Duke Nukem: Time to Kill FAQ
Version 0.2
c1998 Seth Paul

Duke Nukem: TIME TO KILL is c1998 3D Realms Entertainment.  All rights 
reserved.  Developed by n-Space.  Published and distributed by GT 
Interactive Software Corp.  All other trademarks are the properties of 
their respective companies.

* This file has been

I. Credits
II. Current and Earlier Versions
III. Duke's Enemies(not done yet)
IV. Duke's Arsenal(in progress)
V. The Levels(in progress)
VI. The Secrets in Each Level(also in progress)
VII. The Challenge Levels(in progress)
VIII. Cheat Codes(none just yet)

I.  Credits
 For this release of the FAQ, I decided to move the credits to the
 front (much easier for people to see them!).  I also have some new
 names to add.
 3D Realms: For making such a great series of games (and such a cool
            character to have star in them).
 n-Space: The real creative edge behind Time to Kill.  Great job with
          the Duke license, guys!
 GT Interactive: The company that manages to put Duke Nukem and other
                 fine products on the shelves.  Thanks for bringing
                 the work to the public!
 J Young                            : Provided me with the last secret
                                      to level 1 and was the first to
                                      send me info on the current
                                      state of the FAQ.  Thanks!
 Rodrigo Silva                      : Not only gave me the last secret
                                      I hadn't found for level 2, but
                                      gave me all 6 secrets for level
 The Last, but certainly not the Least:
 The following, unfortunately, weren't the first to provide me with 
 the last secret to level 1 (of course, no one really knew I already 
 found it!), but they were nice enough to send the information along      
 to me, and I'm really very grateful for that:
 Simon Tompkins
 Greg Foltz
II.  Current Version and Earlier Versions
 Version 0.2
 -Clarified and completed entire Level 1 Section
 -Began work on Duke's Arsenal
 -Added new section: Challenge Levels
 -Added secrets for Level 2 and 3
 -Added walkthroughs for Levels 2 and 3
 -This FAQ should be available December 1, 1998.
  Version 0.1
  -Finished the level 1 walkthrough
  -Found 6 of 7 secret areas of level 1
  -That's about it.  Pretty crappy to start, isn't it?
  -This FAQ was posted November 25, 1998.

  If you have any information on secret areas, please e-mail me at
  greypatch3@aol.com.  Anyone submitting information WILL be included in
  the credits, as I probably would not have done it without you.

II. Duke's Enemies
   This section has not been completed yet.  Hopefully, it will include
   not only a short bio, but also the enemies' strengths and weaknesses.

