Duke Nukem 3D

Duke Nukem 3D

16.10.2013 11:48:44
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| | | | | | | |/ / _ \ | \| | | | | |/ / _ \ '_ ` _ \ |_ \| | | |
| |_| | |_| | < __/ | |\ | |_| | < __/ | | | | | ___) | |_| |
|____/ \__,_|_|\_\___| |_| \_|\__,_|_|\_\___|_| |_| |_| |____/|____/

+--------------------------------------------------+
| GAME NAME : Duke Nukem 3D and Atomic Edition |
| FAQ NAME : Complete FAQ / Walkthrough |
| PLATFORM : PC / Macintosh |
| VERSION : 1.75 |
| DATE : 2005.08.19 |
| AUTHOR : Keith McLeod |
| E-MAIL : sturmtiger@gmail.com |
| COMPOSED WITH : Notepad 80 pt. |
+--------------------------------------------------+

GO100
+---------------------------+==================================================
| [01-00] Table of Contents |==================================================
+---------------------------+==================================================

This here is a rudimentary search engine that you can use to get to whatever
portion of the guide that you want to quickly. Simply copy the code of the
section using CTRL+C, open the Find Dialog function (CTRL+F) and then paste the
code (CTRL+V) and press ENTER. This will take you to the top of the section of
the guide which is most likely further divided in a similar fashion.

+---------+-------------------------------+-------+
| NUMBER | NAME | CODE |
+---------+-------------------------------+-------+
| [01-00] | Table of Contents | GO100 |
+---------+-------------------------------+-------+
| [02-00] | Introduction | GO200 |
| [02-01] | Abbreviations | GO210 |
| [02-02] | Getting Started in Duke 3D | GO220 |
| [02-03] | Controls | GO230 |
| [02-04] | Environmental Interactions | GO240 |
+---------+-------------------------------+-------+
| [03-00] | Pickups | GO300 |
| [03-01] | Recovery Pickups | GO310 |
| [03-02] | Useable Items | GO320 |
| [03-03] | Weapons and Ammo | GO330 |
+---------+-------------------------------+-------+
| [04-00] | Enemies | GO400 |
| [04-01] | Common Enemies | GO410 |
| [04-02] | Boss Enemies | GO420 |
+---------+-------------------------------+-------+
| [05-00] | Walkthrough | GO500 |
| [05-01] | L.A Meltdown | GO510 |
| [05-02] | Lunar Apocalypse | GO520 |
| [05-03] | Shrapnel City | GO530 |
| [05-04] | The Birth | GO540 |
+---------+-------------------------------+-------+
| [06-00] | Secrets | GO600 |
| [06-01] | Cheat Codes | GO610 |
| [06-02] | Separate Secrets List | GO620 |
| [06-03] | .CON Hacking | GO630 |
+---------+-------------------------------+-------+
| [07-00] | Duke Related Stuff | GO700 |
| [07-01] | Easter Eggs | GO710 |
| [07-02] | Other In Game Jokes | GO720 |
| [07-03] | Duke Speak | GO730 |
| [07-04] | Text Transcriptions | GO740 |
| [07-05] | Game Credits | GO750 |
| [07-06] | Game Music | GO760 |
| [07-07] | On the Atomic Edition Disc | GO770 |
| [07-08] | Unused Sprites | GO780 |
+---------+-------------------------------+-------+
| [08-00] | FAQs | GO800 |
+---------+-------------------------------+-------+
| [09-00] | LameDuke | GO900 |
| [09-01] | LameDuke Introduction | GO910 |
| [09-02] | LameDuke Controls | GO920 |
| [09-03] | LameDuke Weapons | GO930 |
| [09-04] | LameDuke Items | GO940 |
| [09-05] | LameDuke Enemies | GO950 |
| [09-06] | LameDuke Levels | GO960 |
| [09-07] | LameDuke Extras | GO970 |
+---------+-------------------------------+-------+
| [10-00] | FAQ Information and Copyright | G1000 |
| [10-01] | Version Information | G1010 |
| [10-02] | Credits | G1020 |
| [10-03] | Contacting Me | G1030 |
| [10-04] | Copyright | G1040 |
+---------+-------------------------------+-------+


GO200
+----------------------+=======================================================
| [02-00] Introduction |=======================================================
+----------------------+=======================================================

[02-00-00] Introduction
-----------------------

Welcome to this Duke Nukem 3D guide. For those not in the know, Duke Nukem 3D
is a legendary first person shooter that was one of the first to allow you to
experience your environment in true 3D, something that games like Doom and
Wolfenstein 3D were not able to do. Duke Nukem 3D had rooms ontop of rooms,
allowed you to jump, swim and look up and down. While these days this doesn't
mean too much, back in it's day it was revolutionary, so the respect that this
game gets isn't unwarranted.

Duke Nukem 3D has an expansion pack that was initially called the Plutonium Pak
(an individually released expansion set). It was recently re-released in an
Atomic Edition package with Duke Nukem 3D and a lot of extras on the CD. You can
explore the extras in Section 7. I have marked things exclusive to the Atomic
Edition with an asterisk (*).

I have tried my hardest to make all the main portions of the guide spoiler free
as I find that in any guide including spoilers in the main portion of the guide
detracts from the experience. However, there are many spoilers in the section
7 (this section includes transcripts of the endings of the games).

[02-00-01] What You Won't Find in This Guide
--------------------------------------------

This FAQ will cover most of the in game aspects Duke Nukem 3D. However, because
of my lack of knowledge on the subject and the relative obsolescence of this
game, I will probably not cover such issues as:

+ Technical problems (sound card issues, performance etc)
+ Compatibility with other systems
+ multiplayer (particularly TEN)
+ the "Build" engine
+ anything to do with DOS with relation to this game
+ player made and unofficial mods.

For an excellent FAQ that should cover most of your technical problems, go to
this link for a (slightly outdated) FAQ.

http://db.gamefaqs.com/computer/doswin/file/alt_games_duke3d.txt

[02-00-02] Language Warning
---------------------------

There is some coarse language in this guide. I personally don't swear in the
walkthrough, but I do have transcripts of some of the in game content. This
is primarily in the section 7, which is called "Duke Related Stuff". If you
are sensitive to this kind of thing, here is fair warning to you.


[02-00-03] Assumptions Made When Using This Guide
-------------------------------------------------

+ You are playing the game on the Come Get Some difficulty.
+ You are using the 1.5 patch (available at http://www.3drealms.com)

GO210
+-----------------------+
=| [02-01] Abbreviations |=====================================================
+-----------------------+

There will be many abbreviations in this guide in an attempt to cut down on
file size.

[02-01-01] Categorized Listing
------------------------------

PSTL - Pistol PA - Pistol Ammo
SGUN - Shotgun SHL - Shotgun Shells
CGUN - Chaingun Cannon CA - Chaingun Cannon Ammo
RPG - Rocket Propelled Grenade RPGA - RPG ammo
PB - Pipebomb SHA - Shrinker Ammo
SRAY - Shrinker DVA - Devastator Ammo
DV - Devastator FZRA - Freezer Ammo
LTB - Laser Tripbomb
FZR - Freezer
MFT - Duke's Mighty Foot

PMED - Portable Medikit BA - Body Armor
STR - Steroids LK - Large Medikit
HDK - Holoduke SK - Small Medikit
JP - Jetpack AH - Atomic Health
GOG - Nightvision Goggles RK - Red Key
SCG - Scuba Gear BK - Blue Key
BTS - Boots YK - Yellow Key

TRP - Assault Trooper BLRD - Battlelord
CAP - Assault Captain OLRD - Overlord
PIG - Pig Cop CE - Cycloid Emperor
OB - Octabrain
ENF - Enforcer
RPV - Recon Patrol Vehicle FF - Forcefield
SDRN - Sentry Drone TP - Teleport Pad
COM - Assault Commander
PROT - Protozoid Slimer
MG - Mounted Gun
SRK - Shark

Atomic Edition Abbreviations

ADRN - Alien Drone
PIGT - Pig Tank
AQ - The Alien Queen
ERAY - Expander
EXA - Expander Ammo


[02-01-02] Alphabetical Listing
-------------------------------

+------------------------------+-----------------------------------+
| ADRN - Alien Drone | OB - Octabrain |
| AQ - Alien Queen | OLRD - Overlord |
| AH - Atomic Health | PA - Pistol Ammo |
| BA - Body Armor | PB - Pipebomb |
| BK - Blue Key | PIG - Pig Cop |
| BLRD - Battle Lord | PIGT - Pig Tank |
| BTS - Boots | PMED - Portable Medikit |
| CA - Chaingun Cannon Ammo | PROT - Protozoid Slimer |
| CE - Cycloid Emperor | PREG - Protozoid Slimer Egg |
| CAP - Captain | PSTL - Pistol |
| CGUN - Chaingun Cannon | RPG - Rocket Propelled Grenade |
| COM - Commander | RPGA - RPG Ammo |
| DV - Devastator | RPV - Recon Patrol Vehicle |
| DVA - Devastator Ammo | RK - Red Key |
| ENF - Enforcer | SCG - Scuba Gear |
| ERAY - Expander | SDRN - Sentry Drone |
| EXA - Expander Ammo | SGUN - Shotgun |
| FF - Forcefield | SHA - Shrinker Ammo |
| FRZ - Freezer | SHL - Shotgun Shells |
| FZRA - Freezer Ammo | SK - Small Medikit |
| GOG - Nightvision Goggles | SRAY - Shrinker |
| HDK - Holoduke | SRK - Shark |
| JP - Jetpack | STR - Steroids |
| LK - Large Medikit | TP - Teleport Pad |
| LTB - Laser Tripbomb | TRP - Trooper |
| MFT - Duke's Mighty Foot | YK - Yellow Key |
| MG - Mounted Gun | |
+------------------------------+-----------------------------------+


[02-01-03] Miscellaneous Nomenclature
-------------------------------------

Whenever I say "use" something in the guide, I mean go up to the object and hit
the "Use" key on the keyboard.

"O" is when a switch should be turned OFF.
"X" is when a switch should be depressed / turned on etc.

GO220
+------------------------------------------+
=| [02-02] Getting Started in Duke Nukem 3D |==================================
+------------------------------------------+

The Main Menu
---------------

After the introduction movies, you will be sent to the main menu of the game.
The following is a description of the menus and sub menus that you will
encounter.

You will encounter two different menu screens. The main menu screen (the one
that you will see if you are not currently playing) is what this section will
deal with. The other screen is when you are currently playing the game and will
be covered next.


[02-02-01] NEW GAME
--------------------

Starts a New Game. You will then be prompted to select an Episode to play and
then a Difficulty to play on.

EPISODES
--------
L.A MELTDOWN (this is the only episode that comes with the shareware).
LUNAR APOCALYPSE
SHRAPNEL CITY
THE BIRTH (the new episode that comes with the Plutonium Pak. Already
included in the Atomic Edition.

DIFFICULTY
----------
PIECE OF CAKE
Easiest difficulty. Fewer enemies.
LET'S ROCK
Normal difficulty. Average amount of enemies.
COME GET SOME
Hard difficulty. Large amount of enemies.
DAMN I'M GOOD
Hardest difficulty. Same amount of enemies as COME GET SOME difficulty.
Enemies respawn if they have a corpse (they will come back to life). See
it's section for more information on this difficulty.

Note that the only real difference between the first three difficulties is the
number of enemies that you have to fight, the damage that the enemies deal are
still the same throughout the episodes.

DAMN, I'M GOOD
--------------

This is the NIGHTMARE difficulty of Duke 3D. Besides having all the enemies
that you would find in COME GET SOME, there are some other things that make
this difficulty unique.
+ Cheat codes are unusable: When ever you type "DN", the game will cancel the
cheat and give you a message that says "You're too good to be cheating!"
+ Non-boss enemies that have a corpse respawn (come back to life) on the
place that they died. The enemies that can respawn are TRP, CAP, PIG, ENF,
COM, OB, BLRD (non boss).


[02-02-02] PLAY ON TEN
----------------------

Back in this game's heyday this would have connected you to TEN, or the Total
Entertainment Network, where gamers could collaborate in various forms of
Dukematch. Sadly, TEN was shut down.

[02-02-03] OPTIONS
------------------

In this section I will attempt to describe, to the best of my ability, the
options in this game.

DETAIL (High or Low)
Increases or decreases the detail of the graphics in the games, and it can
proportionally increase or decrease the speed of the game on older machines.

SHADOWS (On or Off)
Turns the shadows in the game on or off, can make the game run smoother on
older machines.

SCREEN TILTING (On or Off)
Alright, now I'm fairly sure of what this option does. When using the "Look
Left" or "Look Right" on the keyboard, with this option turned on, the screen
will actually tilt a bit. If the option was turned off, when you would press
the key you would see what you would acutally have seen if you were standing
where you are currently looking. Thanks to Jacek D. for this part of Screen
Tilting.

Additionally, when you die, usually you are simply facing your killer, but
with this option on, you will have a tilt in your screen. These two features
make the game more realistic.

There may be more things in this game that involve tiltilng the screen. If
you think that you have found something, simply open up the menu and toggle
it on and off, the screen will change accordingly.

SCREEN SIZE (Scroll Bar)
Increase or decrease the screen size; left is smaller and right is larger.

The default screen size shows the status bar and the full screen onto of it.
It doesn't compress the screen either, but it cuts out the bottom part of the
weapon art, so you will actually be missing out on the total animation. After
you become accustomed to the menu or you just want to see the full weapon art,
then put the screen size to the maximum.

If you are going to make the screen size smaller, a frame will appear around
the game environment, making it smaller with each notch on the scroll bar.

BRIGHTNESS (Scroll Bar)
Increases or decreases the gamma (brightness level) of the game. Left is
darker, right is brighter.

This is used to change brightness levels depending on either the user's
preferences or the current status of the monitor; the default value should
suffice for a properly configured monitor.

MOUSE SENSITIVITY (Scroll Bar)
Increases or decreases how sensitive the mouse is. Left is less sensitive,
right is more sensitive.

This modifies how fast the mouse moves in game, if you are using it. You may
be able to configure this through other means (some not in game).

MOUSE AIMING FLIP (On or Off)
Triggers if when moving the mouse towards the screen, it goes up in the game
and vice versa. If you are used to flight sims or something, or you just have
a preference for having your aiming axis switched, then toggle this.

If off, moving the mouse towards the monitor will cause you to look down and
away from the monitor will cause you to look up. If on, when the mouse is
moving towards the screen you will look up and when you move away from the
screen you will look down.

RECORD (On or Off)
Starts a recording session if turned on (it's easier to record games from the
command prompt, however).

SOUNDS
------

SOUND (On or Off)
Turns the sound in the game on or off.

MUSIC (On or Off)
Turns the MIDI music in the game on or off.

SOUND VOLUME (Scroll Bar)
Modifies the volume level of the sounds in the game.

MUSIC VOLUME (Scroll Bar)
Modifies the volume level of the music in the game.

DUKE TALK (On or Off)
Toggles if Duke talks or not in the game. Also stops Duke from doing stuff if
you stand still for too long.

AMBIENCE (On or Off)
Turns off the extra background sounds in the game but leaves on sounds that
come from objects.

FLIP STEREO (On or Off)
Flips the sound channels that are going to your left and right speakers
to go to right and left ones instead, respectively.

PARENTAL LOCK
-------------

ADULT MODE (On or Off)
Used to censor the stuff that makes Duke an adult game and makes it fairly
suitable for younger kids.

If turned off, it disables all graphics of females, all violent sprites (such
as the blood that comes out of enemies when they get shot, body parts of
enemies when they are blown up, unnecessary blood stains on walls and other
violent stuff like that) and turns off all the sound files that have Duke
swearing or making vulgar comments etc, disables "Remote Ridicule", turns
off the endings.

ENTER PASSWORD
Allows you to enter a password to restrict access to turning on the Adult
Mode.

You have to be on the adult mode to make the password. You can enter up to
19 characters. If you enter nothing, then there will be no passwords required.

To take off a password if you are in the normal mode, enter the password and
then choose the Enter Password option a second time. Enter nothing in that
field and then the password will be removed.



[02-02-04] LOAD GAME
--------------------

Brings you to a screen where you can choose one of the ten possible saved games
and load it to restart from your last saved position.


[02-02-05] HELP
---------------

Brings up two screens; the first is the story of Duke Nukem and the second is
a listing of all the default key settings of Duke Nukem 3D (both of these are
detailed later on). You can scroll through the two screens by pressing Enter or
Space.


[02-02-06] CREDITS
------------------

Brings up a few screens of credits that you can scroll through using Enter or
space (see the Credits section for a transcription of this).


[02-02-07] QUIT
---------------

Terminates the game, and exits you to the DOS prompt with an exiting splash
screen.


In Game Menu
-------------

Pressing ESC in game will bring up a menu similar to the above but with some
changes, as detailed below.


[02-02-08] NEW GAME
-------------------

See 02-02-01


[02-02-09] SAVE GAME
--------------------

Brings you up to a screen where you can save your game in any of the ten slots
there. Each save game slot also has a picture file that is saved with it to
show the region where you played last.

To save your game, choose the slot that you want to save your game on and press
enter. If there was a game saved previously, then it will ask you if you want
to overwrite it (Yes or No). Then, type in a maximum of 19 characters to
identify the file and press Enter. The game has now been saved.


[02-02-10] LOAD GAME
--------------------

See 02-02-04.


[02-02-11] OPTIONS
------------------

See 02-02-03.

Note that in game, you can't begin a recording session.

[02-02-12] HELP
---------------

See 02-02-05.

[02-02-13] QUIT TO TITLE
------------------------

Quits the current game you are playing (without saving it) and returns you to
the title screen.

[02-02-14] QUIT
---------------

See 02-02-07.

GO230
+----------------------+
=| [02-03] Game Controls|======================================================
+----------------------+


[02-03-01] Default Controls
---------------------------
These are the default controls that the game comes with. You can change the
controls through the setup.exe if you wish.

Movement
--------
A: Jump
Z: Duck

Arrows : Move
Shift : Run
CapsLock : Run Lock
Alt : Strafe (Using Left and Right)
',' and '.': Left Strafe and Right Strafe
Ctrl : Fire
SpaceBar : Use (something in the environment)
Backspace : Spin around 180 degrees

Item Keys
---------
H: Holoduke
J: JetPack
N: Nightvision
M: Medkit
R: Steroids

ENTER : Use item
[ or ] : Scroll through items

Weapon Keys:
------------

1: Quick Kick
2: Mighty Foot
3: Pistol
4: Shotgun
5: Chaingun Cannon
6: RPG
7: Pipebomb
8: Shrink Ray
9: Devastator
0: Laser Trip Bomb

";" and "'" : Scroll through Weapons
ScrLock : Holster Weapon

Looking Around
--------------

PgUp/PgDn : Look up or down
Home / End : Aim up or down
Keypad 5 : Center View
Ins/Del : Look Left or Right

Map
---

- , + : Zoom in and out
F : Follow map mode
TAB : Change map layer or exit the map.

Function Keys:
--------------

F1 : Help
F2 : Save
F3 : Load
F4 : Sound / Music
F5 : Select Music
F6 : Quick Save
F7 : Third Person View
F8 : Toggle Messages
F9 : Quick Load
F10: Quit Game
F11: Select Brightness
F12: Save Screenshot (PCX)

Misc Keys
---------

- or + : Resize the Screen
U : Toggle Mouse Aiming
I : Toggle Crosshairs
TAB : Toggle Map

Multiplay
---------

T: Send message
W: Show opponent's weapon
K: Show Co-Op view

SHIFT + Function : Send text macro
ALT + Function Key: Send sound macro (remote ridicule)


GO240
+------------------------------------+
=| [02-04] Environmental Interactions |========================================
+------------------------------------+

Duke Nukem 3D is a large game with a lot to do in it. You can interact with the
environment in various ways.

+---------------------------------------+
| Environmental Interaction Code |
+---------------------------------------+
| Babes--------------------------GO2401 |
| Breakable Stuff----------------GO2402 |
| Explodables--------------------GO2403 |
| Teleportation Pads-------------GO2404 |
| Toilets and Water Sprays-------GO2405 |
| Vents--------------------------GO2406 |
| Cracks-------------------------GO2407 |
| Switches-----------------------GO2408 |
| Cameras and Monitors-----------GO2409 |
| Indestructable Guns------------GO2410 |
| Environmental Damage Sources---GO2411 |
| Forcefields--------------------GO2412 |
| Mirrors------------------------GO2413 |
| Water--------------------------GO2414 |
| Exit Symbols-------------------GO2415 |
| Claws--------------------------GO2416 |
+---------------------------------------+

-------------------------------------------------------------------------------
[02-04-01] Babes - GO2401
-------------------------------------------------------------------------------

You will see these women all around your travels in this game. If you talk to
the non-alienized babes, you can give them money and talk to them. Some of the
strippers will also flash you (however they have tassels ;)). The alienized
babes will ask you to kill them, which is slightly less sexy.

In any case, killing a babe is not advisable. Doing so will often warp an
enemy, which is usually a TRP, CAP, or OB but other enemies can come to (in
some situations, a BLRD!). A slight exception to this is when babes are
concealing items that you need, but there are only a few situations in the game
that you need to do that.

-------------------------------------------------------------------------------
[02-04-02] Breakable Stuff - GO2402
-------------------------------------------------------------------------------

There are many objects in this game that are breakable with your weapons. Pots,
plates, computer screens, trees, signs and so forth. This usually doesn't
affect the course of the game to a great extent but makes things interesting!
Blowing up metal trashcans sometimes yields useful itesm so be sure to take
them out with the MFT whenever you seem them.

There are various degrees of toughness in the game for items that can be blown
up. For example, clocks, plants, computers and other things only require one
hit from anything for it to be destroyed. Other things, like the dolphin in the
Shop-N-Go level or babes require more to destroy them. Some stuff can only be
destroyed by explosives. Signs, like the Parking sign in Hollywood Holocaust
level, palm trees, and rubber garbage cans require a blast from an explosive
weapon for them to be destroyed completely. Try destroying everything, it makes
the game far more interesting!

-------------------------------------------------------------------------------
[02-04-03] Explodables - GO2403
-------------------------------------------------------------------------------

These are things that when shot make an explosion. Explosions can destroy walls
and hurt both yourself and enemies. The most common explosive is in the form of
a tall orange canister, but there are others that you will encounter such as a
barrel. You can shoot individual pipebombs with any weapon for a similar effect
(sometimes you'll find pipebombs just sitting around, "neutral" is what I like
to call them because enemies can actually blow them up too!


-------------------------------------------------------------------------------
[02-04-04] Teleportation Pads - GO2404
-------------------------------------------------------------------------------

These are square pads with a white beam in the middle that will transport you
to another location on the map. You can shoot weapons with the Projectile
quality through the teleporters and throw PBs through them as well. PBs can be
detonated after they are sent through. Enemies that fire projectile weapons can
use this as well (though they won't if you have already passed through).

You can "tele-frag" in this game. By that I mean if someone is occupying the
space that you would occupy if you went trough the teleporter, you will kill
that character occupying the space. Fairly useful and funny in deathmatch but
difficult to exploit to it's full potential.

-------------------------------------------------------------------------------
[02-04-05] Toilets and Water - GO2405
-------------------------------------------------------------------------------

Toilets and urinals can be used to recover health (+10 health if your health is
less than 100). However, when you are using them, you are left open to enemy
fire. The appliance being employed can be destroyed if it was in use, however
it's functionality will not be affected until you stop using it. You can only
use any toilet or urinal once per level, you will hear a flush sound if you
have used it already.

When a toilet, fire hydrant or urinal is broken, a stream of water will spray
forth from it. "Using" the water will give you a steady stream of health (up to
100) of about 1 Health per second. Streams of water can also be found by
themselves. You can gain an infinite amount of health this way.

You can "use" the various water fountains that are scattered about for a
similar effect, or you can break them to get a stream of water just like the
stuff above.

-------------------------------------------------------------------------------
[02-04-06] Vents - GO2406
-------------------------------------------------------------------------------

You will often come across grates in the wall that are breakable. Sometimes,
these are essential to completing a level while at other times they simply
lead to other areas or secret rooms. You can break them in one shot with
any weapon. There are also ceiling and wall fans in the game that can be broken
in the same fashion. Typically you are forced to crouch down in the vent but
they can be of any size once you enter.

-------------------------------------------------------------------------------
[02-04-07] Cracks - GO2407
-------------------------------------------------------------------------------

Cracks in the wall almost always signify either a secret area or a pathway onto
a new area of the level. Any weapon with the explosive quality can destroy a
cracked surface, as well as explosive environmental sources and enemies that
employ explosive weapons.

Once in a while you may run into the art for a crack in the wall, but when
firing at it the surface will not explode. These cracks are for decoration only
however they are fairly rare.

-------------------------------------------------------------------------------
[02-04-08] Switches - GO2408
-------------------------------------------------------------------------------

Switches are an integral part of this game because they allow for access to
different portions of the level, often required for completing them Switches
come in all different shapes and sizes. There are two main types of switches,
lever and button. Both switches can be toggled by approaching them and pressing
the use key, however button switches can be toggled by firing a weapon with
bullets at it. Generally switches don't blend into walls so they can be
determined easily.

Key card switches are the most important switches in the game. They are colored
and require a key of matching color to toggle them.

There are some groups of switches in the game that require that they are
pressed in a special order. These usually guard doors that are essential to
level completion. In this guide, the combinations for using these switches are
given from left to right or up to down depending on the order of the switches.
Note that you don't have to press them in a certain order, you can press them
down in any order as long as the final result is the correct combination. For
example, if the combination for a key card was X O X O, you could press the
first switch first and the third switch second, or vice versa, or you could
turn on any of the untouched switches any number of times.

"O" is for a switch that is left alone in the "off" position.
"X" is for a switch that is turned on, depressed etc in the "on" position.


-------------------------------------------------------------------------------
[02-04-09] Cameras and Monitors - GO2409
-------------------------------------------------------------------------------

Cameras are devices that allow you to see in future parts of the level.
Cameras are littered amongst many levels, often in corners of areas. Cameras
can also move back and forth, you will see their range if you look at them.
Monitors can be used to see what the cameras see. They are dark black with
green text and they can't be broken, as they have a purple forcefield
surrounding them. By using the monitor, you can scroll through the various
cameras in the level.

By using the monitors, you can scout out future rooms in the level or see if
anything has changed in the old ones. There are also some special monitors that
display messages or singular unique images. When you leave a monitor, the
image that the monitor was displaying is left on the monitor, you can still see
what the camera sees if you are not actively "using" the monitor. Note that
you are vulnerable to enemy fire if you are using the monitor.

You can detonate pibebombs when you are using a monitor, and this can be good
if you are setting traps for enemies in the game, or particularly useful for
DukeMatch. Always be careful approaching a PB in DukeMatch!

Messages on monitors are typically displayed in other rooms in the level, that
is, if there is a message about something in a level, then the actual, physical
message will be somewhere else in the level. You can find this out by using
DNCLIP and DNSHOWMAP and wandering about the level. These rooms are never
"normally" accessible without cheating.

-------------------------------------------------------------------------------
[02-04-10] Indestructible Guns - GO2410
-------------------------------------------------------------------------------

Besides the destructible mounted guns (MG) in the game that are treated as
monsters, there are various indestructible and neutral gun emplacements that
fire bursts at a predetermined rate. The guns can shoot either bursts dealing
physical damage or shrink rays. In any case like the name of this section
implies these guns cannot be destroyed or damaged in any way. However you can
use them to your advantage by luring an enemy in front of them, or by using an
aspect of the physical environment to effectively neuter them.
.0
-------------------------------------------------------------------------------
[02-04-11] Environmental Damage Sources - GO2411
-------------------------------------------------------------------------------

There are some things in the game that can do damage to you if you touch them.
These include lightning bolts, fire, etc. There are also some parts of the
ground that, if you step on them, you will take damage. This includes acid,
lava, and electricity conducting floors. You can prevent this damage by using
BTS, but using the JP or jumping whilst on the acid can prevent or minimize
this damage.

You can be squished by various things in the game too, including rotating
walls, compressing doors, and things like big pistons and so forth. These will
cause you (and many other enemies) instant death. You can also get squished by
things that shouldn't squish you (revolving doors and so forth). Carts and
other fast moving things can kill you. And if you fall from high places, you
will take damage (if you fall from a very high place, you can die instantly).
Doors can also crush enemies (but not you that easily).

There are also little electric outlets on the walls near the floor. You can
"use" the outlets near the floor, and you will take 1 damage each time.


* New to the Atomic Edition is a very nasty "Hyper Acid" that will kill you
extremely fast and just eat through BTS quickly. You take damage even if you
are jumping on the acid or using the JP. This stuff can kill you in about 5
seconds flat. Lucky for you it only appears in a couple levels, Direlict and
the last level where you fight the AQ. Be very careful around this stuff!
-------------------------------------------------------------------------------
[02-04-12] Forcefields - GO2412
-------------------------------------------------------------------------------

Forcefields are one of the key obstacles in Duke 3D as they generally block of
access to key parts of a level. They are often able to be toggled by a switch
or combination of some sort. The functionality of the forcefields differ with
the color of it. Some may cause damage to you, these are usually green or
blue colored. Others are purple and are generally harmless. Some areas may not
have a visible forcefield, but become apparent when you either touch or fire at
it; usually these are also harmless and are just used as barriers to prevent
movement into areas like Space.

Forcefields prevent all fire, enemy or yours, from penetrating them. However,
you can exploit forcefields a bit. Enemies will shoot at you behind a force
field, but will get prevented by the forcefield. If the enemies are close to a
forcefield, they can be hit by things with a blast radius, but the most
recommended gun for this is the RPG. It can be useful but is limited to only a
few situations. Enemies like the COM and the BLRD can damage allies if they hit
the FF with splash damage and other enemies are behind there, so take these
tactics into consideration as well.

-------------------------------------------------------------------------------
[02-04-13] Mirrors - GO2413
-------------------------------------------------------------------------------

Mirrors are in a few levels in the game, showing a mirror image of Duke and
his surroundings and mimicking his movements to a degree. The other function
of mirrors is that they reflect shrink rays, either yours, a ADRN's or a
mounted emplacement's. This allows you to shrink yourself, in order to get to
either progress with a level or get to a secret area. Of course, you can use
mirrors to scout out the area where the mirror is reflecting.

If, for some reason, you dislike mirrors they can be destroyed with an explosion
or by throwing a PB at the mirror (the PB doesn't need to be detonated). What
remains will typically be a shattered mirror against a wooden board.


-------------------------------------------------------------------------------
[02-04-14] Water - GO2414
-------------------------------------------------------------------------------

Water is around in many levels, and in some it is required that you submerge in
them to progress. You don't have to submerge right away, you can stay "afloat"
and have full capability. You'll know when you go underwater because the screen
tint changes to blue. You can leap out of the water onto surfaces close to
the ground / water interface by using the jump key when you are in this
"wading" mode. To dive underwater use the crouch key, and then you can navigate
as if you had full range of motion (see below).

Underwater you can use all your weapons, however, the way some of them work is
changed a little bit (see below).

+ The biggest change is that you will start taking damage if you stay under
the water for too long. You can prevent this damage by either surfacing for
a second or getting the scuba gear (SCG). You can die by staying underwater
for too long, so keep an eye on your health. On a side note, enemies don't
get hurt by staying underwater for too long.
+ You have free range of motion underwater. This means that you can go up and
down, left and right as long as you are in water. This of course means that
you can't use your Jetpack (well, you can turn it on, but it doesn't do
anything. Also, you can't go underwater with the JP turned on).
+ Weapon functionality changes underwater.
The PB, when thrown, falls to the ground slower than it does on land.
The RPG's missile slows down underwater.
The DV's missiles slow down underwater.
+ There are some aesthetic changes as well.
The LTB laser is green underwater instead of red.
Bullet casings from the CGUN, SGUN, and PSTL fall to the ground slower.

As noted above, monsters don't take damage if they are underwater for too long.
Behavior of the monsters underwater changes for some of them, however, as noted
below:

The TRP and CAP are constantly on their JP underwater and thus have free range
of motion, though it can't emerge from the water.
The PIG can't go underwater, but it does stay on the surface and walks around,
able to attack you. Same with the PIGT.
The ENF can go underwater and stays at the bottom. It can jump as high as it
can on land.
The OB is designed for underwater it seems. It has free range of motion just
like it does on land, though it can't emerge from the water.
The ADRN can go underwater and stays on the bottom. It can jump higher than
it could on land and can use it's shrink ray, too.
PROT are like they are on land, including how they negotiate the floor /
surface aspect. However in this case the PROT latch onto the surface of the
water, i.e. the media between the air and the water. They are still underwater
in this case, it just seems a little weird if you think about it.
The bosses can move freely underwater as well.

If the enemies aren't noted here, they can't "naturally" go underwater, and
then I assume that they don't do anything different if they were placed in it
via mapmaking or some such thing.

If an enemy can go underwater (not just on the surface like a PIG) then they
can't come back out again.

In a few instances you can swim in acid pools. You won't take acid damage if
you submerge in the water but you can still drown... curious indeed, especially
when you consider that you can walk on the acid and still take damage.

In some levels there is a trap underground that looks like a mine attached to
a chain that is dangling up from the ground. This is an underwater mine and
blows up if you shoot it with any weapon. If you run into it or shoot it, the
mine explodes and deals damage to anything within it's blast radius (about
the equivalent to exploding a canister).

-------------------------------------------------------------------------------
[02-04-15] Exit Symbols - GO2415
-------------------------------------------------------------------------------

These symbols are large circular shaped "radiation" symbols that are mounted on
walls.

Exit symbols end the level you are in. After one is pressed (using the Use key)
you are shown a statistics screen and then transported to the next level in the
game. The animation for hitting the exit symbol leaves you vulnerable for a
moment so you should consider killing most threats around you if you are at low
health.

Green exit symbols signify entrances to secret levels. These are rare and are
only in a few levels of the game. In a secret level these symbols act as
standard exit symbols and take you to the level that you would have gone to
if you had hit the exit symbol in the previous level.

Note that not all levels require you to hit an exit symbol to pass the level -
some levels, like the Red Light District, end when you simply enter a certain
room in the level. All levels with boss monsters end when the boss is killed.
If there is more than one boss then it will end when the first boss is killed.


-------------------------------------------------------------------------------
[02-04-16] Claws - GO2416
-------------------------------------------------------------------------------

These devices are large, claw-like machines that will pick you up and transport
you to a place that would otherwise be unavzilable to you. Stand on the area
below the claw, it is usually marked in some way. You will then hear Duke grunt
and you will be transported to a new area. While in a claw, you can't traverse
your view, that is, you can't move about in the crane. You can still shoot but
only directly ahead, up and down. You can't turn around or shoot to the left
and right, which can be a problem if a mischevious level designer decides to
slap a LTB in the path of the claw. Watch out for stuff like that.

I don't believe that you can damage claws. If you are currently being carried
by one and shoot an RPG directly up at yourself several times, you will start
bouncing (this is most easily done in God mode :) ) but I think that is more
because of the explosion impact rather than the crane breaking.

Claws can carry all sorts of things, not just you. Environmental stuff like
barrels can be picked up by the claws, and corpses are also fair game. A
potentially useful feature of the claws are that they can pick up pipebombs
that you drop on their pickup pad. They will then drop them wherever you would
land if you did take the crane... good to clear out future areas!





GO300
+-----------------+============================================================
| [03-00] Pickups |============================================================
+-----------------+============================================================

Some Abbreviations unique to this section:

CH - Current Health H - Health
s - second BA - Body Armor


Recovery Pickups
----------------

Name (Abbreviation) : Required Range of Health; Recovery
Physical description of Item

Useable Items
-------------

- Name (Abbreviation) (Rate of Use) Type of Use
- Physical Description

- Effects and Uses

Types of Useable Items:
MULTI USE : Can be used more than once; can be turned on and off.
SINGLE USE : Consumed once until all 100% of energy is gone.
AUTO USE : Turns on when needed.


GO310
+-------------------------+
=| [03-01] Recovery Pickups|===================================================
+-------------------------+

+---------------------------------------+
| Recovery Pickup Name Code |
+---------------------------------------+
| Small Medikit------------------GO3101 |
| Large Medikit------------------GO3102 |
| Atomic Health------------------GO3103 |
| Body Armor---------------------GO3104 |
+---------------------------------------+

-------------------------------------------------------------------------------
01. Small Medikit (SK) : 0 < CH < 100 ; + 10 H - GO3101
-------------------------------------------------------------------------------
A square with a red cross in the middle. Often found in sets, these small
kits recover 10 health.

-------------------------------------------------------------------------------
02. Large Medikit (LK) : 0 < CH < 100 ; + 30 H - GO3102
-------------------------------------------------------------------------------
A bottle with a red cross in the middle. Useful although if you have more than
70 health it may be a bit of a waste, as it recovers 30 health.

-------------------------------------------------------------------------------
03. Atomic Health (AH) : 0 < CH < 200 ; + 50 H - GO3103
-------------------------------------------------------------------------------
An atom with a red centre and blue electron layers. A treasured item, this is
the only health pickup that can increase your health to over 100%, thereby
making you particularly difficult to kill. Stops when your health total
reaches 200%.

-------------------------------------------------------------------------------
04. Body Armor (BA) : BA < 100, +100 BA - GO3104
-------------------------------------------------------------------------------
(PIG: Used Body Armor; BA < 100, +75 or +50 BA)

A grey thick shirt. Acting as a buffer of sorts, this armor takes a percentage
of the damage from incoming blows and redirects it to it's own total. Decked
out in armor and full health you can take quite a bit of punishment. In fact,
you can replenish lost armor by killing PIGs and taking their armor that they
randomly drop (since the armor is used it doesn't recover 100% of the armor).
Armor helps prevent damage from damaging surfaces such as acid or lava if you
don't have BTS (you still take damage though).

Note that armor doesn't protect against death; you can have 90% armor left but
if you only have 5 health left you are probably going to die when you take
damage.

GO320
+-----------------------+
=| [03-02] Useable Items |=====================================================
+-----------------------+


+---------------------------------------+
| Useable Item Name Code |
+---------------------------------------+
| Portable Medikit---------------GO3201 |
| Steroids-----------------------GO3202 |
| Holoduke-----------------------GO3203 |
| Jetpack------------------------GO3204 |
| Nightvision Goggles------------GO3205 |
| Scuba Gear---------------------GO3206 |
| Protective Boots---------------GO3207 |
+---------------------------------------+

-------------------------------------------------------------------------------
01. Portable Medikit (PMED) (1%/H) Multi Use - GO3201
-------------------------------------------------------------------------------

Looks like a white briefcase with a red cross in the middle.

The Medikit recovers your health to 100% when you use it. However this is
limited by the amount of energy that the PMED has left. The medikit starts at
100% energy and is decreased every time 1 health is recovered by 1%. If you
try to heal more health than the % of energy that is remaining in the PMED
the PMED will simply recover whatever is remaining in the PMED and then be
removed from your inventory.

Be wise when using the PMED and getting other health pickups. For example, if
there is a LK nearby don't use the PMED to recover you're health. Conversely,
it would be prudent to fill your health up before getting an AH, this would
maximize your health potential before going into battle.

-------------------------------------------------------------------------------
02. Steroids (STR) (5%/s) Single Use - GO3201
-------------------------------------------------------------------------------

Looks like a little pill bottle with a white label.

Steriods increase both your speed and the damage done by your Mighty Boot. Few
situations in the game warrant the use of the Steriods, however if you are out
of ammunition then you can dispatch strong enemies rather quickly and weaker
enemies like PIG and ENF quite effectively. Also some secrets and puzzles in
the game require speed so this can be used in those situations as well; when
you are hopped up on Steroids you can increase the distance that you jump
if you go off a cliff or something, it's good to reach other areas that aren't
normally accessible.

Steriods can return you to your original size if you are shrunk. If you have
been shrunk by an ADRN or a neutral shrinker (or you accidentally shrink
yourself by shooting a SRAY round into a mirror) the STR will cause you to
return to regular size (the regular benefits of the STR still apply for the
normal time). This is a particularly useful feature - probably more so than
the other functions of the STR - as it allows you to avoid getting stepped on
by full sized enemies (instant death).

-------------------------------------------------------------------------------
03. Holoduke (HDK) (1%/s) Multi Use - GO3201
-------------------------------------------------------------------------------

Looks like a small translucent image of Duke.

The Holoduke creates a life size image of Duke to distract your enemies. The
Holoduke is difficult to use effectively in single player. Sometimes the
enemies will fire at the HDK if they are closer to it than to you. However
it is better to use this item in Dukematch because it is nearly impossible to
differentiate Duke from a HDK (that is, if both are standing still). That
being said the HDK isn't mobile but will return to you no matter how far you
are away from it if you still have it on. The HDK is immune to all forms of
damage.

If you are looking to use this effectively, go into a room with a large amount
of enemies, shove this out near the entrance to the room, and then exit the
room from the door you came. There is a good chance that the enemies will get
stuck up on the holoduke, giving you ample time to blast them away with
whatever weapon that you are currently employing.

When you drop a HDK it will be in the position that it would be if you were
doing "noting", that is, no jetpack, not jumping or crouching. This means that
you can place it underwater and Duke will look like he's swimming and not
crouching. If you decide to place the HDK while you are swimming on the
surface of the water, it will look like Duke is halfway in the water and
halfway out, as if you were wading through the water. If you release it in the
air, whether JP'ing or otherwise, the HDK will actually make a falling
animation -come to think of it, that could be pretty useful in a Dukematch -
and then stop when he comes to the ground, using the standing animation. Other
than that, it'll simply stand still. The problem with this is that in places
where Duke can't stand up the HDK will, pointing through the ceiling.

The HDK will interact with certain aspects of the enivironment, for example,
it will go up and down elevators if the corresponding toggle is triggered,
and it will fall down the pit if placed over a manhole which is subsequently
broken. However, it won't move on a conveyor belt, nor will it get picked up
by a claw / crane.


-------------------------------------------------------------------------------
04. Jetpack (JP) (2%/s) Multi Use - GO3201
-------------------------------------------------------------------------------

Looks like a silver backpack.

This does just what you think it would - it takes you off the ground. This can
make a lot of levels easier and quicker. Not only that, but it allows you to
avoid attacks and get to good vantage points quicker. Due to it's limited
lifespan you should only use it in dire situations, or at least with some
attention to the remaining energy. But don't go too high up with the energy
low, the JP will just stop working and you will fall and take damage or die.

You can "slow fall" with the JP. By this I mean that you can jump off of
high surfaces without taking falling damage and minimize the usage of the
JP. To do this you must simply fall for most of the distance and then turn
on the JP for a moment. Turn it off again and keep doing this until you are
a safe distance to the ground. This saves a lot of energy for the JP.

A note about the JP is that you can't go underwater with one on, but you can
turn it on underwater. Hmm...

-------------------------------------------------------------------------------
05. Night Vision Goggles (GOG) (2.5%/s) Multi Use - GO3201
-------------------------------------------------------------------------------

Looks like a pair of green-lensed goggles.

Night Vision Goggles light up the sprites around the area, allow you to see
them in particularly dark areas. However the goggles don't light up the walls
and such around you, so you'll still have to navigate a bit. Since these have
a fast usage rate save them for situations where they are more valuable to
progress.

-------------------------------------------------------------------------------
06. Scuba Gear (SCG) (.5%/s) Auto Use - GO3201
-------------------------------------------------------------------------------

Looks like a pair of orange canisters and a backpack.

The Scuba Gear allows you to neglect damage from staying underwater for too
long. Near essential for levels that are comprised mainly of water like Flood
Zone. The scuba gear lasts a very long time, you can tell if it's working or
not by the sound in the background of Duke exhaling bubbles.

-------------------------------------------------------------------------------
07. Protective Boots (BTS) (~3%/s) Auto Use - GO3201
-------------------------------------------------------------------------------

Looks like.. a pair of black boots!

Boots are useful items that allow you to ignore damage when you are walking
across damaging surfaces, such as acid, lava, and electrified floors. They
don't protect against the Atomic Edition's hyper-acid however (see the
"Environment" section for more information on this). They also have a
sporadic life span and run out quite quickly, so be sure not to waste time
on damaging surfaces if you don't have to.


GO330
+--------------------------+
=| [03-03] Weapons and Ammo |==================================================
+--------------------------+

Some abbreviations unique to this section:
R - Round SH - Shot

A "round" is one bullet, blast, rocket, shell, missile etc that comes from
a gun.
A "shot" is how many rounds are shot each time the fire button is pressed.

This is the general layout of the weapons:

Weapon (Abbreviation) - Types
DAMAGE : Damage per Round, # Rounds per Shot
WEAPON PICKUP : Amount of ammo gained when picking weapon [Other Source]
AMMO PICKUP : Amount of ammo gained when picking up ammo pack [Other Source]
MAX CAPACITY : The max amount of ammo you can hold.
BLAST RADIUS : All enemies within this range (units=?) are hit.

- Physical Description of Gun
- Physical Description of Ammo (Abbreviation of Ammo)

- Best and Worst Situations to use the gun in.

- Information and behavior of the gun.

Types of Weapons
EXPLOSIVE : Destroys cracks in walls.
PROJECTILE : Some enemies can avoid these at distances.
SPLASH : Hits all enemies in the blast radius.
NON GUN : Not fired from a gun but used in a different manner.

+---------------------------------------+
| Weapon Name Code |
+---------------------------------------+
| The Mighty Foot ---------------G03301 |
| Pistol-------------------------G03302 |
| Shotgun------------------------G03303 |
| Chaingun Cannon----------------G03304 |
| Rocket Propelled Grenade (RPG)-G03305 |
| Pipebomb-----------------------G03306 |
| Shrinker-----------------------G03307 |
| Devatator----------------------G03308 |
| Laser Trip Bombs---------------G03309 |
| Freezer------------------------G03310 |
| Expander*----------------------G03311 |
+---------------------------------------+

-------------------------------------------------------------------------------
01. Mighty Foot (MFT) Non Gun G03301
-------------------------------------------------------------------------------

DAMAGE: 10

GOOD VS: PROT, PREG, TRP, supplementing guns at melee range, non-threatening
environmental obstacles
POOR VS: General combat situations

Duke's default weapon and the only melee weapon that exists in the game. Duke
switches to this when he has no more ammo for any other guns ready, and he
always has it no matter what.

The foot actually has quite a few uses despite it's melee nature. The use of
the foot against the enemies listed above will actually save you ammunition if
you are not concerned about time. In fact it should be the only thing that you
use against PROT and PREG and you can get creative against the types of enemies
that you fight if you are worried about ammunition. The best example of this is
when you are fighting an OB in a closed space, or a space where it can't move
freely up and down: with circular strafing you can avoid the OB's attack and
get a couple kicks in before it has a chance to bit you.

However, switching back to the MFT when you are fighting in combat or trying to
destroy an environmental obstacle can become a hassle. That's when the Quick
Kick comes in, pressing the button (I used Right Click) initiates a kick and
you won't have to switch your weapon to us it. It's perfect for destroying
environmental obstacles, but it has more uses, like it's excellent for
supplementing guns, in particular the pistol, when you are forced to (or decide
to) fight at melee range. All in all this weapon is an invaluable tool.

-------------------------------------------------------------------------------
02. Pistol (PSTL) G03302
-------------------------------------------------------------------------------
DAMAGE : 6/R, 1R/SH
WEAPON PICKUP : +48
AMMO PICKUP : +12, [TRP +12], [CAP +12]
MAX CAPACITY : 200

The pistol itself is small silver.
The pistol ammo is an about knee-high black stick. (PA)

GOOD VS: TRP, CAP, PREG, PROT, SRK, killing non-enemy environmental
obstacles, hitting switches.
POOR VS: Not recommended for most combat.

The archetypical automatic pistol is Duke's beginning weapon in most of the
levels and episodes in the game. Being the first weapon that you get in the game
you would be correct in assuming that it is a weak weapon. Indeed, the fast
rate of fire would make this gun quite a bit more powerful if it didn't have to
reload for approximately 1 s. every 12 shots.

Despite all it's flaws you should get used to using it as it will certainly be a
fallback weapon when you run out of ammo for all the other guns. It is actually
fairly accurate at medium to medium-long ranges and is excellent for sniping
down CAP and TRP from the sky. If you're feeling lucky you can attempt to
engage enemies like PIG and ENF in melee range combat and use the pistol and
quick kick at the same time to effectively deal approximately twice the damage
of a regular kick without allowing them the time to attack. Additionally the
PSTL can be used to shoot switches at medium-long to far range with only missing
a few shots. Ammo is abundant for the PSTL, so knowledge with this weapon is a
must.

-------------------------------------------------------------------------------
03. Shotgun (SGUN) G03303
-------------------------------------------------------------------------------
DAMAGE : 10/R, 7R/SH
WEAPON PICKUP : +10; [PIG +1-4]
AMMO PICKUP : +10
MAX CAPACITY : 50

The SGUN is black and rifle like.
It's ammo comes in a red box. (SHL)

GOOD VS: TRP, CAP, PIG, ENF, RPV, OB, SDRN, PROT, PREG, SRK, COM, at short
range.
POOR VS: BLRD, Bosses, medium and longer range combat.

The traditional and reliable SGUN is easily one of the best and most practical
guns in the game. The shotgun has a spread range on it, so when all 7 of these
in the spread hit, then a solid 70 damage is delivered in near 2 seconds, which
is far superior to almost any other weapon in the game. Two or three shots can
down even the most steadfast of enemy, and being the second weapon that you
acquire in the game ammo is pretty well distributed throughout the levels.

However such power does have it's inevitable drawbacks. The aforementioned
spread makes the power decrease near exponentially at medium and longer ranges
in combat, making this beast near useless. Fighting airborne enemies and those
higher than you can be a challenge with this as well. It is probably a good idea
to let the enemy come to you and fire for max effectiveness. Yet those extremely
skilled can manipulate the spread feature of the shotgun to their advantage when
fighting groups of weak enemies; grouping them together and then running back
and firing off a few rounds can down a group with about the same ammo that it
would take individually without risking the melee combat. Additionally the
spread makes it easy to hit switches at long and farther range. Therefore the
SGUN is invaluable to any player.

-------------------------------------------------------------------------------
04. Chaingun Cannon (CGUN) G03304
-------------------------------------------------------------------------------

DAMAGE : 9/R, 1R/SH
WEAPON PICKUP : +50; [ENF +50]
AMMO PICKUP : +50; [ENF +50]
MAX CAPACITY : 200

The CGUN is grey, metallic, and has holes in the barrel.
Its ammo comes in a green box with an ammo chain coming out. (CA)

GOOD VS: Group of TRP, CAP, PREG, PROT, SRK; Single PIG, ENF, RPV, OB, SDRN,
COM
POOR VS: Not recommended for long range combat; fighting bosses.

Also known as the Ripper, this weapon is true to it's namesake as it can tear
through groups or individual enemies with the same prejudice. Indeed, it is
certainly satisfying to mow down four or five TRP and CAP without so much as
dodging a couple blasts. The nature of the chaingun to push an enemy back and
force him to stop whatever he's trying to do can certainly be used to one's
advantage, particularly against annoying enemies like the ENF, ADRN and COM,
but even better against the SDRN; keeping these enemies at bay can prevent a
lot of damage.

Unfortunately the CGUN has pretty poor accuracy at medium long to long range and
shouldn't be used trying to snipe enemies off at that distance as the ammo lost
won't be worth the kill; get to medium range before firing with this gun.

Many times when using this weapon it's a tossup between using the SGUN or the
CGUN. When the enemies are weaker or there is only one or two stronger enemies
then it is wise to use the CGUN. If there are three or more stronger enemies (or
two stronger enemies with a smattering of weaker ones) the SGUN is probably the
way to go until the battlefield is equalized. In any case the CGUN is a valuable
weapon.

-------------------------------------------------------------------------------
05. Rocket Propelled Grenade (RPG) - Explosive, Projectile, Splash G03305
-------------------------------------------------------------------------------
DAMAGE : 120/R (x2 on direct) , 1R/SH
WEAPON PICKUP : +5
AMMO PICKUP : +5
MAX CAPACITY : 50
BLAST RADIUS : 1780

The RPG is a silver, large pipe-like object.
The RPG ammo comes in a green box with some rockets coming out of it (RPGA)

GOOD VS: single or groups of TRP, CAP, PREG, SRK, ENF, PIG, ADRN, OB at long
range; killing RPV, COM, BLRD, and bosses at medium range; destroying
cracks in walls; causing splash damage on PROT and PREG groups.
POOR VS: Not ideal for killing SDRN; fighting at close ranges.

This mammoth can deal the most damage in the game if the shot hits correctly,
which certainly says something about it's effectiveness against enemies. On top
of that damage to a single target, the explosion will cause a fairly large
splash radius (far bigger than that of the devastator) to affect all the
enemies around you. It doesn't end there. The fact that the RPG requires no
reload time and that simply aiming near an enemy can kill many weaker enemies
makes this weapon extremely valuable. In addition to this, the RPG is extremely
potent at long ranges against enemies that can't do much damage to you from
their distance. To top it off he RPG can kill most any boss with only 30 rounds.

This powerful weapon should be controlled though. Though ammo in the game for
this weapon is fairly plentiful it isn't abundant so one should consider saving
RPG ammo for more difficult situations. Also be careful when firing this thing
off, it's common sense that you shouldn't stay in the blast radius so switch to
another weapon at close range. Remember that some enemies like the SDRN can
avoid the RPG so have backup plans at all times. In any case the RPG is a great
addition to any player's arsenal so learn to use it well.

+ The RPG goes slower in water.

-------------------------------------------------------------------------------
06. Pipe Bomb (PB) - Explosive, Splash, Non Gun G03306
-------------------------------------------------------------------------------

DAMAGE : 140
WEAPON PICKUP : +5/Box, +1/Individual
MAX CAPACITY : 50
BLAST RADIUS : 2500

Pipebombs look like silver pipes with a yellow-black band around the ends.
Ammo comes in a crate with PBs sticking out of it, or you can pick them up
individually.

GOOD VS: groups of enemies that can't fire at you composed of TRP, CAP, PIG,
ENF, OB, PREG; clearing out underwater areas; great for setting traps
and blowing things up.
POOR VS: Not recommended for heavy action combat or long distances.

The unique pipebomb is a very powerful tool in the arsenal of Duke. Simply
detonating one in the vicinity of a group of enemies can paint the walls red in
an instant. The best thing about the PB is that you can drop more than one, by
pressing the PB button when the trigger is out already (assuming you have one
left) and then throwing it near the other one will make explosions more
powerful than even the RPG blasts. Other great functions of the PB include
clearing out underwater enemies without having to venture into them, setting
traps against enemies or Duke Match opponents, or just blowing up cracks and
things at your own leisure. Holding down the fire button prior to releasing
allows for a greater distance for the PB to be thrown.

While strong the pipebomb must be used only in the correct situations to achieve
it's highest potency. It isn't wise to throw a PB into a group of ENF and OB
when a PB doesn't normally kill them in one blow; using PBs generally leaves you
vulnerable to enemy fire. It also isn't wise to detonate them when you throw
them if you haven't gauged the distance; it is very possible to hurt yourself
when using this weapon. So in summary, enjoy the PBs but be careful not to
damage yourself when using it.

You may place a pipebomb in a specific area by ducking and then releasing the
pipebomb. This will drop the pipebomb at your feet instead of tossing it into
nowhere.

Be sure to keep the trigger for the PB out and don't switch to any weapons other
than the PB itself if you wish to drop more than one weapon! When you switch to
another weapon after you have tossed the PB, the pipebomb will still be yours,
i.e not become neutral, but you'll have to toss another PB to get the trigger
(unless you have no more PBs left, in which case the trigger will appear
normally).

A note, you can bust stuff like mirrors, TVs and computer screens by tossing a
PB at them. I think this is because a PB hitting something does 0 damage,
enough to destroy that stuff, but not kill monsters (similar to the SRAY).

+ The PB falls slower underwater.
+ PBs can be detonated while you are looking into a monitor.
+ PBs can be picked up by the moving cranes / claws that appeare in some levels.

-------------------------------------------------------------------------------
07. Shrink Ray (SRAY) - Projectile, Splash G03307
-------------------------------------------------------------------------------
DAMAGE : 0/RD, 1RD/SH (shrinks immediately)
WEAPON PICKUP : +10
AMMO PICKUP : +5
MAX CAPACITY : 30
BLAST RADIUS : 680

The SRAY looks like a silver gun with a green line in the middle.
Ammo comes in a green, egg-like crystal form. (SHA)

GOOD VS: TRP, CAP, PIG, ENF, OB, PREG; best for killing COM.
POOR VS: Not useful in many situations, incl. vs. SDRN, RPV, PROT, BLRD and all
bosses, and the ADRN.

The alien gun known as the Shrinker is a bit of a gimmicky gun, though it
certainly does have it's benefits. This gun shrinks the target enemy down to a
pint size, rendering them both harmless and candidates for an instant kill if
you can get over to them in time to squish them before they grow back to their
normal size. However this very requirement is one of the weaknesses of the SRAY
amongst others.

The slow rate of fire means that it isn't particularly good for using in
combat against groups of enemies; it does have a splash radius however so this
can be beneficial. However if the enemies are separated you will have to shrink
both and then chase them around on the ground if you want that instant kill,
which could mean losing a vantage point, falling down a cliff, and so forth.
This also means that fighting enemies at long range with this weapon isn't
effective because, while making them unable to attack you, you might not be able
to get to the enemy in time to deliver the final blow. On top of all this bosses
and the non-boss BLRD are immune to the shrinker (though the latter enemy can
be shrunk at very low health, but this is near-pointless) as well as mechanical
enemies.

Despite all it's weaknesses it isn't a terribly bad weapon. It's excellent for
neutralizing threats if you have got too much going on, and it's the best
weapons and should be the only one used if killing COMs. As said using it
against groups of enemies is another great use for the SRAY. Another neat
function of the SRAY is that it can be ricocheted off mirrors to shrink yourself
which allows you to access some previously forbidden areas.

So what happens when something gets shrinked? Well, in the case of an enemy,
they can no longer attack with any of their attacks at all but become
invulnerable to everything but explosive weapons and the mighty stomp of Duke.
However, for players it's a bit more complicated, I'll lay it out below:

- All falling damage is negated. You can fall from any height and still not
take any damage.
- There is no "falling time". When you go off an edge you hit the ground
instantly.
- Using STR will not only make you go faster, but will bring you up to
regular size instantly.
- You can still use all your items when you are shrunk, including the JP.
- If go too close to an enemy, i.e. "get stepped on", you will die instantly.
- You do lose the ability to use any of your weapons, including the Mighty
Foot. However, you can still use the Quick Kick, and this can still kill
enemies if you are close enough to the area where they can be hit.
- When both you and an enemy are shrunk, you will both just run right through
each other if you try and touch.
- You can squish enemies even if you are BEING shrinked, but not shrunk.
- Enemies don't attack you in this state directly. Instead, they try to get to
you as fast as they can in order to crush you... though it's rare if they
can. It's not terribly rare to get squished, though, so be careful!


There are a few ways of getting shrunk: Shoot a SRAY into a mirror, get an ADRN
to shrink you with it's ray, or get hit by a mounted gun's shrinker.

+ Enemies that cannot be shrunken by the SRAY are: SDRN, RPV, ADRN, PIGT,
and all the bosses.
+ Babes are vulnerable to shrinking, along with other things like the Dolphin
that have "enemy" style toughness. You can still kill 'em, and you'll get
punished just the same!

-------------------------------------------------------------------------------
08. Devastator (DV) - Explosive, Projectile G03308
-------------------------------------------------------------------------------
DAMAGE : 50/RD, 2RD/SH
WEAPON PICKUP : +25
AMMO PICKUP : +25
MAX CAPACITY : 99


GOOD VS: BLRD and all bosses; great for taking out groups of enemies.
POOR VS: SDRN, continual fire.

This double fisted goliath is true to it's name. The most powerful weapon in
Duke 3D doesn't disappoint. The constant barrage of rockets can down any
enemy that you want it to in a very short amount of time, or obliterate groups
of weaker enemies in seconds. If the enemies ahead look tough then whip out the
devastator and fire away at any range that suits you. However of course the DV
isn't without it's drawbacks.

The DVs largest impediment is it's tiny ammo capacity. Holding down the fire
button for a little less than 10 seconds will completely drain a full store of
ammo, partially because of the high rate of fire and the fact that one shot of
the Devastator shoots two rounds. In addition the DV doesn't have a very good
blast radius, though it does have a very small one that rarely does anything
significant to the enemies. However these shouldn't stop the player from using
this weapon, just common sense should be exercised when and where to use this
to maximize it's effectiveness.

+ The DV missiles move slower in water.

-------------------------------------------------------------------------------
09. Laser Tripbomb (LTB) - Explosive, Non Gun G03309
-------------------------------------------------------------------------------
DAMAGE : 100
WEAPON PICKUP : +1
MAX CAPACITY : 10
BLAST RADIUS : 3880

LTBs are black and rectangular.

Ideal for setting traps in DM. Not recommended for much else.

These little black traps are placed on walls, and after about 2s a red laser
extends from the trap to the closest surface perpendicular to the surface that
it was placed on. Walking through the laser will cause the unlucky recipient -
and anything else around it - a decent amount of damage. Indeed, these are
particularly devious in DukeMatch, but their practicality decreases in single
player situations. Note that the radius here is actually the distance that the
explosion will carry from the surface that the LTB is placed on. The other half
of the explosion is in the wall that the PB is mounted on, though it's possible
to have the other part if you mount it on someting particularily flimsy, like
the side of a breakable vent or something.

Whenever you see an enemy in single player and you wish to use a LTB in the
battle you must take a few things into consideration. First you will have to
realize that the enemy will be chasing after you so you will have to have a
clear escape route behind you. Then you must consider if there is a corner, or
a turn or some other kind of obstacle that the enemy is hindered by to get to
you, this will ensure that a) the laser has a chance to activate and that b)
you have sufficient time to get out of the blast radius. Additionally you must
be sure not to trip on your own trap if the obstacle that you laid out for your
enemy proves too challenging for the AI to get around. If you wish to increase
the damage that the explosion gives - 100 damage isn't much compared to the PB
or the RPG - place LTBs directly above each other to double the damage, and
place them side by side to effectively increase the damage significantly.
However, setting particularly complex and effective traps is difficult due to
the LTB's low maximum ammo capacity. All in all it would be more effective and
safe by using a different weapon, and using PBs allows for more damage and use
in more practical situations.

+ The LTB's laser is green in water.
+ Neutral LTBs are scattered across the game (they may activate due to various
circumstances. Usually, they are in situations that would make them more
dangerous to you than the enemies, but you can try and let enemies detonate
these traps by luring them into the laser).

-------------------------------------------------------------------------------
10. Freezer (FRZ) - Projectile G03310
-------------------------------------------------------------------------------
DAMAGE : 20
WEAPON PICKUP : +25
AMMO PICKUP : +25
MAX CAPACITY : 99

The FRZ is yellow and has a black barrel.
The ammo comes in a small yellow box, glowing with blue on the insides.

This weapon launched freezing spiked orbs at enemies and eventually freezes them
when their health is low enough. However aside from the freezing effect of the
weapon closer analysis of it shows that it is, for all practical situations, a
lower quality version of the SRAY. Some of the characteristics of the FRZ match
up quite closely to that of the SRAY, including the fact that it renders an
enemy immobile for a short while. However the "good" comparison ends there.
While the SRAY neutralizes the enemy instantly, the FRZ requires that you deal
damage to the enemy before freezing them, and then having to either switch to
some other gun and killing them with that or coming up to melee range of the
frozen being and kicking them (the game automatically does this if you get close
enough to them). However, despite it's high damage the FRZ can never kill an
enemy by itself (aside from mechanical enemies, however, since the SDRN has the
dodge ability it causes even this to be useless); the frozen state the enemy is
in renders them immune to FRZ.

Another function of the FRZ is that, if it hits a wall, the freezing burst will
ricochet off the wall relative to the angle that it hit it and will ricochet
once more after it hits the next surface (for a total of 2 bounces). However
this most likely does more harm than good, as you are vulnerable to the effects
of the FRZ and you can take the solid 20 damage that it deals; on top of this
it can actually freeze YOU if you are at low health (it won't kill you, but any
enemies around you will patiently wait for you to thaw to get their attacks in).
Additionally to use this feature to one's benefit a great deal of skill would
be needed. In conclusion this weapon is a bit too superfluous and impractical
for it's own good and should be used only if nothing else is readily available.
That's not to say that it isn't powerful "as is", if you aren't planning
anything fancy with it then it shouldn't be a problem, it's high rate of fire
can halt PIGs and ENFs in their tracks.

