____ _ _ _ _ _____ ____ | _ \ _ _| | _____ | \ | |_ _| | _____ _ __ ___ |___ /| _ \ | | | | | | | |/ / _ \ | \| | | | | |/ / _ \ '_ ` _ \ |_ \| | | | | |_| | |_| | < __/ | |\ | |_| | < __/ | | | | | ___) | |_| | |____/ \__,_|_|\_\___| |_| \_|\__,_|_|\_\___|_| |_| |_| |____/|____/ +--------------------------------------------------+ | GAME NAME : Duke Nukem 3D and Atomic Edition | | FAQ NAME : Complete FAQ / Walkthrough | | PLATFORM : PC / Macintosh | | VERSION : 2.05 | | DATE : 2008.01.21 | | AUTHOR : Keith McLeod | | E-MAIL : sturmtiger@gmail.com | | COMPOSED WITH : Notepad 80 pt. | +--------------------------------------------------+ +---------------------------+================================================== | [01-00] Table of Contents |================================================== +---------------------------+================================================== [01-00] Table of Contents [02-00] Introduction [02-01] The Game Menu [02-02] Game Controls [02-03] The Basics [02-04] Environmental Interactions [03-00] Pickups [03-01] Recovery Pickups [03-02] Useable Items [03-03] Weapons and Ammo [04-00] Enemies [04-01] Common Enemies [04-02] Boss Enemies [04-03] Shots to Kill [05-00] Walkthrough [05-01] Episode 1 - L.A Meltdown [05-02] Episode 2 - Lunar Apocalypse [05-03] Episode 3 - Shrapnel City [05-04] Episode 4 - The Birth [06-00] Cheating [06-01] Cheat Codes [06-02] .CON Files [07-00] Duke Related Stuff [07-01] Easter Eggs [07-02] Duke Speak [07-03] Text Transcriptions [07-04] Game Credits [07-05] On The Atomic Edition Disc [07-06] Unused Sprites [08-00] FAQs [09-00] FAQ Information and Copyright [09-01] Updates [09-02] Credits [09-03] Contact Info [09-04] Copyright You can go to any section in this guide by copying and pasting the Section Number into the CTRL+F dialog box. This will take you to that section. Throughout the guide, I reference other sections using the notation of ##-##. For example, I may reference section 06-01. If you copy and paste that into the CTRL+F search dialogue and add a pair of square braces - [] - around it, then you will go to that section quickly. Searching for 06-01 will therefore bring you to the Cheat Codes section. When you reach a section, depending on the length of that section there may be a Listing of Contents. This is a mini Table of Contents and will direct you to the various important parts in that section. For example, in the Enemies section, there will be a table that will "link" to the different enemies in the game. Note that not all sections deserve a Listing of Contents because some sections are quite small (the Introduction or Controls sections for example). +----------------------+======================================================= | [02-00] Introduction |======================================================= +----------------------+======================================================= Welcome to my Duke Nukem 3D walkthrough. This guide contains a "getting started" section for those new to the game, a breakdown of enemies and weapons, a full walkthrough for every level of the game, a list of secrets and Easter eggs in the game, and some frequently asked questions (FAQs). Duke Nukem 3D is the legendary first person shooting game (FPS) that combined great level design with the gritty style and attitude of Duke Nukem, a trash talking anti-hero with a vendetta against alien scum. Duke Nukem 3D, unlike it's predecessors DOOM and Wolfenstein 3D, was able to have full 3D movement, rooms on top of rooms, and much more - making the FPS genre not only more entertaining, but more technically advanced as well. Fond words are still spoken of Duke as the last great Duke Nukem game, and possibly the last traditional FPS Duke game (if the much-delayed Duke Nukem Forever does not come out soon!). [02-00-01] What You Won't Find in This Guide ------------------------------------------------------------------------------- This FAQ will cover many of the single player gameplay aspects of this guide, however, it will not cover the following aspects: + Multiplayer (TEN, LAN games, etc) + Technical issues (Will this work on Vista? XP?, etc) + DOS with relation to this game (much of this can be found in the official documentation) + Unofficial mods and addons (there are a few sites dedicated to these, and they would do a much better cataloging job then I would) [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 ------------------------------------------------------------------------------- If you are playing through the full game, you should have at least the first three episodes and the 1.5 Patch (available at 3drealms.com). Ideally, you will have the Plutonium Pak / Atomic Edition which has the fourth episode and will already be updated. The walkthrough has been written for the Come Get Some difficulty. Much of it will be similar to the other difficulty levels except for the appearances of enemies. This will be discussed in section 02-02-01. [02-00-04] Recognition and Acknowledgements ------------------------------------------------------------------------------- This guide wouldn't have been possible without the help of many contributors. See Section 10-02 for the full listing of contributors, but I feel that these folks here have put an exceptional amount of time into Duke and this guide. Fernando Calvo: This man has contributed so much info to the guide, in the form of Easter eggs, corrections and much, much more. He is also the reigning speed run king of Duke. Thanks so much! Jacek D: Like Fernando, Jacek has added tons of info and corrections to the guide. Without him it would be much more innacurate. Thanks! Stephen Worek: Another contributor of mass eggs and corrections. Thanks! Mike P.: I have been told that my guide is hard to read at times because of the abbreviations. Mike cleaned up the whole guide and hopefully made it more readable for a larger audience. Thanks! [02-00-05] Further Duke Resources ------------------------------------------------------------------------------- There are many other great resoruces for Duke on the Internet. This section will link to a few of these resources. Fernando's Speed Walkthroughs: http://www.red-stars.net/content/Main_Page This site, a co-effort by speedrun masters Fernando Calvo and JLennox, is truly the only place to go on the Internet if you ever need anything with regards to speed-running in Duke. This site has videos every level in detail along wtih an explanation of tips and tricks. Fernando and JLennox recently created the next episode in their series of Duke 3D runs - Duke Done Quicker, and they beat the entire game (all four episodes!) in 21:43, or 24:30 with secret levels. Follow the link below to see the movie: http://forums.3drealms.com/vb/showthread.php?p=557948#post557948 Oh yeah - don't try to beat Fernando's times, he will crush you. eScenCe's Video Walkthroughs: http://escence.blog.de/?tag=duke+nukem+3d This site was created by Sebastian "eScenCe" S. and is intended to provide a video talkthrough for every level