III.  Duke's Arsenal
  Weapons are provided in the order that you are most likely to find
  them in the course of the game.  This includes weapons found in
  secret areas.
1.  Mighty Foot
  Not much of a weapon, really.  Duke basically sticks his foot out
  and hopes it hits something.  Mainly useful if you want to break
  open boxes or weak grates without wasting important ammo.
  AMMO USAGE: None (It's Duke's foot, all right?)
  AMMO CAPACITY: N/A (Duke has as many feet as needs.)
  SUPER VERSION: I wouldn't think Duke can get a super foot, but
  if he can, please write and let me know!
2.  Desert Eagle
  Duke's trusty sidearm.  A good, reliable piece when no other
  weapon is available.  It's high accuracy, high rate of fire,
  and very little loss of damage over distance makes this a good
  sniping weapon.
  AMMO USAGE: Pistol clips.
  AMMO CAPACITY: Duke picks up 20 bullets per clip up to a maximum
  of 200 bullets.
  SUPER VERSION: The Super Eagle (Same as Desert Eagle, but fires
  even faster than the normal version).
3.  Combat Shotgun
  A powerful gun (it can blow limbs off!) that has an acceptable
  rate of fire. However, the bullets spread out, so the further
  away the target is, the less damage it will take.  This gun is
  probably the commonly chosen for wandering around the levels.
  AMMO USAGE: Shotgun shells.
  AMMO CAPACITY: Boxes of shells give Duke 10 rounds up to a maximum
  of 50.  Used shotguns give Duke 24 shells.
  SUPER VERSION: The Super Shotgun (Can fire several quick blasts
  in a row before reloading).
4.  Gatling Gun
  Another good gun to roam levels with.  Has an EXTREMELY high 
  firing rate, but has low accuracy, especially at far distances.
  It also consumes ammo quite rapidly, but Duke can hold enough
  ammo for this gun that this really isn't a drawback.
  AMMO USAGE: Boxes of bullets.
  AMMO CAPACITY: Duke can hold a maximum of 400 bullets, with boxes
  adding 100 bullets to his arsenal.  Picking up Gatling Guns adds
  150 to the total amount.
5.  Pipe Bomb
 One of Duke's more useful indirect weapons.  Duke can throw one
 a fair distance, depending on how long you hold down the action
 button.  Duke can then either pull out another one (useful for
 setting up big explosions or multiple small explosions at once) 
 or detonate them with a remote switch.  There is no time limit, 
 so Duke can wait until he's good and ready to set them off.  Good
 for setting traps for the unwary.  Be careful of the explosion,
 though.  If you're too close Duke can get hurt or even blow
 himself up.
 AMMO USAGE: Pipe Bombs
 AMMO CAPACITY: Picking up Pipe Bombs gives you 5 bombs to toss, 
 up to a maximum of (?).
6.  RPG (Rocket Propelled Grenade)
   One of the most powerful weapons Duke can use.  Basically, it's
   a rocket launcher.  One shot can reduce most enemies to mere
   piles of steaming meat.  Unfortunately, Duke can only hold a
   very limited amount of ammo.
   AMMO USAGE: Box of grenades
   AMMO CAPACITY: A box of grenades gives 4 rounds, up to a total
   of 8.  Picking up an RPG also gives you 4 rounds.
7.  Dynamite
   A weapon similar to the pipe bomb, but lights immediately and
   should be thrown quickly.  Be careful you don't bounce it back
   into yourself!
   AMMO USAGE: Dynamite sticks
   AMMO CAPACITY: Comes in packages of 10, and Duke can hold 20
8. Throwing Knife
   A weak looking weapon, but a well thrown knife can take out an
   enemy in one or two hits.  But, Duke can't find many of them at 
   once, can't hold too many, and don't have fantastic range.
   AMMO USAGE: Throwing Knives
   AMMO CAPACITY: Duke can only grab one knife on a pickup, but can
   hold a total of (?). 
  9. Buffalo Rifle
 A gun found in the Old West, this baby can do some fairly good
 damage for long range firing.  Reload time on it is pretty bad.
 AMMO USAGE: Buffalo Shot
 AMMO CAPACITY: Duke can pick up a rifle for 8 bullets, but 
 picking up shot gives him 10.  The maximum he can hold is 20.
 10. Flame Thrower
 At short range, this weapon can roast any adversary, but pig cops
 are probably the most susceptible.  It has two problems: You have
 to hold the weapon for a fairly long time on the target or they
 won't heat, and it burns ammo very quickly.
 AMMO USAGE: Bottle of fuel
 AMMO CAPACITY: A Flame thrower offers 75 bursts of flame, but a
 bottle completely refills your ammo at 200.
IV.  The Levels
A.  Level 1 - Time to Kill
   Above Ground
   You start out in a small park.  Shoot however many pig cops show
   up unexpectedly.  Run towards the wrecked police car (NOT the
   regular gray car) and turn left.  Shoot some more pig cops and run
   into the subway.  One pig should drop a blue ID card.  If you
   don't find one, then run to the locked door at the end of the
   end of the subway hall.  Shoot the cop standing in front of it and
   take the keycard.  Swipe it in the slot and the door will open.
   The Subway
   You are now in the subway station.  Run onto the tracks and turn
   into the opening not blocked by the train.  Kill some enemies and
   climb up to the doorway.  Kick the door open and prepare to face
   some pig cops.  Disposing of them, run to the farthest wall of the
   room from the door.  There will be a switch there that activates 
   the subway's power.  Run back to the station and into the ticket
   booth, where a pig cop is waiting.  Kill him and, if you want to,
   take a peek with the security cameras.  A console will be just
   under the window of the booth.  Activate the switch and the train
   will start.  Don't get on it, though.  It will crash shortly after
   you start it up.  But, the way behind it is now clear.  Kill the
   pig cops and shoot the explosive canisters as you head down the
   now clear tunnel.  Jump up into the cavern created by the
   explosion and kill some Draks.  One Drak in this passageway will
   drop an ID card for the locked room in this hallway.  Open the
   door and you will find the time machine that started this whole
   business.  It doesn't work yet, though.  You will need three
   crystals scattered through this level.