You can't shrink a frozen enemy, the ice will shatter if this occurs.

Some interesting things can be done with the FRZ.

You can get multiple drops from one PIG by freezing them over and over
again if you have the ammo. Just freeze them, let them thaw, and then freeze
them again. The regular chance for items dropping will be calculated again.

If you freeze a PREG, then when it becomes unfrozen, a PROT will instantly
come out. This happens both to the hatched and unhatched version of the PREG.

You can freeze (and shrink) babes and other stuff with enemy health like the
dolphin corpse.


-------------------------------------------------------------------------------
11. Expander (ERAY) G03311
-------------------------------------------------------------------------------
DAMAGE : 15/R, 1R/SH
WEAPON PICKUP : +0
AMMO PICKUP : +20
MAX CAPACITY : 50

You can't pick up the ERAY separately, you have to get a SRAY to use the ERAY.
The Expander ammo looks like a little silver box with a radar on top. (EXA)

To use the expander, press the button for the SRAY twice.

This gun at first seems to be a little gimmicky and a little superficial. Sure,
it fires fast enough, but it's limited ammo capacity hinders it's usefulness in
combat situations. This is offset by the large amount of ammo that you get
with one pickup, however. Another benefit of the expander is when you shoot an
enemy with it and kill it, instead of simply dying, they expand (to fit their
space, too!) and eventually explode, dealing decent splash damage to everything
in a small radius (this damage is enough to kill PIG, ENF, TRP and CAP amongst
others). Therefore, if you find yourself fighting a large group of weaker
enemies and you want to conserve your other ammunition, consider switching to
the Expander.

Decent for killing TRP, CAP, PIG, ENF, particularly in groups. Not recommended
for killing much else, especially BLRD, COM, SDRN, RPV, PIGT, ADRN and all
bosses. This gun does do damage to the above enemies that it is not recommended
for, but may not cause them to expand afterwards. It is ineffective against
ADRNs and will not reflect off mirrors like the ERAY's SRAY counterpart. Note
that all Machines are immue to being expanded though they still take damage,
that is, they won't explode.

I think that if you manage to get a different gun out when the enemy is
expanding (you gotta be quick or modify something within the game) and shoot it,
including the SRAY, the enemy will blow up when shot, before fully expanding.

GO400
+-----------------+============================================================
| [04-00] Enemies |============================================================
+-----------------+============================================================

This is how the guide is set up.

Enemy Name (Abbreviation)
HEALTH : Amount of health points the enemy can take before dying/freezing.
DROP : Item(s) the enemy drops upon death (if any)

Physical Description.

Behavioral Description.

Weaknesses and Strengths.

GO410
+------------------------+
=| [04-01] Common Enemies |====================================================
+------------------------+

[04-01-01] Shots Needed to Kill Enemies
---------------------------------------

This table shows some empirical test results of how many shots of a weapon are
needed to kill any enemy in the game. The way that I accomplished this was to
go to the Build level "_zoo.map" on Come Get Some difficulty and fire each
weapon (10) into the 18 enemies (however since the bosses in the first three
episodes I only killed one to get results for the whole three). For most of the
weaker enemies I did five trials and gave the ranges in the chart below. For
the bosses and stronger enemies (PIGT and above) I shot them until they died and
got a fairly accurate amount from how much ammo I spent, but not totally exact
as this is less important (if the numbers are very high you shouldn't used that
weapon to kill it unless you are forced to).

I believe that there is some randomness factored into how the damage is dealt to
enemies to a little degree. For example, though the OB has health of 175
sometimes two shots with the SGUN (70 damage) kill it. This happens to many
enemies, thus the ranges.

I employed a "-" where the weapon in question wouldn't work or would be totally
impractical (i.e LTBs or PBs vs. a boss, or kicking a boss to death (you would
most likely get squished!)).

Remember that these values are completely empirical and subject to errors.


+---------------------------------------------+
| Table: Enemies vs. Shots Needed to Kill Them|
+-----+------+------+------+------+-----+-----+------+------+------+-----+-----+
| ENE | MFT | PSTL | SGUN | CGUN | RPG | PB | SRAY | ERAY | DV | LTB | FRZ |
+-----+------+------+------+------+-----+-----+------+------+------+-----+-----+
|ADRN | 26 42 4 31 2 5 - 22 10-12 4 14-15|
|AQ | - 900 75 660 60 - - 330 120 - 300 |
|BLRD*| 100 130 11 98 6 25 x 70 38 15 45 |
|BLRD | - 600 50 430 40 - - 220 80 - 200 |
|CAP | 5 8-9 1 6-7 1 1 1 5 2-4 1 3 |
|CE | - 600 50 430 40 - - 220 80 - 200 |
|COM | 35 48-49 4 34-35 2 4 1 26 9-11 4 19 |
|ENF | 9 14-15 2 9-10 1 1 1 8 2-4 1 5 |
|MG | 4 6 1 5 1 1 - 3 1 1 2 |
|OB | 14 26-27 2-3 16-17 1 2 1 13 1 2 8-9 |
|OLRD | - 600 50 430 40 - - 220 80 - 200 |
|PIG | 8-9 13-15 2 9-10 1 1 1 8 2-4 1 5 |
|PIGT | 40 67-68 6 48-49 3 11-12 - 36 20 12 24-25|
|PREG | 3 3 1 2-3 1 1 1 2 1 1 1-2 |
|PROT | 1 1 1 1 1 1 1 1 1 1 1 |
|RPV | 6 12-13 2 9-10 1 1 - 7 3-4 1 5 |
|SDRN | - 21 2 14-15 1 2 - 11 3-4 3 7 |
|SRK | 4 5 1 4 1 1 1 3 1 1 2 |
|TRP | 3 4-5 1 3-4 1 1 1 3 1 1 2 |
+-----+------+------+------+------+-----+-----+------+------+------+-----+-----+

x - This enemy may be killed with the SRAY after being reduced in health.


+----------------------------------------+
| Enemy Name Code |
+----------------------------------------+
| Assault Trooper-----------------GO4101 |
| Assault Captain-----------------GO4102 |
| Pig Cop-------------------------GO4103 |
| Recon Patrol Vehicle------------GO4104 |
| Octabrain-----------------------GO4105 |
| Enforcer------------------------GO4106 |
| Sentry Drone--------------------GO4107 |
| Assault Commander---------------GO4108 |
| Protozoid Slimer----------------GO4109 |
| Protozoid Egg-------------------GO4110 |
| Battlelord (Pal)----------------GO4111 |
| Shark --------------------------GO4112 |
| Mounted Gun---------------------GO4113 |
| Pig Tank*-----------------------GO4114 |
| Alien Drone*--------------------GO4115 |
+----------------------------------------+

-------------------------------------------------------------------------------
Assault Trooper (TRP) GO4101
-------------------------------------------------------------------------------
HEALTH : 30
DROP : PA(+12)

They are brownish, lizard type creatures in a green jacket.

This is the general cannon fodder of this game. They have a simple blaster with
very slow laser ammo. What sets them apart from various other fodder in other
games is that they have a jetpack, which seems more annoying than useful. I
really have noticed that sometimes they come back to life; I don't know if this
is just my imagination or actual game play (it does mention something about this
in the DN3D Help File). They are slightly more dangerous in packs, but a few
CGUN blasts will take them out in due time. When they die, they may kneel for
a little while, this is because they are "choking", they are not dangerous here
and any weapon will kill them in this state.

Actually, I think I know why the TRP return to life sometimes when not in Come
Get Some difficulty (and others for that matter). When the TRP is choking, you
can kill it or leave it alone to die. If you do kill it, it stays dead for good
but if you don't, when you come back to that area, a "mysterious" TRP will be
there, waiting for you. I think that when they are choking they are acutually
feigning death, so be careful about that! This applies to CAP as well.

RECOMMENDED WEAPONS: SGUN*, CGUN*, PSTL*, MFT, RPG, DV, SRAY, PB, LTB, ERAY.

-------------------------------------------------------------------------------
Assault Captain (CAP) GO4102
-------------------------------------------------------------------------------
HEALTH : 50
DROP : PA(+12)

They are brownish, lizard type creatures in a red jacket.

These guys have all the same characteristics as Trooper and then some.
They have a Teleportation ability, which allows them to warp out of battle
for a little while. Then they will teleport back in a couple seconds. This is
more annoying than useful; if you are concerned about this then simply wait for
them and look behind you (as this is where they normally teleport to). They are
also a bit more hearty than the normal troops but still come in large groups.
Typically the CAP doesn't "phase in" until you move around a bit, that is, you
can't stand still all the time and hope that the CAP phases back into reality.

RECOMMENDED WEAPONS: SGUN*, CGUN*, PSTL*, MFT, RPG, DV, SRAY, PB, LTB, ERAY.

-------------------------------------------------------------------------------
Pig Cop (PIG) GO4103
-------------------------------------------------------------------------------
HEALTH : 100
DROP : SGUN(+1-4), BA(+50,+75)

They are bipedal pigs dressed in a cop uniform with L.A.R.D on their back.

These no-fluff monsters are all about pure force. Armed with a shotgun just like
Duke's, they prefer to fight at close range where their spread blast is
frighteningly effective. Don't be surprised if you are taken down to half health
by a group of three or four angry PIGs up close. PIGs also have the ability to
duck down and go into the "prone" position, decreasing the size of your target
while allowing the PIG to have a full attack.

However a bit of creative fighting can make the battles with the PIGs easier.
Two SGUN blasts will kill a PIG, so get in close, fire, then run back if the PIG
is about to shoot as this will allow you to avoid some of the spread damage of
the pig. Or, use the CGUN at medium range to take them down without allowing
them to retaliate effectively. PIGs are also landbound, and while they will give
chase to the best of their ability, you can exploit this by taking the higher
ground and hurling PBs down on them.

RECOMMENDED WEAPONS: SGUN*, CGUN*, RPG, DV, SRAY, PB, LTB, ERAY

-------------------------------------------------------------------------------
Recon Patrol Vehicle (RPV) [Mechanical] [Flying] GO4104
-------------------------------------------------------------------------------
HEALTH : 50
DROP : None

These are pig-cop controlled grey vehicles with a shark design on their sides.
They have "L.A.R.D" painted on their belly.

These airborne vehicles patrol streets and other wide open areas. They either
do a pass and shoot at you with their crappy laser blaster or hover and
attack you with more accuracy. The trick to taking them down is wait until
they hover and launch an RPG right into them. This will cause the whole thing
to be destroyed. When a RPV is destroyed, the pig inside is ejected at the
crash site, so you will have to fight him too. Probably best to just avoid
these guys; they can be ammo wasters at points. Additionally don't fire at them
when they are moving with the RPG or DV because they have a similar evasion
technique to that of the SDRN.

Note that there is a 100% chance for a PIG to be ejected from an RPV, as opposed
to a PIGT, where there seems to be less of a chance for a PIG to survive the
blast.

RECOMMENDED WEAPONS: RPG(1), DV(4), SGUN(2), CGUN(10-15).

-------------------------------------------------------------------------------
Octabrain (OB) [Flying] GO4105
-------------------------------------------------------------------------------
HEALTH : 175
DROP : None

They are three-eyed, floating masses of brain with tentacles as lower
appendages.

These guys will spit out energy bursts at you. They are powerful if they do
it you, but dissipate eventually so you can out run them. They will also bite
you at close range. They are usually found underwater, but they can be found
above water and have free floating range. Its best to fight these guys from
long range because both their projectile attack and melee attack will be
crippled by this - the fireball dissipates before it can come close to you.

RECOMMENDED WEAPONS: SGUN (2-3), CGUN(15-20) are good at close range. At long
range, RPG(1) and DV(2) are excellent at long range, two DV rockets can take
out a OB.

-------------------------------------------------------------------------------
Enforcer (ENF) GO4106
-------------------------------------------------------------------------------
HEALTH : 100
DROP : CA(+50), CGUN(+50)

These guys are bipedal lizards that are clothed in black leather and have a
chaingun as an arm. They are far more lizard like than TRP or CAP.

The primary means of attack of an ENF is via his CGUN. Its blasts do a good
job of whittling away your health if you are moving and can really take out a
good chunk if you are surprised by them. They have a secondary attack that they
sometimes use if you are a certain distance away from them. It involves them
crouching done and spewing some green slime in your face. It does decent
damage, probably to make up for the small damage individual CGUN bursts do. It
makes your screen turn green with slime running down it. In addition to this,
they are also quite mobile, able to jump decent heights and distances to reach
their enemies.

RECOMMENDED WEAPONS: SGUN(2), CGUN(10) are good at close range. RPG(1) is good
at long range.

Recommendation against using PSTL vs. ENF.

-------------------------------------------------------------------------------
Sentry Drone (SDRN) [Mechanical] [Flying] GO4107
-------------------------------------------------------------------------------
HEALTH : 150
DROP : None

These things are big metallic drones with red eyes and green camouflage.

These are really my least favorite enemy. Their only attack is a suicide
attack which does massive damage as it is an explosion. What's worse, they
usually come in groups. What's even worse is that they have lots of HP, so they
are pretty hard to kill. Oh yeah, they can avoid all projectiles, which means
if they weren't before, the RPG, DV, SRAY and FRZ are useless at long ranges.
One way to kill them that only sometimes works is to lure them into a doorway
(you are on one side and the SDRN is on the other) and close the door just
as they are about to hit you. This might cause them to think the door is you
and blow up. Once again, it only works sometimes.

RECOMMENDED WEAPONS: SGUN(2) and CGUN(15-20) are their real weaknesses. The
CGUN is good because it keeps the drone at bay and SGUN because it kills them
quickly.

Recommendation against using PSTL, RPG, DV, SRAY, FRZ, PB.

-------------------------------------------------------------------------------
Assault Commander (COM) [Flying] GO4108
-------------------------------------------------------------------------------
HEALTH : 350
DROP : None

These are big, bloated humanoid blobs of flesh that float around on a steel
platform.

These guys are tough. Their main attack is launching a rocket out of their butt
at you, and they can do a few without "reloading". If they are close to you,
they will spin their bladed platform next to you as their melee attack. RPG and
most guns aren't great against these guys, but they do have one big glowering
weakness: they can be shrunk. Use this to your advantage all the time; this is
probably the best function for the SRAY. This saves a lot of time and energy.

RECOMMENDED WEAPONS: SRAY(1) will take down any COM. If you are forced to use a
different weapon, RPG(2), DV (10), SGUN(4), CGUN(25-30) are the most useful
substitutes.

Recommendation not to use FRZ, PB, PSTL vs. COM.

-------------------------------------------------------------------------------
Protozoid Slimer (PROT) GO4109
-------------------------------------------------------------------------------
HEALTH : <= 6
DROP : None

These are green blobs of slime. They can hatch from PREGs, live in garbage cans
or just be around normally.

Not difficult, but annoying. One shot of anything will kill it (including MFT).
Their only attack is latching onto your face with their teeth. However, unless
you see them biting you straight up, you won't be taking any real damage. They
are quite agile - they can jump from roof to ground and back again as much as
they want. They also consume corpses of fallen enemies. Also, you can use these
weak and seemingly superficial enemies to your advantage. When they approach
certain enemies (TRP, CAP, PIG, ENF), they will actually kill hem for you, and
this is extremely efficient on your part especially in tough situations. Attempt
to use this to your advantage.

Watch out when you kill one of these things, sometimes they will leave a puddle
of green acid when killed that can whittle away health nicely if you don't have
BTS.

RECOMMENDED WEAPONS: MFT (1) will kill any PROT in one hit, saving ammo in the
process. All other weapons can take PROT out in one shot, PSTL is most
recommended for this.

-------------------------------------------------------------------------------
Protozoid Slimer Egg GO4110
-------------------------------------------------------------------------------
HEALTH : 30
DROP : None

These are green eggs. They'll hatch when you are in their presence, creating
one protozoid slimer each egg. They can be kicked 3 times, or blown up,
or shrunk or even frozen if you want. You can even do that to the empty egg
shells if you really want to.

RECOMMENDED WEAPONS: MFT(3) or PSTL(3) takes the egg out nicely and efficiently,
but anything will do.

-------------------------------------------------------------------------------
Battlelord (BLRD) (Non Boss) GO4111
-------------------------------------------------------------------------------
HEALTH : 1000
DROP : None

Looks like the Boss BLRD, just a bit smaller.

This Battlelord is ultimate non-boss enemy that you will fight in your travels.
They aren't as strong as the original BLRD but they still can decimate you in
seconds if you aren't careful. They still have their powerful chaingun and
grenade launchers, but they can't squish you any more. However, they may appear
in groups of two or even three! So be careful around these guys. Circle around
them and use the RPG and DV. Be very careful; their chaingun can mow you down in
5 seconds flatand the proximity grenades will take out a very decent chunk out
of your health. Also, if you do enough damage to it, you can shrink it ... if
you really want to.

RECOMMENDED WEAPONS: DV(32-36) or RPG(6) will take them out very nicely.

Recommendation to not use any other weapons against the BLRD, though if needed,
SGUN, CGUN, ERAY or FRZ can finish them off.

-------------------------------------------------------------------------------
Shark (SRK) GO4112
-------------------------------------------------------------------------------
HEALTH : 35
DROP : None

Looks like a little grey fish with big teeth.

These are kind of a gimmick enemy that appear in Episode 3 in certain levels.
They aren't particularly strong or powerful, but they have a bite that does
a bit of damage to you. They are usually quite lazy, slowly swimming up to your
face to take a bite from you. Take them out with the pistol if you have to but
they can usually be avoided.

RECOMMENDED WEAPONS: PSTL(5) takes them out nicely, but anything will if you are
in a rush.

-------------------------------------------------------------------------------
Mounted Gun (MG) [Mechanical] GO4113
-------------------------------------------------------------------------------
HEALTH : 30
DROP : None

Looks like a double turreted green gun.

Annoying and kind of strong. They shoot laser rounds at you and are often
guarding doors and other important places. They spin if you hit them; causing
them to stop firing for a little while. Apparently they have more health in
this state (the .CON file suggests this).

RECOMMENDED WEAPON: SGUN(2) or RPG(1) are preferred.

Recommendation against using the CGUN, SRAY or FRZ against the MG as they are
inaccurate or ineffective against these enemies.

-------------------------------------------------------------------------------
Pig Tank (PIGT) [Mechanical] GO4114
-------------------------------------------------------------------------------

HEALTH : 800 +
DROP : None

They are PIG-piloted tanks that have quadruple side mounted flak guns and a
big atomic symbol on the back of it.

These guys are really strong... looking. Sure, they can take a lot of hits and
they can deal out a lot of damage in the form of their quadruple flak cannons
that whittle away your health, or their singular grenade launcher that hurls a
BLRD-like proximity grenade in your direction. However, their glaring weakness
is in the form of the atomic symbol on the back of their frame. Unlike most
other enemies, you can run around them and they won't look at you the whole
time, thus you can sneak up behind them and use their AH symbol (like a door).
You will then hear a beeping. Just a word of caution: get out of their way when
because when the beeping stops, they explode, they make a HUGE and painful
blast radius. When they die, they may (not always) release a PIG.

RECOMMENDED WEAPONS: Using the Atomic Symbol on the back of them is recommended
way to destroy the PIGT, however, if this is not possible for whatever reason,
then RPG (3) or DV(15-20) seem to do the trick.

SRAY, ERAY and FRZ are ineffective and nothing else should be used against the
PIGT besides the symbol if possible.

-------------------------------------------------------------------------------
Alien Drone (ADRN) GO4115
-------------------------------------------------------------------------------

HEALTH : 300
DROP : None

They are tall, lanky bipedal tan creatures with huge fangs, red eyes and green
blood.

The ADRN is more of a "special forces" enemy than a basic grunt troop, which is
probably to your benefit. The ADRN doesn't have a direct damage projectile
attack, instead relying on it's shrink ray to attack. It also can leap long and
far and pounce on you with it's claws, dealing big damage, look out, it can be
great. The big thing about these ADRN is that they have a large health amount.
The easiest way to kill these enemies is to circle around them and run away
backwards, using the recommended guns to whittle away their health. They
shouldn't be a problem if fought from a longer range, but if you fight them up
close then you could be in trouble. When they appear in groups, it can be a bit
difficult to handle, as a group of four ADRN would require about 3 direct hits
if they all stayed close together. When fighting groups of ADRN, the best
strategy is to use the strategies for fighting one of them, running backwards
and circling the group, and if you can, firing the RPG into the group.

RECOMMENDED WEAPONS: SGUN(4) and CGUN(30) are the recommended weapons that you
will probably have to use at close range, but FRZ(15) is surprisingly effective
as well - I suppose it has a good use against these guys. At long range, RPG(2)
and DV(12).

SRAY is ineffective against these guys, and ERAY is not recommended.

GO420
+----------------------+
=| [04-02] Boss Enemies |======================================================
+----------------------+

+----------------------------------+
| Boss Name Code |
+----------------------------------+
| Battlelord (Boss)---------GO4201 |
| Overlord------------------GO4202 |
| The Cycloid Emperor-------GO4203 |
| The Alien Queen-----------GO4204 |
+----------------------------------+

-------------------------------------------------------------------------------
Battlelord (BLRD) (Boss) GO4201
-------------------------------------------------------------------------------
HEALTH : 4500

This is a huge demon-like alien with huge teeth, a combination chaingun/grenade
launcher, and armor. He has a helmet and spiked shoulder pads, amongst various
other protection.

A very powerful boss, probably tougher than the OLRD to kill in many respects.
His attacks include: a deadly, deadly chaingun that will rip you to pieces in
less than 5 seconds; a grenade launcher that shoots these bombs that, instead
of exploding on impact, they stay on the ground until you walk over them; and
if you get close to him, you will get killed instantly. You can avoid the
grenades and the stomp by using the JP, and avoid the chaingun blasts to a
degree by JPing at a distance.

RPG(~40) is probably the only thing that you should use when fighting the BLRD.
If you run out of ammo then use CGUN to finish it off. If you aren't fighting
it in Episode 1 and have a DV then ~75 shots will take it out.

Here is the information that I gave in the Battlelord level section about
fighting the BLRD, as this is most likely place that you will be fighting it.

[Battlelord Chamber] Time to fight the battlelord. The room is set up with
a raised platform with babes on your side of an acid river, with the battlelord
on the other side. Right at the entrance of the Chamber is a PMED, and at the
opposite end of the chamber are two AH. At either end of the acid river are
two RPGA. On the ledge, there are two RA and three Babes. You can kill the
babes to reveal some items. There is a JP, RPGA, and BA behind them left to
right. To kill the battlelord, I recommend using the JP and circling around the
Battlelord, this will avoid his grenades. Use your remaining RPGA and get the
others around here; use your PMED and get the BA and AH if you really need to.
After you kill it, you will beat the level.

-------------------------------------------------------------------------------
Overlord (OLRD) GO4202
-------------------------------------------------------------------------------
HEALTH : 4500

This is pretty much a huge, bipedal lizard with a tail, massive teeth, and
a rocket pack on its back.

All in all, this guy is not that tough. His only attack is firing off masses
of rockets in your general direction, which are very easy to avoid by just
keeping your distance and firing off DV and RPG shots. Also, if you get close
to him, he will stamp you out of existence. the BLRD is probably a bigger
challenge.

DV(~75) and RPG(~40) are the only things that you should use to fight the OLRD.
Circle around with the JP and fire off at will.

Here is the information that I gave in the Overlord level section about
fighting the OLRD, as this is most likely place that you will be fighting it.

[Overlord Battle] Open the big door at the end of the room, you will unleash
the OLRD. In his room there is some RPGA and an AH if you need it. Now the
actual OLRD battle isn't very tough. I recommend once again using the JP to
circle around the OLRD as you move quicker. In any case use the DV or the RPG
with wanton disregard. You can actually kill the OLRD with less than a full set
of DVA (which you should probably have) or about 40 RPG rockets. After you kill
it, you will have completed the episode.

-------------------------------------------------------------------------------
Cycloid Emperor (CE) GO4203
-------------------------------------------------------------------------------
HEALTH : 4500

A gigantic, bipedal lizard with armor on arms and legs and guns for hands. He
only has one eye and has huge teeth.

He is tough, but like all the other bosses, using the JP and DV / RPG will be
your main method of attack. The Cycloid Emperor has several attacks; he can
unleash a spray OB-like energy blasts at you - these are easy to avoid
because they are slow and can be avoided easily; can use something similar to
a Devastator which are very fast but easy to avoid at long distances; and like
all the other bosses he can stomp on you.

DV(~75) and RPG(~40) are the only things that you should use to fight the CE.
There should be a lot of ammo in case you miss a lot.

Here is the entire Stadium level, because you will most likely be fighting
the boss here.

This is the location of the final battle. You will emerge in a large stadium
with the CE in front of you after taking an elevator ride.

There is tons of ammo, weapons, items and health around here. Of note: 2 AH
in front of each football post; 2 SHA, CA, SHL, FRZA in the ground corners of
the stadium; STR beside each post; PMED, DVA, 2 LK near midfield; 2 PB, GOG,
2 RPGA near "Bad Ass" side of stadium; 2 PB near "Duke Nukem" side of stadium;
FRZ, RPG, SRAY, DV, CGUN, SGUN, and ammo for each at various parts of the
seats on the stadium; GOG and HDK are at opposite parts of the stadium seats;
at one part of the stadium on the "Bad Ass" side there are GOG, a JP and 2 SHL.

There is a blimp floating around in the air that, if hit, drops even more stuff
for you if you need it. Hit it with an RPG blast to get the goodies, which
include at least one of each: FRZ, RPG, PB, CGUN, PSTL, PMED, JP, STR, RPGA,
DVA.

[Killing CE] You might want to start off the battle by killing his cheer
leading squad composed of a bunch of TRP. Try to avoid killing your cheerleader
team as if you do, a COM will come. Kill the boss is difficult because his
attacks are very strong. Once again I recommend using the JP to circle around
at the very outside perimeter of the level, unloading DV and RPG shots like no
tomorrow. You will still take damage most likely; so use the resources around
here to your advantage and don't forget about your PMED. There is tons of ammo
and items around here so that shouldn't be your problem. When you kill him,
Episode 3 will end.

-------------------------------------------------------------------------------
The Alien Queen (AQ) GO4204
-------------------------------------------------------------------------------

HEALTH : 6000

The Alien Queen is a massive blue beast, resembling a ADRN on steroids. She has
three red eyes, massive fangs, and gigantic claws.

Ignoring her large health amount, the AQ isn't really that hard. Her only real
attack is a maneuver that electrocutes the entire area around her, dealing
unavoidable damage (note that this also hurts you on land if, for some reason
you are fighting her there). She can also "birth" ADRNs at will, and if you
get close to her, she will squish you. However, if you have a PMED and some
SCG if you are fighting her underwater you will be just fine.

DV(~90) is the only thing that should really be used, though it is difficult
to hit them all in one try. Therefore, you might want to use the surprisingly
ineffective RPG(~65) to finish her off, but other weapons such as the CGUN and
the SGUN can be used too.

Since you will most likely be fighting her in Level 4-10 The Queen, here is the
strategy that was given there:

"
[Killing the AQ] You will be attacked by the AQ and some of her ADRN spawn. If
you really need this and you really shouldn't there are a couple of alcoves
that got 2 SHL, 2 CA and a LK. She only has two real abilities. The first is to
give birth to another ADRN; this is shown by it crouching over and a big burst
of green crud coming from her - then a curled up ADRN will spawn. Her other
attack is to electrify the area around her. This does guaranteed damage to you.
Additionally, if you come too close to her, she will instantly kill you. Your
only real rivals will be the ADRNs and the OB floating about. Kill off the OBs
quickly (there are only a few). There are a bunch of ADRN now to deal with,
but guess what: you don't have to fight them! You can simply float above them
to avoid their damage - you may get SRAY'd but that's no big deal. Circle around
them and fire on the Queen. Unleash all you got on the AQ, in the form of DV
and RPG and it shouldn't be too hard. She has the most health of all the bosses
and it might be a long battle, but don't stress too much and it should be over
before you're out of SCG. If for some reason you do run out of air, look at the
roof: there are some strategically placed air holes.
"


GO500
+---------------------+========================================================
| [05-00] Walkthrough |========================================================
+---------------------+========================================================

I try to separate the areas of the levels into smaller, edible parts in order
to a) allow quick access to someone who has a question on a certain part of a
level and b) make the guide easier to return to when referencing it, two things
that I like myself in a FAQ such as this one.

If you want to go to a particular level quickly, then go to the table below
and copy the name and the number of the level. Press CTRL+F and paste the name
into the dialogue box. You will go to the level in question.

[05-00-01] Par and 3D Realms Times
----------------------------------
These are the times that you should get if you are on the rush course through
the level. 3D Realm's time is for the elite, although if you play the levels
enough you should get the 3D Realms time. It usually requires a shortcut too,
if there is one in the level.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-01] Hollywood Holocaust | 01:45 | 00:53 | 08 |
| [1-02] Red Light District | 05:10 | 03:21 | 08 |
| [1-03] Death Row | 05:35 | 03:41 | 10 |
| [1-04] Toxic Dump | 07:20 | 04:40 | 14 |
| [1-05] The Abyss | 09:10 | 05:00 | 06 |
| [1-06] Launch Facility | 05:15 | 02:58 | 04 |
+------------------------------+--------------+---------------------+---------+
| [2-01] Space Port | 02:30 | 01:19 | 06 |
| [2-02] Incubator | 02:30 | 01:26 | 05 |
| [2-03] Warp Factor | 05:00 | 02:26 | 02 |
| [2-04] Fusion Station | 04:30 | 02:14 | 07 |
| [2-05] Occupied Territory | 03:00 | 01:26 | 04 |
| [2-06] Tiberius Station | 02:30 | 01:04 | 08 |
| [2-07] Lunar Reactor | 04:45 | 02:15 | 07 |
| [2-08] Dark Side | 11:30 | 04:59 | 07 |
| [2-09] Overlord | 05:00 | 02:26 | 04 |
| [2-10] Spin Cycle | 03:00 | 01:19 | 00 |
| [2-11] Lunatic Fringe | 03:00 | 00:52 | 00 |
+------------------------------+--------------+---------------------+---------+
| [3-01] Raw Meat | 02:30 | 01:11 | 07 |
| [3-02] Bank Roll | 04:45 | 02:18 | 05 |
| [3-03] Flood Zone | 03:00 | 01:57 | 05 |
| [3-04] L.A. Rumble | 03:15 | 01:46 | 03 |
| [3-05] Movie Set | 02:30 | 01:04 | 05 |
| [3-06] Rabid Transit | 03:30 | 01:30 | 06 |
| [3-07] Fahrenheit | 02:00 | 00:55 | 04 |
| [3-08] Hotel Hell | 02:15 | 01:09 | 03 |
| [3-09] Stadium | 02:45 | 01:17 | 00 |
| [3-10] Tier Drops | 00:45 | 00:10 | 04 |
| [3-11] Freeway | 02:00 | 01:07 | 05 |
+------------------------------+--------------+---------------------+---------+
| [4-01] It's Impossible | 03:04 | 01:32 | 07 |
| [4-02] Duke-Burger | 04:00 | 02:00 | 04 |
| [4-03] Shop-N-Bag | 03:30 | 01:45 | 07 |
| [4-04] Babe Land | 06:32 | 03:16 | 04 |
| [4-05] Pigsty | 02:02 | 01:01 | 05 |
| [4-06] Going Postal | 03:04 | 01:52 | 04 |
| [4-07] XXX-Stacy | 01:24 | 00:42 | 03 |
| [4-08] Critical Mass | 03:18 | 01:59 | 04 |
| [4-09] Derelict | 05:02 | 02:51 | 05 |
| [4-10] The Queen | 10:50 | 05:25 | 07 |
| [4-11] Area 51 | 04:20 | 02:10 | 07 |
+------------------------------+--------------+---------------------+---------+

GO510
+-----------------------------------+
=| [05-01] Episode 1 - L.A. Meltdown |=========================================
+-----------------------------------+

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-01] Hollywood Holocaust | 01:45 | 00:53 | 08 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE RK |
+----------------+

[The Rooftop] The only thing up here to do is to get the PA from behind the
crate. Then, you can shoot the fan (you don't have to shoot the yellow
canisters) and drop down.

[The Street] You will drop onto a LK for the health that you lost from the
fall. Immediately turn to the right and kill the TRP on the box. Beside the box
that the alien was on there was a LK. You might notice some fire coming from
the window of a building that you would be facing when you dropped; shoot at
the window and you will kill the TRP that was in there. Now, jump onto the box
and then onto the ledge of the building.

[SECRET 1] From the ledge, jump from here to the higher ledge that is under
the "innocent" sign. Walk over to the indentation on the ground and take the
RPG that raises up from it. Go back onto the lower ledge.

[SECRET 2] From the ledge, jump into one of the windows on this side (it's
invisible but looks solid). Once you get in there, there is a monitor and some
RPGA on the bed, but before you get that be sure to kill the TRP that
is in the dark. Go to the "Biker Bimbo" poster and open it. There are STR
in the new room.

[Back on the Street] From the poster, jump out onto the ledge. There will be
one TRP waiting for you so kill it. Proceed down the ledge and take the
AH. Across you in the darkness there is another TRP. Jump off the ledge when you
are done. Note the garbage bin, there is PA in it. If you go near the no parking
sign, a TRP will spawn in the bin. When you are ready to go in, there is a
safer way to get into the cinema besides the door.

[The Foyer] Go to the ticket stand, and shoot an RPG rocket at the TRP inside.
That will blow up the cracked wall and then you can get inside. There is a CAP
in there; stay in the booth to take him out. You can make your life easier by
killing the PIG that is hiding behind the column with your RPG.

[The Snack Stand] Open the door. You will notice at the till that there is a
PIG, you should either take it out with an RPG blast or do this. Run
quickly over the booth and open the door on the right side of the till. Go
in the door, take the SGUN that is in there, and kill the TRP. Then,
you can kill the PIG and all the TRPs that have appeared. Use the counter as
cover to kill the ones that are not on your side of the snack stand. Then, go to
the other side of the till; a door has opened. There is an AH in there, but
watch out for the PIG in there.

[SECRET 3]After you have cleared the room, you can touch the cash register; it
will open a secret door that you cannot reach by jumping. However, go under
this new area and touch the wall underneath the far right of it. A small
elevator will rise so you can get the BA in that room.

[SECRET 4] Back on the ground you will see an "Arcade" sign, don't worry about
going in the elevator yet. However, jump onto the trash can that is near there
and open the wall when you are standing on it. When the room opens up, there
is some PBs, a SK, and GOG.

[The Bathroom] Go to the hallway that is closest to the counter and follow it
to the end. You will find yourself in a bathroom. There are two TRP and
a CAP in there. Go behind the couch and find some SHL. Open up the right door
and then kill the TRP sitting on the toilet. Jump up onto the top of the stalls
and go to your left; there is a PMED in there.

[The Vent] Go into the vent. Shoot an RPG at the corner of the vent. This will
reveal a part of the vent that has a HDK.

[SECRET 5] Go to the end of the vent. Kill the TRP from inside the vent but be
careful of the babe. There are two other TRPs in there, as well as some SHL.

[The Film Room] Open the door to enter this room. Use a PB to clean out some of
the 4 TRPs in there. CAP, a TRP, and a RPG. Get the RK that is on the counter
in the back of the room. There is also STR in here. If you want to kill some
more enemies, go down the stairs to kill TRP and a PIG. If you do this, there
will be an earthquake and a crack in the wall will appear with a LK in it. After
doing this, jump onto the top of the movie projector and get the AH, this will
cause a door to be opened right beside the projector.

+------------------------+
| GETTING TO THE RK DOOR |
+------------------------+

[SECRET 6] The room has a TRP and a CAP in it, as a well as an RPG.

[The Cinema] Press the switch near the glass and the curtains will open. From
up here, break the glass and shoot an RPG round at the crack in the screen.
From here, try to take out some of the 4 TRPs down there. Jump onto the
seats to avoid taking falling damage and take out the remaining troops. If you
walk on the seats, another TRP will spawn. Between the rows of the seats,
there is PA. Also, near the doors, there is more PA, and on the movie stage that
was hidden by the curtains initially. There is also BA on the movie stage.

[SECRET 7] Jump into the hole in the screen. Kill the two TRPs and take the SHL
and the JP. Break the window. There are some PIGs on the outside, throw a pipe
bomb to kill.

[The Street] After you kill the enemies, you can use the JP to get up onto the
bridge that is above you. Kill the PIG that is guarding the exit.

[SECRET 8] Drop down onto the ledge that just below the bridge. Follow it
around to the front of the street (there is a LM on the way). Continue until
the cinema sign. Jump onto the palm tree that is near here, then face the
windows and try to jump into them. You will reach a room that has a Ripper,
a SGUN, an RPG, and some PBs. Go back to the bridge.

[The Bridge] On the Bridge, use the JP to go up as high as you can. Eventually,
you will take laser fire; these are from the MGs. Destroy these with the RPG and
go into the small ledge. There are some SHL and a new JP here. When you are
coming back to the bridge, you don't have to use your JP all the way down, just
a quick burst at the very end.

[The Pig Room] Open the door opposite the exit symbol. There will be a PIG so
kill him. Then, toss a PB at the canisters in the middle of the room.
Blow it up; you will probably kill the rest of the PIGs in the room. Open the
door in this room. (you don't have to do this steps, it will just make your
life easier)

[Box Room] Kill the PIG in here. Take the SHL then head back into the Snack
Stand Room through the theatre entrance doors.

[Theatre Entrance Doors] There is a TRP in the theatre entrance doors.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[The Arcade] Open the elevator. There is a TRP in the elevator. There is
also a PIG waiting for you at the top of the elevator; to avoid fighting
in close quarters, drop a PB on the elevator, get off the elevator and then
make it go up. Use the pipe bomb and kill the cop. Now, in the arcade, before
you do anything, shoot the yellow canisters to avoid fighting. You will kill
all resistance. After that, go to the Duke Nukem arcade game and use it. A
small hole in the wall will open with a HDK in it. There is some PA near the
Balls of Steel pinball machine. There is a way to get back to the Cinema if you
missed something that you opened when you shot the canisters. Use the RK and
proceed through the box room, the PIG room and go to the Exit.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-02] Red Light District | 05:10 | 03:21 | 08 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[The Street] You will emerge in an elevator that will get stuck. There will
a TRP right when you start, kill him immediately. Right when you get onto
the street, you should get the PSTL beside the fire hydrant and then get
into the building with the revolving doors as soon as possible, because the
streets are being patrolled by the PIGs and their vehicles. There is a
better place to kill them later.

[Gun Shop] There will be a PIG right off so kill him with the SGUN. A TRP will
be there as well. Run to behind the counter, and kill the CAP and the TRP there.
Use the counter as cover to kill the rest of TRPs that are in the front part of
the shop. The is a SGUN here near the monitor. Don't worry about the buttons on
the wall just yet.

[SECRET 1] Jump on top of the shelves over here and get the AH. Try opening the
wall here, there is a small compartment with a HDK in the corner near where the
AH was.

[SECRET 2] From the counter, count the number of shelves on the wall with the
buttons, on the fourth one from the counter, open it. There is some PBs and BA
behind it.

[Peep Show Lounge] At the other end of the gunshop, there is a hall way that
branches off. Look out for the PIG on your right but walk to the left. There
is another PIG in the red walled area, and at the end of this place there
is a TRP. Now, in here, there are four booths. in the first three there
are enemies; this is excellent place for pipe bombs. In the fourth, open the
compartment for an RPG. In the first booth there is PA in the trash can. In the
second one there is a LM on the floor. In the third there are STR in the trash
can.

[The Bathroom] Blow up the crack in the wall and kill the resulting CAP and TRP
in there. Near the mirror there is a switch; press it to open a compartment
that contains GOG. Go back to the gunshop. At the buttons on the wall, use the
following combination: X O X. Then proceed into the dark room.

[Dark Room] There is an elevator at the end of this room, however, there is
some other stuff first. You will be attacked by a TRP; he is standing at
the entrance to a hallway. From here, if you go right, you will find another
TRP.

[SECRET 3] If you go right, you will go down another hallway that branches off
to the left and right; to the left there is a PIG and AH and to the right is a
TRP.

[Bedroom] Go up the elevator and you will come into a bedroom. You will be
attacked right away by a TRP and there is another one waiting for you.
Get the Ripper and the ammo from the bed and open the small compartment to get
the BK. There is a LK in the trash can. Around the corner there are two more
TRPs, and some CA. While you are here, you can also hit the switch that is near
the window, it will cause a "Duke Nukem Must Die!" sign to fall across the
street (this doesn't serve a purpose). From here, you should kill the TRPs
across the street on the ledge with the CGUN. If you want to kill the PIGs in
the RPV you can now easily; they will come up to your level and stop shooting,
making perfect RPG targets. The resulting PIGs can be killed by pipe bombs.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Street] Jump out the window onto the street. You can get the stuff on the
ledge with tehe Nukem Must Die sign by jumping on the steel ventilation thing;
there is BA and a LK up there. Proceed to the "Bar" sign, but turn around
the corner first and kill the PIG there. Then, in the booth there is
another PIG. After you dispose of that, use the BK, then when the new buttons
come up, use the following combination: O X O X. Then hit the new switch.

+----------------+
| GETTING THE YK |
+----------------+

[Demolished Building] Go over to the demolished building. There is PA over
there. When you see the YK, there will be a PIG right behind you so be careful.
When you turn right, there is a PMED and a manhole. You can blow up the manhole
but it is kind of useless because it leads to a secret area that you can't get
out of until later in the level, that is, you 'll have to JP up the manhole to
out again. Anyways, go back to the booth.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[Security Checkpoint] Use the YK and then open the door. There will be two PIGs
there so use a PB and take the SGUN there. Proceed up the ramp. Don't go
through the archway, but kill the TRP that you can see.

+----------------+
| GETTING THE RK |
+----------------+

[Bathroom] Break the vent cover and crawl to the bathroom. Drop a PB in
here and the next room over and blow them up. The toilet in the bathroom can
be broken to unlock a door.

[SECRET 4] The door that is unlocked when the toilet is broken is right behind
the toilet. There are two PIGs right away when you enter, so rig the door
with a PB first to kill them quickly. Go down the ramp and kill the next
PIG. There is a JP, STR, and a HDK on the shelf. In the sewer area, if you
follow it to the end, there is a babe, an AH, and your very first OB. Kill the
OB with the SGUN at close range for best results. Go back to the bathroom.

[The Pool Room] From the bathroom, go into the room with the phones in it. The
garbage can here has SHL in it. You can snipe off the remaining TRPs near the
pool table from this room. There is SHL and PA here. At the end of this
room, there are two ramps; you have to take the one on the right first. There is
a PIG guarding the way to the bar.

[The Bar] Throw a PB into the actual bar to kill the PIG and the TRP and kill
the other TRPs in the room without going behind the counter. Before you go
behind the counter, drop a few PBs near the entrance to the bar. When you go
behind the counter, three PIGs will appear, use the PBs to kill them. Behind the
counter there is CA and a PSTL with ammo. At the back of the bar, under all the
shelves, is a cupboard with the RK in it. Now, go to the second ramp.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[Pool Room] There is a cop on the ramp and one right around the corner
guarding the RK slot. If that's not enough, there are three more that drop
from the ceiling at the end of this area, so drop a PB before that
happens or use the RPG.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Strip Club] There are quite a few enemies here. Take out the ones right in
front of you with your CGUN, and if you want to make it easier on yourself,
toss a PB to your left and right and detonate to kill them. There is an
LK in the upper left corner of the room and some PA in the upper right. When you
go farther into the room, more platforms containing strippers will drop down.

[SECRET 5] On the left side of the room, there is a couch. Stand on the
couch to cause a secret door to be opened where there is a stripper wearing
tan clothing (its right across from your position). It closes quickly so get
there fast. There is a CGUN and CA in there.

[The Vent][SECRET 6]
To get backstage, there is a vent that you must break and crawl through. Jump on
a table and then into the vent. It is on the right of the club. As you crawl,
you will find AH and some PBs. Break the grate at the end of the vent and drop
some PBs down in front of you and to your left. Note that, although I believe
that it is necessary to go through this level to beat the level, it still
counts a secret.

[Backstage] There is an elevated ledge that has a PIG on it, and a PIG
cop around the corner of this ledge. There is also a switch that is used to
find a method for getting up onto this ledge. Hit the switch to open the
curtains. There are quite a few PIGs around here; so once again pipe bomb
are useful for taking out large numbers. There is also one on the platform
that comes down from the roof, but the majority are on the floor. Once you are
safe, jump onto the platform and then onto the ledge.

[SECRET 7] Looking at the strip club, to your right is a small platform that
has some GOG on it. Jump to get it.

[The Attic] There is a PIG right when you turn the corner, and then when
you turn the corner again there will be a cop on top of boxes and another one
taking cover behind a box; take out the one on top the box first - the one
taking cover will most likely come out.

[SECRET 8] Near the boxes is a part of wall that is lighter than the others.
Open this to find a PMED.

[Ending the Level] When you come up to the last part of the level there will
be two PIGs, dispatch of them. When you are going for the exit symbol,
jail bars will come down on you and two cops will come out from the wall.
You will not be able to keep anything but your current health for the next
level so use your weapons with wanton disregard. However, if your health
drops below 100, make sure your use your medikit to get max health before the
level ends. The level will end automatically.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-03] Death Row | 05:35 | 03:41 | 10 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[The Chair] You will spawn immediately in the electric chair so get out as
soon as possible to conserve health. Your first task will to be to dispose of
a PIG with only your boot. He is in the guard room and you will be outside of
the room; break the glass and kick the PIG. Duck down underneath the blast,
raise and kick. Do this until he is dead. There are two LKs on the ground in
front of the observation room if you take any damage. Now, jump into the room.
Open the small compartment to get a PSTL and some ammo. After you go in the
room, a PIG will spawn outside the door and another one outside the barred door,
don't worry about them until you get Secret 1. Then turn around and look at the
switches on the wall. The one on the left opens a Secret, the one on the right
opens the Observation Area.

[SECRET 1] Pressing the left switch in the guard room lowers the electric
chair, you can go down and behind the chair to get a SGUN and some shells.

[Observation Room] When you press the right switch, the curtains to the
observation room will open; four TRPs and a CAP will be there to confront you.
Take them out with your SGUN, then jump in and turn to the right. If the PIG
has not already come, he will attack you so down him. Go to the barred door
now, and then kill the cop behind the door if you have not already done so, and
take the PMED. If you are facing the electric chair, turn left and open the
wall here. This will reveal a HDK.

[The Chapel] When you exit the observation area, turn left then go into the
chapel. There are two TRPs and a CAP that you can take out from the entrance.
There is also one right at the entrance on a JP so be careful. On the altar,
there are two stained glass windows. Break them both; one on the right contains
STR while the one on the left will eventually lead to a secret. Near the
entrance of the chapel there is some PA. Also, stand in front of the pews and
look up; there is a monk there that, if you shoot, drops an AH.

[SECRET 2] Look at the front of the altar; there seems to be a face. Press the
face; it will cause the screen to go red and the cross to turn upside down.
It will also cause a secret door to open in the stained glass window on the
left. Go in there; there is an OB so take him out with the SGUN. If you follow
the passage to the end, there is a CGUN.

[SECRET 3] Go to the end of the chapel opposite the cross and altar. You will
notice a button; shoot it with your SGUN or PSTL and when you hit it, a
small elevator will raise. Take this elevator up to some AH and BA. It's timed
but you can do it again if you have to.

[The Jail Cell] Exit the chapel and proceed left. There will be the cell
entrance to your left and a PIG to the right. Open the cell door after killing
the PIG. In the cell, besides a babe and a toilet is a LK and a small hole in
the wall. The hole in the wall will connect to a later part in the level; there
is PA in there too.

[SECRET 4] Crouch down and use the bed in the jail cell. It will move to
reveal a small passage with some RPGA.

[Gear Room] Proceed down the hallway. A TRP will fall from a vent in the
ceiling that you will eventually be able to get to. When you go down far
enough, an explosion in the wall will cause another room to be opened. In that
room there are initially four TRPs and a CAP to contend with; use the first
wall you see for cover. Now, this requires some dexterity; jump onto the first
yellow gear then the second, then jump into the room on top. You will see some
AH on a ledge; jump onto that ledge and get the health. Now, Go to the other
end of that ledge and open the lightly shaded wall. Open this wall to find some
GOG. In the actual generator room, there are two TRPs and a CAP in there. After
you are done with them, get the RPG at the end of the room and open the small
compartment to get the BK. Exit the room the same way that you came in.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Control Room] Continue up the hallway. There may be a PIG there that
guards the BK door. Use the BK and then open the door. There is a cop in there
so dispose of him. Don't worry about going through the trip bomb, instead,
open the 'Control Room East' Door and kill the PIG that results. As you
enter this room, There will be another PIG further in the room which you
can still take out. The control room is set up with two ramps that converge in
a space which leads to an exit. Beside the right ramp there is a PSTL and
beside the left there are SGUN SHLs (facing the exit). Now, open the door
opposite to the one that you came in.

+----------------+
| GETTING THE YK |
+----------------+

[Hallway] There is a PIG in there but you can blow up the yellow canisters
beside him to kill him. The canisters lead to AH and eventually the jail cell.
Head up the ramp. There will be a PIG at both the entrance to cell block 1 and
cell block 2. After you dispose of them, you should get the YK. To do this with
ease, you may want to first dispose of the laser tripbombs guarding your way
with an RPG blast. Then run in, get the YK and the two boxes of SHL, and run
right back out. One PIG will come from the left and right so be careful of
that.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[The Showers] There are two entrances to the left and right of the Cell Block
01 and 02 sign; they both lead to the showers. There are two TRPs and a
CAP in the showers; you can use the counters as cover if need be. There
are two SKs, a LK, some PA, and BTS in here. You can make your life a bit
easier by taking out some of the three PIGs behind either cell block forcefield.
You see, the forcefields in this game aren't that effective, so you can use
weapons with splash damage to kill things on the other side. Use your RPG to
get some kills (shoot it at the ground for max splash damage effect. This could
be considered exploiting the game by some but its your choice. Go back to the
control room and to the middle exit which is a YK Door. There will be a new PIG
there, so kill him.

+----------------+
| GETTING THE RK |
+----------------+

[Security Area] After you open the door, you will be in a small security area
that has two PIGs on the inside. You can kill these guys with an RPG blast.
In their booth is a monitor, a LK, and some RPGA.

[Outside] Although you should fight the first four cops you see, it is better
to run from both the RPVs and the MGs because you will just waste ammo
killing them. Take cover when fighting the cops by opening and closing the
door. After, you should run to the left and right, collecting the spoils and
the RK. If you run to the left, you will get PA, a LM, and the RK.
The right way has two boxes of SHL.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[The Ledge] Climb up onto one of the slanted columns and jump onto the ledge.
On the left ledge there are two boxes of CA, on the right side there are two
PA and some PBs. Run fast to avoid the laser fire.

[SECRET 5] On the ledge, you will notice some ramps in the middle of the ledge.
Run up those ramps to pass through an invisible wall to emerge in a small
hallway with three AHs.

[SECRET 6] On the upper side of the wall that is closest to the RK, there is a
large crack in the wall. Blow this up to get access to some STR. If you want,
you can blow up the crack at the end of this small crevice to get early access
to Cell Block 1 and earlier in the level.

After you are done outside, go back to the control room and go to either RK
door in there.

[Rotating Room] If you went in the left door, there is a SK for you and a PIG.
If you went in the right door, there is some PA for you. In either case, press
the button at the top of the ramp to cause the room to rotate; there will be a
PIG waiting for you. You will notice the holographic BLRD head; on that stand
there is a CGUN. Hit the button once that makes the room rotate. When this
happens, three doors and a grate will be exposed. Break the grate on the vent
to get some BA, but be careful as there is a hole that leads down to the
beginning of the level.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Map Bridge] Open the red door behind you, there will be a TRP behind
four laser trip bombs. Close the door right when you open it and run backwards,
the alien will trip the bombs and blow them up for you. Now, go to the end of
the bridge and open up the map. This causes two secrets to open to the left
and right of your position.

[SECRET 7] Jump into the compartment on the left to get some PBs.

[SECRET 8] Jump into the compartment on the right to get an AH.

[Left Door] Back in the rotating room, there are two similar looking doors,
go to the left. There is a LK on the way there. Open that door and kill the PIG
in there. There is a PSTL clip and a switch that opens Cell Block 1. Then go to
the right door.

[Right Door] Kill the PIG in there and take the PB that is in there. Hit the
switch that opens cell block 2.

[Cell Block 1] Exit the rotating room, go up to the showers area and enter
cell block 1. There may or may not be PIGs, depending on your decision.
There is a switch that has four lights on it. Every time that you hit the
switch a different block opens and closes. The initial one has all three
closed. The first cell has two PSTL clips and a TRP, the second one has a
box of SHLs and two TRPs, and the third one has an RPG, a large
medikit, and a TRP. At the end of the actual cell block, there are some
yellow canisters, blow them up to make an entrance to the control room.

[Cell Block 2] The same procedure applies to block 2 as to block 1. At the end
of the block, there are two PSTL clips. The first cell has two TRPs and
a box of SHLs. The second cell has two CAPs and a LK. The third cell is more
important than all the others, though it doesn't have any items available right
away. There are three TRPs on the inside and a poster on the wall (which you
don't see in parental lock mode).

[The Tunnel] You have to walk through the poster to get to this rocky tunnel.
You will first come across three PBs, a LK and a crack in the wall. Blow up this
wall, then proceed down the tunnel again to find three more PBs and blow up the
next wall.

[The Pipe] You will emerge in a pipe. At the beginning of the pipe there are
some SHLs and a LK. Follow the tunnel to the end.

[Submarine Dock] On and around the submarine there are two OBs, a TRP and a CAP.
Run in and out of the pipe if need be. Now, before going in the water or the
submarine, follow the ground around to the left. There will be some PIGs to
contend with. There are some SHLs on the ground and some more near the door, as
well as SCG and a LK. There is also a switch near the large door that will
unlock an entrance to the "Outside" area.

[SECRET 9] There are two columns on either side of the door with slight ramp on
them. Jump on the ramp of the right column (facing the door) and open the wall
on it; doing this will reveal GOG in an alcove.

[Submarine] Jump in the water. Near the big red doors underwater is some PSTL
ammo, and near a big rock under the submarine are some PBs. You will
notice an entrance above you, so go in. There are only two TRPs on the
inside. Near the front of the submarine are some SHLs. Right under the SHLs
there is a hard-to-see switch that makes a periscope rise. You can look into
the periscope to see the outside of the submarine.

[SECRET 10] Near the back of the submarine is a crate, open part of the wall of
the back wall of the submarine (it's on the right) near this crate. This room
has an engine in it as well as a PMED.

The exit symbol is at the front of the inside of the submarine.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-04] Toxic Dump | 07:20 | 04:40 | 14 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Submarine] You will start in the wreck of the submarine. Swim down to the
bottom of the submarine and you will see three buttons. From top to bottom,
press this combination: X O X. An emergency hatch will open.

[Underwater] Swim out of the submarine and get the SCG near the exit of the sub
if you need it. If you look around, you will see a large fracture in the wall.
There is some PA in the entrance, and there is a PMED further in. There are also
some OBs. There is a fracture in the wall near this. Blow up this wall and
proceed in. There is some AH in here. Further in there are some more OBs, and
two boxes of PBs.

[SECRET 1] When you emerge from the water. Go to the piece of land with the
babe and the barrels, toss a PB on the barrels and detonate it; this will open a
passage to the outdoor portion of the level. The secret counts when you come up
onto the piece of land.

[The Outdoors] You will emerge in the front of a building. The building's front
will open, revealing some TRPs. Take them out with the CGUN. There are two MGs
on each column. You can take out the first while standing in the passageway
from Secret 1 but you will have to take out the other one by moving in front of
the building. There is a ledge opposite the building with three TRPs on it. An
RPG blast will clear them out nicely. Then, swim across the water to the
entrance to the passageway to the ledge.

[Passageway] As you enter the passageway, there is a LK. Climb up the passage
way and get the RPG and the BK. While you are on the ledge, you may be taking
laser fire; these are from MGs to the left or right of your position. Destroy
these with RPG rounds. You can get to the holes where the MGs were contained by
jumping into them. You can jump into the left hole and open the back wall. You
will emerge in a small room with a message on the wall. On the wall opposite
this message, there is another hidden door which contains a HDK. This doesn't
count as a secret.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[SECRET 2] Jump into the right hole and open the back wall. There are some
RPG rounds in the secret room.

[SECRET 3] On top of the submarine, there is a small fire that is burning.
Step into the indentation on the submarine where the fire is burning. This will
cause a secret to register. You don't have to get the spoils, but they are
back in the submarine. There is BA, AH, and a PMED in the small compartment.

[The Building] Go back to the building. There is a BK door that you must open
to get inside. As you enter the hall way, there are two TRPs and a CAP
waiting for you. At the end of the hallway is a door guarded by some laser
tripbombs; destroy these with a PB to get the CA.

+----------------+
| GETTING THE RK |
+----------------+

[SECRET 4] You will notice some metal archways that are part of the hallway. To
the left of the very first metal arch on the right wall there is a secret door.
The door leads to another passage, which has another door that leads to the
frontof the building. It has a CGUN in it and you can get the stuff that the
TRPs may have dropped.

[Processing Plant] Go through the red door that is in the middle of the
hallway. When you emerge you will be at the top of the ramp. Right beside the
door is a light switch that turns on some lights in this room, that may be
useful to you. You can go down the ramp normally or drop off the back of it
to find two boxes of SHLs. You will see some cranes moving, picking
up barrels and cycling them around this room. You have to hitch a ride on one
of these cranes, so go to the black-and-yellow striped pad and when the crane
comes, it will take you over to a hole in the wall with a conveyer belt and a
TRP. You have to do this again on the black-and-yellow platform up here,
but be wary that there is a tripbomb in your direct path this time. It would
be wise to detonate it with an RPG blast or by waiting for a barrel (or the
corpse of the TRP) to go through it.

[Checkpoint] When you get dropped off, there will be a small room with a
glass window to your right. This room has a PIG in it. Kill him and go in
the room. The room has a LK and a small compartment that has the
RK in it. There is also a switch that opens the door that leads back into the
main building.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[SECRET 5] Continue down the conveyor until you reach a small tub of acid on the
side of the conveyor belt. Go in the acid to the far end of the pool. There is
a hidden door here which leads to some CA.

[Another Room] Continue down the conveyor. You will have to fight one or
two TRPs on the way. There is another room with some capsule-like entities
on the side of the room. There is some BA near the entrance to this room.
You will see a blue switch in the corner of the room, hit it to open the
capsules. The one on the right has an AH in it.

[SECRET 6] The capsule on the left doesn't have anything in it right away, but
if you go in it and jump up, you can get two AHs.

[The Shrinker Area] Get off the conveyor and head right. You will see some
walls on the right. You can make your life easier by rigging the first wall
with PBs, because as you progress into that area, the wall will open
upwards and four PIGs will come out. There is some chaingun ammo right
where the door opened, and further in there is some SCG and a babe.
You will notice at the top of the ramp there will be a PIG at the entrance to
the processing plant. After you finish with the cops, use the RK. This will
activate the shrinker gun. You will notice some holes on the ground. Shrink
yourself down and go in the right one. Take a right turn then follow the path.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Lock Room] There are two TRPs in here; obviously you'll have to wait
until you get big again to fight them. There is also a LK. Hit the "Emergency
Lock" switch, get shrunk, then go back in the hole. Follow the path and take a
left.

[Underwater Building 1] Go in the door that the emergency switch opened and go
into the pool. You will emerge in an underwater room, with two SKs
and some SHLs.

[Underwater Minefield] Exit the building. Go swim to the left first. Avoid the
first mine. There will be an OB to meet you. Then, shoot the second mine; this
will open a fissure in the rock face. One OB is in there, as well as a CGUN and
some CA. You'll notice on the other side of the rock you were swimming around
there was an OB hiding in a crevice.

[Underwater Building 2] After you are done, go in the building that has the
yellow column in it, there are some SHLs and a switch in there that raises the
water level. Hit the switch and swim up to the surface. Note that the door in
this room cannot be opened yet.

[Surface] There are several parts of ground up here that are kind of broken
up. Go on to the lowest platform initially (there are two SKs there) and take
out the opposition of this area which consists of an OB, a CAP and two TRPs.

[SECRET 7] There are two slanted platforms on the same piece of land that you
are on; on the right platform, you can jump to a hole in the rock face which
contains RPGA. This is not the secret however. There is another ledge in there
that contains a PMED and a SGUN.

[Surface] Now go on to the left ledge and jump down to the "acid fall". There is
some CA and STR here. Go back to the left ledge and jump straight across onto
the opposite ledge. Follow the path right and you will come to a control panel
of sorts. The button on the red column just raises and lowers the water level,
while the one on the computer opens the large underwater door. There is also an
RPG and a LK there.

[SECRET 8] In the space of rock between the video monitor and the red column
there is a hidden door which leads to some SHLs and SCG.

[SECRET 9] Blow up the crack in the wall that is around here. A TRP will
drop, firing at nothing, and then you can kill him. This is the secret.

[SECRET 10] You can blow up another crack in the Secret 9 area, there is an
AH in there.

[SECRET 11] You can blow up a third crack in the wall. Go into the resulting
space to get the secret; this is also a pathway to the beginning of the level.

[Underwater Building 3] Go back into the water and then proceed through the big
door. There are some PBs in a small indentation in the ground. Now, swim
into the building. There are some SHLs here, along with two switches.
The one right beside the black door opens that door, making a passage between
this and building 2. There is an OB and a HDK in the passage. The other switch
opens the large doors, and also causes a crack in the wall to be made which
contains two OBs and some CA.

[Gear Room] There is an OB right away in the gear room, though he may
kill himself by touching the gears. The way to get through the gears unharmed
is by waiting for a stone-grey part of the gears to appear, sneak into it and
slowly swim through. There is also a PMED behind the left gear; to get it you
must wait for a crevice in the gear and just go with its movements. Proceed into
the underwater basin. Note the corners of this basin. Facing the wall opposite
of the gears, go swim to the right corner. You will go right through the wall.
There is some BA and SCG in there.

[Waterfall Room] Get out of the water. You will encounter resistance from at
least two TRPs (there are four in the room). There are some SHLs in a corner of
the room. When you are ready, proceed down the waterfall (you can get back to
previous parts of the levels later on, but not through this waterfall).

[SECRET 12] Go slowly down the waterfall. At about the second curve, you
shoot an RPG round at the wall. There is a small room with a LK and a
teleporter. Go in that teleporter. You will emerge in a secret room with some
TRPs and some RPG rounds. Go down the waterfall to continue.

[The Water Room] In the basin there is some SHLs and a LK, not to mention two
OBs. Emerge and go the lowest ledge whilst fighting the opposition. On the
lowest ledge there are two PBs. Go up the ramp into the control room and take
out the three TRPs. There is some CGUN ammo and a LK. There is also a switch
that you must hit. Go up the waterfall that has the two doors on it. Go on the
right platform and get the SHLs. To get to the other side of the area, you have
to get on the black platform and shoot the button that was opened by the switch
in the lower platform (there is also a LK where the button you must shoot is).
You have to be quick - when the two big platforms meet, quickly run onto the
other one. You can get something nice here but you need extreme speed, and
it'll probably take you one or two tries. After you shoot the switch, you don't
have to go on the platforms. Note that the platforms are also underwater,
and that the one that you are currently on, i.e. the first one that you need to
go on, conceals a fan that you must break and enter WHILE the platforms are
touching. Needless to say, you must be fast, but your reward will be a RPG and
RPGA [Thanks to Fernando Calvo for the RPGA and RPG info]

[The Sewer] Go behind the wall and look out for the OB that is waiting there.
Enter the sewer and take the AH on the computer and the CA.

[SECRET 13] You'll notice acid pouring out of a fan; you can shoot the fan and
jump into the resulting hole (if you are having trouble jumping try jumping on
the cement and not the acid). There are two AHs in there.

[The Sewer] Proceed down the sewer, killing the OBs with RPG blasts. You can
pick up some CA and a LK on the ledges. In a small room on the side, there is a
pair of BTS and some RPGA. As you continue, the current will go really
quickly.

[SECRET 14] Though the sewer is dark, pay attention to the lighted portions.
The very last one you see has a faint crack in it on the left side of the wall.
Shoot it and go in. There are some TRPs in there and some PSTL and CGUN
ammo. This is the location of the secret level entrance to the level "Launch
Facility" as well.