in the game. The website is in German. The video walkthroughs use the High Resolution Pack (HRP - See below). JonoF's Duke 3D Port: http://jonof.edgenetwork.org/index.php?p=jfduke3d JonoF is the creater of a Win32 port for Duke Nukem 3D, that will allow the user to play Duke Nukem 3D natively in a Windows-based environment without the hassle of DOS. It should address nearly all the compatability issues with other systems, and combinted with a program like DukesterX it allows for similar hassle free multiplayer. Duke HRP (High Resolution Pack): http://hrp.duke4.net/faq.php Ever wanted to play Duke3D with 3D graphics? Well, this might well be the only way that you'll play a Duke First Person Shooter with 3D graphics unless Duke manages to get his act together for Duke Nukem Forever. The mod is absolutely glorius and it would be a shame to miss out on it. LameDuke Guide: http://www.gamefaqs.com/computer/doswin/file/197174/49093 Curious about the beta of Duke Nukem 3D? Fear not, the guide created by yours truly still exists, though it is found at the above address now (amongst other locations). 3D Realms Website: http://forums.3drealms.com/vb/index.php One of few active communites on the web for Duke 3D and other Duke games on the web, the website provides much insight on Duke 3D and it's community through the use of it's expansive Forums system. +-----------------------+ =| [02-01] The Game Menu |====================================================== +-----------------------+ After you watch the Introduction movies, you will be launched into the Main Menu. There is another menu, known as the In Game menu, that will appear when you have started playing the game. These will be described below. [02-01-00] Listing of Contents ------------------------------------------------------------------------------- [02-01-01] NEW GAME [02-01-02] PLAY ON TEN [02-01-03] OPTIONS [02-01-04] LOAD GAME [02-01-05] HELP [02-01-06] CREDITS [02-01-07] QUIT [02-01-08] SAVE GAME [02-01-09] QUIT TO TITLE [02-01-10] OPTIONS (Game Menu) [02-01-01] 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 -------- There are four Episodes (sets of levels) that you can play in Duke 3D. L.A MELTDOWN - The only episode that comes with the shareware, and a good introduction to the game. Doesn't have the full array of weapons to weild or enemies to kill that the later episodes do. Set on a freshly invaded Earth, it has many of the trademark aspects of the game, including strippers, the movie theatre, and the red light district. It ends with a clash against the mighty Battlelord in a landed alien spaceship. LUNAR APOCALYPSE - This episode introduces Duke to the rest of the weapons and enemies that are in the game. A stark change from the bright overworld of Earth, Lunar Apocalypse takes place entirely in space, fighting within spaceships and on the moon. It's focus is on challenging level design, and the player will be prepared for oncoming episodes should they best this one. Duke kills the squamous Overlord to end the episode. SHRAPNEL CITY - Duke comes back to an alien infested Earth to trek to the devastating Cycloid Emperor and to save the planet. Venturing through a variety of urban locales, the player will be challenged against the diverse array of monsters and have access to the most powerful weapons. You will fight through a Sushi restaurant, the streets of LA, and eventually clash with the Cycloid Emperor within a gigantic football stadium. THE BIRTH - This episode is exclusive to the Plutonium Pak / Atomic Edition. Duke is summoned back from vacation to help assist in the eradication of new, more dangerous aliens that threaten to take over the planet. It introduces new enemies and weapons to the player, and will take Duke through a number of urban and space-style locations, eventually leading to a massive underwater battle against the dire Alien Queen. DIFFICULTY ---------- PIECE OF CAKE - The easiest difficulty, with the fewest amount of enemies. Newbies to Duke and particularly the FPS genre in general should try this out before being eaten alive on the later difficulties. LET'S ROCK - An average difficulty, with a good amount of enemies to do battle with. If you are rusty on your skills but still have played FPS games in the past, try this. COME GET SOME - The Hard difficulty. FPS veterans will find this appropriately challenging as there are the most amount of enemies amongst the levels. DAMN I'M GOOD - The Hardest difficulty in the game, recommended only for those Duke veterans that have conquered everything in their path already. If you have played DOOM, it is the equivalent NIGHTMARE difficulty in Duke Nukem 3D. Besides incorporating the same large amount of enemies that you fight in the Come Get Some difficulty, if said enemies are not properly disposed of, they will return to life to fight again. Even the game's cheat codes can't save you anymore - they are locked out with a message saying "You're too good to be cheating!". [02-01-02] 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. [02-01-03] OPTIONS ------------------------------------------------------------------------------- This section will attempt to describe the various options available to the player in the 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) 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 actually have seen if you were standing where you are currently looking. [Credit: Jacek D.] 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 potentially more realistic. 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. This may be appropriate for older machines. 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). SOUND ----- Sound is a submenu within the Options menu. 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 cracking his knuckles 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 (such as the explosion from an RPG round). 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 ------------- Parental Lock is a submenu within the Options menu. ADULT MODE (On or Off) Used to censor the stuff that makes Duke an adult game and makes it fairly suitable for younger folk. 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. [02-01-04] 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. [02-01-05] HELP ------------------------------------------------------------------------------- The HELP option brings up two screens. The first is the story screen (this is detailed in Section 07-03-01, Introduction). The second screen is a list of all the default key settings in the game (they are detailed in the guide in section 02-03). [02-01-06] 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). [02-01-07] QUIT ------------------------------------------------------------------------------- Terminates the game, and exits you to the DOS prompt with an exiting splash screen. [02-01-08] 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 saved the game. 