   Crystal #1
   Turn around and head through the hallway directly across from the
   transporter room.  As you move through this tunnel you should see
   a tunnel branching off to the right (it has purple lighting).  Go
   down this new pathway and you will reach a set of platforms 
   suspended from chains.  You will also hit a couple of Draks.  Kill
   them, then jump off of the nearest platform and into the water
   below.  There should be only one platform you can reach from here.
   (Well, there are more, but its the only one with chains)  Climb up  
   onto the platform and grab one of the chains holding it up.  Climb
   up the chain, making sure to turn Duke enough so he can grab onto
   the ledge above.  Turn and jump up into the inset of the wall.

   Here you should see a large gray statue-looking thing.  In it is a
   crystal.  Take it.  Duke will comment and you can leave this room
   with a small series of jumps.  Return to the original hallway that 
   you entered this area from.

   Crystal #2
   Follow the green hallway until you reach a large room with a
   broken bridge.  Making sure no one can hurt you, run across the
   first half of the bridge and jump to the second.  Follow the rest
   of the corridor (careful, there's an area where the water bogs you
   down considerably.  The robot is seated on the ceiling at the
   other end.  Try taking it out with the handgun as soon as it comes
   into your view.  You can see it, but it can't see you unless you
   get too close).  The crystal is just a swim across an empty pool.

   Crystal #3
   Return to the area just outside the transporter room.  Facing the
   room, turn right and head up the passage.  It will open up into a
   large chamber holding a bunch of boxes and enemies.  Jump down,
   taking out everyone necessary.  Take the only (clear) exit out of
   the room and go until you come to the very end of the road.  There
   should be a platform with a robot and valve in the middle of a
   pool of water.  Shoot the robot and jump onto the platform.  Turn
   the valve.  The water should drain out.  Backtrack to a another
   room with a valve and turn it.  The room will fill up with water.
   Jump into the water and swim down halfway to an underwater tunnel.
   Swim into the tunnel and follow it (taking a breath at a midway
   point if you need to).  At the end, surface.  Kill any Draks and
   get out of the water.  Move in and take the crystal.