If you decide to go to the normal end of the level, there is a teleporter there
that will take you to a part of the level before the water fall.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-05] The Abyss | 09:10 | 05:00 | 06 |
+------------------------------+--------------+---------------------+---------+

This walkthrough will assume that you don't have a JP (however, you could get
one from [1-6]).

+----------------+
| GETTING THE BK |
+----------------+

[The Pipe] Jump into the acid and follow the current. You will come up to the
opening of the pipe; while still in the pipe on the left on a ledge is a
LK and a TRP.

[Pipe Exit] You can go either left or right here (facing the pipe exit).

[Left Ramp] If you go left and follow the ramp way, you will fight a CAP.
There will be some PA and at the bottom of the first ramp there is a
SGUN. At the ledge at the bottom of the first ramp, you can fall off to find
a ledge that you would use if you fell into the acid by accident. There is an
OB down there that is a PB target, and a LK and a clip. The second downward ramp
leads into the acid. You may be taking some laser fire; this is from a MG that
is down the acid river a bit.

[Right Ramp] You will find a TRP and a SK initially. There is a door at the end
of this way; open it and there is a TRP in a room that also has some SHLs and
BTS. If you are facing the door, you can look down the left ledge; there is a
platform and the BK door. Before you drop down there, there is a PIG and an OB
that you can take out from your current position. On the platform, there is an
RPG. Through the gate (that is actually the BK door) you can see a PIG; he can't
hurt you but you can blow him up with a PB.

[The Big Fork] After you are done, go into the acid and follow the current.
You will emerge at a large rock formation. There are three ways that you can
go; left, right, and down the middle. Where you emerge, there are two TRPs
and some CA to your left.

[Left Path] The left path starts on a ledge; follow it to find a LK and a clip.
Follow it the cactus and take out the TRP that is on the ledge up there. At the
end there is a BK, two boxes of SHLs, and a large medikit. Look behind you;
there is the broken bridge above you and a TRP at the end of it that is most
likely firing at you.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Down Left Path] There is a canyon near the left path; follow it down to find
some CA and a LK. At the far end of the canyon, there is a hole in the wall that
has an OB and a CGUN.

[Center Path] The center path is simply two ledges; the left ledge has a large
medikit on it and the right ledge has SHLs.

[The River] If you follow the acid river all the way down, you will find a
platform at the end of the river that has BTS, a HDK, and a medikit.

[Right Path] At the beginning of the right path is a clip. Follow the path
to find a PSTL. You will come to some elevated ground; jump up there. In this
clearing, you will have to fight two TRPs. There are some nightvision
goggles, two clips and two LKs here.

[BK Door] Go back to the beginning of the level where the BK door is. Open it
and continue. As you enter, look to your left, there is a dark area that has a
PIG in it. Kill him. There some PBs, a LK and a message in
here. There is also another PIG wandering about here.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[The High Cliffs] Exit at the other side. There is a TRP in the room
opposite of you. Kill it, and on the same cliff that you are on there is a PIG
cop behind the corner and RPGA at the other side of the cliff.

[Cliff Room] Jump across the cliff to where you killed the TRP. Right ahead
of you are two boxes of CA. Enter the middle of the room and there
are a PIG, a CAP, and a TRP in various places. You'll notice the room branches
off left and right.

[Left Path] This path has the aforesaid PIG guarding the broken bridge you saw
before. It requires a bit of dexterity to do but you can get across it. If you
fall down you will return to the beginning of the level. On the other side of
the bridge there is an area that has a TRP ready to shoot you in the
corner. There are GOG, a PMED, and CA over there. You can also get a view of a
later portion of the level.

[Right Path] You will notice an exit from this room. There is a LK
here. Jump across to the platform with the cacti. Go to the tombstone. There
will be a big earthquake. Jump parallel to the tombstone and you will land on
a platform with AH. Go down the second platform with AH on it and then go to the
ground. Go forward, where the rock wall fell. Jump off the ledge. You will have
to fight an OB. Go down the cliffs some more and you will have to fight an OB.

[Acid River] You will be on one side of the acid river. There is a small
medikit on this side, and another one on the other side of the river. Now, go
into the only place that you really can go, into the dark stairway.

[The Hub] This is called "the hub" because it can take you to various places in
the level. As you ascend the dark stairway you will be confronted by several
PIGs so be careful. In the actual hub there is a CAP and a TRP awaiting you.
There is a SGUN at the far side of the room, near the window.

[Grave Room] The window that you see is actually part of a small room. Throw a
PB in there to clear out the TRP and CAP inside. Enter the room through the
window or the door. There is a SK on the shelf in there. In this room, you will
notice a piece of rock with a handprint on it; hit the handprint and the wall
across from the handprint will open, revealing a PMED. A TRP will drop from the
roof to attack you as well.

[Fire Pit] Right beside the first dark staircase is a second one that leads up
to the fire pit. On the staircase there are two OBs. As you enter the fire pit
room, go to your left to find an OB and some PBs.

[SECRET 1] To the left of the PBs you will see a portion of wall that is
protruding. Open the front face of that wall to find some STR.

[Fire Pit] You will notice some flames in a lower elevation area. There are
some enemies down there that you can take out with a PB before you even
see them. Go down into the area with the flame. There is a ledge here with
some AH. You will notice two handprints on the wall, one under a
target shaped painting and another that isn't. First, hit the one that is not
under the target and it will open a wall on the rock, revealing a CAP and
an RPG. The other handprint opens a wall that progresses the level by moving
a piece of rock out of your way. By jumping on that piece of rock, you can now
access a ledge that has GOG on it.

[SECRET 2] Run right into the fire. You will teleport into a secret room. There
is an OB that you have fight right away in here. After you kill it, there are
two AHs on a shelf, if you get those, then you will cause another OB to spawn.

[SECRET 3] Near the fire there is a rock beside some wooden fences. Jump onto
the rock and up onto the ledge. There is RPGA there.

[Staircase Chamber] Go through the hallway that pressing the hand opened. You
will have to fight a TRP as you follow it through. You will emerge in a
chamber. There are three OBs in here. On the floor, there are two large
medikits. After, press the handprint on the low wall. This will cause a large
staircase to rise. Climb it, jump up onto the ledge that has the handprint on
it's wall and press it. This will cause some more ground to opposite of you, be
quick and get on it. Hit the handprint on this wall (third handprint) and the
shrink ray will turn on. Stay on that ledge, get shrunk, and go through the
small tunnel near your position.

[Canyon] You will emerge near a small waterfall and have an OB as resistance.
You can jump into the waterfall to find a CGUN. Go towards the red lighted
canyon. On your way there, there is a wall on your left that has a wooden door
which you can open and find some BTS in it. Continue downward; behind the big
stone column there is a LK. On the shattered ground, there is a clip and a LK;
follow the slant down to the acid and you will get some SHLs. Walk into the
acid.

[Acid fall] You will notice that the acid you are in goes off to the right,
follow it and you will notice an "acid fall" and a series of ledges beside it.
Climb them to the top, jump across the acid to find three LKs. Climb the incline
that you are on, look to the right to find an OB and some CA. Follow the path
into the dark hallway and you will find three OBs. Near the entrance of the room
there are some BTS. Follow the path until it meets the wall to find some PBs.

[SECRET 4] Near the PBs, there is a crack in the wall. Blow it up and
enter the hole. Follow the resultant path to find two boxes of SHLs, some
CA, a clip and a LK. At the end of the path you will emerge near the entrance of
the level, you will get the secret credit around here.

[SECRET 5] On the side of the river with the acid falls there is platform, and
on its wall there is a hand print. Touch it and a wall above an acid fall to
your left will open. Go in it, and follow the acid river to a rocky path.
Follow that path to a place where you will find three AH and a babe.

[Canyon Cave] Straight across from you, you will see a broken wall leading to a
cave, you will have to fight some OBs in the acid to get there. When
you do get there, you will notice an elevated path that leads further into the
cave. Climb up the path, fighting the TRP opposition. There are two atomic
health on the way up. Follow the path. You will go through a room that has two
TRPs in it and a view of the alien ship. There are some BTS in this room.
Follow the path down some more. There is another room that has a TRP and
PMED. Follow the path some more; it will open into a wider one and you will get
three SHLS. Fight the TRP and progress down the path. There is an AH on the
right.

[Shattered Rock Bridge] You will have to fight an OB right when you see this
rock formation that you will have to jump to get across. There will be several
more OBs when you are jumping, just to let you know. As you jump across, you
will come about an RPG and some RPGA. Jump up the rock ledge.

[Ship Entrance] In the area above the rock ledges, there is a room. There are
quite a few TRPs in here, and initially there is some CA. You will come to a big
door and some BA. Open the door. You might want to rig it with some PB because
inside there are some OBs.

[SECRET 6] Facing the big door, go to the right wall. Search around there and a
secret door will open. Enter, and follow the path up to get an AH.

[The Ship] Enter the big door. Get the LK and the CA by following the hallway.
Press the paw print switch to open the big green door and then enter. To your
right is another switch, this will cause a new downward path to open. If you
hold the forward button as you jump into this pit, you will land on a platform
that has RP and two CA on it, and across from it is another platform that has
an RPG on it. On the ground here, two shelves will open, one containing 3 CA
and one containing 2 RPGA.

[BLRD Chamber] Time to fight the BLRD. The room is set up with
a raised platform with babes on your side of an acid river, with the BLRD
on the other side. Right at the entrance of the Chamber is a PMED, and at the
opposite end of the chamber are two AH. At either end of the acid river are
two RPGA. On the ledge, there are two CA and three Babes. You can kill the
babes to reveal some items. There is a JP, RPGA, and BA behind them left to
right. To kill the BLRD, I recommend using the JP and circling around the
BLRD, this will avoid his grenades. Use your remaining RPGA and get the
others around here; use your PMED and get the BA and AH if you really need to.
All in all, not really a tough fight. After you kill it, you will beat the
level.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-06] Launch Facility | 05:15 | 02:58 | 04 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Churning Room] When you start off, there is a PSTL and a medikit beside you.
Go down the ramp way. When you do this, two TRPs will warp in on an incline
beside you. After you are done with this, take the SHLs that are on the base
of your ramp. Run across the acid to behind the turning machine and hit the
switch. Run up the other incline and toss a PB into the group of three
TRPs. Near the entrance there is a compartment that contains BTS. When you go to
the entrance, a door will open behind you that has two TRPs in it and some BA.
Kill them and move on.

[Acid Pit Room] There is small pool of acid as you proceed through the door way.
There are some SHLs around here. If you go in the pool, you will find a SGUN at
the bottom. However, there is one or two OBs in there, so you may want to toss a
few PBs in there to clear them out. Also, this pit is important later on in the
level.

[The Spiral] Just after the acid pit room is a large spiral ramp. On the ground
around the ramp there are some SKs and PA. Circle the bottom of the spiral and
take out the TRPs down there. You may be taking laser fire; this is from MGs
that you can take out using your RPG. Go up the spiral ramp. There are some SKs
and TRPs to contend with on the way up. At the top, there are some buttons and
a CGUN with some ammo cases. Putting the right code in on the buttons opens a
door across the bridge; the code is X O X X.

[Command Room] When you open the door to this room, you will be attacked by
three CAPs. Dispose of them then enter the room. There is a SK, some SHLs, and
the BK, as well as a switch that takes down the forcefield for 01.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Path 01] Go into this place when the forcefield is down. There is some CGUN
ammo and a LK in there. When you go up the incline, to the left
or right of you there is a CAP or a TRP. Kill them, and where they were
standing take the PBs. This following area is loaded with TRPs, the
CGUN is great for cleaning out this room. You can hit the switch near the
entrance for this room to turn on the lights; it may be useful to you. There
are some SHLs on the ground level. When you are climbing the ramp,
you will notice an overhead fan above an RPG (which you can take). You can
access this place later on.

[Computer Room] At the top of the ramp, there is a computer room with the BK
slot. There are three CAPs in here, so put that CGUN to use again. There
is also two boxes of chaingun ammo and a PMED in there. Use the
BK to cause the rocket to be raised.

+----------------+
| GETTING THE RK |
+----------------+

[SECRET 1] Before you go in the door, you can get a secret that was previously
locked. Go to the end of this hallway; there is a forcefield in the way of
getting back to the spiral. Press the button near it to take the forcefield
down and go back to the Acid Pit Room. Dive into the acid, a new hole in the
wall is open. Swim through and emerge at the end. There are two AHs here and
two boxes of SHL. There is also a second hidden door that doesn't count as a
secret. Its on the right side of the grate and the door that hides it is in the
corner. There is a case of CA in the compartment.

[Path 01] Go back to path 01 and down to ground level. There is another path
and a door that was previously locked before you used the BK. Go in, but with
caution. There is a room with a window that houses four cops that you can see.
This is begging for an RPG blast. Go in the door (there is a sign above it
called 'Restricted Area')

[Restricted Area] You'll meet a PIG right away. Kill him and go up the incline.
There is some SHL and the RK. Hit the button up here to open the big doors.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[SECRET 2] There is part of the wall on the top of the incline that is a
secret door. There is no noticeable marks on the wall, but its the second
panel on the right of the computers. In the room there is BA.

[Launch pad] Back on the floor level, there are two new PIGs. There is also
some SHLs. When you go through the doors, you will have to fight several TRPs
and a PIG. Go around the rocket to find another TRP. Go up that elevator. On
that platform there is a teleporter and possibly the most valuable part of this
level, a JP.

[SECRET 3] Backtrack to Path 01, where the fan above the RPG was. Break the
fan and use your JP to get into the top of the fan; there are PBs in here.

[Rocket] Go in the teleporter to get to the rocket. There are two babes and
a LK on the inside. There is also an RK slot; use the RK here.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Launch pad] Get back out of the rocket and go down to ground level. There is a
small room near the entrance to the launch pad. There are two PIGs in there
but they can't really hurt you so use a PB to avoid conflict. In that room,
there are STR, a HDK, and SHLs. Go in there, and press the new switch. This
will destroy the rocket.

[Underneath the Launch pad] Go down the elevator beside the destroyed rocket.
Follow the hallway until you reach a computer room; there are quite a few
CAPs in there that are waiting to be CGUN fodder. There is a column at
the end of this room that has three packs of SHLs around it. There is also
BTS on the big computer.

[SECRET 4] You can open the big computer for three AHs.

[The Sewer] Press the switch near the big computer to open up the sewer
entrance. The new hallway that opens is loaded with TRPs that are great CGUN
targets. In the sewers there are plenty of OBs, but the current is going really
fast so you don't need to fight them if you don't want to (you won't miss any
items). At the end of the ride the exit is there.


GO520
+--------------------------------------+
=| [05-02] Episode 2 - Lunar Apocalypse |======================================
+--------------------------------------+

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-01] Space Port | 02:30 | 01:19 | 06 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Polaris Outpost] Look behind you and go in the teleporter to get the STR and
RPG. Go back in and go down the hallway.

[SECRET 1] Go the left as soon as you can and go to the monitor that you see.
When you go close to it, a secret door opposite the monitor will open,
containing RPGA.

[Computer Room] You will meet your first TRP behind a pillar and a second
that is in the computer station. You can get a SGUN and a SK there. There is
a switch near the window here that lowers the forcefield.

[SECRET 2] If you don't destroy any computers in the computer room, there
will still be one that is broken, you can open this to reveal a room that has
two TRP and an AH in it.

[Forcefield Room] Go through the forcefield and go through the hallway. Open
the following door, go through the next door (there is a LK in here) and enter
the forcefield room. There is RPGA and a LK here. Facing the forcefield, go to
the right wall and open the door there.

[Storage Room] Go down the ramp and fight an ENF. In this room, there is the BK
as well as a PMED, SCG, BA and two PA. Notice the lighted wall in this room,
there is a brown stripe over it. You can open it and submerge into the water;
you will get a CGUN and, when you follow the path of the water, a GOG [Thanks
to Fernando Calvo for the information on
the CGUN and GOG]

[SECRET 3] There is a vent at the end of this room. Go in it; you will reach a
dead end, jump and you will reach another dead end, jump a third time and you
will reach a small shaft with some PB. Jump out here.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Forcefield Room] Go to the elevator to the room that is facing the forcefield.
You will have to fight a CAP and a TRP in here. Go up the elevator and get the
SHL. Open the computer screen that has a picture of earth on it (the one on the
right) to get a HDK. Use the BK here to open the door behind the forcefield.
There are some ENF in there so be careful.

[Observing Room] Go into the door and use the elevator. When you stop, you will
emerge in this room. You will be attacked by some ENF. There are SHL, PA and LK
on the floor here. There is a green box on the floor; jump on it and get to the
above shelf to get a JP. You can JP up to the left to get some AH. After,
Shoot the orange canisters and go in the resulting room. Get the SHL and press
the switch on the wall. This will cause some ENF to drop from the roof. Now go
up the ramp and get the LK and pipebombs up here. There are four switches here;
the code is O O X O. This removes the forcefield.

[SECRET 4] JP up the forcefield pipe to the top. You will get attacked by an
enforcer, kill it and go to where it died to get a DV and an AH.

[SECRET 5] This is pretty easy to miss. Go back up to the ledge that had the
AH on it. You will hear a door open; to get to this door, you will have to
jump down the big pipe, all the way to the water. Get out of the pipe, turn
around, and between the elevator and the door a small door will be open on a
timer. In that room there is two RA.

[PIPE] Opposite this room is another, this leads to the Observing Room. You can
go even higher up the pipe; up at the very top there are GOG and LK. Now, at
the very bottom of the pipe, underwater, there is the RK. There is also a
switch down there; this opens a compartment with two AH and a JP above the
switch.

[Observing Room Hallway] Go back to the observing room and go up the ramp and
through the door. When the hallway suddenly becomes narrower, the floor will
collapse with a ENF coming down from the roof. Be sure to use your JP before
you hit the ground if you fell for this trap.

[SECRET 6] At the bottom, you can exit to a room. In this room, fight an ENF,
and get the SRAY, BA, and LK. Entering this room counts as the secret.

[Observing Room Hallway] There is a small hole in the wall, follow it to the
end and get the LK. Go up the small elevator, hit the switch and you will
emerge in the observation room, open the door, go back in the hallway and jump
over the hole. Use the RK. Before you open that door, be careful for a DRN
that is in there or it will blow up in your face. Open the next door, get the
LK and end the level.


+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-02] Incubator | 02:30 | 01:26 | 05 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE YK |
+----------------+

[Entrance] You start in a small transport vehicle that you can't get out of
right away, there is PA and SK in here. The next room has a SK and a SGUN in a
compartment on the left wall. The next room has three SDRNs, so close the door
quickly. Then, go on.

[View Room] As you enter this room, a door will open opposite of you, and you
will be attacked by an ENF and two TRP, and an SDRN to the right. There are
SHL, CA, and two LK in various places. There are two very obvious compartments
on the wall that are concealed by doors; in the one near the exit of this room
there are GOG. If you hit the big switch in the middle of the room, you will
open up the viewing windows which also causes a door to the right of the
windows to open; this has a SDRN - be careful - and AH in it.

[SECRET 1] Go to the obvious looking door near the computers. Open it and get
the PBs.

[SECRET 2] In the back of the compartment of Secret 1, there is a secret door
that leads to some BA.

[Hallway] In this next room there are two CAP, and near the forcefield here
there are a SK.

[SECRET 3] You will notice an "Earth Defense Forces" logo on the wall, you
can jump through it to get a PMED.

[Armory] Go to the top of the ramp, and the wall will fall down. Go in there,
you will be accosted by a TRP. There are some armory doors here, inside there
are 3 LTBs. Around the room there is a SHL on the computer and a PA near the
exit.

[SECRET 4] Facing the armory, go right until you see some panels with green
lights on them. Open the right panel to get to the secret area (this will
cause an ENF to drop). In the secret room is a FZR and a HDK.

[Rotating Platform Room] When you enter this room, the floor will raise and
three TRP will attack. There is a blue lighted platform with two rotating
platforms that have AH on them, and there is a CGUN behind them. When you get
these, two TRP will spawn. There is also an MG in this room that you should be
aware of. Go to the switch and press it; this will drop the forcefield in the
hallway and release some SDRN.

[SECRET 5] Facing the rotating platform, look right. There are two panels with
green lights on it. Open the right one; get the CA for the secret.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[Armory 2] Go through the forcefield in the hallway that you opened; you will
encounter some resistance from newly spawned enemies. In this room, you will
get attacked by an ENF and a TRP. To the left and right of you are PREGs, you
should dispose of them (but take caution to the right; there is a babe there).
In the armory, there is an RPG, CA, and a SHL. To the left there are more PREGs
and SK, PA. To the right, there is a PA and a SDRN near the end, as well as a
YK door. Go to the left and into the door. There is a small path that ends
with an impenetrable door and the YK. Go into the YK door. In this door, there
are two ENF and an MG, so use a PB. There are more PB and a PSTL inside. You
will notice a switch, shoot it with your pistol.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Behind] There will now be a new path that you can access from the left or the
right. From the left there is SHL and LK, and the right has RPGA. As well,
there are several SDRN and PROT here, so be careful. Go down the waterfall;
you will land on a platform and have to confront two OB and some more PROT.
On this platform, there are two FZRA and a small medical compartment that has
STR and a PMED. There is an MG that will fire at you from your right. You can
JP up there, and open the back wall to get some PB.

[Underwater] There are 3 OB that guard the underwater. On the underwater floor,
there is a SHA, and two holes in the infested walls. The right hole has a DV in
it, the left one has an OB and a DVA.

[Infested Platform] Across from you, there are more PREGs and some SHA. If you
climb up this place, you will come to a semicircular hallway that has an OB
on either side, and inside there is an SRAY and a JP. There is a switch on the
left side of the platform. Open it to reveal some PREGs that are a perfect RPG
target. Then, open the next door to find three OBs which are great PB fodder.
The exit is here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-03] Warp Factor | 05:00 | 02:26 | 02 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Entrance] At the very beginning of the level; after the elevator ride, you
should run right to the other room and close the door behind you because the
entrance room is full of SDRN. After they all blow up, you can go back into the
room and get the CGUN and SK in there.

[Armory] As you enter this room, a door will open to your right that would have
six SDRN in it. They are great RPG targets, even though they avoid them. An ENF
will also come an attack. In the armory doors, there is RPGA. Near the armory
there is a compartment on the wall that has a FZR. You can press the switch to
open door where the SDRN are; inside there is a PMED and SHL. Near the elevator
closest to you position, there is another compartment that has PB in it. In the
door in the center of the room there is an FF'd window, if you go in two TRP
will spawn. In this room there is a PSTL, CA, and SK.

[Left Elevator] Go down the elevator; the door will explode so you will have to
crawl through it. Follow the pathway down and you will come to a small nook
that has an AH in it (you can't get the other two AH that are behind it just
yet). A bit further down is a shotgun and under the door there is the BK. Jump
onto the shotgun ledge and get the BA, follow it around to the rotating column.
Near that there is two LK and in a cranny near the rotating column there is an
LTB.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Right Elevator] The bottom of the right elevator is rigged with LTBs, and
there are two ways that you can get rid of them. First, you can throw a PB in
the elevator and make it go down with you not in it, then detonate it. The
second way is to go down it yourself, alert the ENF, and then quickly go back
up; the ENF will blow himself up and the LTB's with it.

[BK Door] There is an LK at the entrance to this door. Go up the elevator
and open the door. You will emerge in a red light room; this is loaded with
SDRN so take cover in the door before you go any further. There is an SK in
this room. To the left there is a room that has two ENF and some DVA in it.
To the right there is a small room with an SK, open the next door then close it
quickly to avoid getting blown up by the SDRN inside. Follow the shaft down
to the end; there is a platform to your right which has CA and a switch. Hit
the switch to cause a cart to come for you.

+----------------+
| GETTING THE YK |
+----------------+

[Cart] The cart has some TRP in it. Go in it and hit the switch to go to the
other side. There is another TRP on the other side and two SK. The door at the
end has some DVA in it, and the other door shows another red room. There are
various SDRN and TRP in this room so be alert. There is a portion of the room
closed off by two walls, near the left and right walls are an LK and SK
respectively. In this room there are SHL and SHA on top of a switch panel.
The switches conceal a YK. The code is O X O; afterwards get the YK. There is
a door at the end of this room which has two ENF in it and an RPG; if you go
in here two more ENF and a SDRN will spawn in the red room. There is also an
elevator near the YK; taking this will lead you to three AH.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[Computer Room] Go to the BK door then enter the non-BK door (lookout for ENF).
Notice the computer screen to your left; there are two CAP here. Kill them and
hit the switch; this will cause a screen to rise with SHL on it. On the wall
behind the computer, open it to get an SRAY. Further into this room is a
BLRD; use the DV to take care of this menace quickly and efficiently. There is a
downward slope that leads to a door; there are two COM guarding it (remember,
good SRAY targets). On the ground around here, there is PA and a SK. At the
far end of this room is a shelf with an SGUN in it. In the door that the COM
were guarding there is a FF. Open the YK door.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Conveyor Room] There are two conveyors here, one up and one down. You will
have to fight two ENF as you enter in here. If you walk up the middle separator
you will get a SHA and GOG. In the next room, there aren't any enemies right
ahead of you; but this room is circular so run around; there are SDRN that you
should attract to the entrance and use that door to blow them up.

[Circular Room] From the entrance to your right is a small compartment
containing a PMED. There is a lighted panel on the wall more right; there are
STR in here. Further, near the center there is an elevated platform that has
some FRZA. 180 degrees from the entrance there is an MG that you should be
careful of. At the left side of the circle, there are three LK near the middle
circle.

[SECRET 1] In the compartment that had the steroids in it and that was the
lighted panel there is a switch on the wall (if you are facing the inside of
the compartment it is on the upper left). Shoot the switch and run around to
the other side of the circle. An elevated platform will have been lowered on a
time lock. In this room is a door that leads to an elevator, which leads to the
bridge of a ship. Go down to the observing screen and get the RPG and the AH,
and in the middle circle there is some PB on a ledge. There is a CGUN on the
top half of the outside circle, on some computers. There is a door near the
observing screen, which leads to a small room. When you go here, some SDRN and
ENF will spawn and attack you. There is a PMED behind the desk.

[SECRET 2] Use the computer on the desk. This will open another secret door,
which has a DV and an FRZ inside.

[The Inner Circle] At the very front of the circle (near the entrance) there is
a door that leads to a DV. On the other side, there is a platform that can be
accessed by a ramp. This platform has a model of the earth on it. There is a LK
near the model, and a switch behind a piece of wall that shows a view of the
earth. There is a big map on the wall. You can open that wall to get to the
inside of the circle. You will be attacked by some ENF. If you drop down, you
will get an RPG. Opposite the RPG is a wall that, if opened, contains a HDK.
There is a monitor on one side of the circle that has a switch nearby; press
the switch and it will drop the FF that you saw earlier in the level.

[Generator Room] Go back to the FF and enter the room with the generator. There
is acid on the floor so be careful. You can jetpack up to the top of the
generator and get some AH on one of the rotating things. There is an elevator
in the middle of the generator; take it down and fight the three enforcers
down here. There are three LK down here. The exit is also here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-04] Fusion Station | 04:30 | 02:14 | 07 |
+------------------------------+--------------+---------------------+---------+

[Chamber] You will emerge in a large room. There is PA where you spawn. Open
the door with the switch.

[Hallway] You will have to fight a TRP when you exit. Get the LK and the GOG in
the initial room. Go down the hallway and you will find a babe on the left; you
can kill her if you want to get a SGUN, this will cause an OB to spawn. Now go
up the hallway, fight your way through the TRP and get to the computer room.
There is RPGA and LK in here. There is an RPG near the computer and BA on the
widow sill. When you go near the computer with the RPG, a column will rise to
reveal an AH in the middle of the room.

[Bridge 1] Hit the switch and open the door. There are two SDRN out here that
you should be careful of, and at the other end of the bridge you see there will
be two mounted guns that you can take out with the RPG. Cross the bridge and
get the PSTL on your platform. Go down the elevator at the end of the bridge;
there will be an ENF at the bottom.

[Dark Hallway] Proceed down this hallway and fight the two ENF on the way. On
your right there is a shelf that has STR and SHL on it. On the left there is a
ledge that has a PMED between two big pistons. Facing the pistons; the right
one has GOG on the bottom of it. Continue down the hallway and fight the ENF
you encounter. There are BTS, PA, and 2 LK on the way. There is another
shelf on the right that has 3 LTB.

[SECRET 1] On this shelf (that has the three LTB) search around the walls
here to find a hidden door. Go in. Follow the tunnel down to the right and
you will get two AH. You have to exit the chamber with the AH the same way you
came in.

[SECRET 2] To the left of the wall, there is a PREG and a LK. Face the left
wall and jump up; get the PBs. Now, go back down the tunnel and find the piece
of wall that doesn't look like the rest. Open it.

On your left side there are more pistons. The right one has a small path
underneath that leads to the other side. There is a CGUN under here. Look into
the small tunnel; there is a switch at the end that you can hit with a gun.
This opens a door that leads to the next area.

[SECRET 3] Under here, between the generators, search the back wall to open a
small compartment that has two CA.

[Water Generator Room] Go up the elevator that you opened. There are two ENF in
the elevator. You might want to circle around the water before you go in to
clean out the ENF and get two CA. You might want to think ahead and lay some
pipebombs on the opposite wall. Jump into the water and circle around the
outside of the room; there are two PB and two LK around the perimeter. There
are two switches under water that you have to hit to proceed. Hit them and go
up top. Hitting the switches opened doors that contained various ENF and TRP;
so be prepared to fight. If you felt like laying some PBs near the opposite
wall; this would be a good time to detonate them because you will be assaulted.
Doors in this room opened to the left and right; to the left there is an LK in
the room and to the right there are SHL.

[SECRET 4] To get this secret, you first must hit the underwater switches.
Then go to the monitor in the main room. Run across the room to the door that
opened opposite of you when you hit the switch (there were SHL in here). In
this time-locked door, there are a FRZ and FRZA.

[Bridge 2] Go in the door and up the elevator. On your platform is PA. Across
from you is a switch; shoot the switch and a small platform will come over you.
There are GOG on the platform across from you.

[Egg Room] Go in the door. There are two rooms to the left and right of your
position; there are several PREGs in either room. Shoot the PREGs with your
RPG; but be careful for the babe in one of the rooms. In the right there is an
LK. Continue on, and go to the right. There are more eggs. Blow them up to
reveal an SRAY.

[SECRET 5] In the room directly left to the entrance of the egg room, there's a
column that opens up to reveal some BA. Face the entrance to this room; the
column is to the far left, near the window.

[Beam Room] There are two large green beams on the roof. As you go in this room
there are some enforcers; but the room will blow up so you should look out;
but the explosions should kill the ENF.

[SECRET 6] . The explosion will cause a crack in the wall,
and you can climb up the platforms to a beam. You have to go through the vents
on the wall to get to the other platform; in the vents there are PREGs and an
enforcer in the roof so watch out for that and use a PB. Go through the pipe
and to the end of the other beam; at the end there is a babe, with two SHA and
an AH that you can just jump onto the babe to get.

[SECRET 7] There is a crack on the wall to your right (facing the compartment
with the AH). There is a RPGA in there.

Now go through the next door.

[Beam Room 2] Be prepared to fight an ENF as you open the door. Cross this
space bridge and enter the next room which is similar to the last. There are
some green canisters on the ground that you can destroy to kill some ENFs that
are in the room. Doing this will make a crack in the wall that contains two
LTB. There is also an LK behind the column in this room. Go in the next door.
It leads to an elevator. You can see an ENF shadow on the floor but he is too
high up to kill right now, so drop a PB in the elevator, run in and out
quickly and when the ENF hits the ground detonate. Use the elevator.

[Flashing Red Room] As you enter this room; the wall will blow up and you will
be attacked by some ENF. In the room that they came out of, there are STR, SHL
and an LK. Hit the switch in this room, and in the middle of the main room
There is a DV on top of some acid. Continue through the door.

[Bridge 3] When you exit there will be some SDRN that rise and attack you and
you will also be fired on at the other end of the bridge by some TRP in windows
of the big tower; recommendation to use RPG. On your platform there is PA and
DV, now go onto the small platform and shoot the slightly hard-to-see switch
opposite you. Go into the opening.

[Power Plant] As you enter you will have to fight an ENF. After that, you might
want to collect the stuff that's around here and in the pits; there are two DA,
three CA, and two LK all around here. In the middle of the room there is a
large lightning bolt generator; shoot the base of it with an explosive weapon
or drop a PB in there and detonate. After you do this, the room will explode;
across from where you entered, a part of the wall will blow up and a COM will
attack so be careful. Go into the wall that blew up and go up the elevator in
there.

[Bridge 4] Get the SGUN and the two DVA to your right and the PMED to your left
as you rise up. Now, there is no direct way to get from your position to the
door across from you; you must use a jetpack. To get one; run straight off the
edge, holding forward. If you are successful, you will land on a ledge that has
a JP and two AH. Now, getting up to the bridge requires the use of the JP, but
be careful as when you get onto the platform the door on there will open that
has three COM in there. You might want to keep the JP on and back away when
fighting them. Go through the door.

[Exit Room] As you go around the wall; there will be two COM and several PREG
that you will have to fight. An few RPG blasts will take the majority of the
enemies out; but there are also babes so be careful if you are concerned about
fighting more enemies. As you go to the other side and get the CGUN and the AH,
a column will raise in the middle of the room with a COM in the middle of it;
the exit sign is also here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-05] Occupied Territory | 03:00 | 01:26 | 04 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE RK |
+----------------+

[Entrance] You will spawn in a small room. In here there is an SGUN and a SHL.
Press the switch and the double doors will open.

[Computer Checkpoint] There are some PREG and a babe as you enter this room.
There is an LK as you continue. As you go around the wall, some TRP and a CAP
will attack you from behind a computer desk. On the wall behind the Earth
Defense Logo there is a CGUN on a shelf. Go behind the computer desk; there
is a PMED on the ground and BA on a ledge. Hit the switch here and go through
the big door.

[SECRET 1] Go to where the big door went down. Face the right jamb; there is an
AH in a small alcove.

[Hallway] Go through the door. You will have to fight some ENF as you proceed.
Open the next door and prepare to take cover as some ENF and COM will assault
you.

[Space View Room] Go through this room. The walls on the ground here will open,
showing you a view of some space. As you reach the end of this room a
door behind you will open, causing some SDRN to be released so be careful. In
the middle of the room, under a half arch there are some RPGA, and on the
left support of this arch there is a compartment that has a HDK in it. Go up
to the big door; near it are GOG and CA.

[SECRET 2] As you pass under the arch with the HDK; go up the right ramp.
There is a grate up there; go in and get an RPG and a BA.

[SECRET 3] JP up to where the SDRNs came out. There are some RPGA and an AH in
there.

[Red Room] Open the door; you will be attacked by two TRP and a CAP. In here,
there are two LK in compartments to your left and right. Open the next door.

[Circular Room] You will be attacked by some TRP. Before proceeding you might
want to get the items around this room; there are GOG, STD, PA and a LK around
here. Now go to the tunnel in the wall near the green slime.

[Conveyor Room] There are some PREGs right away and to your left there are some
SHA along with a babe. Proceed; you will notice a rapid conveyor belt. You can
go on the left one to get to the next room quickly. Note that there is a
mounted gun here that you can't actually destroy (its not a "real" enemy).
There are various TRP and COM here; so be sure to take cover. In this room
there are goodies about like some PBs, a DV, GOG, and a LK. Also, on the other
side of the wall facing the conveyor belt there is the RK. As you go back down
to the exit, you will be attacked by some ENF.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[Battlelord Room] Go back to the circular room and find the RK slot; use the
RK here and the door will open while the ramp descends. Go up the ramp; there
are some DVA to the left and right. Now, prepare yourself. You will have to
fight three BLRD. This is obviously a perfect spot to use the DV and the RPG
as there is plenty of DV ammo around. If you don't really want to fight these;
the best way to do this will be to use STR and rush in and out. If you do clear
them out, there are two CA behind a support and an LK on the floor. Whatever
you do, you must get the BK at the other end of the room to proceed with the
level.

[SECRET 4] At the back end of the room, there are some computer monitors. You
can either jump in the upper left computer or search the lower right computer
for a secret door; you will find two LTBs and an AH.

[Inner Complex] You will fight an ENF on your way in. Walk in, and three will
be some raised walls that have three ENF behind them and another ENF will
attack from the doorway that you didn't enter from. There is a PMED on the
ground. Hit the switch near the monitor; this will open the door opposite the
cavern to the conveyor room. Go in there.

You will be attacked by an ENF initially. Go in there and proceed up one of the
ramp ways. There are some more ENF on the way up, as well as some DVA and an LK.
Near the computer is a LK and a switch. Hit the switch to open the wall across
from you and to raise some platforms. When you do this, 2 BLRD will attack;
use your DV wisely. It is possible to kill all the BLRD in this level; I have
done so myself previously. Go across the platforms and hit the switch at the
end. This will open a wall which leads to the exit.

[SECRET LEVEL] On the platforms that lead to the exit, face the exit, turn left
and look up. There is a switch that you can hit with a gun. Shoot it, and to
the right a door will open in the wall. There is a secret exit symbol in here,
which leads to Spin Cycle.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-06] Tiberius Station | 02:30 | 01:04 | 08 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE RK |
+----------------+

[Entrance] There is a PREG right where you start. Kill it, jump up to the
grate and break it. Go through.

[Foyer] Right when you exit, there are some PB and a PSTL near the computers.
There are two switches near here. The one that is in the middle of the window
opens the big Tiberius Station door. The one to the right of the window turns
on the lights in this room. There are various TRP patrolling this room. You may
be wondering how to get into the rooms labelled "Armory" and "Supplies". Facing
the big door, look right or left. There are some small windows in the wall that
you can jump through. There is a monitor and a switch in each of them. The left
switch, besides having a PB near it, opens the right door (which is the Armory)
and the right switch opens the left door (which is the Supplies). They are on
timed locks so be quick.

[Armory] This room has an SRAY, GOG, two SHL, two CA, and a SHA. There are also
some PROT in here.

[Supplies] The Supplies has two BA and a LK in a fridge. There are also
some PROT in here.

[SECRET 1] Between the shelves with the two BA there is a secret door which
leads to a door with a PMED.

[Mirror Hallway] Continue through the hallway.

[SECRET 2] Right when you enter the room, look to the upper right if you are
facing the mirror. There is a large crack in the wall which you can destroy.
Jump in there to get access to the vents and get two SHL.

[Mirror Hallway] You will see a mirror which lets you around the corner to see
some TRP. You will notice a hallway to the left; go in there. You can go up the
elevator here.

[SECRET 3] Before you go up the elevator, you will notice another dark hallway
to your right, with some PREGs in it. Kill them and go to the water fountain.
Face the wall opposite the fountain; walk right through it and get the two
boxes of PBs inside.

[Computer Room] If you go up either elevator (one of them has a CAP on it) you
will emerge in the computer room, which contains two CAP. In this room, there
is the BK, as well as an SGUN and two PA. There are two compartments, facing
the window. The left one has a HDK. There are also two switches there. The left
switch turns on the lights and the right one opens a door which you can see
from the window.

[Red Light Room] The right switch opens a door on a timed lock which you can
see from the window. You might want to think ahead because there are three ENF
in there and it is confined; launch an RPG in there. Then, quickly run in there
before it automatically closes. There is a DV on a pedestal; you can jump onto
this pedestal to reach a shelf that has an AH and a tiny monitor. As you exit,
you will notice that a bunch of OBs have spawned all around the Mirror Hallway.

[SECRET 4] To the left of the door that leads to the Red Light room there
is a secret door on the wall. It leads to a small room that has an ENF and GOG
on the ground. There is also a small compartment on the right wall that you
have to open to get the STR and CA inside.

Now, you can go to the big steel door at the other end of the mirror hallway.
There is a MG above the door.

[Bridge Hallway] Right when you open the big door; some SDRN will try and
attack. However, red lasers will come from the wall, signifying LTBs and you
can close the doors and let the SDRNs detonate them for you. When you turn
the corner, you will be attacked by some ENF on a bridge and one on ground
level. Note that if you shoot the bridge with an explosive; it will break so
its pretty cool. Now go up the small slope and open that door. There is a LK
right beside it.

[Washroom] Open the door on the left; it leads to the washroom. There is a CAP
in there, as well as two LTBs, CA, PA, and a LK. There is another door that
leads to a stall; there is a TRP using the toilet. You might want to close the
door as you enter in here, because some SDRN will come and attack you. The
switch on the wall only controls the lights.

[Hallway] Continue down this hallway and you will notice another mirror on the
wall. You can see an ENF via the mirror's reflection but he can't see you; you
can ricochet a SRAY blast and take it out if you want. There is also a MG over
there. When you go a bit close to there; two LTBs will start to work; you can
let the ENF detonate them if you want. When the LTBs or the canisters behind
them explode there will be a fracture in the wall, with an RPG and some CA
in it, as well as an ENF that will attack you.

[Service Access] Use the BK here and open the door. You will emerge in a room
that has a big acid pool on the ground level. To the right of the entrance
are some BTS and an elevator that takes you down to the acid or up if you fall
in. To the left is a LK. There are some OBs that are above the acid pool.

[SECRET 5] When you are crossing the bridge from where you hit the switch,
to the left and right there are some indentations in the wall where the
platforms that made the bridge were. Jump off this to the left and swim to
the indentation. Open the wall at the surface. There are two AH in the room.

[SECRET 6] Follow the same instructions as above, except go to the third
platform and drop off to the left. There are some RPGA in this room.

[Acid Pool] You have to go in the acid pool to get the RK. In the part of the
pool near the entrance to the room, there are GOG and SHL. Just swim around the
perimeter to pick up the RK and a PMED, too. Now use the elevator to get up to
entrance area. Facing the acid pool is a switch that makes a bridge form for
you. Cross the bridge and enter the mainframe area.

[Mainframe] There are ENF around here but they are taking cover behind the big
computer on the wall. There is a FRZ on the right. Go up the elevator and
continue down the hallway. There is a door and a LK at the end; go through this
door.

[SECRET 7] On the hallway to the door there is a crack in the wall to your left
which you can blow up. It leads to a JP and a way to get back to a previous
part of the level.

[The RK Room] In the RK room; blow up the yellow canisters if you haven't
already done so. There is a CGUN on the floor here.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[The Bridge] When you open the door; you will be attacked by a MG at the
other side of the bridge. Go across the bridge, use the RK and open the door.
I would recommend running away from the door, however, as there is a BLRD and
some other enemies in there. Enter the RK room after you are done with them.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[SECRET 8] There is a vent on the ground in this room. Break the grate and go
in. There is a PMED as you enter. As you proceed you will notice another grate
to your left. As you approach this, a secret door will open across from you;
you can see it from the vents. You have to JP over to get it; there is an RPG
in the secret area.

[The Vents] The vents connect the entire level. You can't access them all until
you reach the end of the level. If you access the vents the same way you did
in Secret 6, you can get some FRZA and some SHA on the way through them.

[The Exit] Go down the big fracture in the ground that was made by the
explosion. There is another grate here that you must break. Follow the vent to
the end. When you reach a dead end, jump and continue on. Break the next vent.
There is an ENF in there, as well as a switch to get back into the level. The
exit symbol is also here.


+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-07] Lunar Reactor | 04:45 | 02:15 | 07 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Entrance] Open this door and fight the TRP. As you exit the first door, look
to the left and there is a small compartment that you can open. You can find
some GOG and a SGUN in there.

[Hub] This is called the hub because the entire level is eventually accessible
through here. There are three different ways that you can go here that don't
include the entrance. They are labelled on the wall as 02, 03, and 04.

[Vents] There are some vents on the wall that you can go in. Depending on which
one you go in, you can get SHL, LK, and AH. All the vents converge at a DV.

[04] This is one without a key requirement. This leads to the washroom. Right
when you open the door, you will be attacked by two COM; you might want to get
out of the way. After you are done with them, go down. Around the urinals
there are some ENF, and in some stalls there are TRP. Around the urinals there
is a PMED and some DVA. On the counter, around the mirror there are some STR.
In the farthest left urinal there is an RPG and a TRP, the second has a grate
that you can go into, the third has a TRP and the BK, and the fourth has an
LTB. The bathroom vent leads down to some DVA.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[02 - Crew Quarters] This is the BK door. As you exit the washroom and come
here you will be attacked by some ENF and PROT. As you enter, you will notice
a vent on the wall with some PROT oozing out to attack, as well as a SDRN. You
can jump into the vent and get some DVA. Some walls have also been lifted in
the vents so you can go back to the central convergence. Now, go across the
bridge. Be very careful, however, as there is a BLRD just around the corner.
Take him out; some PROT will be oozing from the vent on the wall. That vent
has some shells in it and leads to an AH.

[Crew Quarters] Open the door and enter the crew quarters. There are some SDRN
ready to attack. As you enter, you will be attacked by some SDRN and you can
get some RPGA. There are two different places that the crew sleeps; in either
one there some ENF and TRP that will attack. As you go into these quarters,
some ENF will spawn outside the room and they will attack you. You will notice
some lockers around the room, there is a LTB and a BA in there. At the end of
the room there is a CGUN on a shelf and some CA and a LK in two compartments on
either side of it. In the left bedroom, there are some FRZA and a SK. Note
that there are also some cracks in the wall here; they don't lead to anything
if you blow them up.

[Sewer] In the right room, there some PB and two LK. There is also a shaft that
leads down into the sewers. You have to press the switch and the two walls will
create a pathway for you. You have to run quite quickly to get across there.

[SECRET 1] At the entrance to the sewers, hit the switch, and go to the left.
There is a small room here with some SHL and a LK. Now, while the walls are
back in their default position, face the danger sign and go to the left corner
of this room. Open the wall and get the two AH which count as a secret. Back
in the room with the SHL there is a switch that opens the big walls again.

[Rock Face] Exit the vent and fight the trooper on your platform. You will be
fired on by an MG across from you and some TRP on a platform lower than you.
Take them out. There is some RPGA this platform. Note that if you fall to the
bottom of this big chasm and land without killing yourself (via JP) there is
another JP down here.

[SECRET 2] There are two computers here; face the right one and search it. It
opens a secret room which has some CA and a LK in it.

[SECRET 3] Jetpack over to the ventilation shaft; it has a hole in it. Land on
it, and if you face one side of the wall that it is attached to it there is a
cave in the wall that has RPGA, BA, and AH in it.

[SECRET 4] Go to the computer where Secret 2 was found and jump off the ledge
here. Use your JP as you do and you will notice a cave in the wall; go into
it. There is a SHA here and, further in, an SRAY. When you get this, three OB
will spawn behind you, so you can open the back of this cave to get to a TP
which leads to a small room if you don't want to fight them. There is a switch
here that opens a door; you will be on the platform opposite where you started.

+----------------+
| GETTING THE YK |
+----------------+

[Lower Platform] There is the YK on a shelf here and a CA here too. Proceed
into the tunnel but prepare to exit quickly, as the whole thing will implode
on you when you go too far in. You will have to fight some TRP to do this.
When this chaos ends, an explosion will have made a hole in the wall, go in it.
There is an LK at the entrance. Continue down the ventilation shaft, get the
SHL and fight the PROT on the way through.

+----------------+
| GETTING THE RK |
+----------------+

[Sewer] You will emerge here. You will have to fight an OB initially. There
is a FRZ near the sewage grate. Continue down the acid river; you have to fight
some OB along the way. Note the entrance to the room on the right; however,
don't go in just yet (you can go up the stairs if you need some BTS). You will
notice a big yellow gear at the end of the room. Run into one of the
depressions in the gears; The gear will rotate and take you into a computer
room that has two ENF in it. The RK and two SK are also in this room.

[SECRET 5] There is a computer in this room that looks different than the
others; it appears to have a yellow stripe down the middle. Open this computer
to reveal an ENF. There is a HDK and two FRZA in this room.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+
+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[Hub] Go back to that room on the right; you have to go back through the gear
to do so. Then, go up the stairs, fight the CAP and get the LK and BTS on the
way up. Use the RK on this door; it leads back to the Hub. Back in the hub, two
COM have spawned so watch out. When you are ready, open the YK door.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[03 - Reactor Core] Right when you enter this room you will be fired upon by
two BLRD; there is some DVA near the entrance if you need it to fight them.
You can jump in the vent here after you are done with them to get some PBs.
There is CA and a LTB at the back of this room. Now, you can go up the stairs.
You will have to fight an ENF on the way up. There are a lot of CAP in the
following room. Its good to clear this observation area out because then you
won't be fired on in the core. There are also some goods in this room; a SGUN,
a LTB, GOG, PA, DVA, and a LK around the room.

[Reactor Core] Now go down the stairs. There are some ENF that are guarding
the door; kill them and get the SHA. Now enter the door. The Reactor Core is
loaded with ENF so you might want to take cover. There are some SHL and a LK
behind the columns. There are several switches at the other end of the
entrance. There is an RPG on the shelf that they rest on. The switch at the
left turns on the light above the generator. The switch on the right opens the
reactor. The other switches on the far left and right control the lights in the
observation area. You have to destroy the reactor with an explosive. You can
jump into the destroyed reactor to get an AH. Also, when you destroy the
reactor a COM will attack.

[SECRET 6] From the entrance, go left until you are behind a large column.
There is a shelf in here that has two LTBs in it.

[SECRET 7] From the entrance, go right until you are behind a large column.
There is a shelf in here that has a RPGA in it.

[Exit Hallway] There is a large hallway that you enter when you open this door.
Walk down this hallway. You will see yourself in a mirror; when you proceed
down the hallway you will notice that an ENF will drop down behind you.
Additionally, the room will explode; but if you continue downwards you will be
attacked by two COM, so use that SRAY. There's a door at the end of the hallway
which leads to another COM and the exit.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-08] Dark Side | 11:30 | 04:59 | 07 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Entrance] You start off in a small room. Open the door and get the PSTL and
the LK on the shelf near the entrance. Continue down the hallway and go in
the small dome; there are two ENF and some PREG there. Go down the elevator
and fight the two TRP in the resulting room. There is a SGUN (and a dead PIG)
in this room.

[Building Exterior] You have to fight an ENF, two SDRN and a TRP out here. Near
the entrance to this area there is an LK.

[Building Interior] Right near the entrance there is a big computer, in front
of which there is some BA and a FRZ. To the right is a YK door with SHL beside
it. To the left is the path to the alpha transport, which has a SK beside it.

[SECRET 1] Go to the big computer monitor in the middle of the building; open
it. A small nook will be revealed with two AH in it. You have to go inside it
to get the secret credit.

[Alpha Transport] At the entrance to the Alpha transport cart there are two
TRP and some PB. Hit the switch here; the cart will come towards you.

[SECRET 2] There is a crack in the wall here. Its opposite the entrance to the
cart. Inside the crack there is a TRP, with a DV and two SK.

There will be some TRP in the cart, kill them and take the cart down to the
other side by pressing the switch inside of the cart. At the other end of the
transport there are some CAP here. There is also a compartment that you can
open near the exit to the cart that has two FRZA, and a LK rests around the
corner.

[Alpha Transport Corridor] Go in the doorway here, and follow the cavern down.
Enter the next doorway, when you go too far end the room will blow up, run
back into the hallway to avoid taking damage. There are a couple new ENF here.
There is an AH in this room here. Near the ground level, there is a cave that
has an ENF and some PREGs in it, as well as a CGUN and a LK.

[Research Room] There are tons of TRP in this room. There are three portions in
this room, the left one has the most, the middle has a couple, and the right
has a solitary TRP. This room is ideal for the CGUN. After you clear the left
room there is STR on one counter and a SHA on the other. In the middle room
there are two SHA and a LTB. In the right room, there is a HDK and a PMED on
the shelves here, and some PB on the floor here.

[SECRET 3] Near the end of the room, near the big water filled canisters and
the left side of the counter with the HDK, there is a piece of wall in the
upper right corner of the room. Open it and take the elevator that is in the
same hallway. You will emerge on a catwalk of sorts; some CAP await to fight,
along with some PREGS. You can go into the water filled canisters from here,
by going in the canister second from the left leads to a SRAY.

[Conveyor Belt] In the left portion of the room there is a conveyor belt on the
right counter. You can take this to progress with the level. As you go down
this conveyor, you will have to avoid the crushing doors; this requires some
dexterity. Go down the shaft at the end.

[Waste Area] You will land on top of a pool of acid. You will have to fight an
OB right away. Under the acid there are some more octabrains; you can take
them out easily with some PBs. There are some more PBs and a SK under the acid.

[Examination Room] Go into the only elevator in the waste area and go up the
elevator. There is a dead PIG on the table, with an SK beside it. There is a
computer at one end of the room, with the BK, CA and two SK near it. When
you go here, the once locked door in this room will open, and various small
compartments in the wall will open, oozing out a number of PROT. On the
wall with the four compartments, the upper two have a BA and an AH in them,
respectively. Now go back through the locked door and back to Alpha Transport,
all the way back to the entrance to Alpha Transport (take the cart back).

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Control Room] At the end of the initial hallway there is a BK slot. Use the BK
and a portion of wall will open with an elevator and a TRP in it. Take the
elevator up. You will emerge in a dark room with a big computer. There were a
few TRP and some BA and a LK.

[Gamma Transport] If you fall off the bridge, there will be a couple of ENF
waiting. There is also a box that you can use to get back to the entrance by
jumping onto part of the building. On this part of the building there is an
LK, and you can use the bridge to get to the other side of the building which
has a CGUN on it. On the ground there is a SHA. Anyways, follow either leg of
the bridge; you will emerge in the same place where an ENF awaits.

[SECRET 4] Where the two paths meet there is a computer on the wall that you
can open. Inside it there is an SRAY and two LTBs.

[Gamma Transport Corridor] Take the transport cart down to the other side.
There are a couple of ENF that you will have to fight. There is a compartment
here that has a PMED and at one end of the room here there are some DVA. Go
through the doorway and take the elevator down. There are some PA to either
side of the elevator. Go in the door. You might want to rig the hallway with
some PB before you go in too far, as the walls will explode and four ENF will
attack you. In the holes created by the explosion there are some FRZA and SHL.
Go in the next door.

[Sewage Pool] There are two SK beside you. You will be attacked by a lot of
enemies, including SDRN, OB, and ENF at the other end of the pool. To cross
the pool, press the switch here, and platforms at the bottom of the pool will
raise and form a bridge. There are some SHL and LK on the other side of the
pool. Go into the door, up the stairway, and open the next door.

+----------------+
| GETTING THE YK |
+----------------+

[Computer Room] In this room, you will be attacked by three COM and two ENF.
There is some other stuff in this room, including a DV, BTS, DVA, and RPGA.
Open those big doors in this room, there is another ENF that will attack. There
is another generator in this room that you have to blow up, but do it from a
distance because you will get shocked and exploded if you do it too close.
When you blow this up, the floor outside this room will create a fracture in
the ground which will lead to the YK and some BA and a LK. Go back into the
Sewage Pool room and jump into the pool.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[Sewer] Follow the sewers to the room with the four babes and the OB in it.
There is a SGUN in it on a shelf.

[SECRET 5] In this room there is a crack in the wall. Blow it up and crawl
through the rubble to get three boxes of PBs.

[Beta Transport] You can go through the grate in the sewer to get back to the
elevator. Now go back through the Gamma transport and over to the YK door. Use
the YK here and clear out the entrance to the Beta transport cart. There are
some PBs and a LK here. There is a monitor here; however, above the monitor
there is a shaft that contains an ENF which will drop on you. The monitor shows
a bunch of TRP. You can do something creative to kill these ones by calling
down the cart, putting some PBs near the entrance, and then sending it back
while watching the monitor. You can detonate the bombs from this position.
Or you can go kill them normally.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[SECRET 6] Go under the ventilation shaft that the ENF dropped out of. JP up
there into a secret area that has two AH and access onto the Beta Transport
tracks. Go back into the teleport pad when you are done.

Either way, take the transport when you are done. There is a compartment that
has some BA in it and some DVA ammo is here too.

[Beta Corridor] Go through the doorway. Get the two SK you can see; there are
three ENF that will attack as well as an SDRN.

[Airlock Room] This room contains two TRP and a CAP. There is also RPGA and two
FRZA in here. There are two doors in this room; there is one on the left wall
that leads to an ENF and some PROT, guarding an RPG, some SHL and a LK. Now,
go in the other doorway. Press the switch; the door in front of you will open
and the one behind you will close. Exit this room.

[Outside] There are a ton of SDRN in the middle of this area; don't try to
fight them all. You probably should run around the lower perimeter to get the
stuff that is on there, which is two SHA and a RPGA. Now go in the elevator
at the other side, under the large arm-like structure.

[Arm] At the top of the elevator, move up the ramp and fight the two ENF. Then
go up into the main structure and fight the three CAP that are around the
spinning structure. Note that there is some RPGA near the entrance to the room,
and a DV and a LK at the computer portion of the room. There is also a switch
here that removes a FF on ground level. Hitting this switch also reveals an AH
for you. Now drop down through the hole and use the JP to avoid taking damage.

[Rock Valley] Go down to the FF that you turned off (it is opposite the
entrance). Be particularly careful as there is a BLRD here. Follow the valley
through. You will be attacked by many ENF as you progress, and at the opening,
you will be attacked by two COM. In this opening there are PBs, CA, and a LK.
At the very end there is a cave which is populated with TRP, and a big
monolith. Run into the light side of it to be teleported away.

[Alien Chamber] This is a small chamber with some OB and PREGs right behind
you. There are some PBs, an SRAY, and some DVA here. Proceed down the hallway.

[Secret 7] Before you exit this room, there is a crack in the wall here that
is pretty hard to find. From where you spawn from the teleporter, to your left
is a crack that you can destroy. Jump in there to get the secret.

[SECRET LEVEL] Hit the green Exit Symbol in the secret above to get access to
the secret level, Lunatic Fringe.

[Babe Chamber] There are babes hanging from the roof here. There are also OBs
that will attack here. Get the goodies here, which include two SHL and a LK,
and continue. There is a pool of water here that you must go down. The exit
symbol is here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-09] Overlord | 05:00 | 02:26 | 04 |
+------------------------------+--------------+---------------------+---------+

[Underwater Pipe] Unless you have SCG, you will want to proceed through this
underwater pipe very quickly. When you come to a chamber under water, there
will be some OB floating about. There are also some items around the perimeter,
including a SGUN, FRZA, and a LK. There is a handprint on the wall down here,
hit it to reveal a shelf that was concealed by the column in the middle of the
chamber.

[SECRET 1] Whilst swimming on the surface of the water, you will notice several
computer monitors on a higher ledge. Face this area. You will notice two
protruding columns; go to the left or right of the respective column and you
will enter a secret room. Its a semi circular room, follow it to the middle
to get two FRZA, a BA and a AH.

[Water Room] Now, get out of the water and be prepared to fight. There is an
incline in around the pool, at its top you will encounter most of the
resistance here, in the form of an ENF and some TRP. There is PSTL, SCG, SHL,
PA here. You will notice four switches near computers at the top of the
incline. Use the combination X O X X to lower the column in the middle of the
water. You can get a FRZ on here. There is a door near the incline that you
can open with by a switch beside it.

[SECRET 2] Get on the column some how (it can be raised) and run around it's
surface. You will hear a door open. There is a column across from the FRZ and
a door will open on its other side (the door is across from the vent). There
is an RPG inside.

[Hallway] Get the LK near the entrance, follow down the hallway. Notice the
screen on the wall with Saturn on it; open it and get the two SHL and the LK
in there. Get the DVA and turn the corner; be prepared to fight a BLRD. Go back
around the hallway and out the door to take cover if needed. There is a crack
on the right wall here; blow it up (or the BLRD will blow it up) and there is a
PMED in there.

[Waterfall Complex] As you enter into this room, you will be attacked by
several ENF. You will also be fired on from a high by some TRP; take them out
with the CGUN and continue. Along the base here there is an LTB, some SHL and a
LK. There is a fake wall behind the waterfall, it's on the second (on the part
with the single babe). You have to press up about halfway up against the wall to
get into the room, you can JP or drop from the top ledge to get the AH that
rests inside. If you want to get back to the beginning of the level, you can go
in the water here (the darker portion is deep). There are some OB to deal with,
you can get a HDK and a LK initially, and as you proceed down the tunnel you can
gettwo CA; open the forcefield to get some SHL if you haven't already. [Credit
to Fernando Calvo for the information regarding the AH]

[SECRET 3] When going up the first ramp, there is a crack on the wall when
going up the second part of that ramp. There are two PBs in it.

[Level 2] Go up the ramps here to get to the second level. Some ENF attack you
here, and to the left there are some PREG, careful about using explosives as
there is a babe nearby. However, the babe guards some BA. There is also an
SRAY and some RPGA here. Drop down to the lower ledge and fight the PREG here.
A SCG is found behind the babe, and a PA and a LK is around here too. Before
going up the ramp, notice the vent that looks like a fan.

[Level 3] Follow the next ramp up. Take out the ENF and the most-likely-broken
PREGs here. There are also some babes hanging from the roof here. Amidst the
PREGs there is a RPG, and on the shelf with the dead astronauts there is a GOG
and two SHA. Now go back down to level 2 of this complex. Break the vent here
and go in the shaft. The FF that was once here is now gone.

[Shaft] Go through the shaft; you will come to a rotating platform with an AH
on it. Three ways you can go now; the middle hole in the wall leads back to the
entrance of the level with some PBs; going down the shaft with the rotating
platform leads to the end of the level; the lowest hole in the wall leads to
the beginning of the level as well but in a different way.

[Lower Hole] Proceed through this hole with caution; you will have to fight
some ENF on the way. Break the vent on the wall and toss a PB into the room as
there are many TRP waiting. The whole point of this room is to get the CGUN,
GOG, BA, and SK that are stored in here. Go back through the pipe to get to
the shaft and drop all the way down.

[PREG Chamber] You will emerge in the centre of a circular room, surrounded
by a circle of PREGs and canisters. Quickly shoot one of the canisters with
a CGUN or other bullet based weapon to set off a chain reaction, destroying
the PREGs in the room in the process. In the middle circle of the room lay two
LTB and a LK. Around the circumference lay two DVA and a LK. There is a crack
in the wall that leads to an underwater passage; within which a PMED and a JP
are contained. Continue down the pipe to fight two OB and acquire a DV. If you
go further through the pipe, you will go back to the Waterfall Complex.

[Overlord Battle] Open the big door at the end of the room, you will unleash
the OLRD. In his room there is some RPGA and an AH if you need it. Now the
actual OLRD battle isn't very tough. I recommend once again using the JP to
circle around the OLRD as you move quicker. In any case use the DV or the RPG
with wanton disregard. You can actually kill the OLRD with less than a full set
of DVA (which you should probably have) or about 40 RPG rockets. After you kill
it, you will have completed the episode.

[SECRET 4] When the final battle is going on, run into the OLRD's room. Back
in the PREG chamber, a door will have opened on a time lock with a PMED, two
RPGA, a DVA and a AH. This should help you with the battle.


+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-10] Spin Cycle | 03:00 | 01:19 | 00 |
+------------------------------+--------------+---------------------+---------+

There are four different quadrants in this level, the Alpha, Beta, Gamma, and
the Delta. In each section, there is an equivalent "Big Door" that guards a
switch. To open the door, you must hit a switch in each quadrant. You must hit
all four switches within the big door to beat the level. Between the big door
and the quadrant; there is a circular moving floor, hence the name "Spin Cycle".
In front of each big door there are several SDRN that will go onto the moving
floor, making crossing the floor quite dangerous.

[Alpha] This is where you start. To your left is an SGUN and to the right there
are PB. In the door right in front of you the doors open downwards to reveal
a PMED, two CA, and three DVA. Hit the switch in here. Now go to the big room
across from you; take out the three COMs and get the three PA and the BA. There
is a CGUN at the base of the entrance. Now, follow the sidewalk to the Beta
quadrant.

[Beta] There is a PSTL to your left and some SHL to you right. In the door,
two doors will reveal shelves which contain three RPA, two CA, and an AH. Hit
the switch in here. There is an SRAY at the base of the big door, and inside
the big door there are three COM which you will have to take care of. In the
big door there is also a PMED and three SHL. Hit the switch and continue to the
Gamma quadrant.

[Gamma] Now, the two switches that you hit in the Alpha and Beta quadrants will
open the Gamma and Delta doors; so be careful as COM and TRP will attack. There
are some shells to your left. In the small door, two shelves will lower which
contain a PMED three DA and two CA. There is a FRZ on the base of the Gamma
big door and three FRZA in the big door's room. Now hit the switch and go to
the delta.

