagine you as the other player, and how long it would take
to turn the corner ) then you fire off about 5 shots before you
even see em turn the corner. They will no doubt try and run, get
the medikit and go back up the air vent,... so jetpack up to the
camera room and aim towards the secret door where they will appear
from the air vent. And have your crosshair trained on that door,
with an rpg, ready to fire the second it opens. And there's no way
they will escape twice < evil grin >.
Movie set:
You hear the sound of a button being pushed after a player
spawned; Figurably they are pushing the cash register to get the 3
health atoms. Then you hear the sound of a teleporter; No doubt
they are trying to get the medikit and chaingun. So, the second
youve heard the first button you should get outside, then once
theyve been through the teleporter let rip with about 5 rpg shots
through the teleporter. Death is the only outcome . Or, lay 4
tripbombs on your side of the teleporter, but close the teleporter
first to give yourself time. Then, once they re-open it, they will
walk into a LOTTA tripbombs and go boom ( in theory ).
AMBIENCE WITH SPAWN POINTS; When someone spawns you hear a pistol
being loaded. The relative closeness of this noise, and whether it
is left or right, can help you determine where your opponent
spawned, and you might be able to pull of a kill straight away,
particularly if you KNOW where the spawn points are.
This also works the other way around. If you've just spawned you
should be able to use ambience to tell what direction your
opponent's coming from, AND RUN LIKE HELL! .
LEARNING THE LEVELS
I will discuss tactics on the best dukematch levels. A basic
knowledge of the level's layout is presumed.
Alternatively run duke with the following parameters to veiw all
the extra items etc... that are around in dukematch conditions.
Duke3d /v? /l? /tx /q8 /m
Where in /v? - ? should be the episode number.
Where in /l? - ? should be the level number.
The rest of the options set spawn on, create stationary dukes at
the spawn points so that the spawn points can be observed, and
also /m means no monsters.
This technique of looking at levels enables you to see where the
extra dm only weapons appear, as well as checking out the spawn
points, and having a look at the secrets etc.. with no monsters
present.
Ok, here's my thoughts on the most popular dukematch levels :-).
The initial spawn positions will always be the same. I've gone
into some detail as to what you should do at the start of a match,
as if you're playing someone good and you don't get the best items
in the least time possible, you're likely to be dogmeat. Please
note that I have covered here EXACTLY what I do in these
scenarios. And bear in mind that at time of writing I am
considered one of the top 5 players on Compuserve.. :).
HOLLYWOOD HOLOCAUST:
What to do at first:
If you're calling: You will start in the toilets. Run out into the
main lobby, get the shotgun from behind the cash register bit, get
the health atom, run back into the toilet, get the medikit, go up
the air vent, open the door at the top, get the other atom and
rpg, open the cinema, smash the window and jump, get the jetpack,
fly outside, get the nightvision from off the ledge, fly back in
through the window, fly up to the camera room, CLOSE THE CURTAIN
to deny your opponent the opportunity to get the jetpack. Then,
hunt down your opponent. Alternatively, run straight to the window
outside. Your opponent may well be jumping on the crate to get to
the RPG. You can pick him off with your pistol, or if you stop off
to get it, shotgun.
If you're being called: You will start on the roof. Get the
pipebombs, go down. You have 2 options. Either jump up the crate
to the rpg, get steroids, chaingun and health atom, and go in
through the double doors. OR; Throw a pipebomb through the window
by the main entrance that is boarded up. Let it off, you're in
through an entrance they won't suspect. You should then get the
extra shotgun ammo by picking up the shotgun, getting the health
atom ( assuming they have'nt gone for it themselves ), and waiting
under the cinema. Most opponents will open the cinema and jump
down. If you're waiting under the camera room with a shotgun, you
can get off 2 hits on them before they know what's going on. You
should be able to kill them. Then, get the jetpack and close the
curtain, as previously.
General tactics:-
Jump on all ambient sounds. Don't allow your opponent the
opportunity to collect items. Stay alert; Try to dominate inside,
but check outside too. If being chased, bear in mind there are
nearly always a minimum of 2 escape routes. Keep your head about
you, and don't panic. If in a steroid + shotgun fight outside,
just before yours run out, fly up to the room with more in behind
the poster, and reactivate them. Then charge your opponent. They
will panic ;))). They will be low on health. Hell, so will you,
but you will be the one running at 50 miles an hour, heh heh.....