   Now, with all three crystals, go to the transporter room.  Place
   the three crystals and watch as the time warp opens.  Jump in and
   get ready to go to the Old West!
B.  Level 2 - Duke Hill
 Duke now wonders what the aliens are up to in the Old West.  But,
 to find out, he needs to get inside the bank vault.  Then, once he
 knows, he can grab a key and storm the nearby garrison, where a
 mine shaft has been excavated.  That shaft brings him to level 3.
 The important thing now, though, is to find the three pieces of
 paper scattered through the level that hold the combination to the
 bank vault.
 Note #1
 Duke begins by an old church and a hangman.  Further along is a
 street.  Run down the street, dodging and shooting at Western pig
 cops.  On your left as you run down the street is a building with
 the sign BANK above it.  Kick in the door and shoot some pigs.
 Run behind the counter.  Right in front of the vault door is a
 piece of paper.  This is the first number of the combination.
 Note #2
 Leave the Bank and proceed around the street corner, opening up
 upon a dusty walk with a saloon and pig cops.  Shoot the pig cops
 and run down the street, turning LEFT when you reach the end.
 There should be a well here.  Climb down the inside of the well
 and go into the water.  Be very careful of the Necros down here!
 Swim around, making sure to stay to the left.  Eventually you'll
 arrive at a surfacing point.  Jump out to collect some ammo and
 the second combination note.
 Note #3
 Exit the well the same way you came.  The final note is around the
 corner, in a cell in the garrison.  Problem is, two sentry guns
 block any access to the garrison.  The easiest way to deal with
 them is to pull out the RPG (if you have it, but if you don't
 check The Secrets to find one in this level!) and blast them from
 a nice, safe distance.  A cellar door will open.  Proceed with
 caution until a pig cop or two jumps out.  Deal with them and go
 in the cellar.  You will come to a seemingly dead end.  A wall in
 the back is movable, though (it's VERY differently colored than
 the other ones), so just push it.  Grab the NVGs if you don't have
 them already and enter.  The dark corridor leads to a ladder (and
 a box of grenades hidden in the dark).  Climb the ladder and enter
 the cell.  If a pig gives you trouble, shoot him.  The note should
 be right in plain sight.
 The Bank
 You can now put the combination in at the bank.  Run all the way
 back there and open the safe.  Duke will find that bars of gold
 have been mysteriously changed to lead.  What are the aliens up
 to?  Anyway, grab the skeleton key from the back wall and be
 ready for a nasty surprise!  Get safely out of the bank.
 The Garrison
 Now you can finally go in the front door of the garrison.  Run all
 the way back (thankfully Duke's in pretty good shape!) and use the
 key in the door.  Waste some enemies and run to the left.  You
 will come to some stairs. Go up them and run straight through to 
 the next room.  Turn and run past the cells with the Necros.  Turn
 right again, and follow the corridor to the end.  Turn left and
 you will come to a mine shaft elevator.  Pull the switch and you
 descend into Level 3, Miner 69er! (NOTE: There is a lot of stuff
 you can collect here, but for the sake of those who want to blaze
 through I have not mentioned them.  A few tips, though: Next to a 
 cell on the second floor is a gray switch with four settings.  Put
 it on the fourth setting to collect some good stuff.  The other
 setting open up cells with Necros inside!  Also, should you go in
 the cell with the atomic health, the door will shut behind you.
 Don't worry: the wall on one side can be blown open.  Just don'
 stand too close!)
C.  Level 3 - Miner 69er
 The Key: Long Way
 When you start this level, there are two ways of going through:
 one quick, obvious way and another, more cautious, but longer
 road.  The long one involves going to the pool of water down the
 path behind Duke's starting location.  A ledge with a pig cop on
 it holds a switch.  Push it and go back to where you began the
 level.  Go left and kill the opposing Draks.  Turn left and kill
 more Draks.  You will be in a room with another switch.  Push it,
 then return down to Duke's starting point.  Go into the new
 opening and kill some pigs.  At the end of this route is a key and
 another switch.  DON'T PUSH THE SWITCH! Take the key and run back
 to the Drak area.  Run up the other pathway and take a right.
 You'll be in a room with a few levels of grating floors.  If you
 want to, grab some ammo and items, then unlock the big door.
 The Key: Short Way
 Run straight ahead into the room with the weird gas and the
 Necros.  Before going into the pit, though, make a right and
 snag the bio mask off the wall.  Kill any Necros you can see,
 put on the mask, and run into the fumes.  Kill more Necros on
 your way to the area with the grating floors.  When safely out
 of the gas, take off your mask to conserve it.  Go into the
 only other available pathway, killing Draks.  Make a right at 
 the dead end and push the switch.  The dead end will open, letting
 you go through a path with pig cops in it.  Kill them and grab the
 key.  DON'T PUSH THE SWITCH!  If you do, you'll have to run
 through the gas again.  Instead, backtrack back to the grating
 room and unlock the big door.
 The Drill
 Both paths converge from now on.  Follow the hallway until you get
 to a room with Necros and pillars sticking out of water.  Kill the
 Necros and get ready to jump.  The best path across goes around to
 the left.  You can safely ignore the ledge with the bullet on it;
 it's really not worth the hassle in case you miss and fall in the
 water.  Jump into the next tunnel and be cautious of pig cops and
 pig bombers.  There are two ways to go here, but they don't really
 branch off, so pick one and you'll eventually get to a room with
 a mine cart and a ramp going down a ways.  Kill any Draks that are
 here, and go down the ramp.  There will be some more Draks here
 too, so kill them and follow the path until you reach a place with
 a pretty nasty looking device with several drilling heads on it.
 DON'T JUMP IN!  Instead, jump up to the underside of the grating.
 Duke will hold on and you can swing him safely past the drill.  On
 the other side is a hole that the drills periodically sweep over.
 Wait for a safe time and fall into it while hanging directly over
 it.  The drop won't hurt Duke, and you'll be safely past this
 The Chasm and Exiting the Level
 At the other end of this tunnel is a large chasm.  Most of the