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. [02-01-09] QUIT TO TITLE ------------------------------------------------------------------------------- Quits the current game you are playing (without saving it) and returns you to the title screen. [02-01-10] OPTIONS (Game Menu) ------------------------------------------------------------------------------- Identical to the options in the Main Menu, but you can't begin a recording session in the middle of a level. +----------------------+ =| [02-02] Game Controls|====================================================== +----------------------+ This section will outline the default controls that are used to get around the game. These can be changed using the SETUP.EXE program that comes with Duke Nukem 3D. They can be viewed by pressing F1 and scrolling through the help screens in-game. [02-02-01] Movement ------------------------------------------------------------------------------- A: Jump Z: Duck Arrows : Move Shift : Run CapsLock : Toggle Autorun (by default, it is off) Alt : Hold to strafe using Left and Right arrows ',' and '.': Left Strafe and Right Strafe Ctrl : Fire current weapon SpaceBar : Use something in the environment (a door, for example) Backspace : Spin around 180 degrees [02-02-02] Item Keys ------------------------------------------------------------------------------- H: Holoduke J: JetPack N: Nightvision M: Medkit R: Steroids ENTER : Use item [ or ] : Scroll through items [02-02-03] 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 (no real function aside from clearing the screen) [02-02-04] 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 --- TAB : Toggle the map or change the map type. There is a "skeleton" map layer, and then a textured map layer that shows the ground textures and other features of the level. Duke is represented by a overhead version of himself. You can't see monsters or pickups from the map. - , + : Zoom in and out F : Follow map mode [02-02-05] 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 (It is saved in the .PCX format) [02-02-06] Misc. Keys ------------------------------------------------------------------------------- - or + : Resize the Screen U : Toggle Mouse Aiming I : Toggle Crosshairs [02-02-07] Multiplayer Keys ------------------------------------------------------------------------------- T: Send message W: Show opponent's weapon K: Show Co-Op view SHIFT + Function : Send text macro (a macro is a configurable string of characters to likely mock your opponent). ALT + Function Key: Send sound macro (remote ridicule - see DukeSpeak section for more details). +--------------------+ =| [02-03] The Basics |======================================================== +--------------------+ This section is intended to explain the very basics of the Duke Nukem 3D game to the first time player. If you haven't played the game - or any First Person Shooter (FPS) game before - then reading this section could be to your benefit. The objective of the game is to fight your way through the Episodes and kill Bosses at the end of them. An Episode is a collection of Levels. Levels are the different themed locations where parts of the game take place. Within the levels, there are Enemies, Weapons, Items, and environmental hazards. Using the Items and Weapons, conquer the Enemies and avoid the environmental hazards. Should you accomplish this, you will come to an Exit Symbol - this will take you to the next level. Once you progress through enough levels you will come to the Boss monster - a souped up enemy that will challenge your skills to this point. Once you kill him, you have "won" the episode. Do this to the other episodes. Eventually, you will have beaten the entire game! That all sounds easy, but in reality, it will prove to be quite a challenge. [02-03-01] Your Status ------------------------------------------------------------------------------- The first thing that you should notice is the bar with all the numbers covering the bottom of your screen. This has all of the statistics that you will find useful in your journey throughout the game. The status bar includes the following information: Health: Duke's health is measured in a percentage, by default, he's 100% healthy. He can get up to 200% using special items. However, when he is injured, he becomes markedly more unhealthy. This is reflected by taking off a number of percentage points based on how much the thing that hit him hurt. If Duke's health reaches zero, he dies, and you have to either restart the level or restart from your last save point (save early, save often!). Luckily for Duke, Health can be recovered in various ways. The most common are the following: + Recovery Pickups (section 03-01) + Toilets and Urinals (Section 02-04-05) + Portable Medikit (Section 03-02-01) Armor: Duke's armor is also measured in a percentage. Duke doesn't start off with any body armor, it has to be found from the levels or wrangled from an unwilling Pig Cop. Armor reduces incoming damage from any attack, so it's a nice thing to have undoubtedly. Armor is discussed in section 03-01-04. Ammo: The next most important commodity is ammunition, or ammo. Ammo is used to make your weapons function, whether by placing a laser tripbomb or launching a rocket propelled grenade. Ammo is found all over the place in the game, either lying about, hidden in a secret area, or from a monster wielding a similar gun. Keep an eye on your ammo, because if it gets too low, you'll be forced to switch to a gun with ammo. If you have no guns with ammo, you will fighting alien swarms with just your boot! Weapons: Weapons are used to kill things. The status bar shows you what weapons you currently have access to. The gauge on the right of the bar shows the weapons that you can get, and if you have them, the numbers corresponding to the weapon light up. The actual numbers are the tally of the Ammo you have left for all your guns. This means you can keep an eye on the tally of ammo for all the guns you have. Useful, indeed. For detailed descriptions of the weapons and ammo in the game, check out section 03-03. Keys: This shows a list of the keys that you have. Keys are, like they sound, required to open doors. There are three kinds of keys in the game: Red, Blue, and Yellow. Almost every level uses a key. Keys unlock doors corresponding to their color. For more on switches, see section 02-04-08. Item: This shows the item that you have "at the ready". This shows the status of the item, measured in a percentage. Their status is indicative of how long you can use them before they fizzle out. The various items in the game are discussed in section 03-02. Note that you don't have to have an item "at the ready" to use it, there are hotkeys in the game for each item (thus you can use the Portable Medikit while you are flying around on a Jetpack, or use Night Vision Goggles under the influence of Steroids). [02-03-02] Moving Around The Game ------------------------------------------------------------------------------- Once you have figured out the game, you will then be prompted to start exploring and conquering the