RED LIGHT DISTRICT:
If you're calling: You will start in a room above one of the main
entrances. Jump down, being careful to collect the armour on the
way. Go to the disco, and collect the steroids. Open the door, and
go into the airvent in the disco, getting the health ( they will
go through this about 15 seconds later, so you are getting it
first ). Then activate your steroids and run back into the
building. Collect the RPG and then go into the sewers; Run down to
the health atom, then on the way back up replenish your steroid
supply. By this time you will have 200 health, armour and guns.
The only thing you won't have is a medikit. Your opponent will
also be in the main building, but won't have as much stuff as you.
Go get 'em!!!
If you've been called: You will start in the red lift. Get the
door opening, while its opening go up to behind the tree and get
the jetpack. On your way into the Forbidden shop, close the door
behind you in case they go for a quick kill. Collect the atom and
shotgun, push the bookshelf on your right in the store to get the
armour and pipebombs. Use a pipebomb to blow up the crack by the
toilets, then go into the 3nd inlet thing along to get steroids
out the steroids out of the garbage can, then the last one along
to get the rpg. Activate the steroids, and go through the
teleporter. Get the medikit, flick the curtain, go through the air
vent to get the health atom, unlock the door and get the steroids
to your far left on the other side. You now have full everything
INCLUDING a medikit, and your opponent will probably be collecting
the RPG in the bar. Time to kill them!
General tactics
If you hear someone in the sewer, then close the door to the sewer
in the main building. Then when the re-open it on their way up, be
waiting on the other side with an RPG.
If you are in the " Forbidden " porn shop and you're in a fight,
use the jetpack to fly above the bookshelves and use RPG and mouse
aiming to get your opponent.
If you are being chased outside, and the building has been blown
up, go down the sewer, with steroids on, go up into the building,
activate your steroids that you've got on the way up with night
vision + holoduke, switch to RPG, face the main door - they will
go in through it - fire off a couple of shots to hit them - then
go and get the steroids up by the disco, to the right of the door.
Then, you could either counterattack or run. Works every time!
If you're chasing someone and they go through the teleporter, fire
off an RPG. If you're really close to them jam on the steroids and
go for a telefrag. If you're being chased through a teleporter, go
to one side of it once you're through the other side to avoid
rpg's, and fire off a couple of your own.
If you're being chased outside and you go towards the " Forbidden
" shop, you can run through the spinning door backwards and close
it. If they follow you it might squish them. However, most players
veiw this as a bug in the game. BUT...it still works.
A nice camping kill, if you're low on everything, and you're got
an RPG, is to go into the toilets in the main building. Close the
door leading down to the sewers, and crouch on the sinks etc....
next to the mirror, in the corner. Stay ducked there. If they come
up through the sewers and open the door you can shoot them. If
they go into that areas to go into the sewers, you can shoot them
in the back while they open the door. It's low, but it works .
Always use night vision in the disco, as otherwise it's very hard
to see the other guy.
LA RUMBLE:
If you're calling: pick up the shotgun and run straight down to
the jetpack and night vision. Get them, get the visible atom and
steroids, push the draw below the knife to get a second atom, fly
outside. Your opponent will have either followed you in which case
you kill them, or will have blown up the crack and will be going
for the jetpack etc...... on the ledge. Either way, they will be
weak, and easy to take out.
If you're being called: Grab the shotgun, and watch where your
opponent's going from the safety of the darkness by the start. If
he comes towards you, pick him off from the darkness. If he goes
for the jetpack, go to the bit *just before* the entrance to the
jetpack / nightvision room. Wait around the corner, and you will
see your opponent come out. Carefully avoid him by staying
crouched, and when he goes to get the medikit, run inside. Hide in
the dark corner opposite the jetpack and nightvision until they
spawn. Once you've got them, get the steroids and health atoms.
Your opponent may figure out you're down there, so you'd better
hurry. Get out quick, and start fighting.
General Tactics
Without a jetpack you're dead . Try to hog the items. Don't
forget about that armour down below! Also night vision helps when
in shotgun / jetpack fights. After fragging your opponent, lay the
relevant tripbombs to prevent him from getting a jetpack, as
discussed earlier.