 bottom is consumed by an underground stream, but most areas are
 rock that can hurt if you fall too far.  There are far too many
 jumps here for Duke it navigate it easily, but there is a jetpack
 up in the far right corner (as seen from Duke's POV when entering
 this area) that will make life much easier.  To get there, jump to
 a ledge across from the entrance where a Drak is found.  If you
 haven't already, shoot him.  To Duke's left is another ledge.
 Jump up here.  This ledge should allow Duke to jump and reach a
 bridge-like rock structure.  Run along this bridge and turn left.
 There is a small hole in the wall.  Do a run jump into it.  Turn
 around and you should see a ledge with a jetpack on it. Run jump
 (and, if necessary, grab) to this ledge and take the jetpack.
 Turn it on and face across the length of the chasm.  Fly across
 (be careful of any enemies that might show up!) and a tunnel
 should appear.  Land and run through it.  DO NOT TURN OFF THE
 JETPACK!  Some parts of this tunnel will collapse under you
 unexpectedly.  If they do, immediately jetpack out of the hole,
 land on safer ground, and keep moving.  Unless you're low on
 health, ignore the atomic health at the end of this tunnel; it
 calls three pig cops in to take you out.  Fall down the hole at
 the end and you'll end up on a railroad track.  Follow the track
 all the way to the end.  You will be in a room with a door in it.
 Push the button to the left of the door and prepare for the next
 More levels to come soon!  
V.  The Secrets
A.  Level 1 - Time to Kill (7 secrets)
1.  Go into the Club Bootylicious and walk around the bar.  Under the 
cash register is a switch.  Pushing it opens a secret area behind 
the stage.  Go in to register the secret with the game.  
 FINDS: Atomic Health (in the closet)
2.  In the alley close to the Subway entrance, climb the ladder 
touching the ground.  A doorway to your left holds a woman and a 
SECRET!  When the room is clear, talk to her.  She'll move out of 
the way of a light switch.  Turn it off and the bed will slide 
 FINDS: Pipe Bombs (under the bed: it has to slide up first), 
 Portable Medkit(in the closet)
3.  There's a rather large, green dumpster in the alley.  Duke can 
push it by walking up to it and holding the action button.  Then 
you can push it forward by moving forward.  Anyway, the secret is 
a small niche that can only be gotten to by pushing the dumpster.
 FINDS: Gatling Gun
4.  Outside, over by the gray car, a sidewalk grating should be a 
different color than the rest of the sidewalk.  Throw a pipe bomb 
on it and step back.  Detonate the pipe bomb to reveal an new 
exit into the ground.  Go in and run down the hall a bit so the 
game knows you found the secret.  Shoot the exploding barrels at 
the end to get out.  
 FINDS: Night Vision Goggles (in a small rack just at the bend in 
 the corridor)
5.  On the way to Crystal #2, you will enter a room with a lot of air 
vents and a pool of water below.  There is also two halves of a 
bridge that extend straight across the room.  Near one half is an 
air vent with four outlets sticking out of the bottom of it.  
Walk (not run) up to this structure, jump straight up, and grab 
on.  Turn slightly right and jump onto the next outlet.  Jump 
from the end of the 2nd outlet to an air vent straight across 
from it.  Turn right and jump straight up again to grab a thin 
platform above the second half of the bridge.  Walk straight 
across the platform and do a stand forward jump to another air 
vent.  Turn right and you will see a small chamber with yet 
another air vent right next to it.  Do a running jump-and-grab to 
this next piece of vent.  From here you can easily reach the 
small room, which is the secret area.  The process may sound 
confusing here, but does make sense when standing in the room.
 FINDS: An RPG, Pipe Bombs, and a Portable Medkit.
6.  On the way back from Crystal #2, a passageway will open and 
release some pig cops.  This passageway leads to a small area 
with a couple of good powerups.  However, many of the areas are 
dark.  If you have Night Vision Goggles with you, put them on.  
On one side in the darkened area, you should find a ladder on the 
wall.  Climb it and remove your NVGs.  Another quick lift onto a 
ledge will lead you to the secret area.  
 FINDS: RPG ammo, Challenge Icon(leads to Challenge Stage 1; It
 can be found by breaking open the discolored grating on the 
 ledge just before the secret area.)
7.  In the room that almost completely fills with water (the one with 
the valve that leads to Crystal #3), swim down to the bottom.  
Under the ledge with the ladder is a small room.  
   FINDS: Atomic Health.
B.  Level 2 - Duke Hill (7 secrets)
1.  Inside the church at the beginning of the level is a ladder that
   leads to a secret area.  To reach it, stand Duke near the side of
   the table to the right of the cross.  Jump straight up and grab.
   You will reach the ladder.
   FINDS: Pistol clips, Dynamite, and a Medkit
2.  Next to the church is a gallows with a guy hanging from it.
   Shoot the guy with any weapon and he'll fall through the trap
   door, allowing you to drop into a secret area.
   FINDS: Gatling Gun
3.  One of the shelves in the general store is movable.  Try pressing
   against the discolored shelves behind the counter.  Another exit
   from this secret is found by pushing a lantern in the room.
   FINDS: Buffalo Gun, Throwing Knife
4.  In the large mansion, there is a grating in the center of the
       ceiling in the foyer.  Shoot it and a ladder will be revealed.
       Climb to find another secret.
       FINDS: Shotgun shells, a Double Duke powerup
5.  The third stall in the livery stable is empty save for a lantern
   on the wall.  Push the lantern and you'll descend into the secret
   area.  There's a ladder down the hallway leading to goodies, but
   watch out for the Necro!
   FINDS: Flame Thrower, Bottle of Fuel
6.  There is an outhouse located somewhere in the level.  Shoot from 
   a safe distance to blow it up.  Fall in and land softly on..well,
   let's move on, shall we?  Move out into the water and swim
   forward.  The secret area is a cave close to this point.
   FINDS: Box of grenades, Pistol clips, Buffalo shot, Boxes of
   bullets, throwing knife
7.  The final secret is near the well where you can enter and exit 
   the underwater area.  In the corner of this area is a covered
   wagon and a green box.  Like in Level 1, push the green box
   against the wall.  You can climb on the box and jump to reach
   the ledge the pig cops were running around on.  In the corner
   is an inset containing the secret.