game world. This is done by using the movement keys (Section 02-02) - since the game is played in three dimensions, not only can you move to and fro, but you can jump over obstacles, crawl through vents, swim through water, and fall off cliffs if you aren't careful. You will have to master these essential skills early. The Jetpack gives you freedom of movement for a limited time and is an important tool in the arsenal of Duke. The next item of interest is doors. Doors sound simple enough - use them and sometimes they will open for you, providing access to an important part of the level. Other times they are locked, and require that you find a switch, input a combination on a set of nearby switches, or use a Key to open them. They could also be guarded by a forcefield, or simply be a wall that you have to destroy. In any case, using the doors in the game is essential too. Learn them well. Weapons and items, as described above, are found all about the levels in the game. Pick them up as you see fit and use them. They are described in the sections referenced above. Use the weapons that you find to kill the enemies. To shoot a gun, aim it at the target using the crosshairs (if you have them turned on). Otherwise, aim at their general direction and press the Fire button. Every successful hit that you score will remove an amount of health from the total possessed by that enemy. Once that enemy's health is reduced to zero, you kill it. In fact, they may drop something of interest, like a weapon or some armor. Enemies won't just fall down before you, though. A Trooper will launch away on his Jetpack, ready to shoot at you while evading your weapons. An RPV will launch fly-by attacks while avoiding your RPG blasts, and Alien Drones will relentlessly tear you to pieces or shrink you to a pint size just to squish you. You'll have to find a way to kill these enemies without being killed yourself. You can find strategies on killing enemies in section 04-00. Now that you know how to move, progress, and kill your way through a level, you should be able to end it. Thus, you will have to find the Exit Symbol. Exit Symbols are large atomic-symbols that Duke will explode when he Uses them. Once this is accomplished, you beat that level, and can continue on in the Episode. [02-03-03] Secrets! ------------------------------------------------------------------------------- Perhaps you found a secret area on your own, noticing a peculiar crack in the wall. Or, you may have stumbled into a secret cache of weapons and items without knowing it. In either case, you have come across a Secret - an important (but secondary) challenge in Duke Nukem 3D. The challenge is to find the secrets in the game (even without the aid of a guide like this one!) and use their treasure as an advantage against the advancing alien hordes. However, not everyone has the patience to probe around levels for tiny cracks in the wall and such, so that's where this guide comes in. Secret areas are usually marked somehow. Perhaps they are a crack in the wall, an oddly colored panel, a door that opens after you cross an invisible threshold, or even just an out of the way cave. Seeking out secrets provides another dimension of enjoyment and completion to the game. On top of this, there are even Secret Levels! This could provide even the most staunch adventurer a reason to go relic hunting, as it were - secret levels provide more challenges, items and weapons that can be used later in the Episode. A level can obviously have a "regular" exit and a Secret exit, but usually only have Regular exits. On the occasion that there is a secret exit to be found, the Exit Symbol will be green, and a demonic voice will pronounce "Secret Level". Search for these! +------------------------------------+ =| [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. [02-04-00] Listing of Contents ------------------------------------------------------------------------------- [02-04-01] Babes [02-04-02] Breakable Stuff [02-04-03] Explodables [02-04-04] Teleportation Pads [02-04-05] Toilets and Water [02-04-06] Vents [02-04-07] Cracks [02-04-08] Switches [02-04-09] Cameras and Monitors [02-04-10] Indestructible Guns [02-04-11] Environmental Damage Sources [02-04-12] Forcefields [02-04-13] Mirrors [02-04-14] Water [02-04-15] Exit Symbols [02-04-16] Claws [02-04-01] Babes ------------------------------------------------------------------------------- You will find women all over your travels in the game. They will either be encased in green alien sludge or just standing around. You can interact with them by pressing the USE key. Those so encased will ask you to slay them, which is highly not recommended (see below). Otherwise, Duke will give them some money, which they may reciprocate with another service... Killing a babe outright is not recommended. Besides being ethically questionable, it will warp in angry aliens that will attack you instantly - sometimes even Battlelords, so be careful where you shoot when a babe is nearby. Alas, even enemies can inadvertently kill a babe, so you may find yourself killing additional enemies anyways. Also, a Babe may impede your progress to finding a hidden room or acquiring an item, so it may be an unavoidable evil in these situations. [02-04-02] Breakable Stuff ------------------------------------------------------------------------------- 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 items so be sure to take them out with your boot whenever you see 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, you might be surprised at the degree of destruction available to you. [02-04-03] Explodables ------------------------------------------------------------------------------- Explodables are somewhat of subsection of Breakable Stuff, though they have an important property - that of creating an explosion. Destroying such an item with even a bullet based weapon will create said explosion, damaging nearby objects and enemies and (of particular use) destroying walls concealing secrets. They are usually in the form of large orange canisters, fire extinguishers, or the archetypical dangerous barrel. [02-04-04] Teleportation Pads ------------------------------------------------------------------------------- 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, as well as pipebombs. This can lead to some devious strategic shooting, though beware - enemies that shoot projectiles can exploit this too! Duke can perform what is known to FPS players as the "Tele-Frag". If an enemy is sitting on a teleportation pad, stepping through the other end of the teleporter will cause Duke to land within the same space that the enemy occupies, reducing them to giblets. Careful though - if you are in a DukeMatch you can be a victim of a Tele-Frag yourself! [02-04-05] Toilets and Water ------------------------------------------------------------------------------- Toilets and urinals are commonplace in Duke, obviously found in bathroom areas. Pressing the Use key in front of one of these