If you hear the mechanised sound of a " door " opening it means
they are going for the steroids, so fly down to that area and RPG
the **** out of it :))).
The chainguns pretty useful on this level. If your shotgun ain't
so hot, it might be better to use it.
When indoors, use the nightvision. The level's pretty dark in most
places. The devastator is quite effective indoors.
If you see your opponent going for those 2 health atoms on the
ledge... fire an rpg there if you think you can get it to hit the
wall at the same time as they land on the ledge to pick up the
atoms. Hard, but worth it.
Also.. remember that there is another jetpack just to the left of
the ledge with the 2 health atoms on it. If you can make it onto
the roof through the lift, you can jump across to the atoms, jump
down to the left and collect this second jetpack.
MOVIE SET:
If you're calling: You will start indoors. Collect the jetpack and
chaingun from behind that big wall, and the chaingun ammo just
aroun the edge of the wall, on the other side. Get the medikit
that's on the floor, and the health atom on top of the wall. Go
outside and get the steroids before they do, so that you can get
the shotgun while they are waiting for the steroids to spawn again
( most get shotgun, then atoms, then steroids ). Get the RPG from
in the space station room bit, then fly into the air vent to get
the shrinker ( quite useful on this level ). Also get the
nightvision by pushing the screen on the right hand side of the
room with the world on the walls - the nightvision can be
collected to the left of this " screen ". Once you're in the vent,
open the barrier in the air vent and take the first left, then
there's a little right turning. Take this, go down, and come out
of the vent. Unlock the door in front of you, and run out to get
the shotgun. You're ready to kill :).
If you're being called: You will start by the shotgun. Get it.
Push the back of the cash register to your left when you turn
around. You will hear a " clicking " - go to the vending machines
in the dark area and get the 2 health atoms. Then, go back outside
and jump behind the cash registers to get a medikit. Go for the
steroids next. Then go inside to get the jetpack from behind that
wall ( take the large door closest to the steroids as an entrance
). You should get the RPG as well, but as you are at this point
you're ready for battle.
General Tactics
Movie set has a lot of health atoms. Outside there are 4 ( 3
behind a vending machine, 1 behind the poster ) and inside there
are 4 ( 1 in the air vent, 1 on crates in the room full of crates,
1 where the fire extinguisher was in the space room, and one on
top of a big wooden barrier / wall ). Try to dominate them. When
in a gunfight, be sure to get them before your opponent does,
while keeping in the fight. Tripbomb the places discussed earlier
( under tripbombs, in the weapon descriptions ) to cut off your
opponent.
When being chased it is possible to push open when running under a
door to close it behind your opponent, then escape into the air
vents, or alternatively jetpack above the door, then go back
through it and close it again ( even more annoying ).
The RPG can be quite effective, but overall this is another
shotgun orientated level, as are the best DM levels.
After spawning its best to survive by running around the air vents
with an RPG or shrinker until you are fully tooled up ( ie: you've
got all the necessary weapons / items ). As you have to go outside
for the shotgun and steroids, get them last.
FAHRENHEIT
If you're calling: either go for a quick kill or a slow kill.
Either way, the other guy should die. For a quick kill grab the
shotgun, get right on the edge of the wall on the roof, and jump
over the wall into the water. Get the shotgun there too, and shoot
them when they come into the water. For a slow kill firstly jump
of the roof, getting the shotgun in the process. Open the first
vertical moving door, get the armour, and jump onto the crates to
get the jetpack. Get a tripbomb from the room with the steroids
and nightvision in. Fly down to the door they will have to open to
gain access to the rest of the level. Lay the tripbomb there, then
lay a holoduke ( found on top of the fire engine ) about 3 metres
in front of the door, so that your opponent will see it when he
opens it. Fly up to the wall above the water, and perch there
waiting for your opponent to come out. Wait until you hear them
unlocking that first door, then fly down behind them. Once its
open, shoot them. They will be shooting the holoduke. They will
probably be knocked forward into the tripbomb, or panic and run
through it. Easy kill :).
If you're being called: two options. Either go into the water and
hope your opponent does'nt do either of the things described above
OR go straight for the door, unlock it, and run into the radio
station. Whoever receives the call on fahrenheit does not get a
good start position.
General Tactics
Hog the area. Lay lots of tripbombs as described earlier in the
guide. Do everything in your power to prevent them from getting on
equal terms (in respect of items and health) with you.