C.  Level 3 - Miner 69er (6 secrets)
1.  As soon as you start, turn around and run for the pool of water
 with the pig cop waiting on top of the ledge.  Dive into the pool
 and look to the left. A niche holds the secret.
 FINDS: Atomic Health
2.  After you unlock the first door(near the noxious gas area), run
 down the hall a bit.  One part of the hallway has a hole in the
 ceiling.  Jump up, grab the ladder, and find the secret.  (If 
 Duke says something looks interesting, you passed it by a few
 steps.  Run back and look up.)
 FINDS: Bottle of fuel, pistol ammo
3.  When you enter the room with the mine car and the ramp that goes
 down a ways, run all the way to the bottom.  Straight across from
 the bottom of the ramp is a large rope ladder.  Climb it to get
 to the secret.
 FINDS: Box of bullets
4.  When you fall into the hole under the drill, go until you end up
 in darkness.  Behind you in the dark is the secret.  NVGs make
 this secret much easier to find.
 FINDS: Jetpack
5.  In the large chasm area just beyond the drill, jump into the
 water at the bottom.  Swim along until you reach a place to get
 out.  This place is the secret.
 FINDS: Medkit
6.  The chasm area ends at what a tunnel with a path leading on to
 the end of the level.  Stand right in front of this tunnel and
 jetpack straight up.  There will be a small room right above this
 FINDS: Challenge Icon (Challenge Stage 2)
VI.  Challenge Stages
 These areas are found by gaining challenge icons located throughout
 various levels; I mention their locations in The Secrets(above).
 Challenge stages are arguably more difficult than the regular stages
 of the game.  Of course, if they were too easy, everybody would get
 the reward each one offers: a super version of a weapon in the game!
 If you earn the super version, you can keep it for the rest of the
 game.  To beat the level and keep the gun, you must kill all the
 enemies and escape before time runs out.  A good note, though, is
 that all the Challenge Stages are the two-player deathmatch levels.
 If you have problems beating the stage, get a good look at it by
 going in by yourself in the two-player mode (just don't move the
 other guy).  It will help you find all the little secret places
 you can get to and waste those enemies in record time!
A.  Challenge Stage 1 (Level 1 - Time to Kill)
 STAGE: The Warehouse
 TIME: 2:30
 EXIT: In the basement, right in the middle.
 WEAPON: The Super Eagle.
B.  Challenge Stage 2 (Level 3 - Miner 69er)
 STAGE: The Mesa
 TIME: 2:30
 EXIT: All the way across the stage from where Duke begins.  It's
 in a room, located in plain sight.
 WEAPON: The Super Shotgun.
VI.  Cheat Codes
   I don't have cheat codes at this time.  If you know of any, write me.

That's all for now.  Check for newer versions of the FAQ as it rolls 

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