fixtures will increase your health by 10 to a maximum of 100, however, you will be stuck in front of the object, unable to use weapons or defend yourself until the animation is finished. The fixture could indeed be destroyed, while in use, though you will still get the benefit if this occurs. You can relieve yourself in this manner once a level. Other sources of water found in the game can be drank to recover 1 Health per second. These include water fountains and water sprays. Destroying a urinal, toilet, water fountain, or fire hydrant will create a water spray though they can be found naturally as well. Destroying a fixture in such a way requires only a single shot from any weapon. You can recover as much health as you want in this manner to a maximum of 100 Health, though it is fairly tedious. [02-04-06] Vents ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- Cracks in a 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 ------------------------------------------------------------------------------- Switches, buttons, levers and key slots are all integral parts of Duke 3D. They provide access to various parts of levels in the game. Using a switch is simple, just press the Use key in front of it. There are some switches in the game that can be activated by shooting them with a Bullet-based weapon as well - these are typically shaped like a large round or square button. Others cannot be shot and are typically lever-like. There are a number of grouped switches throughout Duke 3D that are required to be pressed in a certain order for the corresponding door to be opened. For example, a group of three switches may require the first and third buttons to be depressed but not the second. In the guide, these are represented by the following, with the combinations going from either left to right or up to down: + O - The switch is in the off position. + X - The switch is in the on position. Thus, the switch group in the previous example would be represented by X O X. The most important switch is the Key Slot. These are required to progress in almost every level. Using a Key Slot requires a keycard of the appropriate color, found somewhere in the same level. There are three key colors and corresponding slots - Red, Blue, and Yellow. Once Key Slot is activated, the door (or other function) that it opens does not need to use that key again to function. There is one other type of switch in the game - the common light switch. Typically represented by a small, inconspicuous light switch, they modify the lighting conditions in a room - this could be to your benefit. Occasionally, however, they may trigger a secret area, so don't ignore them! [02-04-09] Cameras and Monitors ------------------------------------------------------------------------------- The combination of camera and monitor is an effective scouting tool for Duke. Looking into a monitor - usually a large black screen with a purple forcefield in front of it as well as a "SECUIRTY" message on it - will allow a view of other parts of the level, including any items or enemies that may be in them. Some of the cameras that the monitors are connected to are stationary while others have a limited degree of movement. Many monitors have access to several cameras - continue pressing the Use key to scroll through them. Be aware that Duke is vulnerable to enemy fire when using a monitor. You can detonate pipebombs 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. Occasionally, you will find a non-standard monitor (like a TV screen) that displays a message that may be of some use (or just an Easter egg). [02-04-10] Indestructible Guns ------------------------------------------------------------------------------- In contrast to the destructible Mounted Gun that is found throughout the game, there are weapons that are mounted to walls that fire continuous streams of either laser blasts or shrink ray bursts. They fire without prejudice, so you can try and maneuver enemies in front of them to your benefit. They can't be destroyed in any way, however, sometimes you may be able to use a physical feature of the level to block their fire. Some levels require that you use the Indestructible Shrink Ray gun to progress through the level. You are entirely vulnerable in this state, so be wary of what you do while shrunk. [02-04-11] Environmental Damage Sources ------------------------------------------------------------------------------- Aside from the enemies that have it out for you, the environment isn't particularly hospitable either. In addition to the explodable items and indestructible guns described earlier, you can encounter objects in the game that will deal you damage with a mere touch. These include obvious things like fire, electricity, and some forcefields (see below). Another FPS standard is the use of dangerous floor materials. Sometimes the floor might be composed of acid or lava or be electrified - this will do a pretty large amount of damage if you stay on for too long. Protective Boots will negate this damage until they wear out, and you can use your Jetpack to avoid touching the stuff at all. Steroids can be used to get across these surfaces quickly too, and if worse comes to worse, you can "bunny hop" - jump around like an idiot to avoid touching the ground. In addition to the regular dangerous floor materials, in Episode 4 there are a few pits of extremely potent "Hyper Acid" that can't be navigated over by a Jetpack, and eat through Boots, armor and health much faster than the regular stuff. This acid is purple. Luckily, it is rare - but if you see your health degrading very fast, you know that you are on this acid. 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 most 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 laser trip bombs that can be found throughout the game that have already been activated. If you cross their laser, they will explode as normal. Be sure to shoot them with an explosive weapon, or avoid them by jumping over or ducking under them to neutralize the threat. There are underwater mines that hang from chains. If you get close to them or shoot them they will explode, dealing about as much damage as a laser trip bomb. If you can, be at a far enough range to shoot and destroy these traps. There are also little electric outlets on some walls near the floor. You can "use" the outlets near the floor, and you will take 1 damage each time. Bright move. [02-04-12] Forcefields ------------------------------------------------------------------------------- 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 outer 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 it. 