[Delta] Some COM and TRP will spawn on the Delta Big Door; you might want to
avoid them until you have a better vantage point. To your left and right are
an SRAY and an SGUN. The door in front of you leads to two doors that open
shelves which contain three RPGA, two CA, and an AH. Now go to the big room
across from you, kill the three COM and get the RPG at the base of the
entrance. There are three SHA here, get them and hit the big switch. Then
follow the sidewalk to the Gamma sidewalk.

[Inner Room] When you hit all four switches within the big doors, the back
doors of each room will open, revealing this inner room. Right when you go in,
two BLRD will drop from the roof, so back off and take them out with the DV.
In the inner room, there is a DV and a HDK. The exit is also here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-11] Lunatic Fringe | 03:00 | 00:52 | 00 |
+------------------------------+--------------+---------------------+---------+


[Entrance] You start in a small room. There is only one switch in this room,
hit it to continue on through the level.

[Circular Room] This is quite a large room. You might want to take out the
resistance before you continue on. Circle the room on the upper shelf to get
a good vantage point. You will have to face TRPs and CAPs 90 degrees from your
current position, and 180 degrees across from you a bunch of ENF will attack.
There are some items on the upper ledges that you will come across, including
some PBs and a SHA. 180 degrees, where the ENF are, there is a DV and two DVA.

Now, from the beginning of the level you can also get some more items. At the
beginning there is a room across from you; inside of which is an RPG, two RPGA
and two LK. Around the lower part of the circular room in various places are
a SGUN, a LTB, two RPGA, and a CA. There are also two compartments where the
ENF were; they contain a HDK and a BA.

There are four switches around this room, near the entrance and 180 degrees
from the entrance. Hit all the switches (you may need to use a gun) and
doors will in the big column in the middle of the circular room. There will
be a window in the upper portion of the tower that contains a BLRD and two
doors will open near the base of the column which also contain a BLRD each, so
I recommend taking them out before entering the column. There are also ENF in
the column, and there are more entrances into it. You can get inside from near
the entrance where the RPG was, and a new passage has opened which contains a
AH on the way, and another opposite of it which contains some PBs. You can use
either of the passages to jump to a room with two more AH and two FRZA.

[Lower Column Level] There isn't much down here beside some SHL and a CGUN.

[Upper Column] When you are up here, you can get a CGUN, SHL and a SK. There
is also a STR on a shelf. There is a switch here, that opens the computer wall
opposite of entrance.

[Exit] There is a small passageway here, with a shrinker beam on the other side.
Get hit by it, and crawl through the passage; this leads to the exit symbol.

GO530
+-----------------------------------+
=| [05-03] Episode 3 - Shrapnel City |=========================================
+-----------------------------------+

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-01] Raw Meat | 02:30 | 01:11 | 07 |
+------------------------------+--------------+---------------------+---------+

[Commentary]
The extremely well implemented connectivity in this level allows for amazing
Duke Matches, and the level's unique design, complete with sushi rooms, a
karaoke bar, and a sushi conveyor make this level classic.

+----------------+
| GETTING THE BK |
+----------------+

[Outside] Where you start, there is a compartment with a DV to your right.
Get it; you will hear a SDRN coming up and an ENF will spawn as you move
forward. Use the DV with care here to avoid taking damage. Now, look down onto
the ground; you can snipe off the TRP and CAP from here. To get off the
building, jump into the water. Get out of the water; there are some SRK and OB
that you probably want to leave them until later.

[Lawn] Take out the TRP and CAP that you couldn't take out from the top of the
building. Go onto the ledge here to get a CGUN and a AH. Now that you have the
CGUN you are ready to get the spoils underwater. Go into the right side of the
water first. There is some CA near a jail door here, and a SK near the wall,
but watch out for the 3 OB here. Take them out using careful blasts of the
CGUN. Now for the real reason you came down here; get the PBs in the middle of
the tunnel connecting the two sides of the water. There are also some PREGs
here that are surrounding a HDK. There is an LK near the exit of the left side
of the pool.

[Entrance] An ENF will jump out from behind a wall; take him out with the CGUN,
get the PA on the ledge and jump into the hole where the ENF came out. There
are some PB and a AH down here. Use a PB to blow up the crack in the wall, go
in the water, get the CA and you will be back at the beginning. Now go into
the restaurant.

[Restaurant] You will be fired on by an MG before you get into the restaurant
and there are two more MGs in there. To avoid wasting ammo, you could use your
DV; one shot will take out one MG. There is also a SDRN that is a good DV
target; it is to your left when you enter the restaurant. In that room there
is a SHL and a SK. There is a PA on a ledge with the Dukai sign on it. You'll
notice a dark corner in this room with a vase in it. Break it to get a GOG.
There is also a hint on the wall here for the secret 2 (use GOG).

[SECRET 1] Near the red statue, there is an invisible wall. Within it, there is
a CA and a SK.

[SECRET 2] There is a picture in this room with a woman in a bikini on it. You
have to search the lower portion of the woman's bikini to lower the picture
and reveal a SRAY on the top of it.

[SECRET 3] There is a bloody handprint on a chalkboard here; open it and jump
in to get a BA (the secret credit requires you jump in)

[Sushi Rooms] There are three doors that look like curtains which lead to
rooms. One opens when you enter the restaurant, one opens to reveal 2 CAP and
2 TRP. There is also a shotgun in this room, and there is a lighter colored
wall in this room, open it to get a JP. In the far right room there is a PMED.

[SECRET 4] There is a crack in this right room that you have to bomb. In it,
you can find a SHA and two LK.

[Middle Room] As you enter this room, the table will lower. Go in the new room
and hit the switch in here. There are also STR in this room. Now, a door opened
past the bar sign and the BK door. Go here.

[Canister Room] There are a bunch of canisters and eggs here, as well as
babes. The ammo efficient way of going about this is to shoot the canisters
and then fight the resultant TRP you have to fight from killing the babes with
a PB or the PSTL. There are some SHL a CA and a SK around here on the tables.
There is also a OB here. You will notice a window here, go on the ledge and get
the SHL but don't go in the water just yet. Go in the curtain doors here; you
will have to fight two ENF on the way. In this room there is the BK in a
compartment on the wall and a SK on the counter. Also in this room is a cash
register. This opens many doors in the level which reveal TPs that allow for
connectivity. The door in this room leads back to the entrance; go to the BK
door now.

+----------------+
| GETTING THE RK |
+----------------+

[Club] The door has two PIG on the other side; drop a PB on the ground and open
the door to take them out easily. As you go in, to your left, there are quite
a few pigs; use the PBs here. On the stage there is a babe and an RPG. Note
that if you use the mic here a PIG will spawn. There are some SHL on the ledge
where the big motorcycle picture is. There is a picture on the wall that says
"Exotica" on it; jump into it to find a TP to the beginning of the level. There
is a fan on the roof above the stage that can be broken; JP into it to get back
to the Middle Room area.

[Bar] In the same vicinity as the Karaoke club there is the Sushi Bar. There
are a couple PIGs here. You'll notice the water is circulating; there are some
SHA, DVA, STR, and a AH going through this. There is a small set of double
doors here as well; open it to find some GOG.

[SECRET 5] Search around this compartment to push the back wall back; you will
get some PBs and two CA.

[SECRET 6] There is a bloody handprint on the wall opposite the small
compartment; press it to open a secret door with a FRZ in it.

[Kitchen] There is a grate on the wall that is above the small compartment.
Jump in, get the LTB and break the next fan. Throw a PB down the fan; over the
ovens and blow it up to kill some of the four ENF and the CAP down here. There
is a hidden compartment above the ovens that has a JP in it. There is a
compartment with a medical cross on it that has a LK in it. There is another
shelf in this room that has some BA. There's a small shelf in the wall that's
part of a oven; there's an AH on the way but there is also steam that can harm
you. There is a door in the main part of the kitchen that leads to the fridge;
a FRZA, SHL and a LK are in there.

[SECRET 7] There is a wine shelf here; open it to reveal two RPGA.

[Underwater] There is a small sink here that you must jump into. Swim to the
bottom and get the two LK. There is a switch on the wall, hit it to open a
door that leads into a central area. Fight off the OB and PREG here with a
couple RPG blasts but look out for the babes. Two SHL, a CA and a DVA litter
the floor; and if you proceed farther you can get the RK. There is also a
switch that opens the door which leads back to the beginning of the level. Now
go back up through the sink.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+


[RK Door] You have to go down the stairs to get to the RK door; to the right
there are two CAP and at the bottom of the stairs there are two PIG to the
right that you can take out with a RPG blast. Some PA is down here. Go in the
RK door; inside the next room you can open the garage door. There is a PSTL and
SCG on the outside. Go up the ramp and the window on the wall will explode. Go
in there, go on the upper ledge to avoid fire damage and hit the exit symbol.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-02] Bank Roll | 04:45 | 02:18 | 05 |
+------------------------------+--------------+---------------------+---------+

[Commentary]
Wow. If you thought 3-1 was easy then this will be a harsh reality check for
you. Lots of enemies right off the bat and minimal ammunition until later
parts of the level make this one a newbie crusher. The unique puzzle near the
end of the level and the BLRD battle prevent this level from becoming too
formulaic.

+----------------+
| GETTING THE BK |
+----------------+

[Entrance] You will start in some rubble, there are some PB around here. Go on
the ledge to get the SGUN. Jump into the dumpster and get the PMED in there.
There are some SHL behind the dumpster, also when you went into the dumpster
there was a COP that spawned. There are three garbage cans here; one has a PROT
and one has a STR in it. You will be fired on a ledge across from you; an RPG
blast or two can take them out. There is an RPG and 2 SHL up here; which you
can get up to by JP. Continue down the street; you will have to fight three
ENF and there is a COP hiding behind a corner. There is an RPV if you progress
further.

[Bank Outside] As you enter the area where you can see the pillars of the bank,
you will be attacked by a TRP. You can go to the alleyway here, the ATM
machines, or into the bank.

[Alleyway] There is a dark alley that you can go into, to your left. A door and
a window will open, revealing a total of four PIG and a RPV; be prepared. Some
PBs are in the alleyway near the window. As you go in the big door, there are
some Cola machines that you can jump on to get an AH. There is a FRZ on a shelf
on the wall here, and some CA on a vending machine. There is an elevator at the
end of the room; go up it to reach an office.

[Office] As you enter the office, two ENF will jump in from the window so be
careful. There is a cubicle here; throw a PB in it to kill him. There are
some STR, FRZA and some RPGA in the room. The window here is a good vantage
point to take out the enemies right in front of the bank; there are 3 PIG
and two MG (you might not be able to hit them from here). The switch here opens
the bookshelf to reveal the BK.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[SECRET 1] There is a switch on the desk in the cubicle. It opens a painting in
the room that reveals a DV.

You can also drop onto a ledge from here that you couldn't get without a JP;
just drop out of the window. There are 2 LTB, a BA, and a AH on the ledge.

[ATM machines] Facing the bank, the ATM is to the left. There is a PIG hiding
between two columns and some PB there too; there are also two ENF that will
attack you in the main area where the ATMs are. There is some DVA initially
here.

[SECRET 2] There are two ATM consoles here; open either one of them to reveal
a secret room which contains a CGUN.

[Bank Entrance] If you haven't taken out the MGs yet, do so. There is a also
some FRZA and a LK on the right side of the bank. Open the big door of the
bank. Use the BK here.

+----------------+
| GETTING THE RK |
+----------------+

[Bank] Right in the entrance, you will be attacked by a PIG.

[SECRET 3] There is a switch on the right wall where the PIG is; its near the
roof. Shoot it and it will open a door under the phones. There is a HDK under
there. Special note of this secret; if you shoot the switch in there the door
will close and you will be stuck in there.

Before you go on the area with the carpet, you should take out all the
opposition - which includes two MG, a PIG and a ENF - because the walls will
open to reveal LTBs which are already on. A SHA is on a counter, SHL are in
a booth, and a SGUN is in front of some LTBs. The LTBs can be taken out with a
PB or some other explosive. Some more PIG will spawn, and there is a small SK
in the corner of the right part of the room. There is a switch behind the desk
here that opens the big door in this room.

[SECRET 4] Open the painting behind the desk to reveal a JP and two SK.

[Security Room] You will have to fight three ENF upon entering. There is an LK
here and a desk that has three switches on the back of it. There is also a
switch that has three settings on it; don't touch it. There is a SRAY behind it
as well. Hit all the switches behind the desk, it opens the door. (The switches
open and close the three "doors" that compose the main door.

[Generator Room] Jump onto one of the platforms here and get the BTS. When
you do this, some gears will move, revealing another room. Go into the left one
(alpha), jump on the platform, and walk through the new door getting the LK if
you need it. You will have to go over the acid. Now jump on the Beta platform
but don't jump on the switch. Exit this and go to the right, you will emerge in
Gamma.

[SECRET 5] There is a big crack on the wall here that's all red; blow it up to
get an AH and access to the beginning of the level.

Go back in the generator room and go to the right; you will emerge in Delta.
Get the LK here and jump on the platform. You have to be quick to jump into
the hole in the wall. Do so and go up the elevator. Fight the 2 PIG and the ENF
on the way. There is the RK here. Hit the switch on the wall to get a JP and
BTS. Go to the RK door.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Red Room] Use the RK here but be extremely careful as two BLRD await. However,
you can weaken them significantly right when you open the door by shooting a
RPG blast right between them; there are a ton of canisters that do quite a
bit of damage. Finish them off with some DV rounds. There are also some OBs
that you will have to take out if you blew up the canisters (this killed some
babes). Blowing up the canisters also blew up a crack in the wall which you
can enter; this leads to a place near the entrance of the level which you could
not reach immediately, and the exit symbol. Follow the hallway down to get the
exit symbol, get the PMED on the way.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-03] Flood Zone | 03:00 | 01:57 | 05 |
+------------------------------+--------------+---------------------+---------+

[Commentary]
Often times I dread levels based in an underwater setting. Not this one,
however. The underwater portions of the level are inspired and well laid out.
The difficulty of the level is quite high, especially when you have to fend
off one or two battlelords and some COM at the same time. Indeed, it can get\
pretty intense.

+----------------+
| GETTING THE YK |
+----------------+

[Entrance] As soon as you start open the compartment behind you to get a SCG
and a LK, and go to the crack on the left wall to get a RPG. Follow down the
pipe and go down the waterfall, fighting the OB on the way. There is a small
nook in the corner, get the SHL that are in there. Now go onto the rocky ledge
and follow it. Get the PS and the LK and continue on. From here you will be
attacked by some ENF and some SDRN across from you. Be careful about the SDRN
and use that CG. Now jump into the water.

[Underwater] There are only some SRK under the water so it shouldn't be much
trouble initially.

[SECRET 1] There are some sea weeds on the wall here, there is a faint crack
behind it. Blow it up. You will come to... a shark farm? Take them out and
get the DVA and CA on the ground and the SCG in a nook on the wall. Now go up
onto the water surface and be prepared to let off some RPG rounds or some DVA
to take out the mass of PREGs and OBs on a ledge. After you finish them off,
get the DV, SHA, PA, and LK on the ledge to get the secret.

[Underwater] You might as well go underwater and do some housecleaning; get the
FRZA on a rock as you proceed. Right around the right of the rock there are
some OBs and PREGs; use the RPG here. Get the FRZA and the BA here. If you go
through the space between the building and the rock there will be some SRK and
OB that you will have to fight. There is a crack in the rock here; go in this.
Get the RPA on the way and the AH; swim up at the AH spot.

[Building Top] Bust out the CG here as you will have to fight a bunch of TRP
and CAP. There is a CG on a ledge on the wall. Now go up the ledges, getting
some CA, RPGA, and a LK on the way. At the very top there is the BK and two
DVA. There is also a water fall here. If you turn on the GOG and look at the
waterfall's darkest side, there is a message here. However, I cannot make it
out. Something to do with Final... something?

[SECRET 2] At this point, you can jump into the back wall. There is... nothing
in here. It is a vantage point across from you on a different building top,
however, where you can take out various ENF.

[BK Door] Underwater, very close to the building that you are on, there is the
BK door (its behind some foliage). As you open it, be prepared to fight. There
are many OB within, so get out that RPG or PBs. In the room, there is a FRZ
and a PMED near the entrance. Some DVA and SHL are on the ground, and further
in there is the YK.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[Rock Path] Jump into the rock path to the right of the BK platform. Follow it
up. There are two SDRN and two CMD initially, try to take out the SDRNs first
and then the CMD with the SRAY. There are more CMD coming up so be careful. Get
the SHL on the roof here; but be careful as you will be taking heavy fire.
There is a hole in the wall across from you with some TRP, 3 COM and a BLRD
in there; as well as any ENF that you left on the roof of the building that's
below you. Its hard but it isn't impossible.

[SECRET 3] Facing the building across from you, go to the very left of
your building and jump off it into a ledge on the wall. There are a couple of
TRP and a CG here. Now, open the window of the building here; it reveals a
room with a shelf that has CA on it.

[Lower Building] Jump onto the sign on your building and get the AH on it.
From this sign you can jump onto a ledge of the building across from you. Jump
over the ledge and get the DVA here; you'll need it as a door above the
building that you were just on opens to reveal a BLRD and two COM. Less
difficult but still challenging. Like last time, let the COM come to you and
then shrink them. Use the new DVA to take out the BLRD. Now, you can go into
the room that they came out of if you want, there is a RPGA, DVA in there. Go
through the small arch and get the PBs and the RPGA here. Another door will
have opened on a rock face across from you containing three COM; get that SRAY
out and take them out. You can go onto the ledges of this building and get a
SRAY and a AH. You can also go back into the room where the COMs came out,
you will get some GOG; there is a hint on the dark part of the wall that has a
hint for Secret 1.

[SECRET 4] On the building, near the YK door, there is a ledge that leads to
some AH. Behind the AH there is a secret door, open it to get a JP.

+----------------+
| GETTING THE RK |
+----------------+

[Inside the Building] Use the YK and enter. Go down the underwater staircase
(there is a SK at the base of the first steps). There is another YK door down
here (that you could have used if you wanted to avoid all the fighting and
secret). There is a SGUN in there. Continue down the stairway and fight the
OBs on the way; get the CA too and the PBs at the base.

[Underwater Building] In the open elevator there are some STR. On the desk
there are two LTBs and a HDK, on a rock shelf there are some SHL. There is a
switch on the wall that opens two doors on the wall; this leads back to
underwater. This switch will also cause the big Alley Cat Sign on the wall of
the building to open. This sign conceals the RK which you can now get.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[Storage Room] Go up to the RK door, which is through the rock passage. Use the
RK and fight the ENF inside the room; there are quite a few of them in there.
Use a PB right away. There are some SHL near the boxes and if you jump onto the
singular boxes, behind them there is some RPGA.

[SECRET 5] You will see a sign on the boxes "Hard Hat Area" search it, and a
box will be pushed in to reveal two ENF and two LK.

[Pipes] You will notice a broken wall with some OBs in it when you proceed.
Take them out. Get the RPGA, DVA, and the SK around here. Enter the pipe, kill
the OBs and get the SK. Follow the pipe, over the water. As you continue,
the pipe goes down and across. If you go across there is an AH. Go down to
land in a pool with an LK in it, and the Exit Symbol on the water's surface.


+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-04] L.A. Rumble | 03:15 | 01:46 | 03 |
+------------------------------+--------------+---------------------+---------+

[Commentary]
This really isn't a long level at all, but it is great for death matches. The
overall experience for the level is alright, but perhaps it should have
placed before 3-3 or 3-4, because it is far easier than they are. It is a
break from the toughness, however.

+----------------+
| GETTING THE BK |
+----------------+

[Entrance] To your left and right there are SHL and a LK. At the very end of
the pipe there are some PBs. There is a PIG out of the hole and some SHL near
the pole outside of the pipe.

[SECRET 1] Blow up the crack on the wall to your right. There is a FRZ in the
resulting hole. This counts as the secret.

[LEDGES] You can also get to a ledge here with some fans on it; climb them to
get RPG and a RPGA. Now jump onto a ledge on your left, and then get onto a
higher one. There are some FRZA and a PMED there. Jump from here onto a lower
ledge, there are three PIGs here. Use a RPG blast and then get the two CA they
are guarding. Now go along the curving ledge, get the RPGA and CA on it, fight
the four PIGs on the next ledge and get the booty over there which includes
2 SHL, a RPGA and 2 LK. Careful here, you will be attacked by ENF all over the
level, and a COM above you. Doing this can be tough but it makes the next part
of the level a bit easier.

[Street] Go on the street and fight your way through the PIGs that are one
there. Face the big screen with the face on it. Note the location of the BK
door. There are some ENF up there that you can take out with RPG. There's a low
ledge around here with two LTBs and a BA. Also around here there is RPGA and a
LK. As you go on this ledge, the ground below the movie screen will explode.
Now, go down the ramp and fight the four pigs surrounding the babe (careful
of the babe, but it shouldn't be a problem). There are some PBs, SHL, PA, LK
around here.

[Building] There is a CAP and a TRP behind a desk here. There is a wall near
here that you can open; it contains a DVA and a LK. Around the back of the
desk there are a GOG and a LK. You can use the GOG on the dark portion of the
wall here for a hint on Secret 2. Go into the next room, two ENF will come and
attack. The BK is also in this room, with some STR in a medical compartment.
Blow up the crack in the wall, you need to continue on with the mission.

[SECRET 2] There is a knife on one of the counters, search right under it to
cause a counter to be lowered right beside it. It reveals an AH.

[Elevator Room] Go in the crack in the wall, you will be attacked by at least
4 pigs initially, and some more will come. There is a PMED near the big open
elevator, and a DV in it. Go up the big elevator when you are ready.

[Building Top] There are two DVA and two CAP and a TRP up here. There is also
a PMED. Now, jump down from the building, towards the moving picture. You have
to land on a platform with two AH on it. Climb up the rubble and get the SRAY
on the way. Take out the TRP in the window and then jump in. A COM will rise
and attack so take it out. Check the cubicles here for a HDK, PA, SK. There is
a ENF in a corner beside the cubicles with a SHA behind him. Now climb the
stairs and take out the PIG. Enter the next room and fight the two CAP and the
MG that is firing on you.

[SECRET 3] At the entrance of this floor, there are two pictures on either side
of a wall. Facing into the room, the picture on the right can be opened for
some DVA.

+----------------+
| GETTING THE RK |
+----------------+
+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[Office] The RK is here on top of a bookshelf. The double doors can be opened
for some DVA and a RPGA. On the computer beside it there is a JP and a LK.
There is an RPG on the desk in the middle of the room. On the other side of
the map there are four ENF that you can take out with a PB. There is a switch
on the back of the desk that you can hit to open a door. Throw a PB in the
resulting room to take out the inhabitants, which consist mainly of and ENF and
2 CAP. Use the RK here and take the TP. You will emerge at the exit.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-05] Movie Set | 02:30 | 01:04 | 05 |
+------------------------------+-----+--------+---------------------+---------+
| ACCESS TO SECRET LEVEL: TIER DROPS |
+------------------------------------+

[Commentary]
The level starts off tough, with minimal ammo around and many SDRN to clutter
things up for you. However, closer to the end your ammo woes are heeded. The
level is also set apart by others by it's brief nostalgic nod to the Lunar
Apocalypse episode, giving us some sprites and textures used from there. All
in all a good level.


+----------------+
| GETTING THE YK |
+----------------+

[Entrance] Before you go into the movie set area you should get the stuff
around you, including a SHL on a median, and a LK. There is a SGUN here too;
getting it will open the wall behind it, revealing 2 PIG and 2 ENF that can't
really get to you so they are good PB targets. Jump in and get the PMED in that
room. Follow the hallway down and kill the two PIG and the ENF down there. Get
the BK under the phone and get the PSTL in the corner of the room. There is
also a hint for secret one on the wall (in the dark).

[SECRET 1] Go back to the room that has the two registers in it (where the PMED
was, hit the right one and run to the BK room. There are 3 AH in there.

[Crash Site] Go in front of the studio and around the corner. There are 4 SDRN
here, and if you did the stuff before, a COM will also be waiting for you.
Go to the corners of the room, and get the PBs and the DVA here. Now go into
where the crash occurred. There are two FRZA, STR, and a LK here. You can get on
to a ledge, with a SK on it.

[SECRET 2] Get onto the ledge with the movie poster and enter the far right
portion of the poster (you can walk through it). There is a AH initially and
a FRZ on a shelf higher up. Some DVA are on the ground. Exit here.

[Stage 17-A] Use the BK and enter the room. Fight the two ENF, the 2 MG and
the PIG in here. When you go in a bit farther, the big door will open and a
bunch of TRP will attack; use the CGUN to take them out. Search around the
boxes for some SHL, a SK and a AH. However, to get the AH you need some of the
props on the ground in this room in a state of non-destroyed, so you can jump
on them. Or, you can use the grates if you need to. There are two DVA on the
floor. If you look through the grates, you can get a RPGA.

[SECRET 3] Try opening the boxes in this room. The one that the secret is in
is under the biggest stack. While you are searching for the door, you will
hear it open. You either have to jump up the crates to get to the secret room,
or use the JP (recommended). Either way, you'll encounter a nasty SDRN in
there guarding a Devastator.

[Moon Set] There are two ENF and two PIG in the entrance to this room, there is
also a PIG later in the room. There are some PBs in the corner of the room, and
some PA on the outside of the set. To the left of the entrance is a PMED, and
some CA are on the outside of the set. When you go onto the actual set, you
will have to fight 3 ENF. There is a big pile of guts in the middle of the
set, there is the YK, a CGUN and a JP amongst it. Jump onto the ledge that's
surrounding the set, there is an AH on the top.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[SECRET LEVEL] Notice the USA banner on the spaceship here, search it. This
will cause a door to open on the ship with an entrance to the secret level Tier
Drops.
+----------------+
| GETTING THE RK |
+----------------+

[Lunar Apocalypse Set] Go back to set 17-A and use the YK. Enter this room.
There is an ENF that will attack you from here. There is also an LK on the
floor behind some stuff, and on a lower level there is some CA. There is a fire
extinguisher that you can blow up to reveal a AH. Now go into the spaceship
thing in the middle of the room. There is an RPG on a shelf, and the RK, a
SHA, and a SK farther in the ship. If you sit in the chair, you can use the
map in front of you to open a compartment. To get to it, look left, and you
will see GOG inm the tiny compartment (thanks to Fernando Calvo for the info on
the GOG).

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[SECRET 4] There is a Earth drawing on the wall that you can jump through
(jump right into where the ship is facing to fly). There is a JP and a SRAY in
the secret room.

[RK Door] Go back to the moon set and the RK door here. Open it and go in.
There are two LTBs and a GOG on top of a switch box, and behind the monitor
there is a door that you can open which has two RPGA. Hit the switch here. It
opens a wall back in the Entrance portion of the level.

[Exit] Go back to the Entrance portion of the level. By the way, a BLRD has
spawned out here at some point; don't bother fighting it. Go down the stairs
and get the PMED and the CGUN at the bottom. The exit symbol is here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-06] Rabid Transit | 03:30 | 01:30 | 06 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Entrance] You will spawn on some SHL. Go down the rubble and get a SGUN and
LK. Go through the revolving doors, and take out the two MGs with the SGUN. Take
out the trooper on top of the bookshelf. There are some PBs near the revolving
doors. Around the corner there is a PA and a trash can with a PROT inside. A
SK is on top of one of the magazine rack. There are some CA and a LK on top of
the bookshelves here. There are also some PIG that will be spawned when you go
near the shelves. Search around the back of the register here. A shelf will
lower in this room, revealing a GOG.

[Snack Room] Go around the corner and fight the two PIG. There are some SHL on
the cola machine and a LK in the garbage can beside it. There is also a vending
machine with a single PB in it. You can search the part that had the PB on it
to reveal an AH (the machine will rotate).

[SECRET 1] There are three XXX stands here beside each other. Jump on the left
one and it will sink into the ground. There is a HDK in the resulting room.

[SECRET 2] The big Lunar Apocalypse poster can be opened to reveal a CGUN.
When you enter this room, two SDRN will spawn elsewhere in the Entrance area
to this room.

[Train Carts] There is a Sister Act poster on the wall here with a trash can
beside it. There is a SHL in it and a SK beside it. The entrances to the
train carts are rigged with LTBs so use some PBs to take them out. Then, go
on one of the carts. There are some things on the carts; including RPG, CGUN,
PMED, and AH. Take one of the carts when you are ready.

There is a compartment on the wall that contains a DV if you want to get off
the train and get it.

[SECRET 3] There is a wall to the left of the compartment door with a crack in
it. Blow it up to find a STR, DVA and a AH.

The first stop on the cart will be at the BK door (and you don't have a BK).
This is kind of difficult to clear from the carts, so you should go on one of
the small platforms and take out the PIG systematically.
There are 5 LTB and a LK on the platform.

There is a platform with some ENF on it as you continue along the track; the
carts don't stop here so you have to get off them and be careful on the way.
Take out the ENF with a RPG blast or two. You have to use the carts to jump up
there. There is the BK up here on a shelf, along with a FRZ, PMED and a BA.
Go back to the BK door.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[BK Door] Open this door. Take out the 6 PIG in the resulting room, using the
walls as cover. There is a PSTL in the corner here.

+----------------+
| GETTING THE RK |
+----------------+

[SECRET 4] Jump onto the post office box here and get the LK. Open the "No
Loitering" sign above you and get the RPGA inside.

[Staircase] This staircase is dangerous, go around the corner in the previous
room to find it. At the top of the staircase there are some canisters and some
babes. Unfortunately, you must kill the canisters to continue with the level;
this will cause some OBs to spawn. Still, this did some damage to the BLRD
and the COM that are behind them. As you go up the stairs, a BLRD will spawn
behind you too. This is challenging but not impossible. Clear out the other
BLRD at the top of the stairs. After you finally kill them there is the RK,
DVA, and an AH. If you use the GOG here there is a hint for secret 4.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[SECRET 5] At the very base of the staircase, there is a secret door, Open it
to reveal a secret room. As you enter this room, a COM will spawn behind you.
There are some FRZA here too. There is a switch in front of a computer map;
use it to open another door. Inside it there are 3 Babes, a DV and a RPGA.

[Water Room] Go to the place where you go the BK. There is the RK door across
from that area. Open it; you'll have to fight a COM and at the bottom of the
stairs in this room there is another BLRD. There are some items at the bottom
of the room. There are some AH on the top of the bookshelf and SHA in a box on
the ground. Break the vase between the two bookshelves and get the DVA on the
shelf behind it. Some PBs are beside the bookshelves. There is a crack on the
wall here that leads back to the train tracks.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[SECRET 6] JP onto the bookshelf on the left; the one with the AH. The book
shelf will sink into the ground, revealing a room with two ENF, guarding 2
DVA, a RPGA, and 3 LK.

[Underwater] There is a babe across from you on the surface of the water, try
not to kill her as a lot of OB will attack if you do. Drop a few PBs in the
water to take out the OBs under there. There is a SRAY at the bottom. Go
through the tunnel and surface at the next possible part. There are 2 LK at the
top, and the Exit Symbol.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-07] Fahrenheit | 02:00 | 00:55 | 04 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+
+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[Entrance] You start with two LK behind you. Find the crack on the wall and
open the wall in front of the crack (which is actually a dumpster). There is a
PSTL and a CA out here. There is also a PIG on a ledge; use the side of the
dumpster to get up there. There are SHL and a LK up there, you will also be
attacked by TRP, CAP, and PIG across from you. If you need it, there are 2 SK
on the other side of the river.

[Waterway] Follow the waterway down and get the PBs on the ledge. You can go
underwater here; but drop PBs down here first and take out the OBs residing
under there. Underwater there is a SGUN on a shelf and a SRAY on the ground.
Emerge where the SRAY is and you will come to a ledge with the RK door. There
is the BK here, along with a PMED and SHL. Go back to the Entrance portion of
the level and use the BK here.

+----------------+
| GETTING THE YK |
+----------------+

[Crate Room] When you open the door, you will be attacked by some ENF and SDRN
so be wary. There is BA just behind the door. Go right here and enter the
crate room; you'll have to fight a TRP and some PIG will fire on you from a
window around the left corner. If you go around the right corner, you'll have
to fight some TRP, CAP and several SDRN. Be careful here as this can really
take a chunk out of your health. There is also an MG around here. Get the LK
that is in the corner here, and start climbing the boxes. There is an AH on the
top of one stack of crates and the DVA on top of another. There is another MG
that is firing on you from across a wall so take it out. Now jump onto the ledge
here and get the PMED, then run into the level.

[Office] Get the SGUN and the DVA right away. There is a darkened wall here
that tells you about Secret # if you use GOG, there is RPGA in front of this
wall. Near the couch on, in a bookshelf nook there is a GOG, on a different
bookshelf there are STR, and beside that bookshelf there is an LTB.

[SECRET 1] Above the couch, facing the TV, is a painting that you can open
which contains two MG and a FRZ.

[SECRET 2] There is a shelf with a bunch of bottles on it. Destroy the bottles
on the two bottom shelves (or use a PB) and walk through that wall to get a
PMED.

Destroy the wall in this room to get back to the waterway. There is a COM
around the waterway that you will have to fight to get back. Now Go back to the
area where you entered the crate room. There is another door here which leads
to the next area. You might be attacked by a new COM from the Crate room. The
next area here initially contains two ENF and a SDRN.

[Radio Station Area] In the corner between the wall and the radio station is a
LK and two trashcans; you can break one open to reveal SHL. As you go farther
into the area, two ENF will drop from the roof of the radio station and attack.
There is also an MG in the distance.

[Fire Station] As you progress over to the red-bricked building in the corner,
you will be fired on by some new ENF; and in the fire station itself there are
loads of PIG so bust out those PBs. You can jump onto the fire truck to get a
HDK and some SHL. There is a medical compartment on the wall that contains a
PMED. There is a crack in the wall here that you have to blow up. There is a
staircase and two PIGs behind it; take them out. At the base of the staircase
there are 3 SHA. At the top of the stairs is AH and a SHL. Around the corner
there is a difficult to see COM hiding in the shadows, and two more waiting
in there. Proceed down the hallway, get the RPG, and press the switch on the
wall here. The switch will cause a column to descend, revealing the YK and a
fireman's pole. Get the YK and go to the KTIT radio station. As you are
backtracking to there, some SDRN will have spawned.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[KTIT] Right when you open the door with the YK, you will be attacked by 3
ENF. Proceed up the stairs and you will have to fight 4 CAP. You can go to the
Right and fight the TRP in there, getting the DV and the LTB.

+----------------+
| GETTING THE RK |
+----------------+

[SECRET 3] There is a door on the wall in the far corner of this room. Open
it to find 3 CAP; enter the room and get the RK inside.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[Interview Room] In the main part of the station there are double doors that
you can open; it reveals a COM and an ENF. Take them out. There is a CGUN on
the table and CA on the left bookshelf.

[SECRET 4] Walk behind the red curtain at the back of the room to find two FRZA
and a AH.

Get out of the building by going on the roof; you can get some DVA and a SGUN
on the roof. Some SDRN will also spawn on various parts of the level as you go
on the roof, however, so you might want to avoid getting the stuff up here this
way and resort to JP.

[RK Door] Go back to the waterway and emerge at the RK door that you have
already seen, Be prepared to fight hard as 3 ENF and 2 BLRD will be waiting
to annihilate you, Go in and out of water as needed. After you are done with
them, there is switch on the wall that opens a compartment which contains an
RPG. There is also a crack on the wall which can be destroyed to proceed on
with the level. In the crack in the wall, there are a couple of LKs on a ledge
and the exit symbol just a bit farther.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-08] Hotel Hell | 02:15 | 01:09 | 03 |
+------------------------------+--------------+---------------------+---------+
ENTRANCE TO FREEWAY

+----------------+
| GETTING THE BK |
+----------------+
+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

Wanna end the level early? Toss a PB through the crack here, blow it up. It'll
open the passage to the exit very early :) [Thanks to Fernando Calvo for this!]

[Entrance] Get the two LK on the rubble where you start and the SHL in the
street portion. Around the wooden fence that you see there are a couple PIGs.
There are also some PIGs that spawn when you do this. There is a SGUN on the
top of that fence and a PSTL just behind it. There is a dumpster here, behind
it is CA and a LK. In the dumpster there is a pig; use a PB then jump into it
to get a CGUN and a PMED. There are some garbage cans here; some PBs and a CA
are in there.

[Building Ledge] Use the dumpster here as leverage to get to the ledge of the
building. There may be some PIG up here if you haven't killed them yet. Get the
STR and the CA on the first level, jump up to the second to get the BK, and
some SHL. Go to the BK door down on the ground level.

+----------------+
| GETTING THE YK |
+----------------+

[First Level of Hotel] You will have to fight 3 PIG at the entrance here.
Follow the hallway down and go in the right room; this leads to a ruined wash
room with an RPG, DVA, and 3 LK. Go further around the internal perimeter of
this building to find snack machines; there is a SHA on top of the cola machines
and a LK near the snack ones. The YK door is near here, too. You will notice
some RPGA in a corner; get the RPGA but stay in this corner. This is an
excellent vantage point to get some large damage on some tough enemies that are
coming up. Throw a lot of PBs into the open room right in front of you. You may
be attacked by some CAP but if you are lucky you won't alert the two BLRD that
are in there. Detonate the PBs and finish the BLRD off with RPG or DV.

In the place where the Birds were there are CA and SHL on the ground and PA on
the counter. The big switch on the wall opens a small door behind you; there
is GOG in there. The medical compartment has a PMED in it, and there are bunch
of white drawers on the left wall; one part can be opened to reveal a BA.

[Hotel Front] There are two glass doors that act as the main doors for the
hotel. There are SHL and a SK near the door. As you exit, to your left there
are some windows that will open, a multitude of ENF and PIG will attack you.
Some pesky RPVs will also stroll by and shoot you. This is obviously a perfect
place for RPG usage.

[Room] Jump into the windows and you will be in a small room. There is a DV on
the table, 2 LK on some bookshelf and a third on another. There is a painting
in this room between two vases; open it and the resulting door to reveal the
YK. As you enter this room a COM will attack you from outside the room.

+------------------------+
| GETTING TO THE YK SLOT |
+------------------------+

[Alley] Might as well not go through the main doors and go through the alleyway
at the back of the building. You will have to fight some RPVs and possibly some
ENF and PIG if you haven't already taken them out. In the garbage cans in the
corner of this alley there are SHL, CA, and a LK hidden amongst them. Go in
the doors here and you will be right beside the YK door.

+---------------------+
| GETTING TO THE EXIT |
+---------------------+

[Second Level of Hotel] Go in the YK door and go up the stairs, fighting your
way through the PIG on each flight. Get the FRZA at the top and open the door
if it isn't already. You will have to fight some ENF on the way up.

[Bar] To your left is a bar and lounge, just loaded with ENF and thus RPG
fodder. As you go into the bar more ENF will come at you from the hallway
beside the bar so you should take them out, possibly with PBs. Go behind the
counter and into the back room. There are some wooden cabinets on floor level,
one which contains two LK.

[SECRET 1] There is a wine stand in the middle of the room. Open the front of
it to reveal a HDK.

[SECRET 2] At the end wall of one part of the room, that is between two shelves
full of drinks, there is a brown wall that can be opened. In it initially is a
PMED, and if you follow the ramp in it up there is a medical compartment here
that you can open to reveal PBs and SCG. You also have access to the aquarium
here, which has some PB ready sharks and a FRZ at the bottom of it.

[Hotel Rooms] In the first hotel room there are 3 PIG and an ENF; use a PB.
There is also a CA and LK in here. You can go through the vents, getting a SRAY
along the way that's on a shelf inside the vent, and throw a PB in the next room
to take out the 2 TRP and 2 CAP that are in there. There is also a CA and 2 SK
in this room. Just on the outside of these rooms there are three fire
extinguishers; blow them up to get access to Alley area. You will also be able
to get to a ledge out here. But you would have to fight a COM on the way out
so be careful. On the ledge there are two DVA and two AH; you will fired on
from below by a BLRD that you don't necessarily have to fight. There is also
another fire extinguisher in the hallway that leads to the ledge.

[Pool] Beyond the hotel rooms and the bar is a pool area. Around the pool are a
couple CAPs and a BLRD hiding behind the diving board. On the diving board
there are some PBs.

[SECRET 3] There is a waterfall in the pool area, pouring water into the pool.
There are two flaming pots on either side of it. Jump into the waterfall. You
will emerge in a little jungle; just to the right of the entrance there is a
FRZ. Hit the bloody handprint here, it will open a rock wall. Go in it, Follow
the rock path down to the end and get the AH on the pedestal. Now, book it out
of there, because the ceiling will fall on you.

[SECRET LEVEL] In the Secret 3 area, before entering the cave, you can destroy
some palm trees here to reveal the secret exit symbol, to the secret level
Freeway.

[Pool] Back in the pool, you can go underwater. Before you do, drop a couple of
PBs off the diving board to kill the 4 OBs under there. There is also a crack
in the wall underwater; this leads back to the bathroom area, and a AH. When you
get the AH some PIG will spawn. There is a grass covered ledge here; you can
jump up here and notice that the windows on the Building Ledge area have opened,
and with it came a bunch of ENF that you should take out from here. I think
that you have to kill the BLRD in the Pool area for the windows to open.

[Building] Go in the open windows and fight off the ENF. There is only a grate
in this room so break it. Follow the vent all the way to the drop; get the PBs
and the 2 LK. The exit symbol is here.


+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-09] Stadium | 02:45 | 01:17 | 00 |
+------------------------------+--------------+---------------------+---------+

This is the location of the final battle. You will emerge in a large stadium
with the CE in front of you after taking an elevator ride.

There is tons of ammo, weapons, items and health around here. Of note: 2 AH
in front of each football post; 2 SHA, CA, SHL, FRZA in the ground corners of
the stadium; STR beside each post; PMED, DVA, 2 LK near midfield; 2 PB, GOG,
2 RPGA near "Bad Ass" side of stadium; 2 PB near "Duke Nukem" side of stadium;
FRZ, RPG, SRAY, DV, CGUN, SGUN, and ammo for each at various parts of the
seats on the stadium; GOG and HDK are at opposite parts of the stadium seats;
at one part of the stadium on the "Bad Ass" side there are GOG, a JP and 2 SHL.

There is a blimp floating around in the air that, if hit, drops even more stuff
for you if you need it. Hit it with an RPG blast to get the goodies, which
include at least one of each: FRZ, RPG, PB, CGUN, PSTL, PMED, JP, STR, RPGA,
DVA.

[Killing CE] You might want to start off the battle by killing his cheer
leading squad composed of a bunch of TRP. Try to avoid killing your cheerleader
team as if you do, a COM will spawn. Killing the boss is difficult because his
attacks are very strong. Once again I recommend using the JP to circle around
at the very outside perimeter of the level, unloading DV and RPG shots like no
tomorrow. You will still take damage most likely; so use the resources around
here to your advantage and don't forget about your PMED. There is tons of ammo
and items around here so that shouldn't be your problem. When you kill him,
Episode 3 will end.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-10] Tier Drops | 00:45 | 00:10 | 04 |
+------------------------------+--------------+---------------------+---------+

[Commentary]
I like this level, despite it's gimmicky nature. It is a fun romp across the
many enemies and terrains of Duke. Its also a cool DukeMatch level. It would
be a great "demo" or "zoo" level for this game, and if nothing else, it's
great for replenishing your health and ammunition for 3-6.

There are four rooms in this level, Alpha, Beta, Gamma, and Delta. They each
have a theme which will be discussed in the walkthrough. Their are four
different pipes in each room that lead to the different rooms. In their current
room, the pipes appear to be coming out from the roof; if you JP up them you
will get to a different place.

- Cement Colored Pipe : PIG / COM Room
- White Rock Pipe : TRP Room
- Normal Rock Pipe : OB Room
- Red Colored Pipe : COM / BLRD Room

[Entrance] You start off in a small room with 3 LK behind you. Now press the
switch on the wall to open the door.

[Alpha] This first entrance place has a couple SK about. This is also the TRP
room; all you have to fight are TRP. Therefore, your weapon of choice should
be the CGUN. Really effective here. There is CA and FRZA around the central
structure in this area, and within the central structure there a SRAY and two
FRZA. Now go back into the hallway and jump up to the Beta. There are two
compartments in the corner, with GOG and PMED in it.

[SECRET 1] The space between the two compartments can be opened to reveal a
SGUN, two SHA and two CA.

[Beta] In this second room there are primarily COMs. There are 4 COM in total
on four different platforms arranged evenly. There is at least one LK and one
CA on each platform. Go up the ramp to get a DV on a bench. Open the big door
here and fight the BLRD with your DV. There is also a FRZA, 3 AH, and the exit
symbol here. Back in the entrance area there are also a PA and a SK. Jump up
onto the ledge, open the small compartment doors to find two LK and a JP.

[SECRET 2] The space between the two compartments can be opened to reveal a
PSTL, 2 RPGA, and 3 SHL.

[Gamma] Around the entrance to this room there is a PA and two SK. This room
is primarily composed of OBs. Use the RPG wisely here. Now, get the spoils
which include 2 SHL, 2 SHA, and 2 LK on the outside of the central structure.
On the inside of the structure there is a CGUN and a LK. It seems that the OBs
constantly respawn in this room. Now jump up the ledge and go to the two
compartments; there is a HDK and a 3 LTBs in the compartments.

[SECRET 3] The space between the two compartments can be opened to reveal a
PSTL, two PBs, and two FRZA.

[Delta] The Entrance to this room has a PA. Now, in this room there are COM
and PIG. There is also a little collection of PREG in the middle of the
central structure. I STRONGLY recommend that you leave those eggs alone and
protect the babes in the middle of the structure. Because, if you kill one,
a BLRD will spawn. There are three babes, which means 3 BLRD. Yikes.
Therefore exercise extreme caution in this room, try to take out the COM first
with the harmless shrinker; then circle around and take out the PIGs while the
COM are still shrunk. Take out the COM when its safe. Then, you can kill the
PROT and their egg shells.

However, if you want to fight the BLRD, you will be rewarded ... kind of. When
the BLRD spawn, some items will spawn with them. A DV and two DVA, and RPG and
two RPGA, two AH from a different BLRD.

There are some items scattered around this place too. Get the DVA under one of
the Tiers. Two SHL are around here. Now go in the central structure. There is
an RPGA, two SHL, and a BA here. After you are done, go back to the entrance
area. Jump up the ledge and open the two compartments. Get the STR and a BA.

[SECRET 4] The space between the two compartments can be opened to reveal a
SGUN, 2 DVA, and 4 PA.

Go back to Beta to exit the level.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-11] Freeway | 02:00 | 01:07 | 05 |
+------------------------------+--------------+---------------------+---------+

+----------------+
| GETTING THE BK |
+----------------+

[Tunnel] You start underwater; you will have to fight some OB right off the
bat. Look behind you; there is a SGUN and SHL, as well as a crack in the wall.
Blow it up to find some RPGA and a AH. Swim through the crack in the wall and
take them next batch of OBs out. There is an RPG at the end of the pipe. When
you emerge from the water, you will encounter some angry SDRN so be careful.
There is a ledge here that has 2 LTBs, 2 PA, a BA and a LK. Break the crack in
the wall and enter the roadway.

[Tunnel] Prepare for a battle; you will be attacked by some PIG under the
bridge and more to the left. Some RPVs will also come and attack. On a ledge
here under the bridge there is a DV and a AH.

[Left Road] You will have to fight some PIG and ENF on a ledge as you go here.
There is a SHL in a trash can on the left, and in a group of 3 Trash Cans,
there is a SGUN in one of them. However, if you don't have a JP you shouldn't
break them all as to get on the ledge above them you need to jump on the trash
cans. There are some STR and DVA up there. You don't have to worry about that
for the other ledge here, you can blow up a crack in the ledge (at the far
right of it) and jump up to it. There is a PMED up there. There is also a small
ledge here near the tunnel that has two SK on it.

[SECRET 1] At the very end of this ledge, as the ledge meets the bridge, there
is window that you can open. It is a bathroom which contains a PIG guarding a
FRZ. The switch here just turns on the lights.

[Right Road] Behind a box there are some SHL and a RPGA. You will be attacked
by 3 ENF and 3 PIG so look out for that; also any RPV that you have left
alive will attack. You can jump onto the box and up onto a platform that has
a GOG on it. There is a FRZA in a corner on the ground. After you are done here
go to the right (facing the tunnel), and you will have to fight some more PIGs.
As you enter, get the LK but be prepared to run away, as the building will blow
up. After the explosions are done go back in the building. Get the SHL behind
the fire and fight the PIG (most likely weak) in the building too.

[Main Road] You will emerge here. There is a BLRD at the end of the road, make
the battle easier by using the median in the road as cover. After you kill him
get the DVA in a corner here; there is a PMED and a BA on either side of the
median; in the doorway of a building there are a couple PIG and a SHL, and the
BK door.

[SECRET 2] In this doorway there is a secret window to the left that you can
open. Inside there are a couple of ENF. Jump in and get the SRAY and the DVA.
There is also a staircase here, you can blow up the door at the top of it to
get to Secret 1's area.

At the far end of the road, to the left there are some PBS, STR, and 2
SK. To the right there is a police car and some PIG behind it. Use the PBs
here. As you get close to the car it will explode so back off. Near the back
wall, there is a LK. The RK Door is also here. The open manhole in the middle
of the main road leads back to the beginning of the level.

[Fallen Building] Now go to where there is a building on a slant. In a corner
you can get onto the building by jumping onto it. You can get the SHL here.
You can jump into the crack in the building, and get the JP, the SHL and the
LK in there. JP out and go higher on the building.

[Building] From the broken building you can jump into the window of a building
beside it. There are PBs, SHL, and a SK there. The BK is in this room as well,
in a corner. From the window in this room you can jump through it onto a ledge
(on the left side of the window). There are two AH on the ledge.

+------------------------+
| GETTING TO THE BK SLOT |
+------------------------+

[SECRET 3] Just opposite the candy machine in this room is a bookshelf that
you can open, to reveal two DVA.

[SECRET 4] Near the BK is a small part of a door that has a crack in it; blow
it up to reveal a room with several PREGs, a CGUN, and a FRZA.

[BK Door] Go back to the BK door. Two more BLRD will have spawned on the way;
you can fight them or try to avoid them. The BK door reveals an elevator with
a PIG in it. Take it up to find some conveyor belts and some ENF that will
attack you. There is a switch that deactivates the conveyors right where you
enter; in front of the switch there is CA. As you go deeper in the room, you
will get two RPGA and will have to fight 2 ENF. If you follow the conveyor
belt down, you will emerge in a place that has an RPG. There are two switches
near the conveyor belt; one closes the door to the RPG and one causes a
compressor to come down.

+----------------+
| GETTING THE RK |
+----------------+

[SECRET 5] There is a column at one end of this room with two striped bands of
wall on either side of it. Jump into the striped bands to enter a room with
two ENF, guarding PBs and BA.

Now, at the other end of the room there are two switches on the same wall
that opens a door to a room loaded with ENF. Therefore, rig the perimeter with
PBs or LTBs to make it easier. The RK, a FRZ, and a LK are in here.

+------------------------+
| GETTING TO THE RK SLOT |
+------------------------+

[RK Door] Go back to the RK door, and open it. There are two PIG to greet you
but you can blow up the fire extinguisher behind them to deal some damage. As
you do this two OB will be alerted to your presence and attack as well. The
Exit Symbol is behind them.

GO540

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-01] It's Impossible | 03:04 | 01:32 | 07 |
+------------------------------+--------------+---------------------+---------+

[Outdoors] You begin in a clearing. If you stay still for too long, not only
will you get struck by lightning but the dual MGs mounted above the door will
fire on you, and an additional one from a cave above you. You can storm the
Improbable Mission Facility right away, but you should probably get some
stuff around here first. You can go to one of the corners of the outdoor area
and take out the MG that is firing on you from the cave above you if you get
onto the ledge. Then, you can get the PSTL on the ledge here and take out the
two MGs that are firing on you from below. There is a LK near the big door.

[SECRET 1] There is a tiny ledge on the cliff that has the PSTL. You can climb
up this ledge and get into the cave that had the MG in it. There are PBs and
a HDK in this cave.

[SECRET 2] Go onto the main ledge and face the big doors. Walk to the right
and across the little bridge and you will notice a bloody handprint on the
rock face, this will open a door under the bridge. You can enter the cave that
the doors leads to and get the GOG and the AH inside it.

[Entrance] Note that there are two entrances to the building here, but the
best one is the main doors (the other one is to the right of the main doors).
Go in the big doors. You will have to fight three TRP (one on a JP) and there
is a fourth in a nearby hallway. There is also a CAP behind the big column in
the middle of the room. At the entrance of the room near the computers there
are two SK, on the desk there is a PSTL and some SHL. There is a tape recorder
on the desk, and if you use it, it will blow up in your face. The big column
in this room has a crack in it; you can blow it up to get three LK.

[Briefing Room] Now the purpose of coming here is to some armament before
facing some harder enemies while getting the RK. The big challenge here is
killing three ENF and a TRP with a PSTL; it shouldn't be that bad as there is
lots of ammo and health abound. When you kill everything, you can get the
main spoil here which is a SGUN behind the desk here. Behind the podium is a
LK. You can open the second locker from the left to get a BA, and on top of the
lockers is a PSTL and a LK. On the counters in the middle of the room are PBs
and a PA. Now you can do this next part either way, but you should go through
the door that's on the same wall as the lockers.

[RK Door Room] Go down the hallway and fight the two TRP on the way. Then open
the door that you will come to. As you do, three SDRN will see you so you can
try and close the door to see if they blow up. There are three LTB on the
top of a box in the middle of the room and RPGA in the corner. There is a box
to the left of the IMF logo on the wall that you can open to reveal two EXA
and two SK. Now, you can go up the elevator at the other end of this room.

[Elevator Room] There is an ENF to greet you, and some PA on the floor. The
other elevator has an ENF on it and leads to a locked door. The big door in
this room leads back to the Briefing Room.

[Hallway] Go back the Entrance area and then to the hallway opposite to the
entrance of the Briefing room. This hallway connects to some parts of the
level. When you first go down it, you have to fight two TRP. First, take the
left path and go to the Mess Hall.

[Mess Hall] In the initial part of this room you will have to fight two PIG and
three TRP (all in a clump so a good PB target). There are two TRP behind a
counter too that aren't in the main room. There are some SHL near a moving
water lake.

[Kitchen] Go in the big door there and go to the other sides of that waterway.
On the left side there are two SK and on the right side there is an AH. You
can swim down the sink to get two SK but nothing else. There is a door here
that contains two OB. Take them out and use PBs here; there is a FRZ and a LK
in this room.

[SECRET 3] There is a red handprint in this room. Pressing it will open a
section of wall beside it; enter to find a computer and a FF. Hit the computer
to disable the FF and enter the next part of the room. Inside this room, there
is a SRAY and BA on some boxes. You can also swim back to the Kitchen via the
sink here.

[Bathroom] In the room with the two OB there is a fan that you can break
which leads to the bathroom. Crawl through it and be prepared to fight three
OB's right away and a TRP on the sink counter. The BK is also on the sink
counter and a CGUN near a pair of urinals.

{SECRET 4] On the counter there is a switch, and it opens a wall above the
toilet stall. There is a PMED in there.

[Barracks] Go in the grate that's above the urinals. Go through the
grate and you will be at a good position to fight the enemies in that room,
which are numerous. Toss a couple of PBs in there to clear them all out
easily (there are many PIG and an ENF). On the left beds there are STR, PA and
SHL, and on one of the right beds there is a CA, and near the clock there are
two LK.

[SECRET 5] On the bed across from the TV, you can stand on it and use it like
an elevator. Take it up and you can go in the next door that you see. A JP and
two DVA are in this room.

[Command Center] Go left twice and follow the hallway down and fight the two
TRP and the PIG that are waiting for you. There are switches there, and the
following combination there is O X X. In the main area of the command center
there are 4 PIG that you have to fight and 2 TRP, so use that PB. Get the 2 SK
near the wall. There is also a switch on the wall near the steel window, that
will open and provide access to the Entrance part of the level. You can use
the BK to take down the FF here, but if you want to kill some of the enemies
in the room guarded by it and prevent some fighting, there is a COM in there
waiting for you, so you can attract him to the FF and let him fire on it,
dealing splash damage to the enemies in there. When you use the BK, go in the
room and use your SRAY on the COM. Then, get the RK, SHA, PA, LK and SK in
various parts of the room. Now hit the switches on the wall near the big door
in the Command Centre room in the order X O X. This is the locked door in the
Elevator room; go back to the RK Door Room and open the RK Door.

[SECRET 6] The computer near the IMF logo can be used to open a portion of the
wall with a PIG and a RPG in there. You can also open a portion of the wall in
that room to get to the SECRET 5 area.

[Janitor Closet] Get the PBs and break the fan. Head into the grate. You will
come to another fan, facing downwards, through which you can see various
LTB lasers. It would obviously be suicide jumping in there through those, so
throw a PB on the unbroken fan. Now, backtrack into the RK Door Room, as the
explosion of the PB will cause a chain reaction. Blow up the PB and after the
explosions are done go back into the vent and go right beside the fan facing
downwards.

[Console Room] Whatever you do here, don't touch the floor. If you didn't get
SECRET 5, go back and get the JP now. If you touch the floor, you will be
attacked by many enemies. Instead, drop through the vent with the JP on. Time
is limited on the JP so do this quickly.

Hover over to the big red button on the wall and hit it. Now, four switches
will raise opposite you; hit them in the order O X O X. Now, opposite those a
compartment will open with another switch inside that you must hit, this
unlocks the big safe door in this room. Hover out of this room.

Now if you want to, you can fight the enemies that you would if you landed on
the floor. Before you do, rig the room with PBs or LTBs. Then, run in and out
of the room and detonate the PBs. Four ENF, TRP and PIG will emerge; when
you kill them, not only will you get their spoils, but the rooms that they
were in collectively contain two PSTL and two SK.

[Security Access] Go up the stairs, as you come near the wall a part of it will
open and you will be attacked by two ENF, a PIG, and a MG. Take them out
possibly with a PB. Jump in that room to get an LK. Hit the console here to
open the Security Access door outside this small room.

[Doors Hallway] When you come close to the doors in this room they will open
automatically. After the second door, there is a grate to your left that you
can destroy and enter.

[Excavation Room] You will be attacked right away from room ahead of you by
a PIG and a TRP, and an ENF is waiting for you to your left. There is also a
TRP in the mine cart. Around the area there are two PBs and a CA. There is
another door in this room near the cart. Inside there are two COM and two TRP;
take them out and get the SK. Go behind the rock wall to get a DV and an SK.

[SECRET 7] There is a switch near the vent that you came out of to get in the
room. Pressing it will open the door to the mine cart, revealing a SHL, a CA,
an AH and two SK.

Go back to the Doors Hallway. Go to the end of the hallway, use the phone at
the end of the hallway, and you will go down on a platform.

[Offices] You will see a singular PB and a crack in a door here. Use the PB
to destroy the crack and back up. Amongst other enemies, including some ENF
and PIG, you will fight your first ADRN here, so be careful about it's SRAY.
The door to your left will be blown out, but if you go in to get the PBs the
door across from it will open, revealing 3 PIG. You might want to rig the other
door. Another ADRN may also attack. After you are done that, go back to where
you blew up the wall, get the two LK in the hole in the wall. Hit the exit
symbol to finish the level.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-02] Duke-Burger | 04:00 | 02:00 | 04 |
+------------------------------+--------------+---------------------+---------+

[The Street] There is a trashcan right beside where you start and it has a PSTL
in it. If you go out onto the main part of the street, you will alert three
RPVs to your presence. Near the entrance to BK Door (and thusly the Duke
Burger] there are some PBs and a STR. Go around the perimeter of the building
to the left. There is a PIG to fight you right away, and then there is another
alley that houses two RPV and a PIGT to fight you. After you are done with
them get the two PA in their alley. On one of the walls near the sidewalk of
the Duke Burger, there is a LK.

Going down the street farther will bring you to the front of the SPCH, which
has a PIGT guarding it and some SHL on the right side of it. There is a
dumpster here; if you jump into it the wall will explode to reveal an LK. There
is also a barrel near the entrance of the level that has a SHL in it. Now,
go to the Drive Thru thing with the big Duke Head on it. Use the front of the
Drive Thru and then a small compartment on the wall behind it will open. Jump
on the wall across from the Drive Thru and then jump on the drive thru thing
itself to get access to the compartment, which contains the BK and a SRAY.

[SECRET 1] Go to the alley that had some RPV and the PIGT in it, as well as the
two PA. There are two ways of getting this secret but both involve the use of
an item. There is a barrel to the right of the alley, facing a T-Shaped
portion of wall. Jump on the barrel, use STR and run right into the wall. You
should get into the secret room. You can also use the JP and get into the
secret room that way (the secret entrance is right under the yellow line). In
the secret room are PBs, STR, PMED and two EXA. There is an exit in this room
that leads to inside the Duke Burger (so you don't actually need to use the
BK in this level!)

[Dining Room] Go back to the BK door and use it. You will have to fight the
two PIG to the left and right of you. There is an SK in the left corner, and
on the right side of the room there is a table with two SK on it and a FRZ
under it.

[Behind the Counter] As you go up to the counter, you will fight some more PIG
and a CAP that is behind the counter. There are exits to the street area here.
On top of the right garbage bin there is FRZA. On the counter, there is a
little cardboard box, which you can destroy to reveal an AH. There is an AH
on a window sill there. There is a SK on the counter near the pop machine.
There is a PB on the slanted area behind the counter, and near the window sill
there is a cash register that has two PBs on it.

[Men's Bathroom] Across from the counter, you will notice a grate above the
condiments stand. Break the grate and head in to get the SHL inside it. You
will have to squish some PROT on the way, and will have to jump to get into
the longest part of the shaft. Follow it down and break the other grate. There
are tons of TRP in the bathroom, use a PB to make a mess. There is a LK under
the grate. Open the door to fight a PIG and watch the door to the women's
bathroom blow. Go into that bathroom.

[Women's Bathroom] In the bathroom, there are two ADRN in the stalls and an
ENF, but in this bathroom don't use explosives, as you require the mirror on
the wall to progress with the level. On top of one of the stall walls there is
a SHA. If you look in the mirror, you will see a message that says 'Think
Smaller' and this refers to the little shaft in the corner of the room. You can
get shrunk by the ADRN, but it's easier to use the SRAY (like the one that you
got when you got the BK) to reflect it off the mirror (if you killed the ADRN
and destroyed the mirror then you're screwed). Get shrunk and run through the
little vent.

[Kitchen] There are tons of enemies in the form of TRP, CAP and ENF, so be
careful not to get squashed! When you are done taking them out, then get the
spoils, which include a CGUN behind a deep fryer, some BA on a deep fryer, and
a SK. There is also a carton that you can destroy to get an AH. You can also
disable the FF here that leads back into the Dining Room. Now go down the hall
here.

[Storage] Go down the hallway and to the right. In this room, there is a
pod of PREG and 4 ENF that you can take out with PBs. The RK and SGUN are on
the desk at the other side of this room on a desk, and from the desk you can
access the tops of some boxes where GOG and a EXA are.

[SECRET 2] Behind the desk, there is a small switch on the bottom left side of
it. Hit this switch to open a wall on top of some boxes across from it. Climb
the boxes and enter the compartment that was opened to get a FRZ.

[Freezer] Use the RK and fight the two PIG and the ENF that are waiting for
you. Two PBs are in the corner under the dead chickens, and around the corner
is an ENF. There is FRZA in the corner, and under the crushing walls in the
middle of the room there is a DV. There is also a grate on the wall that has
a PMED in it and which leads back to the vent that goes to the bathroom.

You have to follow the conveyor belt now. There are some LTBs guarding it so
use a PB or something. Then, follow it down, fighting the three ENF on the
wall. The hallway has a path that leads to a door on the left that is guarded
by two PIG. Kill them and follow the belt down some more until you come to a
ledge, and you can jump up there.

[SECRET 3] The room with the poster of the dog anatomy has a very unexpected
secret. The light switch near the entrance causes the wall beside it to rotate,
and if you rotate with it, you will emerge into a room with an RPG. Note that
it is very easy to get squished doing this.

[Meat Disposal] Jump up the ledge and follow the hallway in there. There is an
ENF waiting for you, and another farther down. There is an ENF in the next room
full of cages. You can destroy the cages with explosives, and there is one
cell that has some RPGA.

[SECRET 4] You have to blow up the gates on the right block of cells for this
one (the one that has the little puppy in it). On the two cells beside the
ones with the puppy in it, the back of the top one can be opened to get some
PBs.