Use the shotgun primarily, and the RPG occasionally. Even the
devastator has it's uses. Steroids are crazy on this level, as
it's so confined. If you use them don't use an RPG as well, as you
may end up going splat :).
If you want to be cheap, get the shrinker ( from the water ) and
wait behind the curtain in the radio room. Or, lock yourself in
there, lay 2 tripbombs and about 10 pipebombs by the door, then
give obvious hints like using the microphone. When they open the
doors the tripbomb etc. will automatically go off. If you suspect
someone is using this on you, don't open the doors from the
centre, but open them from the side, ie: at an angle, so that
you're not in the blast radius of the tripbombs and pipebombs.
If being chased towards the fire station, go up the stairs then
turn left at the top to by the shotgun ammo. Or turn right at the
top, then go right again after going forward about 3 paces (
there's a sticking out bit to hide behind - you will see what I
mean ). Either of these will lose your opponent.
STADIUM
Hog the steroids, use the shotgun, don't forget about the medikit
and armour, but above all hog the steroids and use the shotgun.
Oh, and hog the health on the way. That's it :).
FREEWAY
If you're calling: Run straight onto the freeway. Get the jetpack
first from the skyscraper, then fly down to the medikit and
armour. Get the steroids, and fly over the police car to get the
shotgun ( don't walk, as it will explode ). Get the steroids on
the ledge, and top up on shotgun ammo. Wait for your opponent to
enter the freeway.
If you're being called: grab the rpg in the sewers, blow up the
crack at the other end, get the jetpack etc... fly up through the
pipe in the sewer ventilation thing to the main freeway, and hope
you make it to the ledge with the health atoms on first. PRAY you
make it there first, because if you don't... you die.. :).
General tactics
Dominate the area. Lay tripbombs as discussed earlier ( under
tripbombs in the weapon descriptons ) after getting a frag. Hog
the health atoms and steroids. When in a gunfight on the freeway,
be sure to get the atoms first. That's it; This is just a shotgun
fight level :). Oh, if you hear water noises and you're on the
freeway, chuck a couple of pipebombs down into the sewer :).
You need to plan out what you're going to do on a level before you
do it. Running around like a madman will get you somewhere, but
running around with a plan in your head will get you everywhere.
Use your intellegence to decide when to attack an opponent. Only
attack when 100% sure you've got everything you need to kill them.
Until then, avoid them.
Hope you've found this guide useful, and that it has improved your
skills somewhat. One boring Wednesday afternoon went into making
it, in the end. Im a quick typist :-).
NB: sorry, excuse any typing mistakes, I tried a spellcheck but
theres too many unrecognised words and I aint going through all of
them! :-).
Copyrights / permissions:
You MAY distribute this is any format as long as it remains
unaltered. Wherever it ends up, great. You may NOT make any kind
of money out of this file, by selling it, or whatever..... If you
want to use this guide as a basis for your own dukematch guide..
you can't. Use your own imagination :). If anyone wants to put
this on a magazine cover CD great. Just tell me first please!
HAVE FUN!!!!
-James McArthur A.K.A Phantom-uk
-PROUD member of TEAM LSD, the BEST dukers in the U.K.
DNGODLY - режим бессмертия
DNUNGODLY - выключить бессмертие
DNCORNHOLIO - режим бессмертия (ON/OFF)
DNKROZ - то-же самое
DNWARP - перейти на другой эпизод/уровень
DNSCOTTY - то-же самое
DNAMMO - полное количество боеприпасов
DNVIEW - вид на Дюка сзади
DNWEAPONS - все оружие
DNUNLOCK - открыть все двери
DNITEMS - хрень всякая (ключи, патроны,...)
DNSTUFF - то-же самое
DNRATE - количество кадров/в секунду (в левом верхнем углу)
DNSKILL - начать уровень снова со сложностью #
DNCLIP - проход сквозь стены
DNHYPER - включить режим "на стероидах"
DNENDING - закончить эпизод
DNCASHMAN - разбрасывать деньги по нажатию пробела
CraZy AnDrew !