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 with explosive weapons will still fire at you despite the forcefield, so they may kill their allies while the forcefield is still operational. [02-04-13] Mirrors ------------------------------------------------------------------------------- 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, an Alien Drone'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. Curiously, the Microwave Expander blasts cannot be reflected from mirrors... If, for some reason, you dislike mirrors they can be destroyed with an explosion or by throwing a Pipebomb at the mirror (it doesn't need to be detonated). What remains will typically be a shattered mirror against a wooden board. [02-04-14] Water ------------------------------------------------------------------------------- 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. 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. Some weapon and item functionality changes underwater, as described below: + The Pipebomb, when thrown, falls to the ground slower than it does on land. + The RPG's missile slows down underwater. + The Devastator's missiles slow down underwater. + The Laser Trip Bomb's laser is green underwater instead of red. + Bullet casings from the Chaingun, Shotgun and Pistol fall to the ground slower. + The Holoduke will appear to be "half-in, half-out" when used while swimming at the surface of the water or when dropped in the air above the water. If used under the water, the Holoduke will appear to be swimming. + The Jetpack can be turned on underwater, but since you already have full range of motion it is unnecessary. You can't go underwater if you have your Jetpack on. 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: + Troopers, Captains, Sharks and Octabrains have full range of motion underwater. + Pig Cops and Pig Tanks can fall in water, but stay on the surface and can't submerge. + The Enforcer can submerge, walking on the bottom of the water area. It can jump as high as it can on land. + Alien Drones walk around on the bottom of the water area and can jump higher then they could on land. + Protoziod Slimers can fall in the water. They negotiate the ground the same way and when they transfer to the "ceiling", they will latch to the surface of the water (though you can't see it looking into the water). 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 Cop) 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. [02-04-15] Exit Symbols ------------------------------------------------------------------------------- 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 ------------------------------------------------------------------------------- These devices are large, claw-like machines that will pick you up and transport you to a place that would otherwise be unavailable 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 mischievous level designer decides to slap a laser trip bomb 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! It will not, however, pick up a Holoduke. Claws can even pick up live enemies, and that can be even better for detonating a sneaky Laser Tripbomb! [Credit: Jacek D.] +-----------------+============================================================ | [03-00] Pickups |============================================================ +-----------------+============================================================ This section will detail all the beneficial items that Duke can come across in his travels. These include Recovery Pickups (such as health and armor), Item pickups (like Steroids or the Holoduke), and the array of weapons that Duke has access too. +-------------------------+ =| [03-01] Recovery Pickups|=================================================== +-------------------------+ Recovery Pickups are the items that keep Duke alive after he has been through a rough stretch by recovering his Health score. They are consumed simply by walking over them. If your health is 100% or more (for Small and Large Medikits) or 200% (for Atomic Health) then Duke will simply ignore the item. In addition to these basic items, there are other ways to increase your health. Section 02-04-05, Toilets and Water, details water and toilets, and section 03-02-01 details the Portable Medikit. [03-01-01] Small Medikit ------------------------------------------------------------------------------- Small medikits are little white boxes with a red cross in the middle. Usually found in groups, they recover 10 health when stepped over, to a maximum of 100 health. [03-01-02] Large Medikit ------------------------------------------------------------------------------- A Large Medikit is a white bottle with a cross in the middle. They recover 30 health to a maximum of 100. [03-01-03] Atomic Health ------------------------------------------------------------------------------- Atomic Health appear as an atom with blue electrons and a red nucleus. This coveted item increases your health by a whopping 50, and even better, it is the only item that can raise your health above 100, to a maximum of 200. [03-01-04] Body Armor ------------------------------------------------------------------------------- Body armor appears as a dark grey shirt on the ground. It increases your armor rating to 100%. Armor acts as a damage buffer for your health - it will redirect some incoming damage to its percentage. It can help against dangerous floor surfaces as well, so it's a very nice luxury to have. 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. In addition to being found normally, Used Body Armor can be found off of dead Pig Cops occasionally - giving an increase of +50% or +75% to your current armor score, to a maximum of 100%. +-----------------------+ =| [03-02] Useable Items |===================================================== +-----------------------+ The seven usable items found in Duke 3D are used to give Duke an advantage found in various situations, such as underwater breathing, overland flight, or vision in the dark. They can be categorized by the way that they are triggered. There are three ways a Usable Item is triggered: + Single Use: The item can only be used once. Once it is activated it goes until it is used up (such as Steroids). + Multi Use: The item stays in your inventory and can be used as many times as you want until it is used up. + Auto Use: The item comes on when a certain condition is met (such as walking on acid or being underwater) and automatically diminishes the item until it is used up. When an item is used, it's potency is consumed at a given rate. The estimated rate is given in the heading for each item below in the form of "%/s", which means it consumed by that number of percentage points every second. The Portable Medikit is an exception to this, as it is consumed based on Duke's current health (see below). [03-02-00] Listing of Contents ------------------------------------------------------------------------------- [03-02-01] Portable Medikit [03-02-02] Steroids [03-02-03] Holoduke [03-02-04] Jetpack [03-02-05] Night Vision Goggles [03-02-06] Scuba Gear [03-02-07] Protective Boots [03-02-01] Portable Medikit - Multi Use ------------------------------------------------------------------------------- The Portable Medikit appears as a white briefcase with 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 it 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 