[SPCH Entrance] Follow down to the end of the room, and there will be another
narrow hallway. You must fight two ADRN to progress. Follow this hallway down
to the end; you will come to the entrance area of this building. There are two
ENF in there, kill them and go into the entrance area. The wall will explode,
giving you an exit to the Street area, but you will also have to fight a PIGT on
your way out. There are two LTBs on the counter, BA on top of file cabinet,
and two DVA behind the couch. There is a switch behind the counter that you
have to hit to open the door that you saw at the end of the hallway to the
entrance area.

[Exit Room] This room has two ADRN in it, and some SHL. The exit symbol is
here behind a box.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-03] Shop-N-Bag | 03:30 | 01:45 | 07 |
+------------------------------+--------------+---------------------+---------+

[Destroyed Building] Right when you start you will be attacked by some troops,
but will probably die because the building in front of you explodes. There is a
LK behind you in case you took damage. At the other end of the building there
is some SHL. A PIG, ENF, and TRP will attack you from the street area.

[Street] When you go on the street, you will notice there is a place where the
shopping carts go; in there is some RPGA. You can jump over the chain link
fence at the one part of the street and get to the two garages. In the one
with the broken door, you can enter and fight the TRP. There are GOG in the
corner and PBs and a AH guarded by a MG. And across from the broken garage,
there is a little bedroom that has a TRP and a MG, and inside the room are 2 PA
and a SGUN on top of a crate stack.

[The Shop and Bag] Go back to the main part of the street area and break the
glass to enter. To your left and right are MGs that you must take out; there
are SKs under either. Some PIG may be alerted to your presence. As you go
around the magazine rack, you will be attacked by a PIGT and a PIG that are
between rows 1 and 2. In that space there are SHL and two LK.

[SECRET 1] To the left of the shelf that has "1" on it is a fire extinguisher
on a wall. Destroy it to make a crack in the wall, and enter to find two TRP
guarding a DV and a PMED. This also leads back to the little bedroom as
detailed before.

[Shop and Bag] You can go to the right and fight the two ADRN that will come
and attack you. There is also a LK on a box.

[SECRET 2] Go to the right and look at the stack of boxes between 1 and 2.
There is a darker stack of boxes in the middle of the stack. You can open the
middle stack and get some EXA and a BA.

[Shelves Top] You can go between the shelves of aisle 2. There is a TRP there,
and an LK and 3 SK around this area. You can climb the boxes here to get to the
top of the shelves. You will be fired on by two MGs as you go up. You can get
the CA on the top of the boxes. On the shelf to the right from you, you can get
the SHA, and straight across from that are two LK, and to the left of that is a
DVA. From that shelf, you will be attacked by a TRP and an ADRN in a boxed off
area, where the BK is located. Get the BK and go the BK door (you can use the
shelves to get there).

[BK Door] Open the door and be prepared to fight a TRP and a PIG. There is
a PIGT around the corner, and a ADRN on the other side of a window. Go through
the next door after you are finished here.

[Meat Room] To the left and right you will be attacked by two MGs. You will be
attacked right away by three TRP and a PIGT. Notice that the Yellow Key Door is
at the other end of the room. Take the enemies out and continue. On the other
sides of those shelves are two PIGT on the ground level and three TRP sniping at
you from on top of some more shelves. Take out the PIGT first by luring them out
onto the other side and them kill off the TRP. There are some vents that run
through the shelves here; go through them to take out an MG firing at you, and
get an AH. You will notice that one of the vent sections has a nook in it; if
you have a JP you can JP up there to get access to the top of the shelves
(though you could get access to the shelves with the JP otherwise) and get the
spoils, which involve a SHL, two LK, a FRZA, and a DVA. You can jump onto the
top of a crate of boxes from here to get an RPG. There is also a LK in the
corner here.

[SECRET 3] There is a crack on some boxes here. Blow it up to get access to
the beginning of the level and get the CGUN stuck in there.

[Back Room] Go back in the grates that went between the two shelves. Follow them
back as far as you can (past the MG) and you will see another grate, and you can
see into a room that has two ENF and a MG in it. Use a PB to clear this small
room. Then go in. There are three switches on the wall around a little
compartment, the combination to open it is X X O. The YK is in there. There is
also a button on the wall that opens a steel window which you can exit.

[YK Door] Use the YK but be very careful as a COM and a MG are ready to fire on
you. You won't be able to use the SRAY on this COM so bust out the RPG. After,
you will notice a switch on the roof, and if you shoot it the door will open.
Go farther into the room, you can kill the TRP that's behind some shopping carts
and the ENF that is just in the room. The door here also leads outside.

[SECRET 4] There are two ATM machines in this room. You can open the left one.
Be prepared to move backwards very fast and launch an RPG or something in there
as three MGs await you. Then go in there and get the DV.

[Checkout] Go back into the meat room, and then go to the signs that have the
'Checkout' arrows on them. You might get attacked by a COM if you go the left
way, either way you'll end up in the checkout area and have to fight the three
TRP that are behind each till. There is also an MG in the corner above a LK.
Some CA is beside one of the tills. Now, you could follow the hallway out,
but you'd just end up outside after fighting a ADRN and a MG. Instead, facing
the tills from the front, go to the farthest right. Behind that till are four
buttons that you must hit a combination on, which is O O X X. This unlocks the
door that's closest to the till that you're in.

[Office] When you open the door, you will be greeted by a ADRN. Climb the
stairs and get the LK on the way up. As you go into the office, kill the two
TRP and get the STR on the desk and the RPGA on top of the file cabinets. You
will be attacked by a COM and a TRP in the room right beside the office. Take
them out and get the PBs on top of the crate. This next part requires a bit of
dexterity. You will notice a red button beside a small compartment, and behind
you near the ceiling you will see another small compartment. You need to do
this to get the RK Hit the red switch here. Then, do a 180 degree turn, and you
will notice a small compartment has opened, revealing another red button. This
is timed so be very quick in shooting that button. Shooting this button opens
the compartment beside the original red button, and this holds the RK but is
also timed. Now, you can blow up the crack in the wall when you have got it.
Go back to the Meat Room.

[Vegetables] Where the stack of crates with the RPG is, face the wall where
the checkpoint arrow points and go down the left path. There is a COM waiting
for you, and as you go down the hall farther, to the right is the entrance to
the vegetables section. In there, however, are two ADRN and a COM. After you
kill them, you can get the spoils, which include 3 LTB, two SHL, and a BA.
Now go down to the end of the hallway, you will see the RK door.

[Box Room] Immediately to your left there is a stack of crates with a TRP and
3 SKs on top. To the right there is a PIG between the boxes and the wall. You
can go past where this PIG died and look at the tall crate and jump on it to
get the EXA on top.

[SECRET 5] There is a small box here that you can jump on (to get to it, from
the entrance to this room, go right, the follow the path to the small box). You
can jump up onto the small box and into the little alcove above it. Open this
to reveal a FRZA, PBs, and GOG.

Now going down the first aisle from the right, you will encounter some
resistance in the form of PIGT and a ADRN. Kill them, and get the 6 SK in
between the shelves. At the end of the first aisle is a AH on some crates.
There is a switch at the very top of these crates that opens the trash
compactor doors. To get to it, you have to go to the far left of the crate
stack, kill the PIG and get the LK, climb up the boxes then hit the switch.

In the second aisle, there is a HDK in a hole in one of the shelves. You can
use this small hole as cover against the two TRP, the COM and the possible
ADRN that's around here in the third aisle. Around the third aisle are two LK
and two SK.

[SECRET 6] Go behind the stack of crates nearest to the trash compactor doors.
There is a small arrow on the back of the box, open the part of the boxes
that it's pointing at to reveal STR, SHL and RPGA.

[Trash Compactor] You have to avoid the trash compactors to get to the exit. To
do this, you must first go close to the tiny depression in the wall right
across from the entrance to the trash compactors. Doing this reveals a button,
hit it quickly as it is timed. Now, back before you went in the acid, a switch
panel will raise. Pressing each switch will stop each of the four
trash compactors individually. Make sure you do it when they are just a bit
above
crouching distance. The exit symbol is at the other end of all the trash
compactors.

[SECRET 7] Under the second trash compactor, the left wall (facing the exit
symbol) can be opened to get BTS, a PMED and RPGA. There is a crack in the wall
here that can be used to get back to just before the Meat Room.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-04] Babe Land | 06:32 | 03:16 | 04 |
+------------------------------+--------------+---------------------+---------+

[Entrance] You start in a pipe. Exit this pipe and you will notice two booths.
One has a PIG in it, kill it and go in it to get an SGUN. The other booth has
a LK. Both booth have a switch in it that disables the FF around the revolving
door beside them. Go through one of the revolving doors.

[Babeland Hub] When you go through one of the doors you will have to fight two
PIGs that will drop down from either side of you. Follow the path and you will
come to the Babeland Hub (you will eventually be able to access all the areas
in the level through here). To you immediate left is a PIG hiding behind some
boxes. Across the pool here is a grate that contains two CAP, and there is a
window to your right that has two PIG in it. On the top of the boxes to your
left there are SHL and behind the boxes is a LK. You can climb the boxes to
get to a ledge which has some PBs on it. There is some PA behind a Duke sign.

[Underwater] There are various OB and PREG in the fountain, but it will be hard
to take them out with PB as the fountain is quite large. After you are done
killing them, you can get the 2 EXA on the floor. There is also a grate that
leads to the D-Cup Ride's pool.

[D-Cup Ride] The only place that you can go into right away is the D-cup ride,
which is easily identifiable by a sign on the wall. There is a booth in the
hall to the ride that has STR and two PA. When you go through the revolving
door, a CAP will attack you right away. When you see the ride itself, two MG
will attack you from the other side of the ride and two TRP on a ledge above
it. On the ride itself are two CAP. The ride consists of two cups that rotate
around a central shaft, and you can get up to the areas on the other side of
the ride by riding the D-Cups. You have to get to all three and hit the
switches on each small platform. There is a CA on the right platform and a CGUN
in the center one. This will lower a portion of the central shaft of the ride
which has the BK in it.

[Under the Ride] There are 3 OB, 6 PREG and a TRP in a cup underwater. Other
than that, a SHL awaits you in the corner and in the cup that the TRP was in is
a PMED. The grate in the wall here leads back to the Underwater fountain in
the Hub area.

[Hub] Go back to the hub; on the boxes here you can get up to a ledge. There is
some PBs here and you have access to a broken part of a bridge; jump on it and
get the AH on the small raised platform and get into the window. There is a PA
and a RPGA in there. You can look in the monitor here and you will see a door
in front of the One Eyed Pete's Ride area; you have to open this to continue
the level. The switches on either side of the monitor must be turned on like
this: hit the bottom one on the left side and both on the right side. Now go
to the One Eyed Pete's Ride that you just opened.

[One Eyed Pete's Shooting Gallery] You can use the BK on the BK slot here right
away. There is also a booth here that has a PIG guarding a SHL. When you are
ready go through the revolving door. Now in the ride there are three PSTL on
the counter and a LK in the corner. The shooting gallery consists of five
targets and some ducks that cycle through the area; there are two AH that are
with the ducks as well. Behind the five targets there is an RPG and a SK. Note
that getting this next secret is mandatory to beating this level.

[SECRET 1] This is kind of stupid, this one. You have to shoot the second
target from the left and the second target on the left; this will lower the
platform with the Prizes on it. Inside there, two PIG will attack. When you
kill them, you can get the RK, GOG, and BA inside there. This secret is
mandatory for level completion.

[SECRET 2] When you enter the gallery, you will notice a crack on the wall
across from the entrance; blow it up and two ADRN will jump out and attack you
so be careful. In the secret area there is a SHL.

When you get the RK, go back to the hub area and to the Babes of the Caribbean
ride (this is identifiable by the sign on the wall).

[Babes of the Caribbean] The RK slot is guarded by a PIG, there is also some
CA in that booth. When you use the RK, the FF in front of the revolving door
will drop, but watch out for the PIG that will come and attack you from the
entrance to the booth. Go through the revolving door when you are ready, and
be prepared to fight some enemies. Going down the first part of the walkway,
you'll have to fight three TRP on JP (there is a SK near them) and a ADRN will
spawn behind you. Continue down, there is a room divided into a walkway in
which a ADRN and a PIG reside. There are two SK around this area on the walls.
Now when you are ready get to the main part of the ride.

At the actual entrance of the ride you will have to fight an ADRN right off.
In the booth with the window there are two PIGs, and you will also be attacked
once in a while by some RPVs (you can use the booth as cover). Now to progress
with the level, you have to catch a ride on one of the boats that is rotating
around this area. There is an RPGA on the boarding area, but when you go near
this, a door will open across the river from you, with four PIG in it. There
are also a BA and a LK in that room. There are some items that are on the
boats, which include an RPG, a CGUN, and a SRAY.

[Jail Cell] Take one of the boats and get off at the first possible place.
There is a PIG in a jail cell here; when you kill it, a wall across the river
will explode revealing four more PIGs. You can JP over to that crack in the
wall to get PBs inside it.

[SECRET 3] There is a crack in the door near the prison cell, you can destroy
it to enter it and get some RPGA.

[Auction Platform] Get back on a boat and get onto the next platform that you
can; you will initially be attacked by three TRP and a CAP on a higher platform
and if you go close to it a door will open, revealing three PIG in there. There
is also a CA in that room. There are GOG in the corner in the corner of the
lower platform. Now go to the upper platform and another door will open, and
you will have to fight three more PIG. There is an HDK and a BTS up here, and
you can get a RPGA where the PIGs came from. To continue with the level, you
can't keep on taking the boats. You will notice on the upper platform an arrow
pointing towards a "hard hat area", you'll have to get the BTS on and follow
that path.

[Ship and Castle] Get on to the first place of land that you can see, you can
get either two DVA or a RPGA, depending on the way that you came here. You can
see a bit of the ship from here, this is beneficial because you can use this
part of the castle that you are one for cover. A battle between a pirate ship
and a castle is going on, and you can get caught in the crossfire if you aren't
careful (the cannon balls can do significant damage to you!). There is a BLRD
over there that you should take out, however, cannons may distract your fire
(auto aim) so you should probably avoid using the DV right away and shoot them
with a RPG. When you finish off the BLRD you can get the FRZA at the front of
the castle. You should probably destroy the two cannons on the castle and on
the ship if you haven't already and be prepared to swim.

[Under Ship] When you go underwater you will be attacked by some sharks, but
there are other enemies under here, namely the clumps of OB and PREG that are
on either side of the ships opposite - great RPG targets. Beside the left clump
there are two LTB and on the right one there is a SCG and a LK. Under the ship
there are two SK. On the right side of the ship there is a crack in the wall;
destroy it to find a LK and a CA in it.

[Ship] Swim up the hole in the bottom of the ship to get into it, and you will
initially have to fight two OB. There are some barrels near them that you can
explode to deal damage to them. There is a SRAY on the platform that they were
on. Go through the TP here to get onto the top of the ship. If you destroyed
the cannons you probably won't have a lot of trouble up here. There is a RPGA
on the lesser elevated part of the ship and a FRZ and a LK on one of the
elevated portions (beside the steering wheel of the ship). There are two
switches on the ship on the mast columns; the light switch turns on the lights
on the top part of the castle opposite you (go figure) and the other switch
opens the gate of the castle. When you open the door, you will be assaulted by
a BLRD and two TRP from within the gates, so be careful and use the mast
columns as cover. Note that the other TP on the ship takes you back to the
entrance to Babes of the Caribbean.

[Castle] Jump over to the castle entrance. When you go through the door, a ADRN
will spawn on the highest part of the castle and attack you so be careful. In
the courtyard of the castle there is a SGUN and a AH on the ground an a LK on a
box. Jump on that box to get up to the castle walls. Follow the wall around and
get the CGUN, DV and RPG on the way. There is a door at the other side which
you can enter.

[Castle Interior] There is a ADRN right ahead of you when you open the door so
you might want to rig the entrance with a few PBs. When you kill it, you can
get access to the top of the castle through another door on the inside. There
is a PBs, JP, HDK, and two EXA.

[SECRET 4] A JP is required for this secret, which is very poorly designed
because there are really no clues on how to find it. Face the ship and look to
the right of it, you will see a security camera there whose sister monitor is in
the hull of the ship. JP up to the camera and try to enter to the right of the
camera (you have to be at the same height of the camera and touching the
ceiling. You will eventually pass through a secret wall into a ventilation
shaft; follow it down to get an AH.

[Castle Hallway] There is a second doorway in the castle interior, which is
locked by a button combination (X O X O). There is a ADRN waiting for you at
the other end of the hall. Rig the door at the other end of the hall with LTBs
and / or PBs and move back when opening it as two more ADRNs are there. In the
next hallway, there is an indestructible gun firing on a wall opposite it; in
it's line of fire is an ADRN and it will take some damage but not die so be
careful of that. There is a pause in the gun's firing so use this to your
advantage. In the final room there is an ADRN hiding behind the door that you
will open so be careful. The exit symbol is also here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-05] Pigsty | 02:02 | 01:01 | 05 |
+------------------------------+--------------+---------------------+---------+

[Street] You will start in the parking lot outside of a building, and you can
get the SHL behind you to start off. There is also a CGUN in front of a barred
window. When you go closer to the building, you will hear a car crash and some
chaos within the building, and after that's all said and done a PIGT will come
and assault you. Take him out and get the PBs and LK that's at one side of the
parking lot (note the manhole cover near here can be destroyed and grant access
to a later part of the level. Near a lamp post at the entrance of the building
is a LK.

[SECRET 1] You need a JP for this one, but it's pretty easy to miss. JP up
the building with windows on the outside. You can go in one of the windows here
(it has some graffiti under the window). Once you enter, you will get the
secret and can now get the FRZ, STR and EXA around this place and the DV and
RPG behind the desk.

[L.A.R.D Building] Go in the entrance of the building. There is another PIGT in
the entrance so be very careful. There is plenty of stuff abound for you,
including SHL and BA on a couch, as well as CA near the phones at the entrance
and a LK on a counter near the car. When you are ready, go to the stairs at
the other end of the entrance of the building. There are two sets of stairs to
your left and right, and two PIG are at the top of both flights.

[SECRET 2] At the bottom of the right flight of stairs there is a switch. Hit
it and run over to the phones to get a AH.

Go up the left flight to start. The second room to your left will have a RPG in
it. The third room on your left is open, but has a PIG hiding behind the door
so be careful.

[Offices] Right when you enter here you will be attacked by an ENF. There is a
light switch near the door to this room, so turn it on to shed some light in
here. To your left in this room is a PMED and a SHL. On one side of the book
shelf here are some offices, the farthest one has GOG and a SK on it. On the
other side of the bookshelf are 4 PIG. Take them out with a PB. There is also
a window here from which you can see down to the bottom of a room.

[Computer Room] Drop down into the room below. You will be attacked by a PIG
and probably an ENF from the computer room. In the computer room there are also
two more ENF. When you go into that room a COM will spawn in the offices that
you were just in and fire on you, so be careful of that. There is a STR on top
of the computers here as well. Now, go out of the computer room and go to the
right. You will be attacked by a PIG at one side of the room and a ENF will
jump out from the darkness to your right. The BK is at the other end of this
room. Go up the ramp, get the RPGA at the top of it and use the BK. Now, all
of the rooms that were locked with the BK will be opened. Exit this room and
go down the ramp to the Security Access door.

[Security Access] You will be attacked by PIG right away, and around the corner
two ENF await you, and they are guarding PBs, JP, and a LK. There are two non-
BK doors here, go in the right one first and kill the two PIGs in that room.
There are two LTBs and a LK on top of some audio equipment on the desk. Now
you can go to the room across from you and get the FRZ.

[SECRET 3] In the room with the audio equipment you can use the thing with
the two reels on it and this will open a door to the right of you. You can
go in this room to get the AH.

[Prison Cells] There are two parts of the room after the BK door. The first
is an acid bath that has two OBs over it. There are two prison cells there;
in them are a few PREGs. The cell on the right has PBs and a LK and the cell
on the left has DVA. The other part of the room has a COM in it so you should
avoid getting hit by him as he is behind a cell door. Dispose of him, open the
cell door and you will come into a room just loaded with PREGs, amongst them
is the RK. Go back up to the Offices area.

[BK Door Offices] Right across from the top of the first BK door that you
opened is another that you can open. Inside that room there is an ENF to
greet you right off and a PIG to your left. There is also a LK on the counter
to your left and a pistol near the photocopier. Further in there is a LK in
a drawer in the file cabinet and a SHL on top of it. There is a RK door here
that you can open.

[SECRET 4] There is a bookshelf near the file cabinet that you can open.
Follow it down to get to the area that you can see at the beginning of the
level; it looks like an execution place. There is an AH and 3 CGUN down here.

[Large Office] There is a COM waiting for you in this room so be careful. There
is a EXA beside the file cabinet in this room and the YK and some STR are on
the desk.

[SECRET 5] The big map in this room can be opened to acquire a PMED.

[Court] Now that you got the YK go back to the entrance to the LARD building.
You can go up the right staircase now and fight the two PIG there. Kill them
and get the SHL up there. There is a fire extinguisher here that can be
destroyed to give an exit back onto the street. Now use the YK and open the
big doors here. Five CAP await you, and after you are done with them you can
get the SRAY on a desk and a RPGA in a phone booth.

[Courtroom] This room is pretty loaded and you should be pretty careful in here
and use PBs to your advantage. Besides the BLRD acting as the judge here, there
are two ENF, two PIG, and two ADRN. Use the doors to your advantage and take
your time. When you are done, get the AH in on top where the witness stand is.
When you do this, a wall will open and two PIGT will attack, and in the place
where they came from there is a LK. Back on the stand there is a switch that
opens a door to the Exit Room.

[SECRET LEVEL] Open the big George Washington picture behind where the judge
sits. You will come to the secret level exit symbol.

[Exit Room] There are two LK on top of a bookshelf here, and the Exit Symbol
is at the end of the table here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-06] Going Postal | 03:04 | 01:52 | 04 |
+------------------------------+--------------+---------------------+---------+

[Parking Lot] You will start in the large parking lot. Get the PA at your side
and in the dumpster there is some PBs. When you proceed farther down into the
parking lot you will have to fight a ADRN. There is a burning trash barrel with
two PA beside it and a MG above it. You can jump on top of the fire truck here
in
the corner of this area and get the AH.

[SECRET 1] On the side of the fire truck with the fire hydrant there is a panel
on the side of the truck about the middle of it. You will hear a door open when
you hit it this door will be at the back of the truck. You have to jump through
this burning window to get on the inside of it to get the DV and the BTS. This
secret is timed and you can hit the switch to the right of the entrance to get
out of it.

[Post Office Entrance] Go in the main doors of the building. To your right you
will be fired on by an MG so take it out. If you look around the main post
office area you will find a paw print on the wall; press it to open a
compartment that holds a SGUN. Now, go back, to your left is initially a PIG and
if you follow it in farther you will have to fight two more. There is a HDK on
one counter near the Wanted poster and a SK near another. There's a switch
behind the counter that opens the mail shafts so you can go through them.

[SECRET 2] The wanted poster here can be opened to reveal a vent that has some
PBs behind some mail.

[Mail Sorting] Go down one of the mail shafts and follow until you reach the
bottom. You will be attacked by a PIG initially followed by an ENF. There are
also some PREG on the floor here. There is an RPG on a stack of mail and a
SHL on a counter, and two SK around this area. Follow the new path through by
going up the stairs. You will have to fight two PIGs that are on the top of the
stairs. As you turn the left corner you will be attacked by an ENF, a ADRN and
a PIG so maybe you'd want to throw a PB around the corner.

[Locker Room] There are STR on the bench here. There are also four lockers;
in the farthest left one there is a LK, in the third there is the BK and in
the fourth there is BA.

[SECRET 3] You can open the back of the second locker from the left here. This
reveals a secret room where there are two ADRN behind a desk. On some of the
sandbags there is a PSTL and beside it there are some PA. Around more sandbags
there is a PA and beside the boxes there is a PA a CGUN is on top of it. There
is also a grate to a vent in this room that has a SK in it, and if you go
behind the sandbags the little cage will open that has a PMED in it.

[SECRET 4] Alright, in this same room, notice the picture of the dog on the
wall. It has a target in the middle of it and the title "YOUR ENEMY". Shoot
the middle of of the target. A small shelf will open to your left, and inside
it is a AH and two RPGA [Credit Jacek D].

[Mail Processing] Go out of the locker room and go down to the end of the
hallway that has the BK Slot on it. Use the BK here to drop the FF beside it.
In this next room there are a couple of TRP and two MG waiting for you, and
some PROT crawling around.

[SECRET 5] Notice the small conveyor that processes individual letters. Jump
over this and go to the center column; you can open it to reveal a vent. Follow
it through to get a SRAY.

A FRZA is in the corner. Ride the conveyor belt now. There is a ADRN waiting
for you initially, and another ADRN is waiting for you on the belt. Two more
PIG and a TRP are on the boxes here. On top of the boxes is a DV and a LK. In
the corner of this room are some PREG and a TRP guarding a PSTL, and across
from that is another ADRN and three more PREG guarding a FRZ. On the beam
nearest that corner are two ADRN ready to pounce. Near them is the RK Slot so
make sure to notice this.

Where the conveyor belt goes through a black wall there is a beam, where RPGA
can be found. If you go through the conveyor belt (you can go through the
black flap) you will get a AH. As the conveyor progresses there will be a
room full of barrels, and amongst them are a SHA, a EXA and a SK. Circulating
on the conveyor belt are STR, GOG, BA, LK, and SK.

Now go back near the boxes at the entrance of the room. There is a door that
says "MAIL" on it. You will have to fight a PIG first off. On the desk here
there are PBs, and you will notice some canisters beside a door: you can
destroy the canisters to reveal an exit to the entrance to the Post Office.
Go back on the conveyor. Follow it through; you will have to kill some PROT.
You will come to an ending with two alcoves on the left and right with a RK
and a PMED. You can drop out here and go to the RK door.

[Outside] Using the RK will open the garage door a small crack. When you
exit you will be attacked by 2 initial ADRN and another two will leap at you
from behind the post office truck. In the truck there are two LTBs. Around the
corner to the right is a SK and a FF that can be deactivated to lead back to
the beginning of the level. Across from the RK door there is an overturned
Post Office Truck and they YK door. You can jump on top of the truck and get in
the doorway of it to get a AH. Go to the garage door and then to the sandbag
barrier at the other side. Get in the fort and prepare for a fight.

You will be fighting various waves of enemies. You will notice two red circles
on the way to the fort, and they can be detonated by two switches inside the
fort. Don't do it until there is a ton of enemies that you can kill. Inside the
fort there are a lot of items; a DV, a CGUN, PBs, 3 CA, a SHL, a RPGA, 3 PA,
a PMED, and a BA. You should probably rig the outside of the fort with PBs
and LTBs, and get your DV, RPG, and CGUN ready. This is going to be quite a
battle.

The first load is going to be composed of TRP. They will probably trip the LTBs
that you laid out and you can take out any survivors with the CGUN. Next will
be a wave of PIGs and two PIGT with them, and they will be pretty far away and
won't shoot until they are quite close. Use the RPG with wanton disregard at
this stage and make sure you take out the tanks. The tanks have the greatest
chance to make it to your fort, so try and take them out with the RPG and go
ahead and use one of the explosion switches. Then will be a load of enforcers,
so use the DV to take them out quickly after you use the last switch. There
is a BLRD as the last wave. Kill it with the DV and use the fort as cover if
he comes that far.

After you do all that, the garage door across form the fort will open. Go in
and get the YK, DVA and the 2 LK. Be very careful or quick when you go to the
yellow key door, however, because a second BLRD awaits. You can just skip him
though.

[YK Door] This is just a small hall that leads to the exit symbol.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-07] XXX-Stacy | 01:24 | 00:42 | 03 |
+------------------------------+--------------+---------------------+---------+

[Outside] You will start off in a small fenced off area. Get the PBs, 3 PA and
the SK here. Go around the corner to fight 4 TRP and a PIGT; take them out
but don't waste your ammo on the multitude of barrels here. Then get the LK
near the corner of this area, and destroy the trashcans to get a PB, SHL, and
a LK. Go up the ramp and into the door.

[Entrance] Right when you open the door you will fight two CAP, and when you
go in two PIG await you at the top of a ramp. When you turn the next corner a
third PIG awaits. Go through the door here

[Offices] There is a PIG hiding in the office somewhere but that's it. There is
a SK on top of the file cabinet, on a desk is a CGUN and STR, in a cabinet
beside the desk are a PSTL and BTS, a trash can is able to be broken to reveal
a box of PBs near the printing machine's front. Before you exit, notice the
BK door and go through the curtains with Authorised Personnel above it.

[Filming Room] When you go in the next room the door across from you will open
and 3 PIG will assault you. There is a PB beside that door. Then go to the
right when you can. In the cubicle there is a LK, and that's all there is in
terms of items in that room. Now go through the door where the PIG came from.

[Storage] In this room there are three PIGs but there are many canisters; and
you don't want to destroy them right away if you want to live. So the best way
to do it is to quickly throw a PB in there, run away and detonate it. This will
make some holes in the wall and kill the PIG in there. Back in that room there
is a BA on top of the crates closest to the entrance and the BK and a AH are
on the other stack.

[SECRET 1] There is a box on top of the stack that has "Top Secret" on the side;
open the front of it to reveal a FRZ.

[Acid River] Go back to the BK slot and when you use the BK it will open a
window. On the ledge outside of it there are two PIG and a SDRN, and across
from them are two more PIG and another SDRN. Careful taking the SDRN out; do
them first. After you are done with them jump onto the ledge. Get the PMED and
the SHL at either side. Notice the acid river below you and the indestructible
gun that's firing across it. Get to the ledge with the box across you and jump
from the box onto the ledge. You will be fired on by a PIG in the window.

[SECRET 2] This requires a JP. JP up the side of the building that you are
on that doesn't have the open window and move towards it. The top of the
building has a false wall that you can go through. There are many, many
canisters in there, so don't blow them up right away. Instead drop a PB in
and run out of the room, detonating it from afar. Go back in and get the
spoils, which include a DV, RPG and PB, and a path to a later part of the
level.

[Comedy Club] Go in the window that had the PIG firing on you from within it.
You will emerge in a comedy club and be assaulted by a PIG to start, and when
you go around the corner three CAP and 4 TRP will await you. Go behind the
bar's counter to get a SGUN and a LK. Near the stage there is a CA on a table
and a trashcan that can be broken to reveal a LK. Now go to the switch at the
other side of the room.

[Back Outside] You probably heard him laughing and moaning before but when you
went outside for the very first time a COM was released so be careful. There is
also an ENF out there. Get the SHL near the double doors and get your PBs ready
as there are 6 ENF in the next room. Kill them with the PBs and then get the
various spoils, which include the RK, DV, HDK and two PA near and on a counter,
the AH and FRZA in the lockers here, the SHL at the other side of the room and
the SK in the trash can. If you open the door you will come to a ledge that
has a PB and a SK on it. There is a switch here, that raises the water level
outside so you can swim over to the ledge across and get the SHL. Now, go into
the water and swim around. Watch out for the SRK down here. Follow the water
bottom and get the SHL and the SK and go through the small opening. Emerge in
the control room.

[Control Room] You will have to fight two TRP on the upper ledge and a OB on
the lower one. There is a SK on the upper ledge. Go into the control room
here and fight off the CAP and two TRP. Get the SHL beside the lockers here
and open the lockers to find a GOG and a EXA.

[SECRET 3] In this room, there is a switch that lets you change the water level
outside. Make the water level low, and when you do this a SRAY will be revealed
in one of the computers.

[Infested Area] Destroy the green canisters and follow the ramp up. You will
have to fight a weakened OB and maybe a ADRN if the explosion didn't kill it.
Then when you go farther in the room a door will open automatically and five
ADRN will leap at you so be very careful here. There are two LTBs on top of the
pop machine here.

[Office] Open the door near the pop machine to fight three ENF. On the file
cabinet there are two LK and in the trashcan there is some RPGA. In the room
where the ADRN came you can dive in the water there and get the SCG at the
bottom, as well as the RPG and the PMED under some pistons. When you are ready,
open the RK Door.

[Street] This door leads to two PIGT on the street below you. There is RPGA
near a palm tree. Ready your SRAY and open the garage door. Fire right away as
a COM is waiting for you. Kill it and go to the exit symbol here in the garage.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-08] Critical Mass | 03:18 | 01:59 | 04 |
+------------------------------+--------------+---------------------+---------+

[Street] You start in the garage from the last level so get the PA on the floor
and open the door. There are two PIGT waiting for you outside; kill them and
get the PBs in the corner of this area as well as the BA near the out-of-order
garage door. There is a switch opposite this that opens the door to the garage
area.

[Garage] Right when you enter this room you will be attacked by an ENF and when
you go down a bit farther two more ENF will attack your from the left. There
are 3 PA on the ramp that you started on. Now, there are some items that you
can get on the boxes here. There is a SGUN on one of the lower boxes and you
can jump up it to get a SK. From this box you can get an AH, RPGA, CA, and LK
on various boxes around the room. On the box that has the CA and the LK you can
get to a vent that has a PB and GOG in it. Near that box on the floor is a SHL.
Now make sure you have gotten every thing that you wanted down here before you
go up the staircase because you won't be able to come back here. Go up the
spiral staircase at the end of the room and open the door.

[Explosions Room] When you enter this room there will be two ENF firing on you;
run up to them and don't stay in the red lighted room. You can get the CGUN, CA
and the LK in the red room while you are running. Kill the two ENF and make
sure you are not in the red room because the entire ceiling will collapse on
you.

[SECRET 1] Instead of rushing to avoid the ceiling coming down, you can wait
right at the entrance of explosions room, and opposite the door that you
entered a secret door will eventually open. Inside there is a AH and a TP to
the area that you would normally run to if you didn't use the secret. Be wary,
however, if you do this because you will teleport into the room and have to
fight two ADRN and the 2 ENF that were there if you didn't kill them.

When the ceiling goes down all the way two small doors will open to either
side of you, with an ADRN in each. There is a CA in the corner and two LK and
two SK in various places here. Now in one of the rooms that the ADRN came out
of there is a grate that you have to break.

[Trash Compactor] When you drop into the water the walls will start to close
together. If you didn't notice it, you're gonna get squished if you don't
do something. There is a switch underwater along with some OB that you
shouldn't worry about. When you hit the switch a door will open opposite the
grate that you can go in.

[Trash Control] You can get the PBs and the SCG on the ground here, and the AH
and the LK in the two little medical compartments here. Go to the door when you
are ready.

[SECRET 2] There is a computer here that you touch to open a door near it,
which conceals a PMED.

[Electrified Room] When you go down to the end of the next room the lights will
turn off and the walls will open, revealing two ADRN. There is a CA at the end
of the hallway and a DV and a EXA where the ADRN came out. After that happened,
the door to the next room opened, which has lightning striking it. When you go
in that room two more walls will open with two more ADRN. There is a switch to
the left that opens these doors if they close; and inside them you can get a
GOG and a SK on the left one and a PB and a HDK in the right one. Go up the
elevator at the other end of the room.

[Box Room] Right off in this room is a PIG that wants you dead, and around the
corner are two more so take them out. On the stack of boxes nearest the
entrance is a STR and across from that are boxes with a PMED on top. In the
center stack there are two LTBs, SHL, and a LK on top. Go in the doors at the
other end of the room. There are some doors at the other end of the room that
you must go into next.

[Windows Room] Proceed down this room; you will come to a clump of ENF aka
PB targets. When you are done get the FRZ on the shelf and go into the only
non-locked door in the room.

[Office Room] Once again get those PBs ready as there are 4 PIGs in that room.
In this room there is a SGUN on the table, BA on the computer, two LK on top
of a file cabinet and a CA in the trashcan. On the wall are a set of switches
that you must hit in the order X O X X. It unlocks the compartment beside it
which has the BK in it. Go out of the room and back into the Window Room. Use
the BK in the slot here.

[Generator] Its quite dark in here so you can actually put your GOG to use for
once. There are five OB and a bunch of PREG all across the room. There is a
FRZA on the circumference of the generator here.

[SECRET 3] From the entrance, to the left is a clump of green canisters. Blow
them up and go into the resulting crack in the wall to get a RPG.

[SECRET 4] This secret requires a JP. You can JP up in the darkness and go to
the platform opposite the entrance. There is a SRAY and a DVA up in this room.

[Underwater] Note that on the generator's center there is a CGUN. Underwater
there is are some switches that you must hit in the combination X X X. The
columns of the generator will raise, revealing the YK and AH. Now go back into
the windows room and go the YK door.

[Offices] When you open the YK door you will be assaulted by 3 ADRN and then
you can get the PA and the SK on the ground. Note the RK door here. You might
get sniped by the ENF in an office across from you but you can shoot him too.
Now go into the double doors.

[Large Office] When you open this door two more ADRN will attack you. After you
are done with them get the RK on the bookshelf and the SHA on the desk. There
is a vent in this room which leads to a SK. Now go out to the Offices area and
use the RK here.

[RK Office] Here you will have to fight two ENF. When you exit this part of the
building the whole building will collapse and many explosions will hit you, and
thus you should be very careful. Amidst the rubble outside is a LK and the
exit symbol.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-09] Derelict | 05:02 | 02:51 | 05 |
+------------------------------+--------------+---------------------+---------+

[Water] You will drop from the sky right into the water. Circulating around
you are some RPVs and in the water there are various OBs and SRKs. There is
some stuff underwater. You will notice a large green column extending from the
ship into the ground; around this are an RPG and two DVA; in a bunch of weeds
under the ship lie two SHL.

[SECRET 1] If you search the underbelly of the ship there is a hole that
leads into the bottom of the ship. When you go in this you will be attacked by
two ADRN but you can lure them out into the water and avoid fighting them. In
this secret room are a CGUN, STR, GOG and a BA.

[The Ship] There is crane very close to where you start. Watch it's actions and
go to where it is going to pick up something. Get picked up by it and get onto
the ship. You will initially have to fight off some TRP and CAP but there are
other sources of damage as well, like MG's mounted on the sides of the boat and
the RPVs if you haven't taken them out yet. On the column where the crane is
there is a SCG. At the very back of the ship (closest to where you got picked
up) is a PSTL and a RPGA near a box and a PMED on top of that box. You can
follow the path of that box down to get a STR and a SGUN, and to either side
of those under a window is an AH. As you go around the other side of the ship
you can get SHL and a BA near a column.

Now, you have to go back to the windows that had all of the blaster fire
coming at you and an AH underneath. An ADRN may leap and attack you. Go into
one of these windows.

[Barrel Room] It doesn't matter what window you go in, in either are two MGs
firing on you and a bunch of TRP. Take them out with the CGUN and get the SK
behind a column.

[Center Room] In between the two windows there is a room that has 3 CAP and
2 TRP in it, there are also some canisters in there so throw a PB to save some
trouble. Once destroyed, you can get an SRAY, two FRZA and a LK.

[Stairs Room] There are two doors that lead into the same room in the Barrel
Room. In this room there are two CAP and two TRP, and you can get the two LTBs
in this room as well. From here you can go up for down the spiral staircase.

[Stairs Top] Go up the stairs and get the LK to get into this room. There is a
CAP and a TRP up here. There are also two SK and two doors to the left and
right of the staircase; these doors both lead to the same area.

[Barrel and Box Room] This room is kind of dangerous. Go in the right door to
make things a bit easier for you. You'll have to kill a TRP right away but if
you look carefully you'll notice a green canister behind a stack of crates.
Destroy this from the distance you're at to kill a bunch of the TRP that were
assaulting you. Around the corner there is a big black box and at least 5 more
TRP waiting for you on and around it. Take them out with the CGUN. Get the SK
near where you entered and the DV on top of the big black box. There is also
a CA in the corner. On the other side there are less TRP hiding behind the
stack of crates but two COM wait for you. After you are kill them you can get
the LK in the corner and the FRZ on top of the stack of crates. Near the
entrance to this place is a SK and in the corner near the center door there is
a EXA. When you are ready go into the center room.

[Navigation Room] In this room you'll have to fight one or two ADRN initially
and another one in the little bedroom area. The BK is here, near the steering
wheel, GOG and SHL are on some computers, an RPG is in the little bedroom area
and a LK is near the entrance. There is a switch on the big column here that
opens the big column, and you can access the Center Room and the Down Center
room from here by dropping. You can drop from here to the Down Center Room if
you want, which is pretty close to the BK door, but I will assume that you
went back to the Stairs Room and went down the stairs.

[Barrel Storage] If you go down you will come to an area that has many TRP and
a CAP waiting for you. Their blasts will initially destroy the barrels so you
will have time to get out that CGUN. After you take them out you can get the
HDK on a box and the EXA and LK behind it. There are two doors here that lead
to the same area.

[Downstairs Hallway] Going in one of the doors brings you here. There are 3 CAP
and two TRP for you to deal with. There are two doors on the right and left
ends of this hallway that are locked with switches beside them. These doors
lead to the outside of the ship. In the center of the hallway is a room. Also
in this hallway is the BK slot.

[Down Center Room] In this room, there are a few TRP and CAP amongst various
barrels. When you take them out you can get the LK and the CGUN on the back
wall and the two DVA in front of the monitor. There is also a switch in this
room at the center column. This opens the column and reveals an AH, but that's
not all. This column gives you access to the other Center Room, and the
Navigation Room above that if you have a JP. Now, exit this room and go back
into the Downstairs Hallway.

[BK Door Room] The BK Slot is at the right of the Downstairs hallway. Use the
BK and it will deactivate the FF in front of an elevator. Go into the elevator
and take it down.

[Catwalk] You will emerge on a catwalk. At the end opposite you are two ADRN
that are perfect RPG targets. From here you can snipe off some PREGs and a ADRN
on a lower area. Three tricky TRP will come and attack you on their JPs too.
You can then take the elevator down and get the spoils down there and get the
2 DVA. Notice that the YK door is down here. The RK door is at the end of the
catwalk. When you are ready, go up the small set of stairs near the entrance
to the catwalk.

[MG Hallway] Shoot the fire extinguisher near the two MG's to destroy them. Get
the two PA beside them afterwards. The hallway is eerily quiet, until you get
to the end of it. The walls will open and four MGs on either side of the
hallway will attack you. However, some of them will destroy each other. Still,
destroy them. There are three places that you can go now. Facing the door at
the other end of the hallway, you can go to the left, right and center doors.

[Mess Hall] Going to the left door leads to the mess hall. There is a COM
behind the counter, with 3 CAP and 2 TRP on the other end. There is some RPGA
behind the Mess Hall's column, a LK is on the window sill, SHL is in a trash
can.

[SECRET 2] Behind the window there is a switch on a counter with a knife on it.
Pressing this switch will open a small compartment beside you, which contains
a PMED.

[Crew Quarters] Going in the right door leads to the Crew's Quarters. Kill the
CAP that you can see right off and the ADRN that will come afterwards. Some
TRP will emerge from the rooms. In the left room there are 6 TRP and a ADRN
that are good PB or CGUN fodder. On the couch is a LK and behind the TV is a
CGUN.

[SECRET 3] Jump on top of the TV to open a compartment across from it that
has a SGUN in it. Note that you get the secret credit if you just jump on the
TV.

[Sleeping Quarters] Opposite this room is another one where there are many
beds. You'll have to fight a TRP right off and a TRP and a CAP in the right
set of beds. In the right beds there are 3 CA in a metal chest, and a PA and
LK on some of the beds. In the other sleeping quarters there is a ADRN on a bed
and a TRP. On the beds there are a STR, FRZA and a LK.

[Captain's Quarters] Going through the center doors leads to the captains
quarters, which is a pretty dangerous place as it contains 3 ADRN and a COM to
boot. After you dispose of them with the aid of PBs, you can get the RK on the
desk here. There are also some other items on the desks here, including BA and
LK near the bed, SHL near the drink counter, and GOG and SHL on the desk. Now
go to the RK door back on the Catwalk area.

[SECRET 4] Above the desk is a clock. Use the clock to cause the bookshelf in
this room to lower, reveal a SRAY, two EXA, and two AH.

[Generator Room] This is the room that was locked with the RK. An ADRN is there
to greet you, and below you are a TRP and a CAP. Going closer to the generators
at the base of the room will cause 3 ADRN to notice you. There is a SGUN on the
right side of the generators, a EXA in a crevice on the front few, a CGUN on
the right side and an AH in between the generators. On the other side is an
ADRN that will attack you, along with a EXA in the place opposite where the
other EXA was and a LK in the corner. A BLRD will also notice you in the room
across from the generators. In this room there is also an ADRN. When you take
these two enemies out, you can get the YK that is on top of a box as well as
the two PBs and the BA that's just a bit higher than those. Behind the crates,
in the fire, is another ADRN guarding an AH. When you are ready, go back to
the Catwalk area and to the YK door that's near there.

[Crane Room] Using the YK will take down the FF that's in front of this room.
Go in. A ADRN will fall from the roof and attack you. When you go farther into
the room a COM will attack you from on high and 2-4 ADRN will come and attack.
There is 2 PA near the entrance. At the left side of this room is a SHL and an
LK. In the center portion of this room are two RPGA and a AH. Go to the right
part of this room and take the conveyor belt. In this room there are initially
a TRP and two COM. There are SHL in a corner

[SECRET 5] You can climb the boxes all the way up with jumping. When you get
to the highest point a TRP and a COM will attack you from a hole in the boxes.
You can drop in this gap after you kill them to get a RPG and BTS.

Now, get on the conveyor and wait until you stop moving to get picked up.
You'll land in another area and be attacked by a TRP and a CAP behind some
barrels. There is some STR back there too. There is a LK in the opposite
corner and BTS on the same wall. There is also a highly potent acid pit here
that really kills you quickly - even if you're not touching the acid! So be
careful. You have to get through this acid pit however if you don't have a JP.
Save before you do it and use you boots. Just run up the acid fall, swim down
under the obstacle then swim up to emerge on a platform with barrels. There is
a TRP behind them and a EXA and LK are on the same platform. You can exit the
small door in this room and fight the ADRN and the TRP that you encounter.
Go around this area and get the CA and the SHL on the window sill. If you go
past the window you can hit a switch that unlocks an elevator which leads down
to the beginning of the area.

There is another passage that you can go down that's just before the window. If
you go to the right you can reach another elevator that can be unlocked to
bring you down to the same area as before. You can go left and then right to
come to a room with some barrels and three TRP in it. You can go into the pool
here too, it has two DVA and a AH at the bottom amongst some OBs. There is
another switch near here that will let you out onto the top of the whole
barrel moving complex. On top of here are PBs, two CA and a LK. Now, drop down
to the side opposite of the door (into the water to avoid taking damage).
However, before you do that, you might want to drop a lot of PBs down into that
area, as there is a BLRD, two OBs and a ton of PREGs. If you have a JP it is
VERY useful against the BLRD down there. After you kill it, you can get the AH
near the pool. Then dive into it.

[Green Column] You will swim down the green column that you saw at the
beginning of the level. There are four OB down here that you might want to take
out with PBs. Then, get to the very bottom of the green column. The exit
symbol is here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-10] The Queen | 10:50 | 05:25 | 07 |
+------------------------------+--------------+---------------------+---------+

[Operating Room] There's nothing in this room, so go to the TP on the
other side of the room.

[Outer Waterfall Room] Note that when you come from the TP you will be in front
of the YK slot. This room is divided into several parts. Where you start there
are 4 LK.

You can go left or right. Either way you go you will have to fight a TRP at the
entrance to a shaft and then an ADRN and a ENF inside it. The shaft leads to
the other side of the area and there are CGUNs at either entrance to you. On
the upper portions above the shaft area there are 2 PB that you can acquire.
There is also a LK near either column.

[SECRET 1] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the right
path you can JP up there to get two SHL.

[SECRET 2] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the right
path you can JP up there to get two DVA.

[SECRET 3] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the left
path you can JP up there to get two CA.

[SECRET 4] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the left
path you can JP up there to get two RPGA.

There are two Green rooms here that you can enter, you will have to fight an
ENF and a TRP when you are in there. When you are ready, go up the ramp that's
in the middle of the room.

[Code Room] Go up the ramp and fight the TRP that is there. Get into the room
and fight the 2 ENF and the TRP that are in there. Get the 2 PBs, four DVA, and
2 LK that are scattered about. There is a row of switches on the column that
you have to hit in the order X O X. This will open a door opposite you can down
the rap.

[Outer Shell 1] There are many TRP waiting for you so use the CGUN right away.
Then, circle the area to the left or right; going to the right you will have to
fight a few PREG sitting on some ledges and some CAP. going to the left you
will get to the next area right away.

This room is loaded with a circle of PREG, and two ENF guard it. There is also
a ADRN and a OB ready to pounce in a nearby hallway. Amidst the eggs is an RPG
and two LK and in the corners of the room there are two DVA, and behind the big
column there are two RPGA. The small area opposite the big column has a DV
and a SCG .

[SECRET 5] On the big column here there is something that looks like - well, I
hate to say it - a butthole. Jump into it and get the PBs, 2 DVA, RPGA, CA, and
two SK. The other end of this... pipe leads to the Inner Shell area.

[Inner Shell 1] One way to get to the inner shell of the Outer Shell area is
via the water. The under water area houses various ADRN and OB so be careful.
Thee are also a couple columns with PREG around them, and if you blow up the
PREG cluster you can destroy the columns. Then, go into the center of the
underwater area and emerge there.

In the inner shell area there are 3 ENF and 3 TRP. On one of the ledges here
there is a BA. When you go on this ledge a door will open beside you, with a
pool in it. There is an ENF and a ADRN in there. Swim down and go into the
small room under there (it looks like it was guarded by a FF but it isn't).
There is a SHL and CA in that room, as well as a switch. Hit the switch, it
will open the viewing wall behind you and reveals another switch to the right
of this one. Touch this switch. It will open an underwater door.

[BK Room] This room has two crushing doors in it. To the left and right of both
pistons there are two switches. Be careful when you do this; you can get pretty
close to the column and hit the switches. Hit all of them to open a compartment
at the end of this room. In the compartment is the BK, AH, and a BA. Go back to
Inner Shell area. Go back onto the ledge that had the door with the pool in it.

You can get to a higher ledge from here. When you go there the door will
automatically open so be very careful. A BLRD and a ENF wait for you. Kill them
and then get the two DVA up here. The BK slot is also here, use it and go into
the resulting room. There is a PMED and a switch that raises some green columns
in the Purple Acid area. When you are ready, go back to the Code Room area.

[Code Room] On the other side of the column that had the original code on it
(you can tell what it is because they are turned on) there will be a new set
of switches that you opened in the RK room. Then, hit the switches in the
combination O X X. A door will open opposite your portion of the column.

This next bit might seem very similar. In fact, this next area is near exactly
the same as the previous one. I won't retype the whole thing, instead, I will
copy and paste the relevant parts.

[Outer Shell 2] There are many TRP waiting for you so use the CGUN right away.
Then, circle the area to the left or right; going to the right you will have to
fight a few PREG sitting on some ledges and some CAP. going to the left you
will get to the next area right away.

This room is loaded with a circle of PREG, and two ENF guard it. There is also
a ADRN and a OB ready to pounce in a nearby hallway. Amidst the eggs is an RPG
and two LK and in the corners of the room there are two DVA, and behind the big
column there are two RPGA. The small area opposite the big column has a DV
and BTS .

[SECRET 6] In the big column here there is something that looks like - well, I
hate to say it - a butthole. Jump into it and get the PBs, DVA, RPGA, CA, and
SHL. The other end of this... pipe leads to the Inner Shell area.

[Inner Shell 1] One way to get to the inner shell of the Outer Shell area is
via the water. The under water area houses various ADRN and OB so be careful.
Thee are also a couple columns with PREG around them, and if you blow up the
PREG cluster you can destroy the columns. Then, go into the center of the
underwater area and emerge there.

In the inner shell area there are 3 ENF, 3 TRP and a couple ADRN. On one of the
ledges here there is a BA. When you go on this ledge a door will open beside
you, with a pool in it. There is an ENF and a ADRN in there. Swim down and go
into the small room under there (it looks like it was guarded by a FF but it
isn't). There is a SHL, CA and JP in that room, as well as a switch. Hit the
switch , it will open the viewing wall behind you and reveals another switch to
the right of this one. Touch this switch. It will open an underwater door.

[RK Room] This room has three rotating gears it. Beside the gears is a switch.
Be careful when you do this, though you can get pretty close to the gears and
hit the switches. Hit all of them the go to a compartment at the end of this
room. You can use the grey divots in the gears for safe transportation. In the
compartment is the RK, AH, and a BA. Go back to Inner Shell area. Go back onto
the ledge that had the door with the pool in it.

You can get to a higher ledge from here. When you go there the door will
automatically open so be very careful. A BLRD and a ENF wait for you. Kill them
and then get the two DVA up here. The RK slot is also here, use it and go into
the resulting room. There is the YK and the PMED here, and a switch that raises
some green columns in the Purple Acid area. When you are ready, go back to
where you spawned after the beginning of the level, where the YK is.

[Purple River] When you use the YK, the wall opposite the slot will open to
reveal a purple acid river. You probably have full BTS, if you don't you should
get the BTS in the outer shell of the RK area. When you are ready, sprint
across the river. You will take a LOT of damage on your BTS , and you can't
even JP across it so you must be very very fast. Get to the door at the end (it
should be uncovered from the switches that you hit in the key rooms).

[Final Walk] Follow this short path and get the STR and LK on the way. Go into
the small pool at the end and submerge; get the 2 RPGA and the 2 DVA initially.
Swim down the underwater tunnel. After the first corner there is a nook that
has an AH in it, and farther down there is a AH near a dead end. When you go in
this area, the roof will come down and you will have to fight the final battle!

[Killing the AQ] You will be attacked by the AQ and some of her ADRN spawn. If
you really need this and you really shouldn't there are a couple of alcoves
that got 2 SHL, 2 CA and a LK. She only has two real abilities. The first is to
give birth to another ADRN; this is shown by it crouching over and a big burst
of green crud coming from her - then a curled up ADRN will spawn. Her other
attack is to electrify the area around her. This does guaranteed damage to you.
Additionally, if you come too close to her, she will instantly kill you. Your
only real rivals will be the ADRNs and the OB floating about. Kill off the OBs
quickly (there are only a few). There are a bunch of ADRN now to deal with,
but guess what: you don't have to fight them! You can simply float above them
to avoid their damage - you may get SRAY'd but that's no big deal. Circle around
them and fire on the Queen. Unleash all you got on the AQ, in the form of DV
and RPG and it shouldn't be too hard. She has the most health of all the bosses
and it might be a long battle, but don't stress too much and it should be over
before you're out of SCG. If for some reason you do run out of air, look at the
roof: there are some strategically placed holes that you can use to get some
air.

[SECRET 7] If you look on the roof here, there is a small opening from which
you can emerge and gain a PMED, AH, BA, and a break from the action :) There
are also some other holes in the roof that give you breathing room.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-11] Area 51 | 04:20 | 02:10 | 07 |
+------------------------------+--------------+---------------------+---------+

[Entrance] You will start off in an opening with a little shack and a hallway
to an elevator. There are two TRP as you go to get the two PBs here, and there
are two SHL in a corner as well. Look at the shed and notice the cracks in it,
use one of the PBs and blow up the shed. The remains will be a button and a
PSTL. Hit the switch and go down the hallway and up the newly opened elevator,
getting the extra PBs on the way. In the room that the elevator goes to is a
CGUN and a LK. There is also a TP here that you must go in.

[Outside] You will spawn behind a trailer that has two PIG that will fight you
right off so be careful. If you are low on ammo, don't look behind the trailer
if you are low on ammo because there are a couple PIGT and some other harsh
enemies. There are also some RPV rabble flying around here that you shouldn't
worry about if you can. When you are ready, go to the left of where you
spawned (there is a LK and a SK on the way). You will notice a platform with a
fan on it; there is a TRP and a SK near it. Break the fan.

[Service Entrance] Jump down the shaft. You might fall down through the second
fan at the bottom without breaking it, there is some BA down there. Break the
fan to get out. There is a switch on the inside part of the shaft which leads
to the Command Room.

[Command Room] Two PIGs are waiting for you initially. A CA is on one side of
the chair and as you go to get the BK on the other side, some doors near the
entrance to this room will open revealing 2 ENF, 2 PIG and a TRP. You might
want to go down one of the ramps in this room for cover (note the FF here).
Also notice the inside of the command chair here. You might want to take down
the codes on the sides of the chair here, for later reference. When you are
done with them, get the PBs and the 2 SK in one of the rooms that the enemies
came out of and go into the TP.

[Back Outside] You will be in a small room above the fan platform outside.
There is a TRP guarding an SGUN on a platform here. When you are ready, jump
out and go back to the trailer position. There are a couple TRP up there and
some PIGT around back, along with any RPV that you left, so you'll be in for a
tough fight. After you are done you might want to get the spoils, which include
two RPGA on top of the trailer. From the trailer, you can jump into a cave that
has GOG and a LK in it. There is a PA beside the BK door here (but there is a
MG above it). Also, in a corner here, there are 6 PB, a CA and a LK. Use the
BK on the BK door when you're ready.

[Foyer] A CAP and a TRP will attack you to begin with and behind a counter to
your left an ENF awaits. There are two FRZA on a couch and two PA on either
side of a computer. Across from the booth with the ENF there is an area with a
PIG guarding a switch combination; don't worry about those now but you can get
a secret.

[SECRET 1] The computer on the booth with the ENF can be activated to open a
wall near the large doors near the combination switches. In it's room there is
a PMED (do it quickly because this is timed).

[Crate Room] Back in the main room there is a door that leads down a ramp.
You'll have to fight a TRP near the ramp and get the LK beside it. Across from
there are some crates. Hiding behind them is a TRP, and amongst them are two
LK. There are 3 LTB on the shelves in the wall here. Beside this room is a
hallway that leads farther down. Follow this hallway down, and note the small
symbol on the wall here (above the computers).

[Computer Room] Upon entering this room you will have to fight two CAP. There
are some GOG on a keyboard and farther in the room there is a HDK on some more
computers. Look at the monitors here, very carefully... and read them, there
are command codes for that you will need later on.

[SECRET 2] Back in the hallway to the crate room, there is a symbol on the
wall, but you don't have to touch it; simply jumping in front of it will
activate it. This will open a computer in the computer room which reveals an
AH (which is timed).

[SECRET 3] You can open the wall behind the HDK to reveal some STR.

[Elevator] Head back up the ramp and you will emerge behind the counter. From
there you can head to the big doors with the combination switches , with the
combination O X 0.

Its really dangerous going down the shaft without a JP, though they are really
quite rare in Episode 4. If you don't have a JP, you will have to jump down,
its a long fall but you won't die if you have decent health. Whatever the case,
remember to save before you do this. Jump across to the other side of the
elevator to increase the chances of you hitting the beam. If you jump just
right you will land on a beam, the only thing you can do from here is get a
PMED in a compartment near the beam, to replenish your health lost to falling
damage. Fall down some more to get to the base of the shaft. There is a DV and
a LK here. You will notice a broken door here that you have to go through to
get to the Hub area.

[Hub] This is called the Hub because it gives access to various parts of the
level. There are several FF'd portals here, and a central elevated room in the
middle of all of them. Initially there is a TRP and an ENF up there, take the
elevator up to find 2 switches when you are done, labelled 1 and 2, that open
their respective FF. There is also a third FF, notice that it's button is
broken. You might as well hit Switch 1 to begin with.

[Examination Room] The room that is guarded by the first FF leads to this room.
You will notice that there is an ADRN right away, feel free to exploit the FF
glitch :). As you proceed into the room you will have to fight 2 more ADRN;
you will notice _another_ ADRN in a capsule, you can break the capsule and
fight it if you really want to but it's harmless otherwise. A FRZ is on a
table, two DVA rest on a ledge, and a switch can be pressed that lowers a
column which reveals a SHL. Standing where the SHL were (there are some
surgical instruments there) will lower the wall near the cadaver trays which
reveals the RK. Upon going in there, more ADRN will attack you; you can hide in
the RK hole to avoid taking any damage. In the room where the ADRN came out
there are two LK. Go back to the hub when ready.

[Storage Room] Hit the second switch, this lowers the second FF. Go in the
resulting room. There are 3 OB that you will combat initially and a fourth
hiding behind a box. HDK, SHL, CA, and two LK are amongst the boxes here.

[SECRET 4] Use the computer tower in this room; this will open a crate nearby
revealing SCG and a BA.

[SECRET 5] Near the computer at one side of the room there is a crack in the
wall that can be destroyed. Inside there is a OB, kill it and get the PBs and
the 3 SK here. There is a pool here that you can dive into to get two EXA and
a view in the wall of a UFO :). Note that the UFO is broken, if you shoot it
with an explosive, it will become even more broken! Cool!

[SECRET 6] Near the PBs, there is a handprint on the wall that can be activated
to open a wall. This leads to a TP; this leads to a bridge in the Outside
portion of the level (actually quite similar to 1-5 of the Abyss in my opinion)
there is a bridge that leads to an RPG.

[UFO Room] When you are ready, go back to the Storage Room, and go down the
small ramp here. Notice the crane here.

[SECRET 7] You have to get picked up by the crane or use a JP to get up to
the area with the conveyor belt. Aside from a SRAY and a JP here, there is also
a switch that deactivates the conveyor belt. However, this has a second and
more important function, to open the door that leads to a TP at the end of
the belt. Go in there. You will emerge in a cramped area that has a switch near
it. Open it and you will be inside the UFO (this is the secret, not the process
of getting there). In here is an AH.

[UFO Room] When you go past the conveyor belts, you will be initially assaulted
by 3 ADRN and a fourth hiding in a corner. Around this room, there is a PSTL,
2 CA and 4 SK. On top of a ramp that leads to the YK door, there is are two DV.
The RK door is in this room too, go in it.

[Planning Room] In the RK room, there is a SK and a TP that leads to this room.
In this room, you will be assaulted by 4 ENF, a COM and eventually a ADRN.
On a counter here there is the YK, and in a compartment there is a SGUN, there
are 3 SK. There is a switch on the wall that disables the FF that leads to the
Command Room. Also, there is a switch on one of the counters that unlocks the
window-esque things on the wall; this leads back to the UFO room. A ramp here
leads to a FF that has the disabling switch beside it; this leads back to the
Hub area. When you are done, go back to the UFO room and go to the YK door. Be
warned that some new ADRN have spawned in the UFO room. Also, look at the YK
in the Planning Room, the panel beside it has a certain code in it.

[Launch Room] The YK door leads to an elevator, this travels down to the launch
room area. However, exercise extreme caution because a BLRD is down there. When
you are done killing it, go up to the switch panel in the middle of the area.
When the switch is in the first position, nothing will happen. In the second
position, the left switch panel will open, the third position the right panel
will open, and the fourth will open panels on the far left and right sides of
the area showing your progress.

You did find the codes on the command chair in the Command Room area, right?
If you didn't, the code for the right set of switches (facing the monitor with
the Duke Burger in front of you) is O O X X. The code for the left set of
switches is X X O X. When you put both codes in right, some levers will appear
in front of the "Access Code Required" signs. Pull these switches; these will
destroy the rockets here. When both are destroyed, a wall will raise behind
you (to your right facing the elevator) with the exit symbol.

The command code can be found in the areas Computer Room and Planning Room
[Thanks Fernando Calvo]

GO600
+-----------------+============================================================
| [06-00] Secrets |============================================================
+-----------------+============================================================

GO610
+---------------------+
=| [06-01] Cheat Codes |=======================================================
+---------------------+

Type these codes in any time during gameplay. Note that you can't use cheat
codes on the "Damn, I'm Good" difficulty.

+--------------+
| DNCORNHOLIO | Triggers "God Mode", Unlimited JP, + JP
| DNKROZ | Triggers "God Mode", Unlimited JP, + JP
| DNSTUFF | + All Items, + All Weapons, + Max Ammo, + All Keys, Max BA
| DNCLIP | Trigger Clipping on and off; if off, walk through walls
| DNSCOTTYXYY | Level Warp (X = Episode Level 1-3, YY= Level #)
| DNKEYS | + All Keys
| DNINVENTORY | + All Items, Max BA
| DNITEMS | + All Items, + All Keys, Max BA
| DNWEAPONS | + All Weapons, + Max Ammo
| DNHYPER | + GOG, + STR, Use STR
+--------------+
| DNSKILL# | Change skill level to (1-4); restarts level
| DNVIEW | Change to 3rd person view
| DNCOORDS | Show current co-ordinates (XYZ), amongst other things,
| | including viewing position in upper right corner
| DNDEBUG | Show debug information in upper left corner
| DNRATE | Shows frame rate in upper left corner
| DNUNLOCK | Triggers all doors, FF, etc.
| DNSHOWMAP | Reveals entire map on the map screen
| DNMONSTERS | Triggers all monsters on/off
+--------------+
| DNCASHMAN | Throw some money when pressing Open key
| DNALLEN | Show message "Buy Major Stryker"
| DNBETA | Show message "Pirates Suck!"
| DNTODD | Show message "Register Cosmo" (Version 1.3d +)
| DNCOSMO | Show message "Register Cosmo" (Prior to 1.3d)
+--------------+

Cheat Definitions
-----------------

God Mode: Immune to all enemy attacks, environmental hazards, gravity,
explosions (self induced and otherwise), being underwater too long, most forms
of being squished (I have died in God Mode because I was squished by something)

Clipping: This is when you walk to a wall and you don't run through it.
If clipping is turned off then you can walk through all walls, but not through
ceilings or roofs that easily. If you stop moving, your game probably didn't
freeze, you just went off the map. Look at your map (TAB) and walk back to the
place that you were lost.