1997
DNGODLY - режим бессмертия
DNUNGODLY - выключить бессмертие
DNCORNHOLIO - режим бессмертия (ON/OFF)
DNKROZ - то-же самое
DNWARP - перейти на другой эпизод/уровень
DNSCOTTY - то-же самое
DNAMMO - полное количество боеприпасов
DNVIEW - вид на Дюка сзади
DNWEAPONS - все оружие
DNUNLOCK - открыть все двери
DNITEMS - хрень всякая (ключи, патроны,...)
DNSTUFF - то-же самое
DNRATE - количество кадров/в секунду (в левом верхнем углу)
DNSKILL - начать уровень снова со сложностью #
DNCLIP - проход сквозь стены
DNHYPER - включить режим "на стероидах"
DNENDING - закончить эпизод
DNCASHMAN - разбрасывать деньги по нажатию пробела
CraZy AnDrew !
1997
Cheat Codes
While playing, type any of these codes to get the desired effect.
Code Effect
dnkroz God mode
dncornholio Same as above
dnhyper Instant steroids!
dnclip Walk through SOME walls
dnstuff All keys, ammo, weapons, and items
dnitems Full armor and all keys
dnkeys All keys
dnweapons All weapons and ammo
dndebug Just shows info, not needed...
dncoords Display coordinates
dnshowmap Display entire map
dnunlock Toggle all doors
dnscotty### Warp to episode #, level ##
dninventory All inventory
dnmonsters Toggle monsters on/off
dncashman Throw cash when spacebar ispressed
dnending End episode
dneat Full health
dnnuk Full ammo
dnskill # 0-nomonster 1-4 is skill level
dnview Same as F7
dnrate Displays frame rate
dncosmo Displays "Register Cosmo today!"
dnbeta Displays "Pirates Suck!"
dntime Displays a message
dntodd Displays a message
Exploding Pigs
This trick only works in the 4th episode (Plutonium Pack.) If you get behind a
pig cop tank you should see an atomic symbol. Run into it and press spacebar
to make the tank self-destruct. God Mode on "Damn I'm Good" Setting
Start a new game on the "Come Get Some" setting. Next, enter the god mode code
and start a new game in "Damn I'm Good" mode. Enjoy! Hidden Items
On the last level of the third episode, look up and you'll see a blimp that
says "Duf Beer." If you shoot it with your missle launcher, it will explode
and lots of ammo, health packs, and other helpful items will fall onto the
field. Multiple Pipebombs
To throw multiple pipebombs before detonating, throw a bomb, then press 6 and
throw another one. Continue to do this until you've placed enough. You can now
detonate them all. Be sure to get under cover first. Enough pipebombs can
cause a *lot* of damage.
Cheat Codes
While playing, type any of these codes to get the desired effect.
Code Effect
dnkroz God mode
dncornholio Same as above
dnhyper Instant steroids!
dnclip Walk through SOME walls
dnstuff All keys, ammo, weapons, and items
dnitems Full armor and all keys
dnkeys All keys
dnweapons All weapons and ammo
dndebug Just shows info, not needed...
dncoords Display coordinates
dnshowmap Display entire map
dnunlock Toggle all doors
dnscotty### Warp to episode #, level ##
dninventory All inventory
dnmonsters Toggle monsters on/off
dncashman Throw cash when spacebar ispressed
dnending End episode
dneat Full health
dnnuk Full ammo
dnskill # 0-nomonster 1-4 is skill level
dnview Same as F7
dnrate Displays frame rate
dncosmo Displays "Register Cosmo today!"
dnbeta Displays "Pirates Suck!"
dntime Displays a message
dntodd Displays a message
Exploding Pigs
This trick only works in the 4th episode (Plutonium Pack.) If you get behind a
pig cop tank you should see an atomic symbol. Run into it and press spacebar
to make the tank self-destruct. God Mode on "Damn I'm Good" Setting
Start a new game on the "Come Get Some" setting. Next, enter the god mode code
and start a new game in "Damn I'm Good" mode. Enjoy! Hidden Items
On the last level of the third episode, look up and you'll see a blimp that
says "Duf Beer." If you shoot it with your missle launcher, it will explode
and lots of ammo, health packs, and other helpful items will fall onto the
field. Multiple Pipebombs
To throw multiple pipebombs before detonating, throw a bomb, then press 6 and
throw another one. Continue to do this until you've placed enough. You can now
detonate them all. Be sure to get under cover first. Enough pipebombs can
cause a *lot* of damage.