Portable Medikit, it will simply recover whatever is remaining in it and then be removed from your inventory. The Portable Medikit shouldn't take priority over Small and Large Medikits when your health is below 100 (that is, if you have 80 health, take a Large Medikit instead of using your Portable Medikit). However, if you come across an Atomic Health, use the Portable Medikit to increase your health to 100% first to get the most mileage out of the Atomic Health. [03-02-02] Steroids (5%/s) - Single Use ------------------------------------------------------------------------------- Steroids look like a little pill bottle with a white label. Steroids increase both your speed and the damage done by your Mighty Boot. Few situations in the game warrant the use of the Steroids, however if you are out of ammunition then you can dispatch strong enemies rather quickly and weaker enemies like Pig Cops and Enforcers 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 similar. It's a tool to reach inaccessible areas if you lack a Jetpack. Steroids can return you to your original size if you are shrunk. If you have been shrunk by an Alien Drone or a neutral shrinker (or you accidentally shrink yourself by shooting a Shrink Ray blast into a mirror) the steroids will cause you to return to regular size (the regular benefits of the item still apply for the normal time). This is a particularly useful feature - probably more so than the other functions of the Steroids as it allows you to avoid getting stepped on by full sized enemies. [03-02-03] Holoduke (1%/s) - Multi Use ------------------------------------------------------------------------------- The Holoduke 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 Holoduke 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 Holoduke (that is, if both are standing still). That being said it isn't mobile but will return to you no matter how far you are away from it if you still have it on. The Holoduke 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 and 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 Holoduke it'll be in the position that it would be if you were doing "nothing", 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 Holoduke 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 jetpacking or otherwise, the holoduke 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 Holoduke will, pointing through the ceiling. Holoduke will interact with certain aspects of the environment, for example, it will go up and down elevators if the corresponding toggle is triggered, and it will fall down a 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 (see section 02-04-16, Claws, for more information). There are a few other ways to tell the real Duke from the Holoduke: + The Holoduke is a bit thinner than Duke. + If you use the Night Vision Goggles, Duke will be green, the Holoduke will remain colorful. + If the Holoduke is planted in front of a mirror, you will always see it's back in the mirror, even though Holoduke keeps rotating. [Credit: Jacek D.] [03-02-04] Jetpack (2%/s) - Multi Use ------------------------------------------------------------------------------- The Jetpack looks like a silver backpack. The Jetpack is used to give Duke free range of motion. 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. Don't go too high up with the energy low, the jetpack will just stop working and you will fall and take damage or die. You can "slow fall" with the Jetpack. By this, I mean that you can jump off of high surfaces without taking falling damage and minimize the usage of the Jetpack. To do this you must simply fall for most of the distance and then turn on the Jetpack 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 Jetpack. A note is that you can't go underwater with the Jetpack on, but you can turn it on underwater (for no benefit). Hmm... [03-02-05] Night Vision Goggles (2.5%/s) - Multi Use ------------------------------------------------------------------------------- The Night Vision Goggles look like a pair of green-lensed goggles. Night Vision Goggles light up the sprites - which means enemies, items and objects - around the area, allowing 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 fast usage rate save them for situations where they are more valuable to progress. There are a few messages written on the walls that are either hints for one of the Secrets in the level (like "BREAK THE BOTTLES" in E3L08, Hotel Hell) or an Easter Egg. These messages can typically only be seen by using the Night Vision Goggles. If you are in a dark room, even if there isn't seemingly much going on, use the Goggles to seek out these messages. [03-02-06] Scuba Gear (.5%/s) - Auto Use ------------------------------------------------------------------------------- Scuba Gear looks like a pair of orange oxygen canisters and a backpack. The Scuba Gear allows you to negate damage from staying underwater for too long. It is near essential for levels that take primarily place underwater, or involve a lot of underwater fighting (Like E3L03, Flood Zone or E4L10, The Queen). It adds a graphic to Duke's view when in use. [03-02-07] Protective Boots (~3%/s) - Auto Use ------------------------------------------------------------------------------- Protective Boots appear as 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 well 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. See section 02-04-11, Environmental Damage Sources, for more information on dangerous floor surfaces. +--------------------------+ =| [03-03] Weapons and Ammo |================================================== +--------------------------+ Like items, weapons are found everywhere in the game, and can even be dropped by certain enemies. Weapons have different strengths and weaknesses, and can be more effective against one enemy than the next. There are several categories of weapons: + Non Gun - Includes weapons that can't be "shot" from guns. This means that a weapon in this category doesn't have infinite range and has a different function (like Pipebombs). + Bullet - Bullet weapons hit their target head on, without any travel time. This makes Bullet weapons easier to aim at short ranges, but at long ranges, they have more trouble hitting the target. + Projectile - Projective weapons are not "instant damage" - that is, they have a short period of travel before reaching their destination. This is notable because some enemies (Sentry Drone comes to mind) have the ability to avoid projectile weapons. Additionally, an enemy could wander behind an environmental feature (like a box, wall, etc) and not be exposed to the projectile. + Explosive - Ammunition from this weapon explodes on impact, dealing splash damage in a given radius. Splash damage is extra damage that is dealt from the blast. A direct hit from an RPG blast, for example, deals 240 damage to the target and 120 to everything around it in a certain radius. Explosive weapons are also used for blowing up walls and other