Level Warp: Change the level that you are on.

+ All Items : Adds JP, GOG, STR, BTS, PMED, HDK, SCG to inventory.
+ All Keys : Adds YK, RK, BK to inventory.
+ All Weapons : Adds PSTL, SGUN, CGUN, RPG, PB, SRAY, DV, LTB, FRZ to guns.
+ Max Ammo : Maximum ammo for all guns is added to inventory.


DNALLEN: Allen H. Blum III was the assistant director of this game and made
many maps for this game, most great (Derelict is one of the best maps for
Duke). This is his personal cheat code, which urges you to buy Major Stryker,
a PC game by Apogee that wasn't really that great ;)

DNBETA: Could be a message that software piracy is bad :) The beta of the game
is LameDuke and 3DRealms released it to the general public a while ago, see
Section 9 for more on that.

DNCOSMO: Another 3D Realms game, named Cosmo's Cosmic Adventure. I have only
seen screenshots but it looks like it was directed to a younger audience, and
probably didn't sell too well if they are still asking you to buy it in Duke
3D. A NOTE ABOUT THIS CODE: It was changed to DNTODD (Todd Repogle) after that
cheat conflicted with some ingame functions. If you are running the game above
1.3d then you have to use DNTODD.

GO620
+-------------------------------+
=| [06-02] Separate Secrets List |=============================================
+-------------------------------+

If you just wanted the secrets, then here they are.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-01] Hollywood Holocaust | 01:45 | 00:53 | 08 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] At the beginning of the level, jump onto the box and onto the ledge
here. From the ledge, jump from here to the higher ledge that is under
the "innocent" sign. Walk over to the indentation on the ground and take the
RPG that raises up from it.

[SECRET 2] From the ledge in Secret 1, jump into one of the windows on this
side (its invisible but looks solid). Once you get in there, there is a
monitor and some RPG ammo on the bed, but before you get that be sure to kill
the Trooper that is in the dark. Go to the "Biker Bimbo" poster and open it.
There are Steroids in the new room.

[SECRET 3] In the snack stand area, you can touch the cash register; it
will open a secret door that you cannot reach by jumping. However, go under
this new area and touch the wall underneath the far right of it. A small
elevator will rise so you can get the BA in that room.

[SECRET 4] There is an ARCADE sign in the area here. Jump onto the trash can
that is near there and open the wall when you are standing on it. A room
will be opened up, inside it there is some Pipebombs, a Small Medikit, and
Nightvision Goggles.

[SECRET 5] In the bathroom, go to the end of the vent. Kill the Trooper from
inside the vent but be careful of the babe. There are two other Troopers in
there, as well as some shotgun shells. Just going in the room gets the secret
credit.

[SECRET 6] Jump onto the movie projector in the movie projector room. A door
will open beside the projector. In the room there is a Trooper and a captain
in it, as a well as an RPG.

[SECRET 7] Press switch beside the window in the movie projector room; they
will move the curtains that are in front of the movie screen. There is a crack
in the screen that you can destroy; jump into the hole in the screen. Kill the
two troopers and take the shotgun ammo and the jetpack.

[SECRET 8] Drop down onto the ledge that just below the bridge to the end of
the level. Follow it around to the front of the street (there is a LM on the
way). Continue until the cinema sign. Jump onto the palm tree that is near
here, then face the windows and try to jump into them. You will reach a room
that has a Ripper, a Shotgun, an RPG, and some pipebombs. Go back to the bridge.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-02] Red Light District | 05:10 | 03:21 | 08 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Jump on top of the shelves in the main porn magazine room and get
the atomic health. Try opening the wall here, there is a small compartment with
a HDK in the corner near where the atomic health was.

[SECRET 2] From the counter in the room above, count the number of shelves on
the wall with the buttons, on the fourth one from the counter, open it. There
is some pipebombs and armor behind it.

[SECRET 3] After the room with the switches, you will go down another hallway
that branches off to the left and right; to the left there is a pig cop and
Atomic Health and to the right is a Trooper.

[SECRET 4] In the washroom, breaking the toilet causes a door to be opened
right behind it. There are two pig cops right away when you enter, so rig the
door with a pipebomb first to kill them quickly. Go down the ramp and kill the
extra pig. There is a jetpack, steroids, and a HDK on the shelf. In the
sewer area, if you follow it to the end, there is a babe, an atomic health,
and your very first octabrain. Kill the octabrain with the shotgun at close
range for best results. Go back to the bathroom.

[SECRET 5] In the strip club, on the left side of the room, there is a couch.
Stand on the couch to cause a secret door to be opened where there is a
stripper wearing tan clothing (its right across from your position). It closes
quickly so get there fast. There is a ripper and ammo in there.

[SECRET 6] In the strip club, go into the vent in the right side of the room.
Though you have to go through this to finish the level, it still counts as a
secret.

[SECRET 7] In the backstage area, there is a platform that leads to the end of
the level. Jump up to the top of the platform and look to the right. Jump from
the platform and go onto the other raised platform to get the GOG on there.

[SECRET 8] Near some boxes at the end of the level is a part of wall that is
lighter than the others. Open this to find a PMED.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-03] Death Row | 05:35 | 03:41 | 10 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Pressing the left switch in the guard room lowers the electric
chair, you can go down and behind the chair to get a shotgun and some shells.

[SECRET 2] Look at the front of the altar; there seems to be a face. Press the
face; it will cause the screen to go red and the cross to turn upside down.
It will also cause a secret door to open in the stained glass window on the
left. Go in there; there is an octabrain so take him out with the shotgun. If
you follow the passage to the end, there is a CGUN.

[SECRET 3] Go to the end of the chapel opposite the cross and altar. You will
notice a button; shoot it with your shotgun or pistol and when you hit it, a
small elevator will raise. Take this elevator up to some atomic health and
armor. It's timed but you can do it again if you have to.

[SECRET 4] Crouch down and use the bed in the jail cell. It will move to
reveal a small passage with some RPG ammo.

[SECRET 5] Outside the jail cells, you can jump onto some slanted ramps and get
onto the ledge above. On the ledge, you will notice some ramps in the middle of
the ledge. area, run up those ramps to pass through an invisible wall and
emerge in a small hallway with three atomic healths.

[SECRET 6] On the upper side of the ledge that is closest to the RK, there is a
large crack in the wall. Blow this up to get access to some STR. If you want,
you can blow up the crack at the end of this small crevice to get early access
to Cell Block 1 and earlier in the level.

[SECRET 7] After the rotating room, there is a bridge that was rigged with 4
LTBs; at the end of the bridge is a map. Open the map; this opens two
compartments to your left or right. Jump into the compartment on the left to
get some pipebombs.

[SECRET 8] Follow the instructions above, but jump into the compartment on the
right instead to get an atomic health.

[SECRET 9] There is a large door near the submarine area that leads back to the
jail cell area. There are two columns on either side with slight ramp on them.
Jump on the ramp of the right column and open the wall on it; doing this will
reveal nightvision goggles.

[SECRET 10] Near the back of the submarine is a crate, open part of the wall of
the back wall of the submarine (it's on the right) near this crate. This room
has an engine in it as well as a portable medikit.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-04] Toxic Dump | 07:20 | 04:40 | 14 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] When you emerge from the submarine, there is a cave in the water that
you can go in; there is a crack in the wall here. Swim to the end of this
area and go to the piece of land with the babe and the barrels. Toss a pipebomb
on the barrels and detonate it; this will open a passage to the outdoor
portion of the level. The secret counts when you come up onto the piece of
land.

[SECRET 2] When you get to the cliff with the BK, jump into the right hole and
open the back wall. There are some RPG rounds in the secret room.

[SECRET 3] On top of the submarine, there is a small fire that is burning.
Step into the indentation on the submarine where the fire is burning. This will
cause a secret to register. You don't have to get the spoils, but they are
back in the top of the submarine. There is armor, atomic health, and a portable
medikit in the small compartment.

[SECRET 4] In the hallway after the BK door, you will notice some metal archways
that are part of the hallway. To the left of the very first metal arch on the
right side of the wall there is a secret door. The door leads to another
passage, which has another door that leads to the front of the building. It has
a ripper in it and you can get the stuff that the troopers dropped.

[SECRET 5] Go down the conveyor belt until you reach a small tub of acid on the
side of the conveyor belt. Go in the acid to the far end of the pool. There is
a hidden door here which leads to some ripper ammo.

[SECRET 6] Continue down the conveyor belt and you will come to a room with some
capsules that you can open with a switch. The capsule on the left doesn't have
anything in it right away, but if you go in it and jump up, you can get two
atomic healths.

[SECRET 7] There are two slanted platforms on the same piece of
land that you are on after you emerged and raised the water level in this place.
On the right platform, you can jump to a hole in the rock face which contains
RPG ammo. This is not the secret however. There is another ledge in there that
contains a portable medikit and a shotgun.

[SECRET 8] Where the switches that open the 02 doors are, in the space of rock
between the video monitor and the red column there is a hidden door which leads
to some shells and scuba gear.

[SECRET 9] Blow up the crack in the wall that is around Secret 8 area. A TRP
will drop, fire at nothing, and then you can kill him. This is the secret.
[SECRET 10] You can blow up another crack in the Secret 9 area, there is an
atomic health in there.

[SECRET 11] You can blow up a third crack in the wall. Go into the resulting
space to get the secret; this is also a pathway to the beginning of the level.

[SECRET 12] Go slowly down the waterfall's river. At about the second curve,
you shoot an RPG round at the wall. There is a small room with a large medikit
and a teleporter. Go in that teleporter. You will emerge in a secret room with
some troopers and some RPG rounds. Go down the waterfall to continue.

[SECRET 13] You'll notice acid pouring out of a fan near the end of the level;
you can shoot the fan and jump into the resulting hole (if you are having
trouble jumping try jumping on the cement and not the acid). There are two
atomic healths in there.

[SECRET 14] The sewer that leads to the exit of level is the location of this
secret. Though the sewer is dark, pay attention to the lighted portions. The
very last one you see has a faint crack in it on the left side of the wall.
Shoot it and go in. There are some troopers in there and some pistol and ripper
ammo.

[SECRET LEVEL] In Secret 14's location, the exit symbol to the level Launch
Facility is here.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-05] The Abyss | 09:10 | 05:00 | 06 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] On the ledge surrounding the fire pit, go to the left of the
pipebombs and you will see a portion of wall that is protruding. Open the front
face of that wall to find some steroids.

[SECRET 2] Run right into the fire. You will teleport into a secret room. There
is an octabrain that you have fight right away in here. After you kill it,
there are two atomic healths on a shelf, if you get those, then you will cause
another octabrain to spawn.

[SECRET 3] Near the fire in Secret 2's location there is a rock beside some
wooden fences. Jump onto the rock and up onto the ledge. There is RPG ammo
there.

[SECRET 4] Climb up a series of ledges near an acidfall until the path meets
the wall. Near the pipebombs, there is a crack in the wall. Blow it up and
enter the hole. Follow the resultant path to find two boxes of shells, some
ripper ammo, a clip and a large medikit. At the end of the path you will
emerge near the entrance of the level, you will get the secret credit around
here.

[SECRET 5] On the side of the river with the acid falls there is platform, and
on its wall there is a hand print. Touch it and a wall above an acid fall to
your left will open. Go in it, and follow the acid river to a rocky path.
Follow that path to a place where you will find three atomic health and a
babe.

[SECRET 6] Facing the big door that you come to after jumping across all the
platforms, go to the right wall. Search around there and a secret door will
open. Enter, and follow the path up to get an AH.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [1-06] Launch Facility | 05:15 | 02:58 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] You will have to opened the second FF in this level to get this , a
new hole will open in an acid pit that you came across early in the level; swim
through and emerge at the end. There are two atomic healths here and two boxes
of shotgun ammo.

[SECRET 2] Just before you open the big doors to reveal the rocket, there is a
"Restricted Area". There is part of the wall on the top of the incline that's a
secret door. There is no noticeable marks on the wall, but its the second panel
on the right side of the computers. In the room there is armor.

[SECRET 3] Backtrack to Path 01, where the fan above the RPG was. Break the
fan and use your jetpack to get into the top of the fan; there are pipebombs
in here.

[SECRET 4] You can open the big computer near the acid river for three atomic
healths.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-01] Space Port | 02:30 | 01:19 | 06 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Go the left as soon as you can at the beginning of the level and go
to the monitor that you see. When you go close to it, a secret door opposite
the monitor will open, containing RPGA. Timed.

[SECRET 2] If you don't destroy any computers in the computer room, there
will still be one that is broken by default, you can open this to reveal a room
that has two TRP and an AH in it. If you did break the computers here don't
worry you can still get the secret.

[SECRET 3] In the BK room, There is a vent. Go in it; you will reach a
dead end, jump and you will reach another dead end, jump a third time and you
will reach a small shaft with some PB.

[SECRET 4] JP up the forcefield pipe to the top. You will get attacked by an
enforcer, kill it and go to where it died to get a DV and an AH.

[SECRET 5] This is pretty easy to miss. Go back up to the ledge that had the
AH on it at one of the top levels of the pipe. You will hear a door open; to
get to this door, you will have to jump down the big pipe, all the way to the
water. Get out of the pipe, turn around, and between the elevator and the door
a small door will be open on a timer. In that room there is two CA.

[SECRET 6] When you enter the door in the observing room, where you can see the
Earth, the hallway has a floor that will give out. At the bottom, you can
exit to a room. In this room, fight an ENF, and get the SRAY, BA, and LK.
Entering this room counts as the secret.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-02] Incubator | 02:30 | 01:26 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Go to the obvious looking door near the computers at the beginning
of the level. Open it and get the PBs.

[SECRET 2] In the back of the compartment of Secret 1, there is a secret door
that leads to some BA.

[SECRET 3] You will notice an "Earth Defense Forces" logo on the wall, you
can jump through it to get a PMED.

[SECRET 4] Facing the armory, go right until you see some panels with green
lights on them. Open the right panel to get to the secret area (this will
cause an ENF to drop). In the secret room is a FZR and a HDK.

[SECRET 5] Facing the rotating platforms with AH on them, look right. There are
two panels with green lights on it. Open the right one; get the CA for the
secret.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-03] Warp Factor | 05:00 | 02:26 | 02 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] You can get to this secret in the outer part of the circular room.
In the compartment that had the steroids in it and that was the lighted panel
there is a switch on the wall (if you are facing the inside of the compartment
it is on the upper left). Shoot the switch and run around to the other side of
the circle. An elevated platform will have been lowered on a time lock. In this
room is a door that leads to an elevator, which leads to the bridge of a
ship. Go down to the observing screen and get the RPG and the AH, and in the
middle circle there is some PB on a ledge. There is a CGUN on the top half of
the outside circle, on some computers. There is a door near the observing
screen, which leads to a small room. When you go here, some SDRN and ENF will
spawn and attack you. There is a PMED behind the desk.

[SECRET 2] Use the computer on the desk in Secret 1. This will open another
secret door, which has a DV and an FRZ inside.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-04] Fusion Station | 04:30 | 02:14 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] On this shelf (that has the three LTB, its at the end of a dark
hallway) search around the walls here to find a hidden door. Go in. Follow the
tunnel down to the right and you will get two AH. You have to exit the chamber
with the AH the same way you came in.

[SECRET 2] From Secret 1 to the left of the wall, there's a PREG and a LK. Face
the left wall and jump up; get the PBs. Now, go back down the tunnel and find
the piece of wall that doesn't look like the rest. Open it.

[SECRET 3] In the room with the large pistons or generators or something. Under
here, between the generators, search the back wall to open a small compartment
that has two CA.

[SECRET 4] To get this secret, you first must hit the underwater switches in the
room that makes a bridge form for you. Then go to the monitor in the main room.
Run across the room to the door that opened opposite of you when you hit the
switch (there were SHL in here). In this time-locked door, there are a FRZ and
FRZA.

[SECRET 5] In the room directly left to the entrance of the egg room, there's a
column that opens up to reveal some BA. Face the entrance to this room; the
column is to the far left, near the window.

[SECRET 6] In the room with two large beams across the roof. The explosion will
cause a crack in the wall, and you can climb up the platforms to a beam. You
have to go through the vents on the wall to get to the other platform; in the
vents there are PREGs and an enforcer in the roof so watch out for that and use
a PB. Go through the pipe and to the end of the other beam; at the end there is
a babe, with two SHA and an AH that you can just jump onto the babe to get.

[SECRET 7] In the area of Secret 6, there is a crack on the wall to your right
(facing the compartment with the AH). There is a RPGA in there.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-05] Occupied Territory | 03:00 | 01:26 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Go to where the big door went down at the beginning of the level.
Face the right jamb; there is an AH in a small alcove.

[SECRET 2] In the room where there are various COMs and SDRN that will attack
you, there is a large arch in it. As you pass under the arch, go up the right
ramp. There is a grate up there; go in and get an RPG and a BA.

[SECRET 3] In the same main room as Secret 2, JP up to where the SDRNs came
out. There are some RPGA and an AH in there.


[SECRET 4] At the back end of the room with the Birds in it, there are some
computer monitors. You can either jump in the upper left computer or search the
lower right computer for a secret door; you will find two LTBs and an AH.

[SECRET LEVEL] On the platforms that lead to the exit, face the exit, turn left
and look up. There is a switch that you can hit with a gun. Shoot it, and to
the right a door will open in the wall. There is a secret exit symbol in here,
which leads to Spin Cycle.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-06] Tiberius Station | 02:30 | 01:04 | 08 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Between the shelves with the two BA in the supplies room, there is a
secret door which leads to a door with a PMED.

[SECRET 2] Right when you enter the room with the mirror, look to the upper
right if you are facing the mirror. There is a large crack in the wall which
you can destroy. Jump in there to get access to the vents and get two SHL.

[SECRET 3] Before you go up the elevator at the end of the mirror hallway, you
will notice another dark hallway to your right, with some PREG in it. Kill them
and go to the water fountain. Face the wall opposite the fountain; walk right
through it and get the two boxes of PBs inside.

[SECRET 4] To the left of the door that leads to the Red Lighted room there
is a secret door on the wall. It leads to a small room that has an ENF and GOG
on the ground. There is also a small compartment on the right wall that you
have to open to get the STR and CA inside.

[SECRET 5] When you are crossing the bridge that you made from the platforms;
from where you hit the switch, to the left and right there are indentations
in the wall where the platforms that made the bridge were. Jump off this to the
left and swim to the indentation. Open the wall at the surface. There are two
AH in the room.

[SECRET 6] Follow the same instructions as above, except go to the third
platform and drop off to the left. There are some RPGA in this room.

[SECRET 7] On the hallway to the door, above the large mainframe part of the
computer there is a crack in the wall to your left which you can blow up. It
leads to a JP and a way to get back to a previous part of the level.

[SECRET 8] After the bridge where you fight the BLRD. There is a vent on the
ground in this room. Break the grate and go in. There's a PMED as you enter. As
you proceed you will notice another grate to your left. As you approach this, a
secret door will open across from you; you can see it from the vents. You have
to JP over to get it; there is an RPG in the secret area.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-07] Lunar Reactor | 04:45 | 02:15 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] At the entrance to the sewers, hit the switch, and go to the left.
There is a small room here with some SHL and a LK. Now, while the walls are
back in their default position, face the danger sign and go to the left corner
of this room. Open the wall and get the two AH which count as a secret. Back
in the room with the SHL there is a switch that opens the big walls again.

[SECRET 2] There are two computers on the first ledge of the rock face. Face
the right one and search it. It opens a secret room which has some CA and a LK
in it.

[SECRET 3] Jetpack over to the ventilation shaft in the outer part of the rock
face; it has a hole in it. Land on it, and if you face one side of the wall
that it is attached to it there is a cave in the wall that has RPGA, BA, and AH
in it.

[SECRET 4] Go to the computer where Secret 2 was found and jump off the ledge
here. Use your JP as you do and you will notice a cave in the wall; go into
it. There is a SHA here and, further in, an SRAY. When you get this, three OB
will spawn behind you, so you can open the back of this cave to get to a TP
which leads to a small room if you don't want to fight them. There is a switch
here that opens a door; you will be on the platform opposite where you started.

[SECRET 5] In the room where the RK was found, there is a computer in this room
that looks different than the others; it appears to have a yellow stripe down
he middle. Open this computer to reveal an ENF. There is a HDK and two FRZA in
this room.

[SECRET 6] From the entrance of the room with the big reactor go left until you
are behind a large column. There is a shelf in here that has two LTBs in it.

[SECRET 7] From the entrance of the room with the big reactor, go right until
you are behind a large column. There is a shelf in here that has a RPGA in it.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-08] Dark Side | 11:30 | 04:59 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Go to the big computer monitor in the middle of the building; open
it. A small nook will be revealed with two AH in it. You have to go inside it
to get the secret credit.

[SECRET 2] There is a crack in the wall here near the waiting bay of Alpha
transport. Its opposite the entrance to the cart. Inside the crack there is a
TRP, with a DV and two SK.

[SECRET 3] Near the end of the room, near the big water filled canisters and
the left side of the counter with the HDK, there is a piece of wall in the
upper right corner of the room. Open it and take the elevator that is in the
same hallway. You will emerge on a catwalk of sorts; some CAP await to fight,
along with some PREGS. You can go into the water filled canisters from here,
by going in the canister second from the left leads to a SRAY.

[SECRET 4] Where the two paths meet after Gamma transport there is a computer
on the wall that you can open. Inside it there is an SRAY and two LTBs.

[SECRET 5] In the room with four babes and some OBs in it (its in the sewer
where you could raise some platforms) there is a crack in the wall. Blow it up
and crawl through the rubble to get three boxes of PBs.

[SECRET 6] Go under the ventilation shaft that the ENF dropped out of - it's in
the waiting area of Beta transport. JP up there into a secret area that has two
AH and access onto the Beta Transport tracks. Go back into the teleport pad
when you are done.

[Secret 7] After you go into the monolith, there is a crack in the wall that
is pretty hard to find. From where you spawn from the teleporter, to your left
is a crack that you can destroy. Jump in there to get the secret.

[SECRET LEVEL] Hit the green Exit Symbol in the secret above to get access to
the secret level, Lunatic Fringe.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-09] Overlord | 05:00 | 02:26 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Whilst swimming on the surface of the water at the very beginning of
the level, you will notice several computer monitors on a higher ledge. Face
this area. You will notice two protruding columns; go to the left or right of
the respective column and you will enter a secret room. Its a semi circular
room, follow it to the middle to get two FRZA, a BA and a AH.

[SECRET 2] Get on the lighting column some how and run around it's surface. You
will hear a door open. There is a column across from the FRZ and a door will
open on its other side (the door is across from the vent). There is an RPG
inside.

[SECRET 3] When going up the first ramp in the big waterfall complex. There is
a crack on the wall when going up the second part of the ramp. There are two
PBs in it.

[SECRET 4] When the final battle is going on, run into the OLRD's room. Back
in the PREG chamber, a door will have opened on a time lock with a PMED, two
RPGA, a DVA and a AH. This should help you with the battle.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-10] Spin Cycle | 03:00 | 01:19 | 00 |
+------------------------------+--------------+---------------------+---------+

No secret areas.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [2-11] Lunatic Fringe | 03:00 | 00:52 | 00 |
+------------------------------+--------------+---------------------+---------+

No secret areas.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-01] Raw Meat | 02:30 | 01:11 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Near the red statue in the main restaurant room, there is an
invisible wall. Within it, there is a CA and a SK.

[SECRET 2] There is a picture in the main restaurant room with a woman in a
bikini on it. You have to search the lower portion of the woman's bikini to
lower the picture and reveal a SRAY on the top of it.

[SECRET 3] There is a bloody handprint on a chalkboard in the main restaurant
room here; open it and jump in to get a BA (the secret credit requires you jump
in).

[SECRET 4] There are three sushi rooms in the main restaurant area; face them
and go in the right room. There is a crack in this room that you have to bomb.
In it, you can find a SHA and two LK.

[SECRET 5] In the area where the water is circulating, there is a small
compartment with double doors. Search around this compartment to push the back
wall back; you will get some PBs and two CA.

[SECRET 6] There is a bloody handprint on the wall opposite the small
compartment in Secret 5, press it to open a secret door with a FRZ in it.

[SECRET 7] There is a wine shelf in the kitchen; open it to reveal two RPGA.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-02] Bank Roll | 04:45 | 02:18 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] There is a switch on the desk in the cubicle in the office area. It
opens a painting in the room that reveals a DV.

[SECRET 2] There are two ATM consoles here in this level; open either one of
them to reveal a secret room which contains a CGUN.

[SECRET 3] There is a switch on the right wall where the PIG is near the
entrance of the bank; its near the roof. Shoot it and it will open a door under
the phones. There is a HDK under there. Special note of this secret; if you
shoot the switch in there the door will close and you will be stuck in there.

[SECRET 4] Open the painting behind the desk in the second portion of the bank
to reveal a JP and two SK.

[SECRET 5] There is a big crack on the wall in the Gamma portion of the back
of the bank, there is a crack that's all red; blow it up to get AH and access
to the beginning of the level.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-03] Flood Zone | 03:00 | 01:57 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] There are some sea weeds on the wall here near the beginning of the
level. There is a faint crack behind it. Blow it up. You will come to... a
shark farm? Take them out and get the DVA and CA on the ground and the SCG in a
nook on the wall. Now go up onto the water surface and be prepared to let off
some RPG rounds or some DVA to take out the mass of PREGs and OBs on a ledge.
After you finish them off, get the DV, SHA, PA, and LK on the ledge to get the
secret.

[SECRET 2] On the platform where you get the BK, you can jump into the back
wall. There is... nothing in here.

[SECRET 3] On the top of the building with the RK door, face the building
across from you, go to the very left of your building and jump off it into a
ledge on the wall. There are a couple of TRP and a CGUN here. Now, open the
window on the building here; it reveals a room with a shelf that has CA on it.

[SECRET 4] Near the YK door, there is a ledge that leads to some AH. Behind the
AH there is a secret door, open it to get a JP.

[SECRET 5] You will see a sign on the boxes "Hard Hat Area" search it, and a
box will be pushed in to reveal two ENF and two LK.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-04] L.A. Rumble | 03:15 | 01:46 | 03 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Just after exiting the initial pipe blow up the crack on the wall to
your right. There is a FRZ in the resulting hole. This counts as the secret.

[SECRET 2] There is a knife on one of the counters later on in the room, search
right under it to cause a counter to be lowered right beside it. It reveals an
AH.

[SECRET 3] At the entrance of the office, near the stairs, there are two
pictures on either side of a wall. Facing into the room, the picture on the
right can be opened for some DVA.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-05] Movie Set | 02:30 | 01:04 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Go to the room that has the two registers in it (where the PMED was)
and hit the right one. Run to the BK room, a secret door is opened with 3 AH in
it.

[SECRET 2] Get onto the ledge with the movie poster and enter the far right
portion of the poster (you can walk through it). There is a AH initially and
a FRZ on a shelf higher up. Some DVA are on the ground. Exit here.

[SECRET 3] Try opening some of the crates in the room with all the stacked
crates. The one that the secret is in is under the biggest stack. While you are
searching for the door, you will hear it open. You either have to jump up the
crates to get to the secret room, or use the JP (recommended). Either way,
you'll encounter a nasty SDRN in there guarding a DV.

[SECRET 4] There is a Earth drawing on the wall that you can jump through
(jump right into where the ship is facing to fly). There is a JP and a SRAY in
the secret room.

[SECRET LEVEL] Notice the USA banner on the spaceship here, search it. This
will cause a door to open on the ship with an entrance to the secret level Tier
Drops.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-06] Rabid Transit | 03:30 | 01:30 | 06 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] There are 3 XXX stands here just after the revolving doors beside
each other. Jump on the left one and it will sink into the ground. There is a
HDK in the resulting room.

[SECRET 2] The big Lunar Apocalypse poster can be opened to reveal a CGUN.
When you enter this room, two SDRN will spawn elsewhere in the Entrance area
to this room.

[SECRET 3] There is a wall to the left of the compartment with the DV in it
(take the cart and you will see it); there is a crack in it. Blow it up to
find a STR, DVA and a AH.

[SECRET 4] Jump onto the post office box here and get the LK. Open the "No
Loitering" sign above you and get the RPGA inside.

[SECRET 5] At the very base of the staircase the one with the BLRD at the top
of it and the green canisters, there is a secret door, Open it to reveal a
secret room. As you enter this room, a COM will spawn behind you. There are
some FRZA here too. There is a switch in front of a computer map; use it to
open another door. Inside it there are 3 Babes, a DV and a RPGA.

[SECRET 6] JP onto the bookshelf on the left; the one with the AH in the water
room. The book shelf will sink into the ground, revealing a room with two ENF,
guarding 2 DVA, a RPGA, and 3 LK.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-07] Fahrenheit | 02:00 | 00:55 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Above the couch in the office, facing the TV, is a painting that you
can open which contains two MG and a FRZ.

[SECRET 2] There is a shelf with a bunch of bottles on it in the same office as
above. Destroy the bottles on the two bottom shelves (or use a PB) and walk
through that wall to get a PMED.

[SECRET 3] In the radio station, There is a door on the wall in the far corner
of this room. Open it to find 3 CAP; enter the room and get the RK inside. You
need to get the RK and thus this secret to complete the level, but it still
counts as a secret.

[SECRET 4] Walk behind the red curtain at the back of the interview room to
find two FRZA and a AH.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-08] Hotel Hell | 02:15 | 01:09 | 03 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] There is a wine stand in the middle of the bar. Open the front of
it to reveal a HDK.

[SECRET 2] At the end wall of one part of the bar, that is between two shelves
full of drinks, there is a brown wall that can be opened. In it initially is a
PMED, and if you follow the ramp in it up there is a medical compartment here
that you can open to reveal PBs and SCG. You also have access to the aquarium
here, which has some PB ready sharks and a FRZ at the bottom of it.

[SECRET 3] There is a waterfall in the pool area, pouring water into the pool.
There are two flaming pots on either side of it. Jump into the waterfall. You
will emerge in a little jungle; just to the right of the entrance there is a
FRZ. Hit the bloody handprint here, it will open a rock wall. Go in it, Follow
the rock path down to the end and get the AH on the pedestal. Now, book it out
of there, because the ceiling will fall on you.

[SECRET LEVEL] In the Secret 3 area, before entering the cave, you can destroy
some palm trees here to reveal the secret exit symbol, to the secret level
Freeway.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-09] Stadium | 02:45 | 01:17 | 00 |
+------------------------------+--------------+---------------------+---------+
No Secret Areas.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-10] Tier Drops | 00:45 | 00:10 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] The space between the two compartments on the Alpha platform can be
opened to reveal a SGUN, 2 DVA, and 4 PA.

[SECRET 2] The space between the two compartments on the Beta platform can be
opened to reveal a SGUN, two SHA and two CA.

[SECRET 3] The space between the two compartments on the Gamma platform can be
opened to reveal a PSTL, 2 RPGA, and 3 SHL.

[SECRET 4] The space between the two compartments on the Delta platform can be
opened to reveal a PSTL, two PBs, and two FRZA.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [3-11] Freeway | 02:00 | 01:07 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] At the very end of this high ledge at the beginning of the level, as
the ledge meets the bridge, there is window that you can open. It is a bathroom
which contains a PIG guarding a FRZ. The switch here just turns on the lights.

[SECRET 2] In this doorway, opposite the BK door, there is a secret window to
the left that you can open. Inside there are a couple of ENF. Jump in and get
the SRAY and the DVA. There is also a staircase here, you can blow up the door
at the top of it to get to Secret 1's area.

[SECRET 3] Just opposite the candy machine in one of the office rooms that has
the BK in it is a bookshelf that you can open, to reveal two DVA.

[SECRET 4] Near the BK is a small part of a door that has a crack in it; blow
it up to reveal a room with several PREGs, a CGUN, and a FRZA.

[SECRET 5] There is a column at one end of the conveyor room with two striped
bands of wall on either side of it. Jump into the striped bands to enter a room
with 2 ENF, guarding PBs and BA.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-01] It's Impossible | 03:04 | 01:32 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] There is a tiny ledge on the cliff that has the PSTL at the
beginning of the level. You can climb up this ledge and get into the cave that
had the MG in it. There are PBs and a HDK in this cave.

[SECRET 2] Go onto the main ledge at the beginning of the level and face the
big doors. Walk to the right and across the little bridge and you will notice
a bloody handprint on the rock face, this will open a door under the bridge.
You can enter the cave that the doors leads to and get the GOG and the AH
inside it.

[SECRET 3] In the room in the kitchen with the fan there is a red handprint.
Pressing it will open a section of wall beside it; enter to find a computer
and a FF. Hit the computer to disable the FF and enter the next part of the
room. Inside this room, there is a SRAY and BA on some boxes. You can also
swim back to the Kitchen via the sink here.

{SECRET 4] On the counter in the bathroom there is a switch, and it opens a
wall above the toilet stall. There is a PMED in there.

[SECRET 5] On the bed across from the TV in the barracks, you can stand on it
and use it like an elevator. Take it up and you can go in the next door that
you see. A JP and two DVA are in this room.

[SECRET 6] The computer near the IMF logo can be used to open a portion of the
wall with a PIG and a RPG in there. You can also open a portion of the wall in
that room to get to the SECRET 5 area.

[SECRET 7] There is a switch near the vent that you came out of to get in the
mining room from the big door hallway. Pressing it will open the door to the
mine cart, revealing a SHL, a CA, an AH and two SK.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-02] Duke-Burger | 04:00 | 02:00 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] Go to the alley that had some RPV and the PIGT in it, as well as the
two PA. There are two ways of getting this secret but both involve the use of
an item. There is a barrel to the right of the alley, facing a T-Shaped
portion of wall. Jump on the barrel, use STR and run right into the wall. You
should get into the secret room. You can also use the JP and get into the
secret room that way (the secret entrance is right under the yellow line). In
the secret room are PBs, STR, PMED and two EXA. There is an exit in this room
that leads to inside the Duke Burger (so you don't actually need to use the
BK in this level!)

[SECRET 2] Behind the desk in the RK room, there is a small switch on the
bottom left side of it. Hit this switch to open a wall on top of some boxes
across from it. Climb the boxes and enter the compartment that was opened to
get a FRZ.

[SECRET 3] The room with the poster of the dog anatomy has a very unexpected
secret. The light switch near the entrance causes the wall beside it to rotate,
and if you rotate with it, you will emerge into a room with an RPG. Note that
it is very easy to get squished doing this.

[SECRET 4] You have to blow up the gates on the right block of cells for this
one (the one that has the little puppy in it). On the two cells beside the
ones with the puppy in it, the back of the top one can be opened to get some
PBs.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-03] Shop-N-Bag | 03:30 | 01:45 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] To the left of the shelf that has "1" on it, at the beginning of
the level, is a fire extinguisher on a wall. Destroy it to make a crack in the
wall, and enter to find two TRP guarding a DV and a PMED. This also leads back
to the little bedroom as detailed before.

[SECRET 2] Go to the right and look at the stack of boxes between aisles 1 & 2.
There is a darker stack of boxes in the middle of the stack. You can open the
middle stack and get some EXA and a BA.

[SECRET 3] There is a crack on some boxes in the meat room. Blow it up to get
access to the beginning of the level and get the CGUN stuck in there.

[SECRET 4] In the room with two ATM machines, you can open the left one.
Be prepared to move backwards very fast and launch an RPG or something in there
as three MGs await you. Then go in there and get the DV.

[SECRET 5] In the storage room with all the boxes there is a small box here
that you can jump on (to get to it, from the entrance to this room, go right,
the follow the path to the small box). You can jump up onto the small box and
into the little alcove above it. Open this to reveal a FRZA, PBs, and GOG.

[SECRET 6] Go behind the stack of crates nearest to the trash compactor doors.
There is a small arrow on the back of the box, open the part of the boxes
that it's pointing at to reveal STR, SHL and RPGA. Note that the trash
compactor doors are near the end of the level.

[SECRET 7] Under the second trash compactor, the left wall (facing the exit
symbol) can be opened to get BTS, a PMED and RPGA. There is a crack in the wall
here that can be used to get back to just before the Meat Room.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-04] Babe Land | 06:32 | 03:16 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] This is kind of stupid, this one. You have to shoot the second
target from the left and the second target on the left; this will lower the
platform with the Prizes on it. Inside there, two PIG will attack. When you
kill them, you can get the RK, GOG, and BA inside there. This secret is
mandatory for level completion.

[SECRET 2] When you enter the gallery, you will notice a crack on the wall
across from the entrance; blow it up and two ADRN will jump out and attack you
so be careful. In the secret area there is a SHL.

[SECRET 3] There is a crack in the door near the prison cell on the ride to
the pirate ship, you can destroy it to enter it and get some RPGA.

[SECRET 4] A JP is required for this secret, which is very poorly designed
because there are really no clues on how to find it. Face the ship and look to
the right of it, you will see a security camera there whose sister monitor is in
the hull of the ship. JP up to the camera and try to enter to the right of the
camera (you have to be at the same height of the camera and touching the
ceiling. You will eventually pass through a secret wall into a ventilation
shaft; follow it down to get an AH.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-05] Pigsty | 02:02 | 01:01 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] You need a JP for this one, but it's pretty easy to miss. JP up
the building with windows on the outside. You can go in one of the windows here
(it has some graffiti under the window). Once you enter, you will get the
secret and can now get the FRZ, STR and EXA around this place and the DV and
RPG behind the desk.

[SECRET 2] At the bottom of the right flight of stairs in the L.A.R.D building
there is a switch. Hit it and run over to the phones to get a AH.

[SECRET 3] In the room with the audio equipment you can use the thing with
the two reels on it and this will open a door to the right of you. You can
go in this room to get the AH.

[SECRET 4] There is a bookshelf near the file cabinet in the room with the RK
door that you can open. Follow it down to get to the area that you can see at
the beginning of the level; it looks like an execution place. There is an AH
and 3 CGUN down here.

[SECRET 5] The big map in the room with the YK can be opened to acquire a PMED.

[SECRET LEVEL] Open the big George Washington picture behind where the judge
sits. You will come to the secret level exit symbol.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-06] Going Postal | 03:04 | 01:52 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] On the side of the fire truck with the fire hydrant there is a panel
on the side of the truck about the middle of it. You will hear a door open when
you hit it this door will be at the back of the truck. You have to jump through
this burning window to get on the inside of it to get the DV and the BTS. This
secret is timed and you can hit the switch to the right of the entrance to get
out of it.

[SECRET 2] The wanted poster near the main mail counter is there is a poster
with the Unabomber on it, here can be opened to reveal a vent that has some
PBs behind some mail.

[SECRET 3] You can open the back of the second locker from the left here in the
locker room. This reveals a secret room where there are two ADRN behind a desk.
On some of the sandbags there is a PSTL and beside it there are some PA. Around
more sandbags there is a PA and beside the boxes there is a PA a CGUN is on top
of it. There is also a grate to a vent in this room that has a SK in it, and if
you go behind the sandbags the little cage will open that has a PMED in it.

[SECRET 4] Alright, in this same room, notice the picture of the dog on the
wall. It has a target in the middle of it and the title "YOUR ENEMY". Shoot
the middle of of the target. A small shelf will open to your left, and inside
it is a AH and two RPGA [Credit Jacek D].

[SECRET 5] Notice the small conveyor that processes individual letters. Jump
over this and go to the center column; you can open it to reveal a vent. Follow
it through to get a SRAY.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-07] XXX-Stacy | 01:24 | 00:42 | 03 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] There is a box on top of the stack inside the building that has "Top
Secret" on the side; open the front of it to reveal a FRZ.

[SECRET 2] This requires a JP. JP up the side of the building that you are
on that doesn't have the open window (above the acid river) and move towards it.
The top of the building has a false wall that you can go through. There are
many, many canisters in there, so don't blow them up right away. Instead drop
a PB in and run out of the room, detonating it from afar. Go back in and get
the spoils, which include a DV, RPG and PB, and a path to a later part of the
level.

[SECRET 3] In the room with the switch that lets you change the water level
outside, make the water level low, and when you do this a SRAY will be revealed
in one of the computers.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-08] Critical Mass | 03:18 | 01:59 | 04 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] In the room that collapses on you, instead of rushing to avoid
the ceiling coming down, you can wait right at the entrance of explosions room,
and opposite the door that you entered a secret door will eventually open.
Inside there is a AH and a TP to the area that you would normally run to if you
didn't use the secret. Be wary, however, if you do this because you will
teleport into the room and have to fight two ADRN and the 2 ENF that were there
if you didn't kill them.

[SECRET 2] After you avoid the trash compactor and get onto the platform, there
is a computer here that you touch to open a door near it, which conceals a PMED.

[SECRET 3] This secret is in the room with the big generator in it. From the
entrance, to the left is a clump of green canisters. Blow them up and go into
the resulting crack in the wall to get a RPG.

[SECRET 4] This secret is in the room with the large generator in it. From the
entrance, you can JP up in the darkness and go to the platform opposite the
entrance. There is a SRAY and a DVA up in this room.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-09] Derelict | 05:02 | 02:51 | 05 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] If you search the underbelly of the ship there is a hole that
leads into the bottom of the ship. When you go in this you will be attacked by
two ADRN but you can lure them out into the water and avoid fighting them. In
this secret room are a CGUN, STR, GOG and a BA.

[SECRET 2] Behind the window in the mess hall there is a switch on a counter
with a knife on it. Pressing this switch will open a small compartment beside
you, which contains a PMED.

[SECRET 3] Jump on top of the TV in the crew quarters to open a compartment
across from it that has a SGUN in it. Note that you get the secret credit if
you just jump on the TV.

[SECRET 4] Above the desk in the Captain's Quarters there is a clock. Use the
clock to cause the bookshelf in this room to lower, reveal a SRAY, two EXA, and
two AH.

[SECRET 5] In the crane, You can climb the boxes all the way up with jumping.
When you get to the highest point a TRP and a COM will attack you from a hole
in the boxes. You can drop in this gap after you kill them to get a RPG and BTS.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-10] The Queen | 10:50 | 05:25 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the right
path you can JP up there to get two SHL.

[SECRET 2] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the right
path you can JP up there to get two DVA.

[SECRET 3] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the left
path you can JP up there to get two CA.

[SECRET 4] You will notice some elevated platforms in this room that cannot be
accessed by jumping. You have to use the JP to get up to them. On the left
path you can JP up there to get two RPGA.

[SECRET 5] On the big column here there is something that looks like - well, I
hate to say it - a butthole. Jump into it and get the PBs, 2 DVA, RPGA, CA, and
two SK. The other end of this... pipe leads to the Inner Shell area.

[SECRET 6] In the big column here there is something that looks like - well, I
hate to say it - a butthole. Jump into it and get the PBs, DVA, RPGA, CA, and
SHL. The other end of this... pipe leads to the Inner Shell area.

[SECRET 7] In the chamber that you fight the AQ in, if you look on the roof,
there is a small opening from which you can emerge and gain a PMED, AH, BA, and
a break from the action :) There are also some other holes in the roof that
give you breathing room.

+------------------------------+--------------+---------------------+---------+
| [#-##] Level | Par Time | 3D Realms Time | Secrets |
+------------------------------+--------------+---------------------+---------+
| [4-11] Area 51 | 04:20 | 02:10 | 07 |
+------------------------------+--------------+---------------------+---------+

[SECRET 1] The computer on the booth with the ENF can be activated to open a
wall near the large doors near the combination switches. In it's room there is
a PMED (do it quickly because this is timed).

[SECRET 2] Back in the hallway to the crate room in the downstairs area of the
initial entrance to the actual Area 51 facility, there is a symbol on the
wall, but you don't have to touch it; simply jumping in front of it will
activate it. This will open a computer in the computer room which reveals an
AH (which is timed).

[SECRET 3] In the downstairs area of the initial entrance to the Area 51 area,
you can open the wall behind the HDK to reveal some STR.

[SECRET 4] Use the computer tower in the room with the crates and the 3 OB;
this will open a crate nearby revealing SCG and a BA.

[SECRET 5] Near the computer at one side of the crate room there is a crack in
the wall that can be destroyed. Inside there is a OB, kill it and get the PBs
and the 3 SK here. There is a pool here that you can dive into to get two EXA
and a view in the wall of a UFO :). Note that the UFO is broken, if you shoot
it with an explosive, it will become even more broken! Cool!

[SECRET 6] Near the PBs in Secret 5, there is a handprint on the wall that can
be activated to open a wall. This leads to a TP; this leads to a bridge in the
Outside portion of the level (actually quite similar to 1-5 of the Abyss in my
opinion) there is a bridge that leads to an RPG.

[SECRET 7] You have to get picked up by the crane or use a JP to get up to
the area with the conveyor belt. Aside from a SRAY and a JP here, there is also
a switch that deactivates the conveyor belt. However, this has a second and
more important function, to open the door that leads to a TP at the end of
the belt. Go in there. You will emerge in a cramped area that has a switch near
it. Open it and you will be inside the UFO (this is the secret, not the process
of getting there). In here is an AH.



GO630
+--------------------+
=| [06-03] .CON Files |========================================================
+--------------------+

.CON files contain all the game's variables, and are used to calculate many
different things in the game. They aren't encrypted or anything and they can
be opened with a program like Notepad or something. 3D Realms have really
made game editing easy by making the game variables really easily available.
There are three different .CON files, in the Duke Nukem 3D directory.
Modifying .CON files is really quite fun, and can give you insane powers.
You'll also note that in the .CON files there are a lot of "misnamed" stuff
(like "IR Goggles" are supposed to be Nightvision Goggles) and tons of spelling
mistakes.


I've only put stuff that I can understand into this little guide, and stuff
that is either useful for cheating purposes or just interesting.

Before editing .CON files, take this into consideration:
+ Make backups of all the clean .CON files, if you are going to play
multiplayer, or want to play the unmodified version of the game

I will be using clean .CON files for this little guide, and will give
reference numbers in terms of the lines # that I will be modifying. So the
general format will be like this:

### - Description of what the line does and what you can change.

[06-03-01] USER.CON
-------------------

032 - SWEARFREQUENCY
This defines how much Duke swears. If you want to hear him swear less for some
reason, then lower this.

034 - CAMERADESTRUCTABLE
This is cool because if you change this to yes, you can destroy the little
cameras in the game. If you destroy a camera, then the monitors will show
static instead. Kind of strategic.

035 - FREEZERHURTOWNER
Toggles if you will take damage when a freezer burst ricochets off the wall
hits you .

037 - MAXPLAYERHEALTH *
Changes the max health of Duke!

049 - MAXPLAYERATOMICHEALTH *
How much health bonuses you can get from atomic health until your health stops
going up.

051 - STARTARMORHEALTH *
How much armor that you start off with (normally 0).

055 - FROZENQUICKKICKDIST
How far away that you can be to kick an enemy when they are frozen.

059 - 068 *
These values are all for the maximum amounts of ammo that you can carry for
all the weapons listed there.
HANDBOMB = Pipebomb
GROW = Expander
DEVISTATOR = Devastator

069 - TRIPBOMBLASERMODE
This is one of the coolest things that you can modify. There are four
different values for this and they are:
0 - Always visible, all the time.
1 - Translucent - i.e. see through
2 - invisible without GOG (very cool, makes DukeMatch a LOT more interesting)
3 - totally invisible

079 - QSIZE
This is a great one to modify if you are playing on a higher end system than
Duke was designed for. Make this to it's max (1024) and you can have so
much crap cluttering up your levels it's not even funny.

087 - BLIMPRESPAWNTIME
This refers to the Blimp in the stadium. If you destroy it, you know that
many, many items come flying out of there. You make this small, the blimp
will respawn really quick and you can have an absolutely loaded stadium (comb.
this with QSIZE)

089 - NUMFREEZEBOUNCES
How many times the Freezer's burst bounces before dissipating; make this
really big (up to 255) to continue bouncing and make the FRZ relatively
useful for traps.

092 - RUNNINGSPEED
This changes how fast you run. I don't recommend that you increase it too
much, because if you do, just touching the move button will _kill_ you by
smashing you into a wall.

093 - GRAVITATIONALCONSTANT
Lower this to jump higher and slower like on the moon - and increase this to
fall faster to the earth!

GO700
+----------------------------+=================================================
| [07-00] Duke Related Stuff |=================================================
+----------------------------+=================================================

This is a collection of some of the stuff that makes Duke just what it is.
There are some Easter Eggs in this section, as well as other stuff related to
Duke.

GO710
+---------------------+
=| [07-01] Easter Eggs |=======================================================
+---------------------+

The traditional definition of an Easter Egg, like the ones that kids look for
at Easter time, are little treasures that are valuable and surprise you when
you find them. They don't have to be simply references to movies, games or
otherwise, but neat things that you will be surprised upon viewing.


[07-01-01] General Eggs
-----------------------

On the PIG's uniform, on the bottom of the RPV, and in various other places
there is the acronym L.A.R.D. According to the instruction manual, the aliens
mutated the L.A.P.D, or the Los Angeles Police Force, into the L.A.R.D, which
is fitting, because policemen are often referred to as pigs, and their
appearance in this game reflects this.

VISA and MasterCard: these two little icons appear in the game a couple times.
My theory where they got the two sprites is from the original shareware screen,
so it looks like they did that.

[07-01-02] DukeSpeak Eggs
-------------------------

I recently saw the Evil Dead movies because I had read that parts of Duke had
been based on it. Indeed, this is quite true. The main character in the movie,
Bruce Campbell, is excellent in his role and the parallels between him and
Duke are very apparent. Many of his Duke Speak phrases could have originated
from this movie, and both the game and this movie have some of the same lines,
but many other incarnations of pop culture have also used these so take them
with a grain of salt. The similar lines are:
- "Groovy!"
- "Hail to the king, baby!"
- "Come get some!"
- "Who wants some!"
- "Oooooh, that's gotta hurt!"

I saw the movie "They Live" quite a long time ago but it wasn't until I read
about this elsewhere that I remembered about this. At the beginning of Episode
3, in the level Raw Meat (3-1) Duke says "It's time to kick ass and chew
bubblegum. And I'm all outta gum." The main character in the movie -
coincidentally, the wrestler "Rowdy" Roddy Piper - finds a pair of glasses
that have freaky resemblance to Duke he says the same thing.

[07-01-03] Eggs in the Levels
-----------------------------

-------------------------------------------------------------------------------
[1-1] Hollywood Holocaust
-------------------------------------------------------------------------------

[1] In the beginning of the level, on the Street area near Secret 1, there is a
billboard that says innocent; this references the infamous OJ Simpson trial.
This is once again revisited in 3-7.

[2] In the Arcade area, there is a pinball machine in the corner, called Balls
of
Steel, which is actually one of 3D Realms' PC games.

[3] Also in the Arcade area, there is a Duke Nukem II machine. The image on
the screen resembles box art from Duke Nukem II. When you go up and use it;
Duke says "I don't have time to play with myself." Also, doing this reveals a
HDK.

[4] In the bathroom, look at the urinals. Go to the left one and look very
closely at the upper right portion of wall near it. There is a phone number
near here; it is "867-5309". If you know your Tommy Tutone, this is the phone
number that is repeated in the song "Jenny" [credit Zeuxis].

[5] Wow, this level never ever ever ceases to surprise me. In the bathroom go
to the right toilet and look to the bottom and to the right on the wall of the
stall. There is a tiny message here, "stryker (at) Metronet.com". This is
awesome because it was Allen Blum's e-mail address for a while. Don't bother
e-mailing it now, it's as good as dead. Allen Blum is credited for the original
concept and some map design of Duke 3D. [credit Steven Worek]

-------------------------------------------------------------------------------
[1-2] Red Light District
-------------------------------------------------------------------------------

[1] In the bar area, there is a TV screen with a white car, this is another
reference to the infamous OJ Simpson trial where OJ's white Ford Bronco is
being chased down the freeway by the police.

[2] Near the BK slot, on the outside of it's kiosk, there is a sign that says
"3D Realms Demolition Co." - looks like they're into more than just games!

[3] There is something that is fairly hard to see, and is only sort of an egg,
but it makes sense when you think about it. In the strip club there is a table
that has a small vial on it. This is closest to the couch. It is supposed to
be a pill bottle, but what would that be doing in a strip club, you say? Well
it is most likely to be ecstacy, a drug typically used in rave parties, to
keep them dancing all night long. Not really an egg, but interesting none the
less. [Credit: Fernando Calvo]

-------------------------------------------------------------------------------
[1-3] Death Row
-------------------------------------------------------------------------------

[1] In Secret 3, there is a dead Space Marine; this guy is from the DOOM
series of games by ID Software. This is an actual sprite from the game during
the Marine's death phase. When Duke sees the marine, he says "That's one DOOMed
space marine!".

[2]In the chapel, hanging from the roof, is a monk. She is from the "Rise of
the Triad" series of games by 3D Realms (there's a demo on the Atomic Edition
disc if you are interested).

[3] At the end of the level, to get to the submarine you have to go in the
prison cell and through a poster. This is similar to the plot of the movie /
book Shawshank redemption, where the main character dug a hole in the wall of
his cell with a spoon over the course of a very long time, all the while
covering it up with a poster of a woman. [Credit Zeuxis]

[4] The stained glass windows in the chapel are of BattleLords.

[5] In the jail cell with the babe, there is a hole in the wall. There is a
particularly dark portion of the walls in this hole that can be viewed with
the GOG. It says here, "BEHIND THE BABE". Normally, this would be a reference
to a secret area (this is a common occurrence in other levels) but in this case
there is nothing behind the babe at all. However, there is something behind the
_bed_ in the same room. I wonder if that's what the designer was getting at :)

-------------------------------------------------------------------------------
[1-4] Toxic Dump
-------------------------------------------------------------------------------

[1] Also in 1-3, the submarine's name is USS Dallas, which is the name of the
submarine in the movie "Hunt For Red October" [Credit Zeuxis]

[2] From where you got the BK, you can jump in the small alcove to your left
(if you're facing the submarine). There's an MG in there. You can jump or JP in
there and the back wall is openable. In there, there is a small message on the
wall that says "How did you get here?" - it really wasn't that hard. :)

-------------------------------------------------------------------------------
[1-5] The Abyss
-------------------------------------------------------------------------------

[1] You need a JP for this one (you can get it legit from 1-6). JP up to the
hole where the shrink ray bursts are being shot. On the wall here, there is a
small quotation on the wall that says "You're not supposed to be here.
-Levelord". The Levelord is one of the designers of many levels in the original
Duke 3D.

[2] Near the end of the level, when you are crossing the dangerous tiny ledge
that's high above lava to get to the ending chambers at the end of the level,
you can drop down to the very bottom of the pit that the bridge is above. If
you do, you will come across a message on the wall down there that says
"Dopefish Lives". Dopefish is one of the characters in an Apogee game,
Commander Keen Episode IV. There is some lore about this that the sharks in
this game could be replaced by Dopefishes with a special command line parameter
but George Broussard nixed that idea. The sharks and the entire idea of the
dopefish was eliminated. Eventually, however, the sharks themselves were
re-instated in the game, alas, Dopefish was not. That's essentially it,
however, Dopefish has attracted a large - surprisingly large - cult following
(http://www.dopefish.com).

[3] At the beginning of the level, in the dark cave, use the GOG to find the
hidden message "GO WITH THE FLOW". [Credit Steven Worek]

[4] In the secret cave with the dancing girl and the three AH there is a
message on the wall, SUYT. Pretty funny, this acronym stands for "Show Us
Your Tits". [Credit Steven Worek]

[5] This is one of the most commonly seen in this level but I guess it is sort
of an egg. The small headstone that says "San Andreas Fault" is in fact in
California as I'm sure many of you know, but this one makes the fault collaspe
:) The Fault is famous for producing large and devastating earthquakes, such
as those in the LA area and in the game... so, there! [Credit: Fernando Calvo]


-------------------------------------------------------------------------------
[1-6] Launch Facility
-------------------------------------------------------------------------------

[1] The USA logo on the rocket has some graffiti over it in an apparently alien
language (or English that I can't decipher, perhaps). This appears later in the
game as well, it's probably nothing at all.

-------------------------------------------------------------------------------
[1-7] Faces of Death
-------------------------------------------------------------------------------
NOTE: While this level is technically a multiplayer level, that is, you can't
access it ingame normally (including with the DNSCOTTY cheat) you can still
extract it from the .GRP file or start a death match and find the level.

[1] The main egg in this level are the faces all over the place in the level
are from the dev team. The following faces are scattered around the level, in
the small, forcefielded "pools" with astronaut bodies against the wall:

- Allen H. Blum
- Chuck Jones
- Dirk Jones
- Doug Wood
- James Storey
- Steve Blackburn? (Mentioned in the special thanks)
- Todd Repogle
- DUKE NUKEM :)

[2] The name also has a sort of significance, the title meaning that the dev
team are indeed "the faces of death" :) Or, at the time that Duke came out,
there were nasty movies that depicted "real-life" death scenes with the same
name as the level. But I'm leaning towards the former.

-------------------------------------------------------------------------------
[2-1] Space Port
-------------------------------------------------------------------------------

[1] There is a message on the side of the ship facing away from the window, it
says USS Framerate (this is the ship that is circling outside of the area that
you are in). This could be referring to the framerate of the game in
early development, when it was a top priority on poorer systems :) [Credit
Steven Worek]

-------------------------------------------------------------------------------
[2-2] Incubator
-------------------------------------------------------------------------------

[1] You know the monitor where there is just a number in it, the number being
1138? Well that number is actually quite significant. It is a reference to the
George Lucas movie from 1972 "THX-1138". [Credit Steven Worek]

[2] There is a second reference to this movie, under the Earth Defense Logo
near the beginning of the level. It has 1138 under it in faint grey print.
[Credit Steven Worek]

-------------------------------------------------------------------------------
[2-3] Warp Factor
-------------------------------------------------------------------------------

[1] Secret 1 is a huge reference to the TV Series Star Trek; as you go in this
room you will notice computers on the wall, the captain's chair and the view
screen, as well as sounds similar to Star Trek's computers - you are on the
bridge of the Starship Enterprise! The ship is destroyed however, and when you
go near the Ready Room here, some ENF will spawn, aliens will have invaded the
ship :) The ready room is also quite similar to that of the series, with the
aquarium on the wall and all. Oh, and when he enters this room, he says "Hmm,
looks like I have the Con!".

[2] Inside Secret 2 there is another reference to Star Trek, there is a small
plaque with the inscription "The REALLY Ready Room". The ready room in Star
Trek is normally where the captain meets with members on of the crew right on
the deck. However since the show made Kirk out to be an effective man-whore
this could be part of the reason why this particular plaque is in here :)

[3] On the bed in the Really Ready Room, there is a message "Blum Bed Co.".
This is once again referring to Allen Blum, the member of the Duke 3D team that
had the original concept for the game and made some maps. [Credit Steven Worek]

[4] Come to think of it the entire level is actually a reference to Star Trek!
Use the code DNSHOWMAP and zoom the automap all the way out. It looks very
similar to the USS Enterprise (though the front part, the disk, seems kinda
small). The bridge and everything are right where they should be. [Credit:
Fenando Calvo]
-------------------------------------------------------------------------------
[2-7] Lunar Reactor
-------------------------------------------------------------------------------

[1] In the cave in Secret 2 Luke Skywalker is here in his storm trooper, quite
dead as he is impaled on the wall. When Duke sees this he says "Now THIS is a
force to be reckoned with!".

[2]In the leftmost bathroom stall there is a small message on the wall, "BITE
ME". How pleasant. [Credit Steven Worek]

-------------------------------------------------------------------------------
[2-8] Dark Side
-------------------------------------------------------------------------------

[1] There is a monolith at the end of the area labelled "Rock Valley" that is
a reference to the movie "2001: A Space Odyssey".

[2] On the back of the computerish / box in the room with the big monolith
(same as the egg above) there is a message that you can see with the GOG: it
reads "JUMP INTO THE MONOLITH". [Credit Steven Worek]

[3] The name Dark Side may be a reference to the Pink Floyd album "Dark Side of
the Moon". The level's secret exit is Lunatic Fringe, which is a song on that
album.


-------------------------------------------------------------------------------
[3-1] Raw Meat
-------------------------------------------------------------------------------

[1] There is a big poster on the wall here that says "Born to be Wild" and
if you use the mic, Duke will sing the chorus. A PIG will come and attack,
probably because of his singing :) This song is by Steppenwolf, of course.

[2] In a dark wall beside the sushi rooms, you can use the GOG here and find a
hint to one of the secrets, "PRESS HER BUTTON". Now this is kind of crude, but
if you can't figure it out, then you shouldn't be playing this game :)

[3] In the cabinet in the floating buffet room, there is a message that says
"Push Me". Though I mentioned it in the secret description I thought I would
mention it here as Steven Worek reminded me.

[4] You will need to use dnclip for this one. At the end of the level there is
a crack in the wall. Go through the wall to find a message, "NO ONE SHOULD BE
HERE". And really, you shouldn't! [Credit Steven Worek]

[5] Back in the Sushi room, near the cash register, there is a high quality
image of "Visa" and "Master Card" near it.

-------------------------------------------------------------------------------
[3-3] Flood Zone
-------------------------------------------------------------------------------

[1] After you are on top of the building with the many fans on it, you can get
over to a crevice where some ENF and COM where on one side of the building. In
there, there is a hint for one of the secrets if you use the GOG, "THE CRACK
BELOW".

[2] When you are climbing the rock path to the BK, there is a small waterfall
coming out of a rock fracture, there is some steam coming out from there too.
Use the GOG and look the darkest side of the wall where the waterfall is coming
out; there is a message here. Now I couldn't decipher the message before, but
Steven Worek saved the day. It actually says "ANAAL OOOTHRI", Gaelic for
Dragon's Breath. However it's actually spelt "ANAAL OOOTHRIC", but in the game
it's missing the C (however you can see it in Build).

-------------------------------------------------------------------------------
[3-4] L.A Rumble
-------------------------------------------------------------------------------

[1] Right when you enter the building near the babe (with the PIGs surrounding
her) there is a dark wall. Use the GOG here to find a message regarding one of
the secrets, "UNDER THE KNIFE".

[2] The name of the helicopter at the end of the level is "NUKEM" (though on
the helicopter it is a mirror image).

[3] This is another one that you have to use DNCLIP for. At the end of the
level (where you can see the Helicopter) go through the window and onto the
helipad, and then go over to the radio transmitter. While you are standing
beside the transmitter look at the large fans there. You can see a message,
plastered onto nothing. It is from the Levelord, it reads "YOU'RE NOT SUPPOSED
TO BE HERE... EITHER. - LEVELORD". [Credit Steven Worek]

[4] Near the beginning of the level, when the earthquake occurs, look onto the
ledge with the BA on it. There is a yellow warning sign there, it has "QUAKE
SITE" on it with a black picture of some land rent in two. When Duke triggers
the Quake he says "I ain't afraid of no Quake!". This is probably a reference
to ID software, who were making the game Quake at the time.


-------------------------------------------------------------------------------
[3-5] Movie Set
-------------------------------------------------------------------------------

[1] In the room where you get the BK, there is a dark wall; use the GOG to see
the message on it: "PUSH THE REGISTER" and below it "NOT THE SNACKS". This is
a reference to a secret.

[2] In the space set there is a particularly dark wall (you can't miss it).
Use the GOG on this wall and you will find a message - "JUMP AT THE EARTH"
which is a reference to a secret. [Credit Steven Worek]
-------------------------------------------------------------------------------
[3-6] Rabid Transit
-------------------------------------------------------------------------------

[1] There is a cash register here just beyond the first set of revolving
doors. The cash register has "MasterCard" and "Visa" on it in clear writing.
Subliminal advertising?

[2] Where you get the RK there is a dark wall. Use the GOG to find a message:
"TELLTALE FOOTPRINTS". There are some large, bear-like footprints on the
ground, leading to a secret area (you can only see the footprints by using the
GOG).

-------------------------------------------------------------------------------
[3-7] Fahrenheit
-------------------------------------------------------------------------------

[1] In the radio station, there is something that looks like an interview
room. There is a microphone on a desk here; use it and you will hear Duke say
"This is K-T-I-T. K-TIT, playing the breast, er, the best tunes in town!".

[2] In the crate room, there is a big billboard on the wall that has "Guilty!"
printed on it. This is in contrast to [1-1]'s billboard of "Innocent?", which
is in reference to the OJ Simpson trial.

[3] In the room that you can get to by climbing the crates (there is a big stack
of 4 TVs in here) there is a darkened wall. Use the GOG on this wall to see a
hint for a secret: "BLAST THE BOTTLES".

-------------------------------------------------------------------------------
[3-8] Hotel Hell
-------------------------------------------------------------------------------

[1] On the big neon light sign that's in front of the hotel, the letter "OT" in
the world "HOTEL" flash on an off; giving the message "HOTEL HEL".

[2] There's a dark wall before the arch that leads to the left side of the Pool
area. If you use your GOG it will give you a hint for finding the secret
level: "BEHIND THE FOUNTAIN".

[3] In the cave area of Secret 3 there is an impaled body on the wall, this is
Indiana Jones of movie fame. When Duke sees him he says "We meet again, Dr.
Jones!". Another reference to the movie is when you get the AH on the pedestal
in this room, the cave collapses, referencing the deadly action adventure style
of the movies.

[4] I haven't seen this movie, but beissermj has elaborated what I have seen
and seen over and over again at the bottom of the pool in the hotel but could
never, for the life of me, figure out. It is apparently an opened Babe Ruth
bar, which you would get if you had saw the movie "Caddyshack", where a Babe
Ruth chocolate bar is accidentally dropped into a swimming pool and is mistaken
for, er, crap. If you are wondering if it really is a Babe Ruth, you have to
look really close to it, because the resolution on Duke is quite atrocious.
After the pool is evacuated, Bill Murray takes the crap and takes a bite out of
it (credit beissermj).

[5] In the toilet stall in the bathroom, look to the roof in the left corner.
There are some scrunched up green letters. These letters were part of a rumour
back in the day that involved the message "Duke Was Here 2017" was in the game.
People looked but few found it. The reason for this is that the letters are
all scrunched up and unreadable. When someone was going through the level they
changed the height of the wall that the message was on and consequently morphed
the letters out of shape. However if you have the patience to go into build you
can fix the wall and see the message "DUKE WAS HERE 2017" in it's full glory.
[Credit Steven Worek]

[6] In Secret 2, the one where you can enter the fish tank, face the entrance
and then look at the right wall. There is a message here, "CHECK THE VINTAGE".
This references another secret in this level. [Credit Steven Worek]

-------------------------------------------------------------------------------
[3-9] Stadium
-------------------------------------------------------------------------------

[1] The whole level is a football field, and on one side of it says "Bad Ass"
and the other side says "Duke Nukem", the CE starts in the Duke Nukem side so it
must be an omen :)

[2] The big blimp flying above - famous for it's destructible property- has
"Duf" on it, similar to "Duff" from the Simpsons which is the brand of beer in
the series. The significance of the blimp floating above the arena is that in an
episode of the Simpsons, Homer had the
chance to fly in the Duff blimp.

-------------------------------------------------------------------------------
[3-11] Freeway
-------------------------------------------------------------------------------

[1] After the BK door, follow the conveyor belt as far as you can go. When
you come to an RPG, there will also be a blue metallic corpse - this is of
the Terminator from the movie series of the same name. Duke says "Terminated!"
as he sees it.

-------------------------------------------------------------------------------
[4-1] It's Impossible
-------------------------------------------------------------------------------

[1] Obviously, the entire level is one big reference to the movie "Mission:
Impossible". Some of the references to the movie are:
- The music playing in the background
- Going to the desk and using the tape deck in the first room will have the
famous message "This tape will self destruct in ..." in the voice of the
military officer at the beginning of the episode. The tape will do good on
it's promise.
- In the briefing room, there is coat hanger with a hat and cane on it which
says "STEED" on it
- The part of the level where you have to enter the code without touching the
ground is possibly the biggest reference.
- The trash can that looks like it has slime coming out of it in the room that
you can't touch the floor in is from the movie too; this is where the
computer operator throws up in (well, he throws up in a garbage can to be
sure).

[2] Andrew J. Crofts sends this in:

"I just wanted to mention that the scene with all the doors leading to the
telephone in the first Episode of 'The Birth' is from another show, not
related to Mission Impossible. An old classic TV show called 'Get Smart' where
the main character (for the intro of each episode of the show) walked through
heaps of doors and answered a phone and was dropped below to his headquarters."

[3] In the RK Door Room, there is a poster on the box that's to the left of the
IMF logo. It references to Orson Wells and the War of the World series.

[4] In the Barracks part of the level there is a large TV; you can look
at it to see a scantily clad girl doing a weather report.

[5] For this one you should turn on DNCLIP and DNSHOWMAP. Start the level and
then open the map. Turn around and zoom out the map all the way. Move in the
direction that you are facing and you will eventually come what appears to be
two rooms, one that looks like it has a pole through it in the map. These two
rooms are where two eggs are. The first room that you will come to has the
weathergirl from egg [4] in it, along with the ticker and all the other stuff.
However opposite the girl there is a message on the wall form Randall Pitchford
"LOOKING FOR SECRETS - DUV". DUV is short for Duvall Magic, Pitchford's
nickname.[Credit Steven Worek]

[6] In the room beside the one in secret 5 there is another non-secret message,
this is the room that has the message "YOUR MISSION - DESTROY!" in it that you
can see through one of the monitors at the beginning of the level. Opposite the
message is another secret message "C'MON QUIT CHEATING -DUV".
[Credit Steven Worek]

[7] Alright this is a third egg that requires DNCLIP and DNSHOWMAP. Get to
Egg 6 and then face away from the main part of the level in the map. Go
diagonal and left and you will find a tiny room, go inside it and roof and
floor have a message "RSP II DUVAL MAGIC" - more Pitchford references :) The
reason this (and the message in 4-10) are carved into the roof are so that you
can see them from a really zoomed in map view of the little room. Of course, to
get to these you have to be map surfing, which is generally not done unless you
are specifically looking for missing Easter eggs in the first place. Pitchford
seems to be very proud of his work, indeed!

[8] Beside the TV in the barracks is a magazine with a pink background and a
golden ring on it. The inscription reads Moger Roore, which is actually supposed
to be Roger Moore, and the golden ring symbolizes Gold Finger, the James Bond
movie that he was in (more references to spy stuff). Thanks to Fernando Calvo
for tellling me where this magazine was in the game :)

[9] Near the end of the mission the phone has "U.N.C.L.E" written on it. This is
yet another reference to spy style TV shows. There was a show in the '60s called
"the man from U.N.C.L.E", and indeed it was a spy show. Apparently one of the
main characters spoke through his shoe, possibly a reference to that.
[Credit: Fernando Calvo]

[10] In the kitchen, go to the flowing water. Use DNCLIP and follow the flow of
the river. You'll eventually come to a small message on the wall, credit to
Randall Pitchford: "ARE YOU SMALL OR ARE YOUR CHEATING?". Probably cheating :)
[Credit: Fernando Calvo]

[11] Holy smokes more eggs in this level, there are a bundle and they keep on
coming! Fernando Calvo sent in two more, he wrote them down with a perfect
explanation so I shall not alter them :)

"It's impossible!: In the red key room (and in some other rooms in the level)
there are two screens (tile 4120). When I saw them the first time, I thought
that they're showing a comet, but it had no sense to me. After a big time of
cerebral exercise I realized that the screens are showing a burning fuse!...
YES! The same from the '60s TV show "Mission: Impossible".

[12] In the same level, I discovered something quite interesting. Well, every
began when I was sure that [secret 7] (the one with a kind of train and a
tunnel under construction) came from another spy movie or TV show, but I were
not sure of what. I asked my old uncle for the scene, but he don't recognized
it. A bit frustrated, I began to explore the level searching for a clue, and I
found something interesting. Exactly in the main entrance (the big door) there
are two screens (at right and left of the door). They're are the tiles 4130 and
4131, and both look like a map, with a lot of red Xs and other marks on it.
After a little time of watching them, I realized that #4131 is the map of the
main hall ([Entrance]) and #4130 is the map of [secret 7]. Very interesting!
What do the Xs mean? Something like "X marks the spot"? I really don't know..."

Well, I'm faily sure that the X's mean the locations of the enemies in that
room, at least in the second screen, the one of Secret 7, they are the
locations of all the enemies in the room, an enforcer in front of the console,
a TRP in the cart, and a pig and a TRP in various other locations in the room.
The trio of orange dots represent canisters. The other colored dots in the cart
probably mean the 5 items that are in the cart, however, if they are items,
then why aren't they showing the items near the consle? Perhaps an explanation
is that this small map picture was taken during an early version of the map
and stuff was added later. The fifth red X in the picture means an enemy
throgh the wall in the level, that is, you can't fight that enemy (a TRP) in
the same room as the secret. The colors of the items aren't particularly
strange, because the probably represent SK (white) ammo (orange) and AH (blue).

As for the main room there aren't as many X's as there are enemies for some
reason, an the positons for some of the enemies in that room are fairly off
compared to the enemies in the Secret 7. It does show some items but misses
others, like the SHL on the desk. Strangely enough, it does show an ENF in the
briefing room (in the picture, it is to the right). It also shows the central
pillar, with a darker green portion for the weak wall, with three white dots
inside of it (the 3 LK in there).

As for the tunnel, it is quite weird. It looks like it's a digging operation,
but if you look at the map, it seems to be digging IN to the facility. Odd.
However, there is something that you can't really see without using DNSHOWMAP
and DNCLIP. Go back to Secret 7 and enter the tunnel. At the very end of the
tunnel, where the bridge ends, go through that wall... there is space to move
for some reason, and the floor is of the rock tile! It seems that there may
have at one point been a broken wall here, so you could access the secret this
way. It may explain the egg. I don't know enough about spy movies to
extrapolate on the actual meaning of the secret, but since the only entrance
to the secret is from the Get Smart egg (where you are going through all the
doors). In one episode of Get Smart called the Not So Great Escape (Part 2)
apparently there is tunnel digging and high voltage wires, both present in
this room... baseless speculation, for the most part, but here is the
transcript for this episode (courtesy of Totse's episode guide to the show,
found at http://www.totse.com/en/media/televisionary_film_vidiots/smart.html)

THE NOT-SO-GREAT ESCAPE (part 2) Saturday, 8:00 P.M. March 29, 1969
Max has to spring the prisoners before the real Major Kessler can take
them behind the Iron Curtain, brainwash them, and return them to CONTROL
as KAOS pawns. Despite the presence of an informer in their cell, and
Max digging an escape tunnel that leads back to the cell, Max secures the
prisoners' freedom. In digging the tunnel, he damages a power line,
which brings all the utility companies to the rescue.

Ok... so maybe! Anyways, thanks to Fernando Calvo for alerting me to this, and
Totse's guide to Get Smart! for the transcript.
-------------------------------------------------------------------------------
[4-2] Duke-Burger
-------------------------------------------------------------------------------

[1] The rotating sign near the entrance says "Duke Burger - 0 Burgers Sold";
a play on the McDonalds gimmick of putting their burger numbers on their signs.

[2] In the room with the dog kennels / cells, there is a dog in one of them.
The label on the outside of the cell says "Scrappy Due", which can be
translated to "Scrappy Doo", a character from the Scooby Doo cartoon series.
It's kind of fitting that it's going to be turned into Duke Burger :)

[3] The SPCH building is actually called the SPCH - Society for the Preparation
of Canine Hamburger - in contrast to the real life SPCA - the Society for the
Prevention of Cruelty to Animals.

[4] "Use" the drive-thru terminal. Butthead from the MTV cartoon Beavis and
Butthead will talk to you and said "Go away. We're, like, closed." [Credit
Andrew J. Crofts]

-------------------------------------------------------------------------------
[4-3] Shop-N-Bag
-------------------------------------------------------------------------------

[1] The Duke Nukem 3D theme song is the muzak that is playing in the
background.

[2] Secret 7 - "I guess he didn't escape from L.A." - this is a reference to
the movie "Escape from L.A." - the guy's head on the pike is Kurt Russell's
character Snake Plissken.

[3] In one of the back rooms of the area, with the dead dolphin (which is
actually considered an enemy in game and "squeaks" if you shoot it) there is a
poster on the wall that says "Farm Raised 'SESOS' .39c / lb USAD Grade A".
Beside the poster is a bloody bat. This is referring to the incidents in the
past where fur hunters would club baby seals for their fur. This caused a media
ruckus and a large uproar in public support of these seals, however, as usual
animal activists take things way too far. The Duke team was probably mocking
this over-activity. In any case SESOS remains a bit of a mystery. SESOS, in
terms of food, is cow brains, which got forbidden by the USDA because of mad cow
virus. However it has nothing to do with seals, so we are left with this cryptic
message. Note that there isn't anything called USAD either (at least relating
to food or government agencies, "USAD" doesn't exist).

[4] In the vegetable section there is "Radioactive Lettuce"! Yum!

[5] When you are getting the RK, there is a computer screen with a Duke Nukem
atomic symbol on it. There is also a whiteboard with a message on it: "Fire
Jack! Caught playing Duke again! - Bobby". You can touch the computer screen
and hear Duke say "Get back to work, you slacker!". As far as I can tell the
names have no significance.

[6] When you are in the crushing pillars area, go into the crawlspace. There is
a message here: "RUN YOUR ASS OFF" - just a nice hint for you. [Credit Steven
Worek]
-------------------------------------------------------------------------------
[4-4] Babe Land
-------------------------------------------------------------------------------

[1] The entire level is probably based on Disneyland, culminating with the
"Babes of the Caribbean" ride, which is, of course, based on the "Pirates of
the Caribbean" ride of Disneyland fame.

[2] In the line up to the Babes ride, there are some TVs that show a cartoon
mouse killing a cartoon axe. This is very reminiscent of the Simpsons episode
where the Simpsons go to the Itchy and Scratchy theme park and watch an Itchy
and Scratchy movie while waiting for a ride (Itchy and Scratchy are a cat and
mouse respectively).

[3] The arm that the pirate is waving at a dog is actually a TRP's arm.

-------------------------------------------------------------------------------
[4-5] Pigsty
-------------------------------------------------------------------------------

[1] When you go to the area labelled Computer Room, when you are a perfect
distance away from the computers, a picture of a duck will appear on all the
monitors. Perhaps this is supposed to entice you to duck, because a COM spawns
right behind you when you go in this room :)

[2] Beside the Computer Room, to the left of it, there is a tiny and dark
corridor. In there, on the wall, is a picture of a judge, and underneath it is
the caption "J.Dredd", from the movie Judge Dredd. Though the Judge really
wasn't a Judge in this sense. Also in this dark hallway is a message, "OPEN J.
DREDD", which you can see using the GOG (this is a reference to a secret).

[3] Those "Wanted" pictures on the walls here, like the ones in the office
before the Computer Room, are of the Duke 3D development team. From left to
right, the best I can do are: Chuck Jones, Todd Repogle, Allen H. Blum, Dirk
Jones, Dirty Harry (Maybe. He was an egg in this level so maybe his face was
done twice), Brian Martel, and Keith Schuler (Maybe). The one in the
main entrance has a picture of George Broussard at the top and a picture of
Stephen Hornback on it, too. Oddly, on both boards there is a sign that says
"Just say NO to drugs!", very interesting...

[4] In the office that is above the Computer Room, there is a desk with a
nameplate that has "H. Callahan" on it; this is the name of Clint Eastwood's
character in "Dirty Harry" (Harry Callahan). When Duke goes to the desk, he
utters the famous saying from that movie, "Go ahead. Make my day!"

[5] At the beginning of the level, Duke says "I'll be Back.". This is from
the movie "Terminator" obviously, as well as the car crash and explosions at
the beginning of the level when Arnold goes into the police building, kills
several cops and gets Sarah Connor.

[6] Stand or crouch on the photocopier itself. In the photocopier tray, there
will be a picture of Duke's rear and his belt. There is also a tatoo on Duke's
butt, it has a picture of a heart with an arrow through it, and "LANI" under it.
Lani Minella is one of the people that worked on Duke3D, she had another cameo
in the game where she was the voice of the final girl in the game "Come back to
bed Duke...".

[7] One of the desks here has a picture of J. McLain, the name of the character
in the "Diehard" series of movies. When Duke approaches the desk, he says the
famous phrase that was uttered in the movie "Yippie Ki Yay Motherf**ker!".

[8] Near the Judge's desk there is a picture of the Unabomber, Theodore
Kaczynski.

[9] At the front of the Judge's Stand, there is a symbol on there that is
representative of the legal system of the United States. It should have "E
pluribus unum" on it - which is the national motto of the United States;
translated from Latin, it means "From many, one" or "Out of many, one." However
in this game it says "E pluribus Nukem", which, roughly translated, means "From
many, Duke." :)

[10] Go to the witness stand in the courtroom and Duke will say "So help me
Duke", as opposed to "So help me God".

[11] In the exit to the secret level, there is another desk that has "J. Dredd"
on it.

[12] At the entrance to the secret level, the reason why all the jurors are
hanging from the roof is because they are a "hung jury"... har har har.

[13] The picture near the blue key is not one of the normal pictures of
Washington, Lincoln, or Jefferson that you would normally see around the 4th
episode, instead, it is of one of the game developers. I _think_ that it is
of George Broussard, but I could be wrong.

-------------------------------------------------------------------------------
[4-6] Going Postal
-------------------------------------------------------------------------------

[1] Near the Judge's desk there is a picture of the Unabomber, Theodore
Kaczynski. The same picture appeared in the previous level (though this one
covers up a secret).

[2] In Secret 3 there is a poster of "Postal Rifle Association", in contrast to
the National Rifle Association. There is also some pictures of the mailman's
worst enemy, and where to "aim" on it - the dog.

[3] Look in the mirror in the locker room. There is a message scrawled on the
wall; it says "Take Home Bart". This is from an episode of the Simpsons, where
Homer forgets to pick up Bart from soccer practice. The person who writes the
message on the wall is Milhouse.

-------------------------------------------------------------------------------
[4-7] XXX-Stacy
-------------------------------------------------------------------------------

[1] Besides the multitude of Sister Act III posters here, there is also a
machine that is making "Sister Act IV: Making Whoopie" posters. Whoopie, in
this context, is obvious but Whoopie Goldberg is the star of the real Sister
Act.

[2] In "The Funny Boner" (har) comedy club, there is a microphone. When you
touch it, it will make a sound as if you were tapping on the mic. Normally,
this wouldn't be significant. However, it is a comedy club, and comics
sometimes tap the mic if they aren't getting a good response : "Is this thing
on??".

[3] The secret behind the window that's full of canisters, the disarmed pipe
bomb and the picture of the unabomber Ted K. certainly suggests that this is
supposed to be HIS apartment :) I kinda didn't think of that when I went through
this room the first time, but Fernando Calvo pointed it out to me so now it's
definitely his room :) There's also a gun magazine in there too!


-------------------------------------------------------------------------------
[4-8] Critical Mass
-------------------------------------------------------------------------------

[1] Secret 1 is called Sector 7-G and is surrounded by donuts, fitting because
Sector 7-G is "The Simpsons" character Homer Simpson's place of work, and
even more fitting because this level is set in a power plant that is on the
verge of a meltdown most of the time (where Homer works, of course).

[2] At the end of the map, you can see a huge ship; this is for the next level,
"Derelict" (not really an egg but cool nonetheless).

-------------------------------------------------------------------------------
[4-9] Derelict
-------------------------------------------------------------------------------

[1] The name of the ship is "Valdeez-2", which is apparently a U.S. Navy ship;
it is infamous for crashing in the Exxon-Valdez oil spill crash. This is also
plastered on the side of the ship, and in the captain's quarters (note that it
is spelt differently).

-------------------------------------------------------------------------------
[4-10] The Queen
-------------------------------------------------------------------------------

[1] Alright, this one is pretty hard to find. First of all you have to use
dnclip and dnshowmap. Then, open up the map (the one with textures on it).
Notice the large purple stream that veers off into a small curvy path. Face the
direction on the map that has the curvy path on the top, and then move
diagonally up and right. Eventually while you are moving on the map there is a
small rectangular room. Inside this room there are two messages: one on the
floor and ceiling and one on the wall. The one on the wall says "TAG IS COOL" -
referring to DukeTag that was introduced in the Atomic Edition, a new method of
multiplay. However the one on the ceiling "RSP II DUVAL MAGIC". This is from
Randall S. Pitchford II, nickname Duval Magic. He was one of the people that
worked on the Atomic Edition and it's levels. Note that the reason for the text
on the ceiling not being sprites (like most messages) is that you could see the
message from the map screen if you wanted to. You'd have to zoom in a lot
though.

[2] The room at the very beginning of the level is the same room that was
viewed in the introduction movie in the beginning of the game, with the
the operating table and all.

-------------------------------------------------------------------------------
[4-11] Area 51
-------------------------------------------------------------------------------

[1] Use DNCLIP at the beginning of the level and walk through the chain fence
(you can't fly over it if you're wondering). You can look behind the jeep and
find a sign that says "3D Realms Prop. Dept. #4330 Jeep". The number refers to
the tile # in the art packages.

[2] On the back of the trailer in the "Outside" area, there is a license plate
on it that says "ILUVET", referencing the movie ET obviously, which involves
aliens and thus referencing Area 51 etc.

[3] In the crate room, there is a box that has "Received from Roswell, N.M.,
7/2/47, to W.P.A.F.B, OH Hanger 18" - W.P.A.F.B is the name of an Air Force
base in Ohio if that means anything to you - apparently the founder of
aerospace research and involved in the Roswell incident.

[4] Secret 5 has a sign in it that says "Groom Lake", the name of the dried up
lake bed that Area 51 is situated on.

[5] Fernando Calvo sends this in: In "Area 51", the alienship in the big room is
exactly the little alienship from the movie "Independence Day" (ID4). I noted
that due to the bottle on it (if you remember, there is a scene in the movie in
where an officer shot at a soda can over the ship. In D3D there are no soda
cans!! Then the developers put a bottle instead :P). And if you enter to the
alienship, there's a nuclear warhead loaded in it (with an AH inside), the same
that was in the movie.

[6] Fernando also told me about the part of the level where there is a monitor
that has the Duke Burger getting attacked by a big alien spacecraft, though I
couldn't really make it out the first time that I saw it. It is a big reference
to ID4 as well, when the alien spacecraft famously destroyed the white house.

[7] In some parts of the level there are screens that have something like a
black or shadowy ADRN standing over a woman that is flailing her legs; this is
probably the same woman as the Episode 4 opening video. [Credit: Fernando
Calvo]



[07-01-04] - Eggs in the .CON files
----------------------------------

There are a couple of minor eggs in the .CON files.

GAME.CON
--------
[1] Return of Coke? in GAME.CON look at line 2185 and 2207; they have the actors
"SIXPAK" and "COLA". These are left over from the beta, but the interesting
thing is that the small medikit and the large medikit are COLA and SIXPACK
respectively in the GAME.CON, as are their tiles in the .art files. Interesting
that they didn't change that (see the LameDuke section for information on that).
UPDATE: Ah, one of the few connections between this and the first two Duke Nukem
games. If you have played Duke Nukem II, you will know that the powerups are
Soda. One powerup is a coke can, that restores one health, and the sixpack
restores a whopping six health. A small connection but one of few. Thanks to
Fernando Calvo for this clarification!


DEFS.CON
-------
[2] In DEF.CON look at line 819; this mentions "define GET_HEATS" under the
item description. All the other items can be found in the game except for this
one. Could this refernce possible heat seeking missiles (speculation).

USER.CON
--------
USER.CON is loaded with spelling errors, for one thing. Looks like Mr.
Repogle didn't have access to a spell checker at that point :) Anyways, he also
called some stuff different names. I noticed the following things on the lines
in the left columns:

71: IR Goggles - obviously nightvision googles; infrared goggles would be
something different (at least in the real world)

- Looking at the text message files there seem to be some interesting things
that didn't get included in the final game. These include the following:

> TYPE THE CHEAT CODE:
> WILL ALWAYS HAVE NO FUTURE
> CHEAT CODE: UNRECOGNIZED
> AIRTANK
> YOU'RE BURNING!

A couple of those messages suggest that at one time there was a cheat entering
menu. But that would probably take too long in game and therefore was scrapped.
AIRTANK isn't used because Scuba Gear is the real item that it is probably
referring to. And the other two.... I have no idea!

- Extra Maps

In USER it lists all the maps. At the end of Episode 1, however, there are a
couple extra that not everyone knows about:

definelevelname 0 6 E1L7.map 00:00 00:00 FACES OF DEATH
definelevelname 0 7 E1L8.map 99:99 99:99 USER MAP
definelevelname 0 8 E1L9.map 12:48 16:32 VOID ZONE
definelevelname 0 9 E1L10.map 0T:HX 11:38 ROACH CONDO
definelevelname 0 10 E1L11.map 08:67 53:09 ANTIPROFIT

FACES OF DEATH is a multiplayer level, but you can play it in single player...
however, there are BattleLords around every corner. It appears that E1L8 is
a multiplayer level as well... it's just a small, one room area that has
weapons all around it. I don't know if it's actually called USER MAP, though.

VOID ZONE, ROACH CONDO and ANTIPROFIT aren't actually in the .GRP files.
Besides the minutes and seconds being multiples of four each, there isn't
anything that I can make of E1L9(also it could be the map that is "beyond" the
final map, void = nothing). ANTIPROFIT has a strange number beside it, the par
time for the level is like 7 times the 3D Realms times.

I think that void zone is actually a null level, something that causes the game
to exit when this level is loaded up. Jacek D. sends the following in:

" While playing with Sob-bot (if you don't know: it's a bot, simulating
Dukematch players - useful when you want to play DM but you can't.) I
noticed that when I'm exiting the game, for a split second a "level loading"
screen flashes, with "Void Zone" on it."

I've had similar experiences when playing with user made maps and ending the
level. I believe it's because when a user map is being played it is treated as
"E1L8 - User Map" - you can check in the automap, the episode it says you are on
is "LA Meltdown". When you finish the map (by using an exit symbol) the game
checks for E1L9, can't find it, gets the "void zone" and exits the game. Note
that when you finish any level by killing a Boss that it goes to the boss ending
screen for the Battlelord unless the episode that you are in specifies otherwise
(which is why the game always goes to the BLRD ending in the Usermap because
Usermap is in episode 1).

Now one massive egg is E1L10, ROACH CONDO. Simply look at the times, THX 1138.
This is a reference to the George Lucas movie of the same name, it had another
two references in 2-2: Incubator.

ROACH CONDO and ANTIPROFIT do have a meaning. I found it in the source code in
a bunch of comment files by whomever made the GAME.C file. Apparently, they
would be related to Duke Nukem V! (See the "Eggs In The Source Files" section
for more information on this). This is what I found in the source files about
these eggs:

// Roach Condo (FUNNY)
// AntiProfit (RPG)

So maybe Duke Nukem V will be a game with many different types of gameplay?
(Duke Nukem V, if it ever comes out, will probably not be related to these
comments whatsoever. It's just that these are really interesting little bits to
complete the puzzle of the billions of eggs in Duke 3D).

[07-01-05] Eggs in the Source Files
-----------------------------------

INTRODUCTION TO THE SOURCE FILES
--------------------------------

The Duke Nukem 3D source files were graciously released by 3D Realms recently.
While this is not the place to go (or ask about) programming help regarding the
source, I did scan through the files and look for some interesting tidbits of
code or commented stuff. I was suprised by a couple of things that I found, you
should read it below! There are ideas for Duke Nukem V and Duke 2000, how about
that! Included in the source are some things about the Total Entertainment
Network (TEN). If you are a programmer, or just want to see some code, go to
www.3drealms.com and download it from their page (the last download in that
section).

EDUKE: E-Duke is a source of Duke that doesn't have personal information (names,
contact information) removed, like the official one from 3D Realms. Other than
that it's the same thing.

ACTORS.C
--------

6306: "Battlestar Galactica shields" --> this appeared in a part about how the
shields for the forcefields work.

GAME.C
------

3458: FECES - it looks like there is code to have the feces dropped from the
Enforcers be brown or red, interesting.

There is some great stuff that they didn't release when the released the source,
thankfully. Here are some snippets from near the end of the file:

// Do a demo make run overnite
// Fix Super Duck
// Slime Guies, use quickkick.

// Make Lasers from trip bombs reflect off mirrors
// Remember for lockout of sound swears
// Pass sender in packed, NOT
// Fatal sync give no message for TEN
// Hitting TEN BUTTON(OPTION) no TEN SCreen
// Check multioperateswitches for se 31,32
// Fix pal for ceilings (SE#18)
// case 31: sprites up one high
// E1l1 No Kill All troops in room, sleep time

// Fifo for message list

// Bloodsplat on conveyers

// Meclanical
// Increase sound
// Mouse Delay at death
// Wierd slowdown

// Footprints on stuff floating

// Ken, The inside function is called a lot in -1 sectors
// No loading Univbe message rewrite
// Expander must cycle with rest of weapons
// Duck SHOOT PIPEBOMB, red wall

// Get commit source from mark

/*
1. fix pipebomb bug
2. check george maps
4. Save/Restore check (MP and SP)
5. Check TEN
6. Get Commit fixed
8. Is mail slow?
9. Cacheing
10. Blue out "PLAY ON TEN" in MULTIPLAYER
11. Eight Player test
12. Postal.voc not found.
13. All Monsters explode in arcade,
check SEENINE STRENGTH,
Change 28<<8 back to 16<<8 in hitradius
Compare 1.3d to 1.4
14. Check sounds/gfx for for parr lock
15. Player # Loaded a game
16. Replace Crane code 1.3d to 1.4
17. Fix Greenslime
18. Small Freeze sprite,below floor
19. Vesa message auto abort in mp?
20. Fucked Palette in my skip ahead in MP
21. Load in main menu
22. Rotated frag screen no game screen
23. Jibs sounds when killed other dukes
24. Ten code and /f4 mode
25. Fix All MP Glitches!!
26. Unrem Menues anim tenbn
27. buy groc,clothes,scanner
28. Why Double Defs in global and game, is so at work
29. Check that all .objs are erased
30. Check why 1.3ds gotweapon gamedef coop code no workie
31. Heavy mods to net code
32. Make sure all commline stuff works,
33. killed all waitfor???
34. 90k stack
35. double door probs
36: copy protection
* when you start a game the duke saying that is played when you choose a skill
the sound is cut off.
* NEWBEASTJUMPING is not deleted at premap in multi-play

I especially like points 8 and 27. And why is there no number seven? It's
interesting how they talk about TEN so much while at about the time 1.5 came out
TEN was all but dead.

And now, from the same file... level ideas for Duke Nukem... 5? Also, be warned,
the guy who made this (not 100% sure) had awful spelling :) Anyways, he had
levels for items, controls, levels, and even some premade TEXT for the game;
it's a fun read :) Apparently this was found after the source was released, and
there was a discussion about how it was a joke :)

Duke Nukem V

Layout:

Settings:
Suburbs
Duke inflitrating neighborhoods inf. by aliens
Death Valley:
Sorta like a western. Bull-skulls half buried in the sand
Military compound: Aliens take over nuke-missle silo, duke
must destroy.
Abondend Aircraft field
Vegas:
Blast anything bright! Alien lights camoflauged.
Alien Drug factory. The Blue Liquid
Mountainal Cave:
Interior cave battles.
Jungle:
Trees, canopee, animals, a mysterious hole in the earth with
gas seaping thru.
Penetencury:
Good use of spotlights:
Mental ward:
People whom have claimed to be slowly changing into an
alien species

Inventory:
Wood,
Metal,
Torch,
Rope,
Plastique,
Cloth,
Wiring,
Glue,
Cigars,
Food,
Duck Tape,
Nails,
Piping,
Petrol,
Uranium,
Gold,
Prism,
Power Cell,

Hand spikes (Limited usage, they become dull)
Oxygent (Oxygen mixed with stimulant)


Player Skills:
R-Left,R-Right,Foward,Back
Strafe, Jump, Double Flip Jump for distance
Help, Escape
Fire/Use
Use Menu

After a brief resbit, Duke decides to get back to work.

Cmdr: "Duke, we've got a lot of scared people down there.
Some reports even claim that people are already
slowly changing into aliens."
Duke: "No problem, my speciality is in croud control."
Cmdr: "Croud control, my ass! Remember that incident
during the war? You created nuthin' but death and
destruction."
Duke: "Not destruction, justice."
Cmdr: "I'll take no responsibility for your actions. Your on
your own! Behave your self, damnit! You got that,
soldger?"
Duke: "I've always been on my own... Face it, it's ass kickin' time,
SIR!"
Cmdr: "Get outta here...!"
(Duke gives the Cmdr a hard stair, then cocks his weapon and
walks out of the room)
Cmdr: In a wisper: "Good luck, my friend."


GAMEDEF.C
---------

In this file there are some more interesting ideas for Duke 2000, apparently.
Note that my comments are in [Square Brackets]

[Possible names for the game?]

// "Duke 2000"
// "Virchua Duke"
// "Son of Death
// "Cromium"
// "Potent"
// "Flotsom"

[Looks like the story for the new game. In summary, it seems that Duke becomes
brain dead, and tries to esccape his mental ward]

// Volume One
// "Duke is brain dead",
// "BOOT TO THE HEAD"
// Damage too duke
// Weapons are computer cont. Only logical thinking
// is disappearing.
// " Flips! "
// Flash on screen, inst.
// "BUMS"
// "JAIL"/"MENTAL WARD (Cop code for looney? T. asks Cop.)"
// "GUTS OR GLORY"

// ( Duke's Mission

// Duke: "Looks like some kind of transporter...?"
// Byte: "...YES"

// Duke: "Waa, here goes nuthin'. "
// (Duke puts r. arm in device)

// Duke: AAAAHHHHHHHHHHHHHHHHHHHHHHHHH!!!
// (Duke's arm is seved.)
// Byte: NO.NO.NO.NO.NO.NO.NO...
// ( Byte directs duke to the nearest heat source)
// (Shut Up Mode)
// ( Duke Staggers, end of arm bleeding, usual oozing arm guts. )
// Byte: Left, Left, Left, Left, Right.
// ( Duke, loozing consc, trips on broken pipe, )
// ( hits temple on edge of step. )
// ( Rats everywhere, byte pushing them away with weapon,
// ( eventually covered, show usual groosums, Duke appears dead
// ( Duke wakes up, in hospital, vision less blurry
// ( Hospital doing brain scan, 1/3 cran. mass MISSING!
// Doc: Hummm? ( Grabbing upper lip to "appear" smart. )

// Stand back boys

// Schrapnel has busted my scull!
// Now I'm insane, Mental ward, got to escape.
// Search light everywhere.

[Perhaps some of the new characters?]

// (M)Mendor, The Tree Dweller.
// (M)BashMan, The Destructor.
// (M)Lash, The Scavenger.
// (F)Mag, The Slut.
// (F)
// NRA OR SOMETHIN'

// Duke Nukem
// 5th Dimention
// Pentagon Man!

[These are apparently the authours random ideas]

// I Hope your not stupid!
// The 70's meet the future.
// Dirty Harry style. 70's music with futuristic edge
// The Instant De-Welder(tm)
// I think I'm going to puke...
// Badge attitude.
// He's got a Badge(LA 3322), a Bulldog, a Bronco (beat up/bondoed).
// Gfx:
// Lite rail systems
// A church. Large cross
// Sniper Scope,
// Really use the phone
// The Boiler Room
// The IRS, nuking other government buildings?
// You wouldn't have a belt of booz, would ya?
// Slow turning signes
// More persise shooting/descructions
// Faces, use phoneoms and its lookup. Talking, getting in fights.
// Drug dealers, pimps, and all galore
// Weapons, Anything lying around.
// Trees to clime, burning trees.
// Sledge Hammer, Sledge hammer with Spike
// sancurary, get away from it all.
// Goodlife = ( War + Greed ) / Peace
// Monsterism (ACTION)
// Global Hunter (RPG)
// Slick a Wick (PUZZLE)
// Roach Condo (FUNNY)
// AntiProfit (RPG)
// Pen Patrol (TD SIM)
// 97.5 KPIG! - Wanker County
// "Fauna" - Native Indiginouns Animal Life


Programming:
Images: Polys
Actors:
Multi-Object sections for change (head,arms,legs,torsoe,all change)
Facial expressions. Pal lookup per poly?


MENUES.C
--------

There isn't anything in this one, just that they can't spells "MENUS" correctly
:)

PLAYER.C
--------

25: Looks like there's something called "Savage Baggage Masters" at the
beginning of the code. I have no clue what this means :)

PREMAP.C
--------

It looks like there is a repeat of some stuff in GAME.C, but that's it.

GO720
+-----------------------------+
| [07-02] Other In Game Jokes |================================================
+-----------------------------+

[07-02-01] Posters etc
----------------------
"Attack of the Beached Blonde Biker Bimbos" - a babe kneeling on a RPG
This is also the title of the movie playing in 1-1
"Sister Act III" - two girls in underwear
Based on the first two Sister Acts, which were about nuns, not lesbians
"Play Magazine" - a nude woman on the front
Based on Playboy magazine, you can find this magazine on the ground all over
the place


[07-02-02] Graffiti
-------------------

"KTS" - e.g. 1-2 pool room; could be Ken T. Silverman, made the Build3D engine
amongst other things

"SMP" - Not really sure what this is for.

"A" with a circle around it - means "Anarchy"

GO730
+----------------------+
| [07-03] Duke Speak |======================================================
+----------------------+

Some crude, some funny, all truly Duke. In no particular order. I'm not going
to censor them, so if you are a child (or a weak willed adult) then I recommend
you go somewhere else in this guide.


Blowing Up An Enemy
-------------------
- "Blow it out your ass!"
- "Your face, your ass, what's the difference?"
- "Eat shit and die!"
- "I'm going to get medieval on your asses!"
- "Bitchin'!"
- "Damn, I'm good."
- "See you in hell!"
- "Holy shit!"
- "I'm gonna get smack dab on your ass!"
- "Yeah, piece of cake!"
- "Suck it down!"
- "Let God sort 'em out!"
- "Heh heh heh - what a mess!"
- "Game over!"
- "Oooh, that's gotta hurt!"
- "You guys suck!"
- "Holy Cow!"
- "Gonna rip 'em a new one!"

Getting a Weapon
----------------
- "Ready for action!"
- "Come get some!"
- "Hail to the king, baby!"
- "Groovy!"
- "Lets Rock."
- "Cool."
- "Who wants some?"
- "Rockin'!"

Other Quotes
------------

- "Die, you son of a bitch!" - killing bosses (boss or non-boss)
- "I'll rip off your head and shit down your neck!" - fighting OLRD
- "It's down to you and me, you one eyed freak!" - fighting CE

- "Ahh, much better!" - using toilet / urinal
- "Oooooh, I needed that!" - getting LK/SK/AH or using PMED at low health
- "Damn, I'm lookin good! " - using the mirrors
- "Hmmm... don't have time to play with myself." - after using the Duke Nukem
game in the arcade
- "After a few days of R&R, I'll be ready for more action!" - beat the game
- "Somebody's gonna friggin' pay for screwing up my vacation!"

- "Shake it baby!" - talking to a non-alienized babe
- "You wanna dance?" - talking to a non-alienized babe

- "Damn." - killing a babe
- "Dammit." - killing a babe
- "Shit happens." - stepping in poop

- "Come on!" - stay still for too long
- "What are you waiting for, Christmas?" - stay still for too long

- "Its time to kick ass and chew bubblegum. And I'm all outta gum."
- "Damn, those alien bastards are gonna pay for shootin' up my ride!"
- "I should've known those alien maggots booby trapped the sub!"
- "Damn. that's the second time those alien bastards shot up my ride!"
- "I'm Duke Nukem, and I'm coming to get the rest of you alien bastards!"
- "Nobody steals our chicks - and lives."
- "This is really pissing me off!"
- "This is pissing me off!"
- "Eeeeugh - this sucks!"
- "I ain't afraid of no QUAKE!" - reference to id's Quake game? (LA Rumble)


Episode 4 Stuff... I think
- "Its time to abort your whole friggin' species!" - killing AQ
- "Looks like clean up on aisle four!" - after seeing some corpse in aisle 4.
- "Damn, that was annoying." -killilng robot mouse
- "Mmm. Book 'em, Dano." - reference to "Hawaii Five-O", longest running crime
TV series ever
- "I'm not cryin' over this!"
- "No way I'm eating this shit!"- talking about the Duke Burger's food
- "Nobody jacks with our independance!" - End of Area 51
- "I'm going to kick your ass, bitch!" - talking to AQ
- "Nobody messes with MY meat!" - talking about the Duke Burger's food
- "Looks like it's time for me to go postal!" - postal level
- "Get that crap outta here!"
- "So help me Duke!" - court level, when going on the stand
- "Harr matey! Someone's gonna take a long walk off a short gang plank! - Babe
land level on the pirate ship
- "Get back to work, you slacker!" - after seeing Duke Nukem game symbol on
a computer screen
- "Yo ho ho and a bottle of Jack!" - Babe land level on the pirate ship
- "Yippie Ki Yay, mother(bleep)er!"
- "Mmm. My kind of party! Wish I had the time." - seeing XXX Stacy babes
- "I'll be back." - Pigsty level

Remote Ridicule
- "You're an inspiration for birth control!"
- "You're gonna die for that!"
- "It hurts to be you!"
- "Lucky son of a bitch!"
- "Ha ha ha! Payback time!"
- "What are you, some bottom feeding, scum sucking, algae eater?"
- "Damn, your ugly!"
- "Ha ha ha! Wasted!"
- "You suck."
- "Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!"

GO740
+----------------------------+
=| [07-04] Text Transcripts |================================================
+----------------------------+

[07-04-01] Introduction
-----------------------

"A babe, a stogie, and a bottle of Jack. That's what I need right now."

Duke mused in 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 flashed, and static filled his
monitors. He flipped on his comm.

"Hey, anybody out there? I got a little probl..." Duke started.

"Mayday! Mayday!" the radio replied. "Los Angeles 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 careening 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."


[07-04-02] Episode 1 Ending
----------------------------

After you kill the BLRD, Duke puts one foot on the BLRD's head as well as his
gun. The BLRD groans, and says "Who the hell are you?". Duke replies with a
shotgun blast to the side of it's head and says "I'm Duke Nukem, and I'm coming
to get the rest of you alien bastards!"

Cut to a screen showing Duke in the control room of an alien ship, looking a
monitor with a babe being displayed.



After wiping the blood and brains from his boots, Duke explored the alien
ship. Monitors showed a titanic alien ship hovering above Earth, with dozens of
smaller ships off loading green cocoon like pods. One showed them in close up:
They all held women, still alive. Just like the ones Duke encountered. Duke
glowered in the pale green monitor light, and set the auto destruct sequence on
the alien ship. He stared at the screen once again.

'No one steals our chicks,' sneered Duke, 'and lives.'



[07-04-02] Episode 2 Ending
----------------------------

Before the battle, Duke exclaims to the Overlord that he is gonna rip of it's
head and shit down it's neck. After the battle, we are shown the corpse of the
OLRD and Duke. Duke throws away his gun, takes of his jetpack, and rips off
the head of the OLRD. He then takes a seat, gets a newspaper (from where, I
wonder) and whistles the Duke Nukem 3D theme song while making good on his
promise.

Cut to a screen which shows Duke looking at a monitor with the Cycloid emperor
projected on it.



Duke cracked his knuckles and smirked, "I need a stiff drink... a shower...
and, a soft-skinned belly to lie my head on."

A nearby monitor flickered on, and an incredibly ugly face spoke an ominous
message: "The moon assault Overlord has been defeated, as was our Battlelord on
Earth. But while Duke Nukem has been distracted, out main attack wave has begun
it's final assault on Earth. We shall obliterate all resistance."

"Guess again, freakshow," Duke growled. "Duke's coming back to town, and the
last thing that's gonna go thru your mind before you die... is my size 13
boot!"



[07-04-03] Episode 3 Ending
----------------------------

After killing the CE, Duke stares at it's corpse after the long fight. It then
shows Duke running to the corpse, then kicking the eye of the CE right out of
it's head, sending it right though the goal posts. Duke raises his arms in
victory and proclaims "Game Over!" with the (non-existent) crowd cheering in
the background.

Cut to a screen with the Atomic symbol imposed on it. Duke's talks now, saying
"My name's Duke Nukem. After a few days of R and R, I'll be ready for more
action!". Shortly after, a female voice says "Awww, come back to bed Duke! I'm
ready for some action NOW!". Commence various Duke and female groans and
moans, as the game ends.

[07-04-04] Episode 4 Introduction
---------------------------------

A picture of a military officer is shown on the screen in front of a computer.
He tells Duke, "Duke, we've got a new problem here! This video was shot by an
undercover operative."

We then look at a screen with some ADRN surrounding a naked woman on a steel
table, very pregnant and giving birth. "Our queen is born!" one of the drones
says.

Duke puts on his glasses and says "Hmm. I'm goin' in!"

[07-03-05] Episode 4 Ending
---------------------------

When Duke first sees the AQ, he says "I'm gonna kick your ass, bitch!" Upon
killing her, he says "Die, you son of a bitch!" Hmmm...

Afterwards, we see Duke floating above the body of the AQ. Duke swims near the
lower portion of the body, gets a pipebomb, and places it into the, uh,
birthing canal of the AQ. He swims away, saying "It's time to abort your whole
friggin' species!" as the body of the AQ explodes.

The message then appears on the screen: "Thanks to all our fans for giving us
big heads. Look for a Duke Nukem 3D sequel soon." Hmm, like Duke Nukem
Forever? ;)

Then, a screen showing a picture - with big heads - of the creators is shown.
Back Row: Brian Martel, Chuck Jones, Keith Schuler, Randall S. Pitchford II
(Randy), George Broussard, and a picture of Duke giving bunny ears to George
:)

Front Row: Lee Jackson, Todd Repogle, Allen H. Blum III, Dirk Jones, Douglas
R. Wood

Dismembered Head: Stephen Hornback

" Team "Duke Nukem" thanks you for playing. "



GO750
+----------------------+
=| [07-05] Game Credits |======================================================
+----------------------+


[07-05-01] Credits
------------------

Original Concept
Todd Replogle and Allen H. Blum III

Executive Producer
George Broussard

Producer
Greg Malone

Game Programming
Todd Replogle

"Build" 3D engine/Tools/Network
Ken Silverman

Additional Programming
Mark Dochtermann
Jim Dose'

Map Design
Allen H. Blum III
Richard Gray

3D Modeling
Chuck Jones
Sapphire Corporation

Artwork
Stephen Hornback
Dirk Jones
James Storey

Additional Artwork
David Demaret
Douglas R. Wood

Music and Sound Effects
Lee Jackson
Bobby Prince

Voice Talent
Lani Minella - ProMotions Prod. Co. (Girl at the end of the game)
Jon St. John as "Duke Nukem"

Graphic Design
Robert M. Atkins
Michael Hadwin

[07-05-02] Company Support Thanks
---------------------------------

This is one of the screens in the Credits option.

"

The following companies were cool enough to give us lots of free stuff while
we were making Duke Nukem 3D.

Altec Lansing Multimedia
For tons of speakers and the THX-licensed sound system. For info call
(XXX)XXX-XXXX.
Creative Labs Inc.
HASH, Inc. (For Animation Master)
NetTV, the ultimate Entertainment Machine.
For Info call (XXX)XXX-XXXX, or www.net-tv.net
Yamaha
RX-V2090 AC3 Natural Sound Stereo Reciever

Thanks for all the support guys!

"

[07-05-03] Map Credits
----------------------

Here are the people who designed the maps.

Name Abbreviations:

AB - Allen H Blum III
LL - Richard Bailey Gray (The Levelord)

Episode 1: Episode 2: Episode 3
---------- ---------- ---------
AB - Hollywood Holocaust AB - Space Port LL - Raw Meat
AB - Red Light District LL - Incubator LL - Bank Roll
AB - Death Row LL - Warp Factor LL - Flood Zone
AB - Toxic Dump AB - Fusion Station LL - L.A. Rumble
LL - The Abyss AB - Occupied Territory LL - Movie Set
AB - Launch Facility AB - Tiberius Station LL - Rabid Transit
AB - Faces of Death AB - Lunar Reactor LL - Fahrenheit
AB - Dukematch Level 1 AB - Dark Side LL - Hotel Hell
AB - Overlord AB - Stadium
LL - Spin Cycle LL - Tier Drops
LL - Lunatic Fringe AB - Freeway


Atomic Edition Map Credits:

Name Abbreviations
AB - Allen H Blum III
RP - Randall Pitchfird II <--- Spelt differently in the game credits
KS - Keith Schuler
GB - George Broussard

RP - It's Impossible
AB - Duke Burger
GB - Shop N Bag
AB - Babe Land
RF - Pigsty <--- It says "RF" in the maps file. Typo probably for RP
KS - XXX Stacy
KS - Critical Mass
AB - Derelict
RP - The Queen
RP - Area 51

[07-05-04] Atomic Edition Credits
---------------------------------

Project Leader/Director
George "Frame rate sucks" Broussard

Assistant Director
Allen "Done. Next?" H. Blum III

Game Programming
Todd "How's the game running?" Replogle

"Build" 3D engine/Tools/Network
Ken "I can do that" Silverman

Map Design
Allen "Nice Hat!" H. Blum III
George "Keyboarder" Broussard
Randall "DuvalMagic" S. Pitchford II
Keith "Duke maps are easy" Schuler

3D Modeling
Chuck "The animation is cookin" Jones

Additional 3D Modeling
Douglas "Hiccup... Kill me!!" R. Wood

Artwork
Stephen "Chillin" Hornback
Dirk "Don't touch my toys" Jones
Brian "Left MP in time" Martel
James "Fish and Chips" Storey
Douglas "Slippers" R. Wood

Music and Sound Effects
Lee "Make it louder" Jackson

Voice Talent
Lani Minella - ProMotionsProd. Co.
Jon St. Jon as "Duke Nukem"

Special Thanks to
Steve Blackburn, Scott Miller, Joe Siegler, Terry Nagy, Collen Compton, Kevin
Green, Bryan Turner, Dennis DeSmeth, all the Realms beta testers

Duke Nukem is a trademark of 3D Realms Entertainment
Duke Nukem 3D (C) 1996 3D Realms Entertainment
Made in Dallas, Texas USA

GO760
+---------------+
=| [07-06] Music |============================================================
+---------------+


Though you might not have heard the music in the game over the action, there
was a lot of time put into it by Lee Jackson and another guy, Robert C. Prince
III. In the Plutonium Pak all the music was done by Lee.

This is directly from a file

The songs listed here are in the order in which they appear in the game.
Songs with an (RP) after the title were written by Robert C. Prince III.
Songs with an (LJ) after the title were written by Lee Jackson.

All MIDI files in the game use the Apogee/3D Realms EMIDI format, designed
by Jim Dose' and Lee Jackson.

TITLE SONG
----------
GRABBAG.MID - Grabbag (Theme from Duke Nukem 3D) (LJ)

EPISODE ONE
-----------
STALKER.MID - Stalker (LJ)
DETHTOLL.MID - Taking the Death Toll (RP)
STREETS.MID - The City Streets (RP)
WATRWLD1.MID - Water World (RP)
SNAKE1.MID - Sneaky Snake (RP)
THECALL.MID - The Call of Death (RP)
AHGEEZ.MID - Ah, Geez! (LJ)

EPISODE TWO
-----------
FUTURMIL.MID - Future Military Conquests (LJ)
STORM.MID - Space Storm (RP)
GUTWRNCH.MID - Gut Wrencher (RP)
ROBOCREP.MID - RoboCreeping (LJ)
STALAG.MID - Stalag 3-D (LJ)
PIZZED.MID - Pissed! (RP)
ALIENZ.MID - Aliens, Say Your Prayers! (RP)
XPLASMA.MID - Plasma (LJ)
ALFREDH.MID - Alfred H. (My Family's Plot) (LJ)
GLOOMY.MID - Gloomy (LJ)
INTENTS.MID - In Tents (LJ)

EPISODE THREE
-------------
INHIDING.MID - In Hiding (RP)
FATCMDR.MID - Going After the Fat Commander (RP)
NAMES.MID - Taking Names (RP)
SUBWAY.MID - Subway (RP)
INVADER.MID - Invader (RP)
GOTHAM.MID - Gotham (LJ)
233C.MID - 233.778 Celsius (LJ)
LORDOFLA.MID - Lord of L.A. (RP)
URBAN.MID - Urban Jungle (LJ)
SPOOK.MID - Spook (RP)
WHOMP.MID - Whomp (LJ)

OTHER (DIGITIZED) MUSIC
-----------------------
BONUS.VOC - Huh Huh...You Said Bonus (LJ)
BARMUSIC.VOC - Mortail Wombat (LJ)
2BWILD.VOC - ...Or Not to be Wild (LJ)
WHISTLE.VOC - excerpt from Grabbag (LJ)
GRABBAG.VOC - Grabbag (reprise) (LJ)
MUZAK028.VOC - Grabbag (Muzak Version) (LJ)
MUZAKDIE.VOC - Grabbag (Muzak Death) (LJ)

In the Plutonium Pak all the music was done by Lee.

ATOMIC EDITION MUSIC
--------------------

BRIEFING.MID - Briefing Room (Opening Cinematic)
MISSIMP.MID - Missing? Impossible!
WAREHAUS.MID - Warehaus
BAKEDGDS.MID - Baked Goods
PREPD.MID - Preparation D
CF.MID - Calypso Facto
LEMCHILL.MID - Lemon Chilllllllllllllllll
LAYERS.MID - Layers of Dust
FLOGHORN.MID - Floghorn
POB.MID - Pissed Office Box
DEPART.MID - Departure
RESTRICT.MID - Restricted Area

GO770
+------------------------------------+
=| [07-07] On The Atomic Edition Disc |========================================
+------------------------------------+

There's plenty of extras on the Atomic Edition disc, to make sure you didn't
waste your money on it :)

[07-04-01] Shareware
--------------------

There is some shareware in the /SHARE directory, including:
Death Rally (/RALLY)
Raptor: Call of the Shadows (/RAPTOR)
Rise of the Triad (/ROTT)
Terminal Velocity (/TV)
Xenophage: Alien Bloodsport (/XENO)

[07-04-02] Build
----------------
(/GOODIES/BUILD)

The full version of Build is on this disc, with multiple warnings that it is
indeed not freeware.

[07-04-03] Windows 95 Kernel Powertool
--------------------------------------
(/GOODIES/BUILD)

Some keyboards didn't have the Windows key when Duke 3D came out and thus the
Windows key functionality wasn't incorporated into Duke; this program allows
you to change this:

"This PowerToy lets you configure your MS-DOS game so that Windows will ignore
the Windows logo key while the game is running."

[07-04-04] - FAQs
-----------------
(/GOODIES/BUILD)

There are two very interesting FAQs in here about 3D Realms and Apogee. They
truly are interesting reads, detailing their game history, amongst other
things.

[07-04-05] - Music
------------------
(/GOODIES/MIDI)

Here is a full directory loaded with all the .MIDI files used in the game (sans
the .VOC files of digitized music)

If you install the MIDIs in the Duke 3D SSEP package, you'll get 16 MIDIs.

[07-04-06] - Pictures
---------------------
(/GOODIES/PICTURES)

There are two pictures here, one of the software creation team (without Duke
or Stephen's severed head) seen at the end of the Atomic Edition.

The second picture is of Todd Repogle, with the caption "SHIP IT!!" above his
head in large letters and his arms in the air.

[07-04-07] - RTS Maker
----------------------
(/GOODIES/RTSMAKER/)

A tool for making remote ridicule sound effects, complete with documentation.

[07-04-08] - Screen Savers
--------------------------
{/GOODIES/SCRNSAVR/)

Installs a bunch of cool Duke-related screensavers.

There is a chooser that you can use to select the screensavers. All the
screensavers can be password enabled.

DN3D Body Parts
An interesting screensaver that makes bodies crash down onto the screen after
falling from the sky. They will stack up, and some of the bodies include TRP,
PIG, OB and COM, as well as some jibs and Duke. You can change the drop rate,
too - they can drop like flies.

DN3D Carnage Meter
Well, I don't really get this one too much... it tallies how many shots that
Duke shoots but doesn't actually show anything. You can adjust how much
carnage is actually tallied. There is sound on this one too.

DN3D Desktop Rampage
This ones cool. Various enemies (or Duke) come onto the screen and wreak
carnage on your desktop. Some things include: a pig blasting the screen, Duke
flame-throwing the screen, Duke dropping a rigged toilet with a TRP on top and
blowing it up, a TRP shooting the screen, and Duke blowing up an ENF on it's
way to the screen. When this happens, a big hole appears in the screen.

DN3D Exploding Stuff
This one is just like it's namesake. There are various things that blow up,
including toilets, urinals, snack machines, pop machines, barrels, canisters,
chairs, enemies and so forth. There is also an option to turn on babes that
get blown up, you sicko :) When something happen, a big hole appears in the
screen. You can make the background black if you want.

DN3D Image Carousel
A bunch of screenshots in the image directory, taken from the game. You can
add your own screen shots and change the delay between showing them.

DN3D Shooting Gallery
Stuff appears on the screen, including bottles, trash cans, and enemies, and
Duke shoots them with a SGUN, CGUN, RPG, or PSTL. The best thing about it is
that all the bodies and rubble stay afterwards. Plus, true to the game, the
trashcan can only be blown up if Duke uses the RPG! There are options that
change the guts that are shown afterwards.

[07-04-09] - Themes
-------------------
(/GOODIES/THEMES/)

Installs two cool Duke-related themes that require the Windows 95 Plus Pack (or
higher operating system) to be installed. They are really quite cool.

[07-04-10] - UNIVBE
-------------------
(/GOODIES/UNIVBE/)

This is a small program called SciTech Display Doctor, complete with
documentation.

" SciTech Display Doctor is a collection of useful utilities that fix many
common problems associated with Super VGA (SVGA) graphics cards. SciTech
Display Doctor contains a number of separate components that make up the
entire package. Many users may already be familiar with UniVBE, the
Universal VESA BIOS Extension. UniVBE is now one of the many components
that make up the entire SciTech Display Doctor suite of utilities. "


[07-04-11] - Sound Files
------------------------
(/GOODIES/VOC)

A complete directory of all the Duke 3D and Atomic Edition Sound effects in
.VOC form.

If you install the ScreenSaver SSEP package, you can get a 25 .WAV files.

[07-04-12] - WAD2MAP
--------------------
(/GOODIES/WAD2MAP)

A great utility programmed by Ken Silverman that can convert Doom .WAD files to
Duke3D .MAP files.

[07-04-13] "Preview" Images
---------------------------
(/PREVIEW)

This directory has a few folders that, at the time, were previews to some of
3D Realms' new games. The games that have some screenshots in that directory
are:

Balls of Steel (/BALLS) - 2 Images
Blood (/BLOOD) - 16 Images
Stargunner (/STARGUN) - 16 Images
Shadow Warrior (/SHADOW) - 20 Images


[07-04-14] Music on the Disc!
-----------------------------

Put this into an audio CD player (or play Track 2 of the disc on your computer)
and you can hear the MP3 version of the Duke Nukem 3D theme song by Lee
Jackson. You can also get this MP3 file on 3D Realm's Site (it's really quite
a cool song, you should get it if you love the theme song as much as I do :)

Note: Do NOT try to play Track 1 on the disc, that is all the data on the disc
and it could ruin some older CD Players if you did.


[07-04-15] Jigsaw Puzzles (JIXXA)
---------------------------------

When you install the screensavers you have the option of installing a jigsaw
puzzle program, complete with 16 puzzles and a Duke3D MIDI in the background.
All of these puzzles seem to be from the first episode (Shareware I suppose).

2LIZARDS - Two TRP in 1-1
BARPIG - A PIG in 1-2
BOSS - The BLRD in 1-5
CITY - A JP'd TRP and a RPV in 1-2
DIEPIG - A PIG dying by Duke's PSTL in 1-2
FACTORY - 1-4's crane
FLYPIG - Duke shooting at a RPV in 1-2
LIZARD2 - A TRP in 1-6
MONSTER - Something from the shareware showing the CE, ENF, and a COM
OCTO - An OB in 1-5
POOLROOM - Duke fighting a couple TRP in 1-2's Pool Room
PORKCHOP - Duke murdering a PIG with a CGUN in 1-3
PRISON - Duke JP'ing outside a 1-3 prison cell, using his CGUN on some TRP
SEWERPIG - Fighting a PIG in the sewer of 1-2
STAIRS - Duke SGUNing a TRP on the stairs to the projector room in 1-1
SUB - A TRP firing on Duke from 1-3's submarine

[07-04-16] Bitmaps and Textures
-------------------------------

When you install the SSEP you have the option of installing various desktop
textures and bitmaps, seemingly from the shareware.

Bitmaps
-------

3LIZARDS - Three TRP in 1-1's movie theatre
AIR2SHOT - A RPV in 1-2
ARCADE - 2 TRP in the 1-1 Arcade
BAR - Duke shooting a PIG with his pistol in 1-2's Entrance area.
BOSS2 - Duke fighting the BLRD in 1-5
BOSS - Duke firing on the BLRD in 1-5 with a CGUN
CANYON - A view of the outside of the alien vessal in 1-5
CANYON2 - A part of 1-5's interior
CHURCH - A view of the church in 1-3 with an OB blast
CITY - Duke firing on an RPV with a CGUN in 1-2
CLAMP - A crane in 1-4 lifting a PIG's body
DOOR - 1-5 Door in the pre-BLRD chamber
DUKCRASH - The ship crashing at the beginning of 1-1
DUKE3D - The entrance screen of Duke3D
EXPLODE - Duke using the RPG in 1-3
EXPLODE2 - Duke using the RPG in 1-4
EXPLODE3 - Duke using the RPG in 1-5
FLYNGPIG - An RPV and a PIG in 1-2
GUTS - Duke SGUN'ing a babe in 1-3
GUTS2 - Duke blowing up a TRP with RPG in 1-1's theatre entrance
HANGER - The dead monk in 1-3
HEADKICK - Duke kicking a choking TRP in 1-3
HEART - A heart flying into Duke's face in 1-4
HEART2 - Duke blowing up something in 1-5, seeing the heart
INSIDE - A view of the fan in the 1-6 complex
LIZARD - A view of a PIG and Duke killing a TRP in 1-2
LIZARD2 - A TRP in 1-6 near the spiral switches
LIZARD3 - A TRP standing in front of the theatre in 1-1
MADLZRD - A dead PIG and a TRP in 1-2
MADPIG - A CAP and a PIG in 1-3 near the electric chair
MIRROR - Duke looking in a mirror and seeing a TRP in the reflection in 1-1
MIRROR2 - Duke blowing up a mirror in 1-1 with an RPG
OCTO - An OB firing at Duke underwater in 1-4
OCTO2 - An OB in 1-5
OCTO4 - An OB in 1-5, in the alien ship
OPENING - The opening to the BLRD's chamber in 1-5
PIG - Duke launching an RPG at a PIG in 1-3
PIG2 - Duke firing his CGUN at a PIG in 1-3
PIGDIE - Duke killing a PIG in 1-2 with his CGUN outside near a dead TRP
PIGDIE2 - Duke killing a PIG in 1-1 with his PSTL
PIGDIE3 - Duke killing a PIG in 1-2 outside with his PSTL
PIGGUTS - Shooting a PIG in 1-2 with a PSTL in front of the strip club
PIGSHOT - Duke crouching and fighting a PIG in 1-2, with a dead PIG beside
RPG - Duke shooting an RPG at a TRP in 1-3
SCUBA - A view of a depth mine underwater in 1-4
SCUBA2 - Duke shooting a depth mine with a RPG underwater in 1-4
STREET - Duke blowing up a RPV in 1-2 with a CGUN near a TRP
STREET2 - A view of a couple dead TRP and a broken fire hydrant in 1-1
THEATER - Two CAP firing on Duke in 1-1
TOILET - A broken toilet in 1-1's bathroom

Tiles
-----

These are simply the textures that were used in Duke Nukem 3D, although
they are kind of cool to have on your desktop instead of "Bubbles" or "Blue
Lace".

D3DTIL01 - Floor tile
D3DTIL02 - Siding
D3DTIL03 - Some bricks
D3DTIL04 - Wall panel
D3DTIL05 - Looks like a vent panel
D3DTIL06 - Some canyon rock
D3DTIL07 - Some metal wall panels
D3DTIL08 - Grey bricks
D3DTIL09 - Alien door textures
D3DTIL10 - Security Monitor picture
D3DTIL11 - TP
D3DTIL12 - Windows
D3DTIL13 - More windows
D3DTIL14 - Wooden floor panels
D3DTIL15 - Smaller bricks
D3DTIL16 - Even more windows
D3DTIL17 - Canyon bricks
D3DTIL18 - Bathroom tile
D3DTIL19 - Some graffiti from Rabid Transit
D3DTIL20 - Some pipes
D3DTIL21 - Alien Doors
D3DTIL22 - BLRD door
D3DTIL23 - Looks like some alien light webbing
D3DTIL24 - An alien pipe
D3DTIL25 - Some infestation slime

GO780
+------------------------+
=| [07-08] Unused Sprites |====================================================
+------------------------+

There are some really cool things that the developers left in the game but
didn't use them for whatever reason. You have to use a program like ArtView
to look at them, can be found at http://www.bur.st/~duke3d/utilities.shtml
(be sure to read the readme file, if you have any questions ask me).

Just go to the tile # below. Remember that I am using Version 1.5 of the
atomic version.

First off, some monsters have a "top view" of themselves, like Duke does in
the AutoMap. This suggests that at one point the automap would have displayed
the enemies but this feature was removed for whatever reason. The monsters are
as follows. Note that not all the monsters have a top view, mostly the older
ones like the PIG and OB and thus the idea was probably scrapped earlier,
before the release of episodes 2 and 3.

TRP/CAP: 1705
OB : 1845
PIG : 2061
BLRD : 2686

511: A stained glass window of Duke, probably to go in the chapel in Death Row
to fight the BLRD stained glass there... however, it's not there!
[Credit: Fernando Calvo]

604-605, 1385-1388: May be an optional FRZ bolt, it appears that it has an
exploding animation... it looks a bit like something in LameDuke so it may have
originated from there.

970: This poster is used quite frequently in user maps and has been around
since the days of Lameduke in one incarnation or another, but doesn't seem to
have made it into the final game. It's a poster for a movie called BYTE NITE,
with a picture of a vampire on it. It's a good poster, I wonder why it got
cut... [Credit: Fernando Calvo]

1336: A babe impaled on one of those green things that the babes seem to be
attached to. It's pretty brutal, that's probably the reason it wasn't put into
the final game.

1870 to 1876: This is probably the biggest find in the art files. It looks like
a completely different version of the Pig Tank, as it has a big, almost
scorpion like tail protruding from the back and coming over top of the main
chassis of the vehicle. It has treads and two smaller guns mounted on the front
of the car. There is some brown armor on the vehicle, too. The pig was visible
from the back, so you could probably shoot him from there. The only frames that
they had in here were the rotation of the tank.

Personally I think that this incarnation of the tank looked cooler. If it works
like I think it does, though, it would probably be too easy to kill... though
the current PIGT is as well. Oh well, we are left to wonder with this tank,
though it looks awesome nonetheless. Be sure to check it out! (Actually, I
think one reason that they didn't use it was because it was modelled in a 3D
program. The other things in the game don't look like that so it may have
conflicted - this is just speculation, though).

2380: A water drip splash, that seems to explode more than the other ones that
are currently in the game.[Credit: Fernando Calvo]

2420 to 2429: This crazy looking thing appears to be a creautre that would
attach itself to the roof and then either sting you with it's tail or shoot
something from it. It's definitely alien in appearance, but doesn't seem to
fit in with the rest of the game too well, which may be why the scrapped it.
It does have quite a few frames though, so check it out! It's called the
Organic Turret in the art files.

3350-3361: A spinning head of Duke. Nifty... though I thought I saw it
somewhere... [Credit: Fernando Calvo]

3409: This is a different KTIT sign, that is an actual .ART file rather than
an ingame combination of letters that appear in the final game... the question
arises that why would they do that instead of using the .ART file? Curious
indeed. [Credit: Fernando Calvo]

3430 to 3438: These are pictures of many members of the Duke 3D team. I
wonder if they were meant to be in the game, and if they are, did I miss them?
UPDATE: Indeed, I did miss them! Fernando Calvo informed me that they are in the
big water tanks in the Faces of Death level in the final game (multiplayer level
but you can still play it in single player). Looks like the Faces of Death level
has another meaning - the dev team are the Faces of Death! To find them, notice
the spaceman bodies that are stuck in the forcefield-surrounded water tanks.
Many of them have heads on them of the dev teams. However, I can't find the
green heads of other dev members that appear soon after the astronaut heads.

From Fernando Calvo:
4340: A pretty cool lava bubble. Put some of it on a purple lava
textured floor (#4240), with a lava ambient sound (MUSICANDSFX lotag 173) and
watch the results. It looks excellent! :D

4456: Its a picture of a woman with a shopping bag. I haven't seen it in the
game but it's probably for the Shop 'N' Bag level.

Fernando Calvo sends in this bit of curious information involving a seemingly
invisible tile:

4532: It's not exactly an unused tile, because it appears on E4L2. But... does
it really appear? If you play the level normally, it will not appear, but you
can verify the sprite are in the level using build (in X=37696; Y=30494). Why
do this happen? The answer is because the sprite "goes up". To understand me,
do the following: make a new map with build, put this sprite in anywhere and
make it 2D paraller with the floor, (pressing "R" twice on the sprite in 3D
edition mode). Play the level and observe. Also, you can verify it playing
E4L2 and quickly (with DNCLIP) moving to X=37696;Y=30494 (exactly near to the
counter, on a garbage bin) and look how it goes up. Yes, I know... it's a bit
weird! I've don't examined the .CON files. May be the problem resides here.

It certainly is odd... I wonder what the devs were doing?

4940: Meat Market. Something else that has been cut from the final edition of
Shop-N-Bag.. there are also some meat tiles in the art files, nothing of
particular note, but they are packaged and wrapped. I wonder why they got cut,
but then again, the level is quite big. [Credit: Fernando Calvo]


There are plenty of unused tiles in the game, go and look for 'em!


GO800
+------------------------------------+=========================================
| [08-00] Frequently Asked Questions |=========================================
+------------------------------------+=========================================

This is pretty much a section for things that don't fit anywhere else.

Question List
-------------

01. What happens to you when you are shrunk? GO801
02. Some Interesting Things to do in Duke 3D are...GO802
03. How do you use the Freezer / PIG trick? GO803
04. How do you use the Laser Trip Bomb / Falling Damage trick? GO804
05. Are you SURE Troopers respawn sometimes when you kill them? Aren't you
just playing the game on the hardest difficulty? GO805
06. What you say is different from the instruction book (Atomic Edition). Why?
GO806
07. There is a different photo of the Duke Team in the instruction booklet.
What are the differences? GO807
08. What are the other expansion packs for Duke 3D? GO808
09. What changed in the Mac version of Duke 3D? GO809
10. Why no ASCII art (in any of your stupendous guides)?GO810
11. What's with the Australian version of the game?GO811
12. What's with some cheats not working in 1.4 + / Shareware?GO812
13. What is the shareware screen talking about with a "laser gun"?GO813
14. Okay, so what DID the shareware have, compared to the final version of the
game?GO814
15. I want someone to play multiplayer with me :(GO815
16. I hate this piece of junk! Where can I get an OFFICIAL guide to the game?!
GO816

01. What happens to you when you are shrunk?GO801
When you are shrunk, by your means or others, initially you lose the ability
to fire any weapons but become pint size and able to navigate through tiny
crevices in the walls and get to areas that are normally inaccessible.
However, there are also some other things that change when you are shrunk.
- All falling damage is negated. You can fall from any height and still not
take any damage.
- There is no "falling time". When you go off an edge you hit the ground
instantly.
- Using STR will not only make you go faster, but will bring you up to
regular size instantly.
- You can still use all your items when you are shrunk, including the JP.
- If go too close to an enemy, i.e. "get stepped on", you will die instantly.
- You do lose the ability to use any of your weapons, including the Mighty
Foot. However, you can still use the Quick Kick, and this can still kill
enemies if you are close enough to the area where they can be hit.
- When both you and an enemy are shrunk, you will both just run right through
each other if you try and touch.
- You can squish enemies even if you are being shrinked.
-

02. Some Interesting Things to do in Duke 3D are...GO802
- Try to shrink a CAP when it's teleporting. It will turn into a seemingly
(more) 2D creature.

03. How do you use the Freezer / PIG trick?GO803
To use the Freezer trick, you must have a living Pig Cop, near death, and the
Freezer. Shoot the PIG and let it Freeze. It may drop something, but don't
kill it. Let it thaw and then shoot another FRZ blast at it. It may drop
its SGUN or BA. Continue to do this as long as you want or until you run out
of ammo; a seemingly infinite supply of SGUN and BA can be reaped from one
PIG.

04. How do you use the Laser Trip Bomb / Falling Damage trick?GO804
This trick allows you do avoid falling damage. To do this trick you need a
laser trip bomb, however, unless you have a great sense of height, more than
one is usually more reliable. You also need to be close to a wall or some
other protrusion. When falling, face the wall and place the laser trip bomb
on the wall when you are near the ground. When you are placing the LTB, you
will stop going downward for a moment, and then continue, which is why it is
good to have extra LTBs in case you are unsure of how far you are falling.
Practically, this isn't that useful, because there are rare situations where
this is possible and a JP is far quicker and safe. But it is good in a pinch.
(credit beissermj)

05. Are you SURE Troopers respawn sometimes when you kill them? Aren't you
just playing the game on the hardest difficulty?GO805

I'm not imagining things, really. This really does happen to me, on Come Get
Some difficulty.


From the Duke Nukem Help File:
" Take precautions that a fallen assault trooper stays that way - fallen."

So I guess this kinda suggests that they might come back to life. They usually
come back to life if I don't kill them when they are choking. But this is all
speculation on my part, I suppose I could be on some kind of cyber neurotic...

06. What you say is different from the instruction book (Atomic Edition). Why?
GO806

There are various errors or misinformation in the Atomic Edition instruction
booklet. From what I can find, there are:
- The Chaingun Cannon (which is what it is referred to in game) is called the
Ripper in the instruction manual and in some older help files.
- The Chaingun Cannon Ammo looks different than it does in game (it looks
thinner)
- The booklet says that Devastator gives 50 ammo, but in the game it gives 25.
- The booklet says that the Freezer Ammo gives 50 ammo, but in the game it
gives 25.
- The picture of the small medikit looks different than it does in game.
- The Pig Cop in the guide looks like it has a sub machine gun or something,
but in the game the Pig Cop uses the Shotgun.
- It says that the Enforcer can drop it's "armored breastplate" when killed,
but this doesn't happen.
- It says that the Assault Commander can drop RPG ammo, but this doesn't
happen.
- There is a screenshot on page 12 that shows the status bar. Where the current
amounts of ammo are shown for the guns, there is no "0", i.e., no freezer.

07. There is a different photo of the Duke Team in the instruction booklet.
What are the differences?GO807

From left to right, the members of the Duke team in the photo are:
Standing Row: Brain Martel, Stephen Hornback, Chuck Jones, Keith Schuler,
Randy Pitchford, George Broussard, Duke Nukem (with bunny ears on George....)
Kneeling Row: Lee Jackson, Todd Repogle, Allen Blum, Dirk Jones, Doug Wood.
Staked Row (heads): Ken Silverman, James Storey.

In that game, the picture doesn't have Stephen Hornback standing in the
picture (he is be-headed), and Ken Silverman and James Storey are just missing
totally.

08. What are the other expansion packs for Duke 3D?GO808

They are unofficial, why is why I don't plan on doing them... unless some one
gets me Duke it Out In DC and Nuclear Winter, then I'll cover Duke Zone 1 and 2
(but maybe I'll do it before then.... oh man.)

Anyways, here are the Duke add ons:

+ Duke It Out In DC
+ Nuclear Winter
+ Caribbean

Then there were a couple releases that just had some internet .WADs on them -
the authors allowed this use usually with a text file that gave their consent.
However a lot of these maps were boring or unfinished, or glitched up - but
there were a few gems in them. The CDs were called the following:

+ Duke Zone 1
+ Duke Zone 2

In Duke Zone 2 there is the entire set of levels from Duke Zone 1.

09. What changed in the Mac version of Duke 3D? GO809

I have never played the game but I have read about them on the internet, so I
will report them here. The gameplay pretty much remained the same, however,
there were two new Easter eggs added in the form of cheat codes. The first code
is "DN1984". This is actually quite an exclusive cheat code in the sense that
it can only be used in the first level of the game [1-1] Hollywood Holocaust,
and it changes the famous image on the screen to the possibly even more famous
Apple 1984 commercial (and if you don't know what that is I cannot help you ;) )

The other code is dnmacs and it apparently turns the security monitors into Mac
desktops.

Well it was nice to see that the folks at 3D Realms put a bit of effort to port
this great game to Macintosh. Too bad it doesn't have much other support in the
form of games.

10. Why no ASCII art (in any of your stupendous guides)?GO810

I think I take up enough space using the "=====================" "+----+" and
"|" in my guides, though if some one would be so kind :)

Oops, looks like I'm a hypocrite :) Oh well.

11. What's with the Australian version of the game?GO811

Apparently it was too racey for the Aussies at the time of release so a lot of
stuff was censored out. I've been told that programmers had an easy time around
it but common folk didn't. 3D Realms released a patch a little while ago that
removed the censorship; you can get it from http://www.3drealms.com

12. What's with some cheats not working in 1.4 + / Shareware?GO812

From 3DRealms:

The DNCOSMO cheat was removed in v1.3d, because the keystroke conflicted with a
game function. DNTODD in v1.3d is functionally the same as DNCOSMO.

The DNUNLOCK cheat code does *NOT* work in shareware. It only works in the
registered version of the game.

13. What is the shareware screen talking about with a "laser gun"?GO813

Ok, you can access the shareware screen both from the shareware game and in the
art files at tile 3270. The transcript of the file is as follows.

Screen 1:

"
You're playing the shareware version of Duke Nukem 3D. It's time
to UPGRADE to the full version of the the game today and make sure you don't
miss out on the action. Available on CD-ROM only (sorry no disk version).

Order today and get the following.

* 28 total levels (visit the Space Station and the Moonbase).
* New weapons like the Laser Gun and Shrink Ray (imagine shrinking
your enemies and stepping on them). Also get the Wall Mounted
Laser Trip Bombs which are deal for traps in mulitiplayer games.
* Ability to have 8 players in network instead of 4.
* More music, sound, and Duke talking. We can't get him to shut up now!
* Our level editor [Build] will allow you to create your own levels from
scratch, or let you cmodify ours. NOTE: These tools are provided
"as is" due to their complexity, but feel free to experiment.)
* FREE BONUS: Full versions of Duke Nukem I and Duke Nukem II.
* Five of our other hot action shareware games to try out.
* New enemies, bosses, locations, weapons, sounds, music, and art!
* Plus you get the full list of cheat codes [Duke would not approve].

Order today or you'll be mising more than 3/4 of the game!
"

There's a picture of an ENF's leg here too.

Screen 2:
"
The Duke Nukem 3D Mousepad and Strategy Guide

For only $5 extra get a large Duke
Nukem 3D mouse pad! It's a great
collectors item with the same great
full color art as on the the title
screen. Made of high quality foam
rubber - the good stuff!

(Picture of the mousepad on the upper right of screen)
(Picture of ENF crouching between the two descriptions)

You can also order the Duke Nukem 3D
strategy guide for $15. It has all the
levels, secrets, inside tricks, cheat
codes, designer notes and much more.
It is by Sybex books. (Call for
availability).

(Picture of the strategy guide on the lower right of screen)
"

Screen 3:
"
Order the complete CD-ROM version of Duke Nukem 3D now!

Price: $39.95 plus $5 shipping and handling.

Call 1-800-3DREALMS (1-800-XXX-XXXX) 24 hours a day, 7 days a week.

Use your MasterCard, Visa, Discover, or American Express card.

(Pictures of the four credit cards)

Mail and fax orders: Read the file ORDER.FRM for details.

[Address for mailing removed]

FAX #: XXX-XXX-XXXX (Please send the ORDER.FRM).

(Pictures of a dying TRP on the lower right corner of the screen).
"

Screen 4:
"

Visit 3DRealms online for support, cheats, new games, and more!

* 3D Realms BBS: "http://www.3drealms.com" -- one of the
coolest stops on the web, with pictures of upcoming games,
a virtual tour of our offices, message bases, a LIVE SHOT camera
showing our games in development, and access to all of our past
shareware games in our file section. You can even see who
is online with you at any given time, from around the world. More
than just another Web page. Please stop by and look around.

* CompuServe: "GO REALMS" -- message areas, files, and hints.

* Americs Online: (Keyword 3D REALMS) Message bases, files.

* Software Creations BBS: (XXX) XXX-XXXX - Our
home BBS with all Our past games, message areas
and lots of other cool stuff.

(Picture of the shrink ray at the bottom of the screen)
(Picture of a PIG dying at the lower right portion of the screen)
"

ALSO, there are some special screens if you beat the game that aren't shown in
the final version of the game but can be found in the art files (tiles 3290 and
3291). The first one shows a pictures of a space level (Dark Side) with pictures
of the ENF, CE, and a COM with the following inscription:

"
Duke, if you think you're a badass, come face us in the final missions.
Or else Earth will fall and you will die a coward. The choice is yours.
"

The second screen is split into two, the first a picture of the Tiberius Station
and the second being somewhere in the second episode where there are plenty of
LTBs abound. There are messages on either screen:

"
Rescure the orbiting space station and the moonbase in the final game.
Use new weapons like the Laser Trip Mines, Shrink Ray, and the Laser Gun.
"

Alright, but where is the promised laser gun? Nowhere to be found. The weapons
that were added after the shareware are the DV, FRZ, SRAY, ERAY, LTB. The one
that most resembles a laser is the ERAY. Also how they didn't mention episode 3,
only the space station and the moonbase...

14. Okay, so what DID the shareware have, compared to the final version of the
game?GO814

Okay, the following things were implemented in the shareware version of the
game.

* WEAPONS: MFT, PSTL, SGUN, CGUN, RPG, PB.
* ENEMIES: TRP, CAP, MG, PIG, RPV, OB, BLRD (BOSS).
* LEVELS : All of episode 1 (1-6 single player levels, Faces of Death and the
"other" multiplayer level.
* CHEATS : I _think_ that most of the cheats are available except for DNUNLOCK
and DNTODD. Not 100% sure on this however.

15. I wanna play multiplayer but no one wants to play with me / I don't know how
to get it set up. Can you help?GO815

Okay, there are a couple ways to do this. If you want to play with bots, you can
do a couple of things. The game has a built-in AI, and you can run the game with
a certain number of parameters, the following should suffice.

Make a shortcut to duke3d.exe. Right click the shortcut, and click properties.
Find the Command Line box (in WinXP it's under the "Program" tab, but you can
find it in any version of windows). Rename the shortcut if you wish. Then add
the following to the end of the:

/q# /a

/q adds a number of computer controlled bots in the # line (between 1 and 7)
while /a activates the AI in the game. Beware, the AI is pretty tough!

You may also wish to choose the level that you will play on; add the following
after the first line:

/v(X) /l(Y)

where X is the episode # and the l is the level number (depends on the episode,
also, you have to use two digits for the level, i.e level 1 would be 01).

Some other helpful parameters for multiplayer include the following:

/m - removes game monsters
/s# - changes the skill level of the game, from 1 to 4.
/t# - how things respawn in the game. The # can be from 1 to 3, each respawning
a different amount of things, or you can have it equal to "x" for all:
1 - Monsters Only
2 - Items Only
3 - Inventory Items only
x - All
/c# - Specifies the type of multiplay that will be used, can be between 1 and 3,
the following options are available.
1 - Standard Dukematch
2 - Cooperative Play (ie characters vs. monsters)
3 - Old Dukematch (don't quite know what this means...)

HOWEVER, if all this command line nonsense is getting to your head, the
alternitive is a sort of frontend in the form of DukesterX. DukesterX is a
program that allows multiplayer with the new ports that are out for Duke3D,
RancidMeat and JonoF's port. Get one of these ports, set it up per their
instructions, download DukesterX (http://forums.dukesterx.net/portal.php)
and follow it's instructions. You can do all the stuff that you could do without
it and then some. It's cleaner running it this way, though I think you can use
the arguments with the Win32 ports anyways. You can even use the built in bots
if you so desire.

16. I hate this piece of junk! Where can I get an OFFICIAL guide to the game?!
GO816

Well, there was an official guide made for this game, and one for the Atomic
Edition that contains all of the stuff in the first guide. I got mine for $20
Canadian over Amazon.ca :) The publisher is Sybex.



G0900
+------------------+============================================================
| [09-00] Lameduke |============================================================
+------------------+============================================================
GO900

+----------------------------------+
=| [09-01] Introduction to LameDuke |==========================================
+----------------------------------+
GO910

What is LameDuke, you may ask. Well, essentially it is a ultra early version of
Duke 3D that 3-D Realms was using to test out their new game. There are some
striking similarities between this version, call it a beta, and the final
version of Duke 3D. This release is called LameDuke, because, well, just play
it for yourself and you will realize why they call it that :) Seriously though,
playing through LameDuke is quite fun and being able to see all the stuff
before the game went public is cool.

Remember though, this is NOT a finished game. Not only does a lot of stuff not
work on the technical side, but the game's balance is totally off (i.e. the
weapons do too much damage, the monsters are weak) ... and rightly so. The game
wasn't meant to be balanced in the beta (probably pre-beta) stage that it is
currently in. It's pretty much an interactive tour of how a game evolves, so
enjoy it in that sense. Though it's not a finalized game (hence the name
LameDuke :) so once again don't
treat it that way.


[09-01-01] Where Can I Get LameDuke?
------------------------------------

LameDuke can be found at

http://www.3drealms.com/duke3d/

Scroll down to the files section and download file # 9.

[09-01-02] Warnings about LameDuke
----------------------------------

LameDuke may not work on your computer and may very likely screw it up quite
badly. Fortunately for me this is not the case; I ran LameDuke on Windows XP
SP 2 and nothing terribly bad happened. I recommend you follow the instructions
in the text file that came with LameDuke.

If you have a good computer you should change your video settings to
high-resolution in the setup.exe file, this at least made my LameDuke much less
choppy. However, if you do this the game may crash if you load it up without
specifying the level and episode that you want to play. Just specify the episode
and level number that you want to play and you should be okay. The sound seems
to be half decent to me; it works pretty well. I wasn't able to change the
controller settings, however and this may make some keyboard - mouse users like
myself a bit uncomfortable; however just remember your Doom days and you'll be
fine :)

Note that sometimes when I look down (with the keyboard) in the game it crashes.

[09-01-03] Running LameDuke
---------------------------

Alright, I have Windows XP and I can run LameDuke with XP's built in DOS
emulation. I cannot vouch for other Windows based operating systems, but at the
time that this was released people were still using Windows 95 (and maybe even
3.x) so it should not have a problem running on earlier systems.

Jacek D. informed me that it works fine in Windows 98.

The way I get the game to run the smoothest is as follows.

1. Run the file "setup.exe" in the LameDuke main directory. Go to "Graphics
Mode" and then chose "640*480 VESA Hi-res mode!". This makes the game a lot less
choppy, though some of the animations screw up a bit.

2. Right click on the file "D3D.exe" in the main lameduke directory and make a
short cut.

3. Right click on the shortcut, and go to the tab that has the line "Command
Prompt:" and then the filename for this executable. Add to the line "/l# /v#"
the following version / level numbers work, look in the walkthrough to choose a
level based on those numbers.

[09-01-04] Notes about the Game
-------------------------------

Well this section will detail some general things that you should know when
you're
playing LameDuke

- you are constantly invincible.
- you can use the Jetpack to get out of sticky situations, by pressing F5.
- the game crashes a lot for random things, most notably looking downwards to
the ground tends to screw the game up very badly (crashing - this is the reason
why M1L6 crashes constantly.
- you can use the automap (tab) but when you look back at the game the colors
get messed up
- there are points in the game! They don't do anything though.
- You can gib enemies by blowing them up with the RPG or with canisters etc.
They gib in a very cool way, when they are blown up they leave bones and stuff
(unlike the final version of Duke).

Well, this is what 3D Realms text file that came with LameDuke had to say.
--------------------------------------------------------------------------------

January 29, 1997

NOTE: This might not even work on all systems, so don't even bother leaving
us Email about this. This is provided "as is" for entertainment
purposes only.

Duke Nukem Fans,

Today being the one year aniversary of the shareware release of Duke Nukem
3D, we thought we'd do something a little special for y'all.

We're releasing LAMEDUKE.ZIP. This is a VERY early version of Duke Nukem 3D
and the EXE is dated 12/30/94. That's about 13 months prior to the release
of the shareware version. Oh, man, was this game lame then :)

Why are we releasing it? We're not sure... We just thought it'd be cool
for you all to see the state a game is in a year before it's release. So,
this is a behind the scenes peek at what happens during the creation of a
game. You will get to see lameness the likes of which the world has never
seen, and what most developer's hide from you and when the press visits. :)

Running the game
----------------

* It might not work on all systems, so don't even bother leaving us email
about it. It is provided "as is" for entertainment purposes only.

* You will probably have to load each level by hand. Not sure if the exit
switches are there, and even if they are, we don't know if they work.

* Type D3D /v1 /l1 (for mission 1, level 1). This is pretty much the same
as the release version of Duke. I think levels 1-10 exist for volumes 1-3,
so there is a lot to look at.
NOTE: "D3D /v# /l#" - v# is the volume (1-3), l# is the level (1-8) or so.

* Run SETUP, and select video, sound (probably SoundBlaster only), and
keyboard config.

* We noticed on our systems that is runs really weird, like the timer is
going nuts, so don't expect smooth gameplay.

* If there are cheat codes in this thing, we have no idea what they are.

* There is no Dukematch in this. Or if there is, we don't remember how to
do it. :)

* It might not work on all systems, so don't even bother leaving us email
about it. It is provided "as is" for entertainment purposes only.
Remember, we don't want E-mail on it.

Cool stuff to note
------------------
* We had a laser sight on the pistol that was finally dropped

* We had stuff like subway cars, breaking glass and video monitors in from
nearly the start of the game.

* Weapon 5 was the BIG rocket launcher. Cool looking, but you can see why
it changed.

* Weapon 3 changed to the 3 barrel chaingun

* Weapon 1 was a tazer type stick, dropped for Duke's mighty foot

* E1L4 shows the early OctaBrain. Oh my God!

* You will probably notice lot's of level sections that look familiar. We
used lots of E3L2 in the Plutonium PAK for the "DERILICT" level.

* That we're not answering any E-Mail on this.

So, have fun and poke around LAMEDUKE a little and see what you can find.
But most of all have some fun with it and don't take it too seriously.

Thanks to all of you who have supported Duke over the last year, making it
one of the biggest hits in recent years. We appreciate it, and will try to
bring you better games in the future. Also thanks to #duke3d on Undernet
IRC for pushing us to release this. We joked about it for awhile around the
office and decided "What the hell, why not?"

A big thanks to Joe Siegler for having the foresight to keep this file for
a year and half so it can be released to you!

-- The Duke Nukem Team: (George Broussard, Todd Replogle, Allen Blum, Dirk
Jones, Douglas R. Wood, Randy Pitchford, Brian Martel, Keith Schuler,
Stephen Hornback, Lee Jackson, Ken Silverman and Bobby Prince.)

P.S. Just in case you missed it, don't send us any E-Mail on Lameduke.
This is released "as is". We don't even know if it will work.


--------------------------------------------------------------------------------

+----------------------------+
=| [09-02] LameDuke Controls |================================================
+----------------------------+
GO920
Alright, there are some controls for this game that certainly aren't the same
as the finalized version of Duke 3D; here they are [3]:

[09-02-01] Function Keys
------------------------


F1 - Toggles Instruction Screen (which is empty, heh)
F2 - Quick Save
F3 - Quick Load
F4 - Toggle Holoduke
F5 - Toggle Jetpack
F10 - Change Visibility / Brightness
F12 - Screenshot
Note on taking a screen shot. When taking it, Screenshots are saved in
the current directory as CAPTxxxx.PCX, where xxxx is an incrementing
number. It starts at 0 every time the game begins, so if you want to
save the pictures that you took, put them somewhere else before you
start the game again.

[09-02-02] Normal Keys
----------------------

The arrow keys allow you to move as normal.

Left Control - Attack
Space - Use / Open
Right Shift - Run
A - Jump
I - View Inventory
Z - Crouch
PgUp - Look Up
PgDn - Look Down

Num Pad Controls
----------------

8 - Move Forward
6 - Move Backwards
4 - Turn Left
2 - Turn Right
7 - Look Up and Left
9 - Look Up and Right
1 - Look Down and Left
3 - Look Down and Right
0 - Look 90 Degrees Left
. - Look 90 Degrees Right
Enter - Holster your Weapon

Number Key Controls
-------------------

1 - Toggles Weapon 1 (Tazer)
2 - Weapon 2 (Pistol)
3 - Weapon 3 (Plasmacannon)
4 - Weapon 4 (Pipebombs)
5 - Weapon 5 (RPG)

M - Toggles Music on / off
P - Pauses the Game
T - Type a Message
V - Changes the visibility of the level
- - Decreases the Screen Size
Use this to see how much health and ammo that you would theoretically
have left. This goes in the upper left hand corner of the screen if
you are running it in full screen mode.

U - Unlocks / Locks all doors and hits all switches
W - Enable Warp Mode
In warp mode, use the Up and Down keys on the key pad to select the
level number and the PageUp and PageDown keys to select the Episode
number.

C - Duke cracks his knuckles (?)
K - Flashes a graphic onto the screen that looks like a bullet hole in a flesh
colored wall. It also causes the screen to become smaller. I really have no
comment on what my brain though that was right away. However, Jacek D.
informs me that this acutally the background for the game, like the one that
in Duke 3D that happens when one shrinks the game.



+---------------------------+
=| [09-03] LameDuke Weapons |=================================================
+---------------------------+
GO930

There are some very obvious similarities between the weapons in LameDuke and
the ones in the final version of Duke 3D. This section will describe the
weapons and some other stuff.

[09-03-01] Tazer
----------------
Ammo Box: + 20
The ammo pack for the tazer looks like a box with a purple orb inside.

This neat weapon looks kind of like a crowbar. This is a multifunctional weapon;
when you start you get some "ammo" for it and it can actually hit enemies with
electric bursts. However, when that ammo runs out, you start whacking the enemy
with it instead. You can, of course, pick up more ammo as you find it.

This weapon was removed from the final version of the game, changed into Duke's
Mighty Foot.

[09-03-02] Pistol
-----------------
Ammo: + 48
The ammo for the pistol looks like three grey clips.

The pistol didn't change much from the beta. It shoots a bit faster, and has a
cool laser pointer (why did they take that out :( ), but it still has the same
reload animation after you shoot 12 shots.

They kept the pistol, however, the took out the laser sight. Which I thought was
actually quite cool...

[09-03-03] Plasma Cannon
------------------------
Ammo: + 20
The ammo for the Plasma Cannon looks exactly like the tazer ammo and
counts to the same limit.

This weapon shoots bursts of electricity, apparently, at a rapid rate. They
explode when they hit the target.

Look familiar? It's because this is almost the same model that they used for
the Chaingun Cannon / Ripper. However there were a few changes on the model;
most notably that the single barrel on the front was changed into three barrels.

[09-03-04] Pipebombs
--------------------
Ammo: +1
Pipebombs are found individually and look like small sealed pipes.

This weapon didn't seem to change at all from this version to the final version.
You can still drop bombs and explode them (though the trigger looks a bit
different) and you can drop multiple bombs by hitting "4" when the trigger is
out. In this version you actually can NOT increase the distance that the bomb
is thrown, unlike in the final version (Thanks to Jacek D. for clarifying this).


[09-03-05] RPG
--------------
Ammo: +5

The old RPG wasn't changed too much before the final version. The RPG shoots
faster and the rockets have a cool explosion behind them while they are moving.

There is also a neat thing on the RPG that they took out for the final version;
when you chose the RPG it looked like it was horizontal to you. Then you could
press the fire button and you would put it on your shoulder - which is kind of
neat but I guess I can see why they took it out of the final version. It's also
massive... while realistic I guess they didn't want to block the entire screen
in the game :)


+-------------------------+
=| [09-04] LameDuke Items |===================================================
+-------------------------+
GO940
There are various pickups scattered throughout the game, most stayed in one
incarnation or another to the final game.

[09-04-01] Coke!
----------------

This looks like a spinning can of coke (how creative). It replenishes
10 health when picked up. You can also blow it up!

[09-04-02] Sixpack of Coke
--------------------------

This pack of six cokes replenishes 30 health! You can blow 'er up as well.

[09-04-03] Jetpack
------------------

You start off with a jetpack. It works closely as it does in the final
game, though in this one you get a stream of explosions that follow you as you
move. You can see them if you fly backwards with it.

[09-04-04] Holoduke
-------------------

Creates an image of Duke, just like the holoduke in the final game. However you
can
put more than one down in this version, I just don't think they do anything
yet.

[09-04-05] Steroids
--------------------

There are little steroid bottles about, though I don't know how to activate
them. I would assume that they would do a similar function to the final game
(but since steroids increase physical stamina, I don't know the tazer would
work with that). In any case it shows that they were thinking of this item
early.

[09-04-06] Scuba Gear
---------------------

There are sprites in both the inventory screen and the art files for scuba gear
but I haven't found any in game. It's pretty obvious that this would make you
able to breathe underwater.

[09-04-07] Bubble
-----------------

There is a bubble / sphere that you can pick up. I don't know what it does,
but in the inventory it says that it is "Shield" so it's probably the
equivalent of armor.

+---------------------------+
=| [09-05] LameDuke Enemies |=================================================
+---------------------------+
GO950

The enemies in LameDuke were changed quite a bit by the time the final game
came out. There are actually quite a few wandering about in this game, here is a
brief list.

[09-05-01] - Pistol Guy (Trooper)
---------------------------------

He looks like a spaceman in a white suit. He also has a little pistol. If he
tries to fight you (and sometimes he'll just stand there) he'll shoot his
pistol at you. He has a cool dying animation, though - he crashes into a bloody
mess of body parts. It seems obvious that they changed him to a Lizard man
because they wanted a space invasion - style game. This guy has jetpack
art, but I don't know if he uses it, I haven't seen it. He's called the Trooper
in the GAME.CON file. UPDATE: Jacek D. Informs me that he indeed uses his
jetpack, as he was playing around on a level with a high building and the
trooper flew up and met him :)

[09-05-02] Sentry Drone
-----------------------

Unfortunately for Duke 3D Players they changed the sentry drone quite a bit. In
this incarnation it looks like a floating robot with wings in an "x" shape. It
doesn't blow up when it hits you, actually, it shoots guns from it's wings.
However it does blow up when it dies. I personally would have kept the drone
this way, but I guess they wanted the Sentry Drone to be more challenging in
the final game.

[09-05-03] Tazer Guy
--------------------

Is it just me or does this guy look a LOT like Jet Jaguar. He has a tazer on his
arm and will try to come up and smoke you. However he isn't too tough. When he
dies there is a puff of smoke that still comes from his hand, which is beyond
cool. He can also hurl a ball of plasma at you. Similar to the ADRN in some
respects, but other than that he doesn't have too much of a parallel in the
final version of the game. He's called the Captain in the GAME.CON file, so I
guess
that's a bit of one.


[09-05-05] Protozoid Slimer
---------------------------

These guy's actor was changed but the basic concept behind them wasn't. I
actually think they look better in this version. Anyways they lurk around in
garbage cans or out in the open and wait for you to get too close. However in
this game, you can't really kill them (this is definitely a glitch), so you will
have to avoid them lest they be stuck on your face forever. You can't really get
them off your face without switching the level. In any case they kept 'em till
the final version, just changing the sprites.

[09-05-06] Octabrain (Jellyfish)
--------------------------------

Well, they changed the actor quite a bit in the final version. The early
version of duke seemed to have a more space-oriented theme, so this guy looked
a lot more mechanical (his tentacles were more like wires). In addition it
didn't really have eyes, but if you look closely it has teeth.

[09-05-07] Shark!
-----------------

I have seen the shark in the game, but the art has the exact same images that
are in the final version of Duke3D so it's possible. It's strange that they
didn't include sharks until the final episode of the (original) Duke3D, but I
guess that maybe they didn't have a purpose until then? This is the only
monster that didn't undergo any changes since it's ancient inception.

[09-05-08] Female Soldier (Femdroid)
------------------------------------

The female grunt is probably one of, if not the, earliest enemy actor in the
game. She uses a rifle to shoot you. She was probably taken out of the game
because she didn't fit in with the game's theme; there also aren't any real
parallels to the final game with her. Oh well.

[09-05-09] Male Soldier (Mandroid)
----------------------------------

The art files show a lot of animations for this guy - he's supposed to use a
rocket launcher - but there isn't any code for him in the GAME.CON. Therefore he
just stands there and does nothing, but you could modify it yourself.

[09-05-10] Bats!
----------------

Bats are an incredibly weak little pest that come in large groups. They will
come and try and charge you, but you can take them all out by just randomly
firing. They obviously never made it to the final game, but they were cool
while they lasted :) They actually work, too.

[09-05-11] Drone Gun
--------------------

These little guns look like large pistols. They are normally mounted on a
platform that raises to attack you. This thing actually works, and has an
obvious parallel and functionality to the final game's mounted gun (though it
looks quite different from the final version).

+-------------------------+
=| [09-06] LameDuke Levels |====================================================
+-------------------------+
GO960

In this section in Version 1.6 I will most likely give a brief listing of the
levels. However this is time consuming (though not like the guide already isn't)
however I would really like to do this as it is the last bastion of official
Duke-ness. I will be taking you on a little guide through the levels to see all
the cool things in them, but I won't make a complete walkthrough like the real
game.

The exits in the levels are small, red rooms that you have to crouch to get in
to.

[09-06-01] Mission 1 - Level 1
------------------------------

This level is very reminiscent of [2-1] Spaceport in the final game. Turn
around right at the beginning; you can open that door and see two spaceships
on a fixed path that look a lot like the "USS Framerate" from that level in
Duke3D. In the same room that you start off in the alien spaceship looks
frighteningly similar to the one found in Area 51 in the Atomic Edition.

In the next room across from the spaceship there are some cool things. For one
there is a large rotating atomic symbol on the roof. Note the trashcans here
too. The floor can be opened.

Back in the main room you can get into the bathroom, there is a female grunt in
one of the stalls. Note that the toilets look particularily ratty.

If you go in the far right door there are some canisters piled up against the
wall; these can be blown up to make holes in the wall! Cool.

Look back at the entrance, to the right of the entrance is another door. In
there you can get a good glimpse of what the monitors looked like and how they
worked. Additonally there are some forcefields here and a switch that is
covered by (breakable!) glass. Also, if you break the windows here, steel
walls close down to cover the gap! Thats incredibly cool, there isn't anything
quite like that in Duke 3D! If you hit the switch on the wall the large door
in the main room opens. Eventually you can reach the end of the level by
hitting a switch by disabling the forcefield; I don't think I'll go into more
detail than that.

[09-06-02] Mission 1 - Level 2
------------------------------

The main purpose of this short level is to showcase moving carts, like those
found in Rabid Transit. They work really well, albeit a bit fast. You can
reach the end of the level by taking the carts around until you reach an area
with doors that lead down a spiral staircase into a basement, where the exit is.

[09-06-03] Mission 1 - Level 3
------------------------------

There is a lot of breakable glass and elevators in this level. Also, near the
end of the level, there is a bloody operating table surrounded by hooks that
reminds me of a similar area in Pigsty.


[09-06-04] Mission 1 - Level 4
------------------------------

This level is a pretty linear space base. It also introduces the Octabrain and
the mounted gun. You can see the other buildings from the one that you are in,
so it's pretty good.


[09-06-05] Mission 1 - Level 5
------------------------------

This level is a cool indoor area. There are various features to the level,
including escalators and a subway-dealie. There are tons of glass and female
guards. In addidtion, after taking one of the subway cars, there is a neat pond
with a beam of ... something. Going into this causes the game to crash, but it
was neat while it lasted.


[09-06-06] Mission 1 - Level 6
------------------------------

For some, if you are running it on the same settings that I have used (High Res
VESA) then you may experience a crash in the game when the demo is run at the
beginning of the game and when you start the actual level. The reason that the
game crashes on these settings is unknown, but a way to crash the game is to
look down, with the page down key. The best way to get around this is toggle the
jetpack right when you are falling to the ground at the start of the level. You
can explore the map like that, or by going straight to the ground, so close that
you are touching the ground and indeed crouching. In this case you can release
the jetpack and maybe you'll be fine.

Well, I'm lucky that I got around the crashing of this level because it's one
of the best in LameDuke. For starters, it's based in the city and not in space.
It really seems to be one of two maps that really inspired episodes 1 and 3 in
the final game; completely based in a city that's huge and expansive. There are
two bars and other indoor areas; elevators that lead up to rooftops, big TV
screens, and various other stuff. In the bars there is a drunken guy that
wavers back and forth as they take a swig. You can destroy at least one
building completely by shooting the canisters around it. There is a movie
theatre (!), an outdoor pool surrounded by fire, and a ton of other stuff.
Really, go check out this level. This one still crashes for me more than any
other, but being the influence for levels like Hollywood Holocaust, Red Light
District, Raw Meat, L.A. Rumble (L.A. Rumble seems to have the most influence
from this level in the final game) and others is too good to pass up. [Thanks to
Jacek D. for telling me about using the Jetpack :) ]

A high recommendation to explore this beautiful level to the fullest.



[09-06-07] Mission 1 - Level 7
------------------------------

This level has you going in a builidng and clearing out level after level by
using the elevators. The neat thing about this level is that you can choose the
direction of where the elevator is going to go (a small thing pops up near you,
asking you to choose the direction). Very cool.

[09-06-08] Mission 1 - Level 8
------------------------------

This level has you starting on the top of a big skyscraper. You fight off some
enemies, and you can fall to the ground below if you want. There is also a
helicopter-type-thing flying around the builiding. This was probably going to be
a
boss level.

[09-06-09] Mission 2 - Level 1
------------------------------

This level is cool because the theme of the level reminds me most of Duke 3D's
current day theme. It's quite large and detailed, and has an exit - very close
to a completed level. You start off in a small teleporter room, go through a
linear path that is divided by a river. You have the option of visiting a
subway, going through sewers, and so forth (this level is a good example of
rooms ontop of rooms). Eventually you go into an underground passage after
fending off some bats.

When I say it reminds me of the theme of Duke 3D I mean that there are things
like billboards (a couple ultra early jokes), grafiti, and dumpsters. All in all
this is a highly recommended level.

[09-06-10] Mission 2 - Level 2
------------------------------

As far as massive underground complexes go this one has it all. There are plenty
of neat things in this level - a large river runs through the majority of it,
but there are plenty of computer rooms and stuff in it. There's also a neat
spinning object (could be a power generator) that isn't a sprite so this is an
early incarnation of something like that.

[09-06-11] Mission 2 - Level 3
------------------------------

This particular level is another installation / industrial kind of level, with a
bunch of hallways and interlocking rooms, switches, and so forth. At one point
in the level there are tons of lightning beams coming down from various devices,
making this level seem like a power plant or something (look out some of the
unbreakable windows, they look a bit like parking lots). When you are near the
rooms with the lightning beams, a small red atomic symbol that says
"RADIOACTIVE" pops up near the top of your screen. This was a cool feature, but
it didn't carry over to the final game.

[09-06-12] Mission 2 - Level 4
------------------------------

Another urban level, this one seems to be based in L.A. greatly. The level
sprawls through a number of buildings, and you fight on the inside and the
outside. There is even the Capitol Records building (but you can't go in it).
There are street signs that say HOLLYWOOD BLVD and VINE BLVD, breakable parking
meters, and a sewer system. Though the level isn't fully furnished with items
and weapons, it still comes highly recommended to show what they were thinking
when they were going to make some early levels of the game. It almost reminds me
of an early Red Light District.

[09-06-13] Mission 2 - Level 5
------------------------------

Another space-based level, with elevators that allow you to choose directions
(but I don't know how). There's also some forcefields in this level. Cool.

[09-06-14] Mission 2 - Level 6
------------------------------

This level is pretty much a combination of a sprawling sewer systems and large
streets. The sewers look pretty neat and prophetic of how the final game's would
look like, but other than that this level is fairly unremarkable. It ends in a
big building that could be part inspiration for the building in the final game's
LA Rumble.


[09-06-15] Mission 2 - Level 7
------------------------------

The biggest thing about this level is the fact that it shows early underwater
functionality, check it out for some neatness in that regard. Other than that
there isn't much to the level.

[09-06-16] Mission 3 - Level 1
------------------------------

This level was probably the inspiration for Death Row. It's a prison level,
though it has way more cells than Death Row does. However, some parts of the
level, particularly the outside, look a lot like they do in Death Row. Hell, at
the end of the level you go through a large door and go to a dock to end it.
They just put a submarine there in the final game :) In any case a nice look at
an old version of Death Row.

[09-06-17] Mission 3 - Level 2
------------------------------

My guess is that this level is primarily for testing the cranes that appear in
Toxic Dump and Derelict. In fact the crane system and some of the rooms that the
cranes take you too look a lot like the Crane Room in Derelict. It's a neat
level, the cranes haven't changed a bit - they even look the same.

[09-06-18] Mission 3 - Level 3
------------------------------

Okay, I'll say this up front: If you are only going to visit one level in
LameDuke make it this one. This level has the ship that Derelict was based on,
and it is awesome. You start in a room with a big elevator in the middle, to
lower it there is a switch on the right side of the room to lower this. From
there you can go do a non related part of the level that looks like an oil rig;
there are a lot of flames, and plenty of elevators. But that's not the real
point of the level (though it's well done. They probably could have incorporated
that bit into Derelict if they wanted to.

To see the ship (and get underwater) the easiest way I've found is to turn on
the jetpack and walk right into the switch at the beginning of the level; you'll
get into the water. You know how I said "enemy-less"? well there are a couple of
sharks in here that look a lot like the do in the final game (in fact I think
they are the same sprites). Now you can swim along the bottom here - it actually
looks really good - and when you are done go to the surface to see the ship in
all it's glory. Its not enterable, but you can get on the deck and blow up some
barrels. An awesome level; definitely check it out.


[09-06-18] Mission 3 - Level 4
------------------------------

This level is a one that bears a bit of resemblance to a couple of Lunar
Apocalypse levels but doesn't resemble any single one in particular. The level
culminates in a underwater area with a massive pole in the middle.

[09-06-19] Mission 3 - Level 5
------------------------------

This level has a lot of elevators and long drops (which is bad because it causes
the game to crash when you look down - when you land Duke looks down a bit).
However the level does seem to have evidence of an alien infestation, a first in
LameDuke. Just look at the veiny pink walls and I think you'll get it. Also, the
switch / monitor things in the upper part of the level are reminiscent of the
various things you have to do in Duke that involve security camera strategy.

[09-06-20] Mission 3 - Level 6
------------------------------

This is an underwater complex level, you can get in and out of the water by
swimming through the windows. There's not much else to do in this level.

[09-06-20] Mission 3 - Level 7
------------------------------

A very large but nondescript level with lots of corridors and stairs. However,
later on in the level there are quite a few crushers and a long conveyor belt,
so that's a good thing.

[09-06-20] Mission 3 - Level 8
------------------------------

This level looks a bit like the Overlord level in Lunar Apocalypse, but other
than that there isn't much to it.

[09-06-20] Mission 4 - Level 1
------------------------------

This neat level involves a few different buildings, and most have destructible
walls and such. This level also details the functionality of the jetpack. I
think that this would have really made a great multiplayer level with all the
destructible terrain, because that opens up all new methods of strategy.

[09-06-20] Mission 4 - Level 2
------------------------------

This unfinished level only has something like an office building at the
beginning, with rooms that are sealed in the with glass. When you move close to
one of the rooms at the beginning of the level, part of the building explodes,
and you can jump out the far window to the outside... but after that there is
nothing.

[09-06-20] Mission 4 - Level 3
------------------------------

This is another space station level, and it seems much more cleaner and modern
than the other ones. Other than that this level is fairly unremarkable.

[09-06-20] Mission 4 - Level 4
------------------------------

This level is almost exactly the same as Mission 4 - Level 2, but the anarchy
graffiti is missing and the wall on the outside of the building is a lot taller
than the one in M4L2.

+---------------------------------+
=| [09-07] Other Stuff in LameDuke |============================================
+---------------------------------+
GO970

[09-07-01] Mission Names
------------------------

The mission outline suggests that there would be four episodes in Duke 3D as
opposed to three. They could have put the atomic edition levels in the final
version of Duke 3D without releasing the Atomic Edition if they want to (there
are some levels in this game that showcase parts of levels in the Atomic
Edition anyways). Anyways there are 4 levels of difficulty, easy, medium, hard
and harder. The missions have strange names to be sure, here they are:

MRR CALIBER
MISSION COCKROACH
SUCK HOLE
HARD LANDING

Obviously the names for the missions changed, and the level choices for the
missions don't really mean anything.

[09-07-02] Environmental Objects
--------------------------------

This section will detail some things that you could interact with in the game
that weren't enemies. Like everything in this beta, some things changed and
some things didn't.

Orange Canister: You know that orange canister in the final version of Duke
3D? They're all over the place, if shot they explode quite dangerously. Well,
in LameDuke they're still there, and do exactly the same thing and look almost
the same, these ones are a bit shorter.

Barrel: The red and black explodable barrel looks the same but it's
functionality is quite different. If you shoot the barrel it will rocket to
the roof before exploding. While this is cool you could see why they took it
out of the final version of the game (it probably wouldn't be too practical).

Trashcan: The trash cans in LameDuke are bigger and seem to have rust on them.
When you shoot them they split in half, as opposed to Duke3D where they shatter
completely.

Coke: There are a lot of references to Coca Cola in LameDuke. I guess the dev
team really liked it! There are powerups, some stuff painted on a window (COCA
COLA LOTTO) and a six pack are all at least included in the game. Strangely
enough, none of their love of Coke got an egg appearance in the final game.
Weird, because Mastercard and Visa did (though check the eggs section on the
.CON files for a bit of an egg). Apparently there is a more detailed answer to
this. The reason that they are coke cans is that they were the powerups that
were used in Duke Nukem II! It's one of the very few references to the previous
two Duke Nukem games in Duke Nukem 3D, and it's pretty hard to find :) Thanks,
Fernando!

Jacek D informed that there are indeed functioning monitors in many different
parts of the game though I had apparently missed them. They are similar in
function to those in the final game though the image that they show you is...
upside down, that is, they show you what you are currently seeing, gun and all,
but upside down. Wonderful. Still, it shows that they had been thinking of these
things forever!

[90-07-03] Points!
------------------

There's a rudimentary points system in this game, but overall it wouldn't fit
very well in the final game. You can see the points that you have scored by
bringing up the HUD with the "+" key. You can see all the things you can get
points for in the LameDuke GAME.CON file (every entry with ADDSCORE has this).


[09-07-04] Cool Tiles in LameDuke
---------------------------------

The following are a list of cool tiles that can be found using a program like
ArtView (can be found at http://www.bur.st/~duke3d/utilities.shtml , be sure to
read the readme and run it from the command prompt). If you have any questions
about that e-mail me!

Anyways, this is definitely not a complete list, in LameDuke alone there are
1700 tiles, this would take forever to note down. In Duke3D and Atomic there
are like 6000! So no, I won't do that... (though I tried and it took forever).
So here are some of the cooler tiles.... I'll discuss the significane of some
later on. Note that many, many art files from this game are used in the final
version, just by looking at the art files in the final game shows this. Many
aren't however, and these are primarily the ones found here. The special thing
about this is that they aren't labelled correctly, thus the necessity for the
list.

10! : Cool Grafiti - "Punks Not Dead" + anarachy symbol
17! : Cool Grafiti - "Decayince" (hard to read)
20! : Grafiti "SMP" *
25 : bookshelves *
30! : cool water pipe
33! : "All-T Car Wash Detail Shop Next Exit" Sign
38! : chaingun cannon / plasma cannon (looks really good)
40! : wall with pipes 1
41! : wall with bullet hole
42! : wall with vampire picture (very cool - expanded on in final game)
46! : canister (shot)*
47! : canister (exploding)*
53! : cool pipe on stone background
56 : hex grid (possibly for placing messages?)
57! : canister*
58! : stone wall*
59 : "Circle N - 1 Stop Fuel Store" on a background of a atomic symbol.
60 - 67!: Rotating Coke Can (can animate)
74! : yellowish wall with black grafiti in the lower corner
80 : broken "Exhaust Pipe" (see tile 37)
84! : cool jagged Atomic Symbol on a door
89! : Great picture of a city burning (LA?)
91 : caution stripes door jamb*
92 : caution stripes door*
93 : caution stripes square*
94! : great view of clouds and mountains
95 : "Private Property - No Tresspassing" sign *
159-166 : Rotating Coke Can (horizontal)
179 : see through glass*
180! : old surveillance monitor (has "SOMMY" on the bottom!)
195 : "No Parking" sign*
196 : "detour" sign (left arrow)
197 : "detour" sign (right arrow)
198 : "No Loitering" sign*
199 : "No (stuff) Allowed" sign* ("stuff" is unreadable)
217-219!: fan (animated)
223! : tile with upward "^" arrows and grafiti
224! : Hollywood star *
233! : a robot-like thing
247-256!: a bat, flying and upside down. looks cool.
262! : a long picture of a car (sedan)
263 : a bat falling
264 : a bat falling
273! : dead bat (on back, bloody)
282! : yellow wall with massive grafiti (many remains in Duke3D)
283-287!: Duke! (rotated)
308 : barrel "taking off"
309 : barrel exploding
331! : see through window that has "COCA-COLA LOTTO" on it
334-337!: fan (animated)
338-341!: fan's shadow (animated)
343 : public phone*
347! : cool vampire picture with unreadable writing, though similar to 42
356! : "Punks Not Dead" grafiti on a different wall
365 : alien door (green and steel colored) *
366 : alien door (green and steel colored) * different orientation
367! : Wall with pipes and "NUCLEAR" written on the bottom of it
372 : "NO PARKING" sign
375 : "FIRE LANE" sign
378! : "CAPITOL RECORDS" sign
381! : parking meter (front)
382! : parking meter (side)
383 : circuitry panel 4
384! : "HOLLYWOOD BLVD" sign
385! : "VINE BLVD" sign
394 : "LOADING DEMO" text
408-415!: female soldier (standing)
416-447!: female soldier (walking / running)
441-471!: female soldier (drawing and firing rifle)
471-475!: female soldier (dying)
476! : female soldier (dead)
481 : "Duke Nukem 3D" text
482! : Opening Screen for LameDuke (has a lot of monsters, a builidng, and
Duke wearing black clothes)
490-497!: male soldier (standing)
491-529!: male soldier (walking / running)
492-553!: male soldier (drawing / firing rocket launcher)
493-561!: male soldier (dying)
562! : male soldier (dead)
563-569!: rocket being fired
570 : gray background with "MIRROR MIRROR ON THE WALL" on it
579-583!: "sentry drone" (hovering / moving)
584-588!: "sentry drone" (firing)
593! : "KTS" grafiti on a grey wall*
594! : grafiti on the wall with unreadble writing and a guy with a huge afro
on a grey wall
595 : two anarchy symbols on a grey wall
596 : unreadable blue and white grafiti on a grey wall
597 : a drawing of a cartoon kid on a grey wall
598 : "PxNxD" on a grey wall*
606! : toilet
608! : person (surrounded by bottles of beer) lying on the ground
610! : "CORE SOFTWARE" logo
611 : "RADIOACTIVE" text with symbol below (placed on surfaces)
612! : "CORE SOFTWARE" logo and "PLACE LOGO HERE" large text
613 : "RESTORE" menu text
614 : cursor arrow
615 : "INSTRUCTIONS"
616 : "Select Episode" menu text
617 : "Select Skill" menu text
627 : barell*
640-642!: man flailing arms (early Duke?)
643-649!: rocket (again)
650-654!: man falling forward, getting "folded up" (looks like Duke!)
681-684!: Duke cracking his knuckles
690-705!: pipe shooting fire (animated)
713! : jetpack
716 : small oxygen tank
717 : steroids bottle (almost the same as in Duke3D)
718 : small image of a man (probably Duke, Holoduke!)
719 : bubble (mysterious power up)
720 : larger image of a man (probably Duke)
721 : pipebomb
722! : six pack of Coca Cola
723 : three pistol ammo
724! : large steroids bottle*
726 : large bubble
727 : large oxygen tank
728! : large jetpack
756! : monitor with broken skyscrapers
757! : monitor with top view of a group of buildings (?)
758! : monitor with satellite dish
759! : monitor with view of earth
760! : monitor with view of moon
764-767 : monitor with green maps
768! : monitor with geographic map view
769! : monitor with woman
788! : neon "BAR" sign*
789! : neon martini*
838! : potted plant*
869-880 : bloody body parts (arms, legs, heads)
882-886!: Duke shooting plasma cannon
891! : tiled wall and vent with bloody arm on hook
892! : tiled wall and vent with bloody head on hook
893! : tiled wall and vent with bloody leg on hook
894! : tiled wall and vent with blood and hook
895! : tiled wall and vent with hook
896! : bloody humanoid imprint on grey wall
925-929 : spaceship of some sort
930-939 : mounted gun (rotating and firing)
961-968 : protozoid slimer (moving and attacking)
986 : movie poster of some sort
1124 : a scorpion!
1132 : a picture of a satellite rotating about the earth
1135 : a picture of a city
1230-42 : the tazer and attack animations
1250-52 : the massive RPG's weapon drawing animation
1410 : Duke, dead... looks like he's impaled or floating on the top of water
1480-89 : Duke holding his weapon in a cool pose
1536-1604: The space soldier! He uses a jet pack in these pictures... perhaps
inspiration for the Alien Trooper?
1680-1729: The soldier that looks like Jet Jaguar, pretty cool.
1820-1857: The old octabrain. Personally I think it looked cooler!

G1000
+--------------------------+===================================================
| [10-00] FAQ Information |===================================================
+--------------------------+===================================================

G1010
+-----------------+
=| [10-01] Updates |===========================================================
+-----------------+

[10-01-01] Previous Updates
---------------------------

1.75
----

# MORE EGGS. Also a ton of more stuff from Fernando Calvo :), I added some
# more FAQs, and more information on the weapons. From Fernando, there was
# some more stuff on the unused tiles / artwork, some more "almost secrets" to
# add to the walkthrough, and plenty more eggs, many thanks! I also added more
# FAQs, more information on the enivronment, and more infomration on the guns
# and stuff. Plenty of grammar and clarification in the walkthrough as well,
# so take a gander!

1.71
----

# A couple of quick fixes and clarification of some info. Also spell checked a
# couple of sections!

1.70
----

# Holy crap more eggs! Plus a missed secret (how embarassing), some lameduke
# information, and some more clarification on a bunch of things thanks to
# lovely contributors :)

1.61
----

# Ooooooh ASCII art :) (also: fixed version number of the guide and clarifed
# what will be the last of the moderately easy to find eggs in this game :) )

1.60
----

# Pretty much every easter egg, pretty much all of LameDuke, source and CON
# eggs, cheats updated, more FAQs, tons of clarification, spelling, and many
# other things.

* Misnomered "1.56" on GameFAQs.com

1.50
----

# LAMEDUKE, Atomic Edition and Regular Editions combined. Weapon and enemy
# descriptions remastered / altered respectfully. Added Shots to Kill.


1.41
----

# A few minor changes.

1.4
---

# Added more eggs, some updates on information, some FAQs, correction on Death
# Row secret error

1.3
---
# Fixed the first episode's lack of abbreviations and accordingly reformatted
# it, added some stuff to the environmental stuff, fixed quite a few spelling
# errors, finally added the Quick Search feature

1.2
---

# Menu descriptions, Ending and Credits transcriptions, basic information
# about the game, environmental interaction, moved map credits, made a new
# credits section, improved abbreviations (they're alphabetical now AND include
# Atomic Ed), made an Atomic Ed. FAQ, finished all text transcriptions

1.1
---
# Added "Other In Game Jokes", Enemy Health, Some Eggs, Level Times (tables
# and individuals), separated the level walkthroughs into "find this", cheat
# codes, started a separate secret list; nigh complete Duke Speak; started text
# transcriptions,

1.0
---
#Initial Version; Walkthrough, Enemies, Items, some eggs.

[10-01-02] Future Updates
-------------------------

I ordered the Duke 3D official strategy guide from Amazon.com and hope to have
it arrive next week (but probably the week after that). It apparently has some
dev notes in it so I will add those to the guide, perhaps!

G1020
+-----------------+
=| [10-02] Credits |===========================================================
+-----------------+

[10-02-01] Sites
----------------

01. GameFAQs - http://www.gamefaqs.com
02. IGN - http://faqs.ign.com
03. Something Awful - http://www.somethingawful.com
- If a goon reads this PM me on the forums, we'll talk about Duke :)
04. The Duke Nukem 3D Repository - http://www.bur.st/~duke3d/
- A ton of great stuff is here, and utilities that I use.
05. JonoF's Games Site
- I used JonoF's excellent port of Duke3D for a few things. Very good site!
06. http://www.rootsecure.net
- Greatest ASCII thing ever for people with no will to learn ASCII art :) I
used their generator to make the ASCII at the top of the guide.
07. DLH - htt://www.dlh.net
08. Totse.com - information on the Get Smart episodes used in one part of the
guide.

[10-02-02] People
-----------------

This FAQ is dedicated to the memory of Chris Macdonald also known as Kao
Megura. He brought me to GameFAQs with his Final Fantasy VII FAQ, and without
him I would have never come to GameFAQs, much less write a FAQ.

I have given credit to people of stuff that I didn't know. If I didn't credit
someone that looks similar in another document, then I found it out by
myself. I also credited the people here in their respective sections, usually
after their contribution with [Credit Name] afterwards. HOWEVER, I have been
known to miss things! If something that you contributed doesn't have your name
after it, then please e-mail me and I will correct the problem as soon as
possible.

01. Split Infinity
- Currently using parts of his style of FAQ writing, including abbreviations
and GO feature and just the overall organized style, thanks Damir :)
02. Zeuxis
- Some Easter egg info
03. Web Master of http://www.babtech.com/
- some information on secrets
04. beissermj
- some eggs; information about laser tripbombs
05. Andrew J. Crofts
- some more eggs (Beavis and Butthead, Get Smart)
06. hand of g0d
- Mac Cheats
07. Steven Worek
- Metric Ton of missed Easter eggs. I don't think I can give this guy enough
credit, he knows his stuff!
08. Doug Katz
- Information on screen tilting
09. Jacek D
- Information on screen tilting, MISSING SECRET, a bunch of LameDuke stuff,
and the Void Zone. And for helping me get his stuff right the second time
around :)
10. Fernando Calvo
- SO many more eggs, thanks very much, and also a lot of "almost secrets" and
missing sprites in the game! Without this man this guide would not be as
complete as it is!
11. John Mendoza
- I have his official guide but haven't gleaned much from it except for the
screen tilting and the interview, still, it's nice to have :)

Thanks so much, everyone that is on this list! Please contribute more if you
find more stuff :)


AND OF COURSE the wonderful people who made Duke Nukem 3D! It is rare that you
have such a dedicated group of professionals who worked for the FANS even after
their game was done. This game is one of the best FPS of all time in my opinion,
and this is in thanks to the people who made the game what it is today. Also to
all the old school fans of Duke, you know who I mean, the guys in IRC who
actually talked and conversed with the makers of Duke. Without you we wouldn't
have Lameduke!

G1030
+----------------------+
=| [10-03] Contact Info |======================================================
+----------------------+


If you have any suggestions, comments, improvements, etc, please feel free to
contact me at sturmtiger@gmail.com. Make sure you have "FAQ" in the title
somewhere so that it doesn't get filtered. If it has something to do with
the game then I will gladly respond. Make sure that you look through the guide
first, there is very little I haven't been through :)

If you are contributing something, include the name that I will credit you by.
And sorry if I misspell your name; if you see it spelt wrong e-mail me and I
will change it.

G1040
+-------------------+
=| [10-04] Copyright |=========================================================
+-------------------+

This FAQ is (C) and Copyright Keith McLeod 2002-2005. Under no circumstances may
this FAQ be reproduced, electronically or otherwise, without the explicit
permission of the author.

================================================================================
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================================================================================

Duke, Nuke 'em Forever!
 
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