environment obstacles. There are then several other fields that give information about the gun, as follows: DAMAGE: The damage of the weapon is given. Each hit from the weapon takes this number off from the health of the target (see the Enemy section for more on Enemy health). Enemies don't always seem to take full damage from every weapon, there may be a degree of randomness involved in the damage calculation. Once you reduce the enemy's health to 0, it dies. WEAPON PICKUP: When you pick up a weapon, you get a set amount of ammo for that weapon as well - this field displays that amount. If you already have a weapon and try to pick up the same kind, you will get this amount of ammo. If you are already full on Ammo for that weapon and possess the weapon as well, you will ignore the weapon, otherwise if you lack the weapon you will pick it up. AMMO PICKUP: When you pick up ammo, you get this much added to your stockpile for that weapon, to it's maximum capacity (see below). MAX CAPACITY: This value is the maximum amount of ammo you can have for that weapon. A physical description of the weapon and ammunition follow, as well the enemies that it is most effective against. Finally an overall description of the capabilities of the weapon follows. [03-03-00] Listing of Contents ------------------------------------------------------------------------------- [03-03-01] Mighty Foot [03-03-02] Pistol [03-03-03] Shotgun [03-03-04] Chaingun Cannon [03-03-05] Rocket Propelled Grenade (RPG) [03-03-06] Pipebomb [03-03-07] Shrink Ray [03-03-08] Devastator [03-03-09] Laser Tripbomb [03-03-10] Freezer [03-03-11] Microwave Expander [03-03-01] Mighty Foot [Non Gun] ------------------------------------------------------------------------------- DAMAGE: 10 The Mighty Foot of Duke is the only melee weapon that Duke has access to and is the only weapon that Duke will retain no matter what the circumstances. The Mighty Foot is obviously used primarily in desperate situations, like when you run out of ammo for every other gun. However, it has a few other uses that are somewhat subtle. The best part about the Mighty Foot is the Quick Kick. The Quick Kick is simply a key that can be bound from the SETUP option (by default it is "1", though I prefer Right click because I use it so much). Pressing the key makes Duke kick while you are using a different weapon. Thus, you can supplement your guns at melee range, kill Slimers while fighting off other enemies and use it to quickly bust obstacles like windows and trash cans. Supplementing your guns at melee range means that you can shoot a gun upclose and get extra 10 damage per kick from the quick kick - very useful against enemies that don't have a melee attack. You can also time your kicks to be in between attacks of enemies with melee attacks. [03-03-02] Pistol [Bullet] ------------------------------------------------------------------------------- DAMAGE : 6 WEAPON PICKUP : +48 AMMO PICKUP : +12. Troopers and Captains can drop ammo that gives +12. MAX CAPACITY : 200 The pistol itself is small and silver. Duke usually starts a level or an episode with one. The pistol ammo is an about knee-high black stick, also called a Clip. 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 one second every 12 shots. Though it isn't the ideal weapon, you will be using the Pistol a lot so get used to it. It is great for kililing the weaker enemies in the game, like Troopers, Captains, Sharks, and Slimers. It is more accurate than the Chaingun and Shotgun at longer ranges too, so if you are stuck with it you can whittle down enemy health from a distance. Finally, you can greatly supplement the Pistol with the Quick Kick (see above) for more damage. [03-03-03] Shotgun [Bullet] ------------------------------------------------------------------------------- DAMAGE : 70, but see below. WEAPON PICKUP : +10. Pig Cops can drop a shotgun that contains 1 to 4 rounds. AMMO PICKUP : +10 MAX CAPACITY : 50 The Shotgun is a long black gun. It's ammo comes in a red box. The shotgun, a long and dedicated first person shooter standby, is one of the best and most reliable guns in Duke 3D. It's main appeal is it's massive damage output. When shot, it "fragments" into seven smaller "shards", each dealing 10 damage each. When shot at close range, it will do a whopping 70 damage to the target. One drawback of using the shotgun, however, is that it needs to be reloaded after ever shot, taking about one second. Therefore, you will have to use some strategies to defeat your foes, as discussed below. The flaws of the gun, of course, stem from the fact that it indeed does fragment it's damage. Shooting the weapon at a far range will not only miss most of the time since it is a Bullet-based weapon, but even if the enemy is damaged they will only be hit by a few of the "shards". It is obvious then that to utilize the Shotgun best, you should rush into close-range, blast, and then run right out again as Duke is reloading the shotgun. The problem with close range, of course, is that enemies have an easier time of hitting you with their weapons. Thus, you will have to time your run in, shoot, run out sequence by the attacks of your enemies. It seems like it's a lot of work, but when you have this skill down, enemies will fall to their knees against the might of the Shotgun. Shotgun usage is best against individual enemies, or if you have cover, a group of enemies that you can target individually. If you are fighitng a group of weaker enemies, the Chaingun Cannon is often a time saving alternative to Shotgun use. [03-03-04] Chaingun Cannon [Bullet] ------------------------------------------------------------------------------- DAMAGE : 9 WEAPON PICKUP : +50. Enforcers can drop a gun containing 50 rounds. AMMO PICKUP : +50. Enforcers can drop an ammo box containing 50 rounds. MAX CAPACITY : 200 The Chaingun is grey, metallic, and has holes in the barrel. It's ammo comes in a green box with an ammo chain coming out. Originally known as the Ripper, the Chaingun Cannon is true to it's original moniker, best used for ripping and tearing through groups of ground troops and keeping single, more powerful monsters at bay. The rapid blasts of the Chaingun Cannon, while weak individually, increase drastically as you fire away at an enemy. Additionally, the quick bursts will usually cause an enemy to be "distracted" - that is, to be unable to retailate against you because of the barrage of hot lead coming their way - allowing for an easier kill than normal. Being a bullet weapon, the Chaingun Cannon doesn't have good long range accuracy. Try and close in on an enemy if possible before unloading upon them. If you can't do this, try and use another weapon to snipe the enemy off; the amount of ammo that you use won't be worth the death of said enemy. [03-03-05] Rocket Propelled Grenade (RPG) [Projectile] [Explosive] ------------------------------------------------------------------------------- DAMAGE : 240 on direct hit, 120 splash WEAPON PICKUP : +5 AMMO PICKUP : +5 MAX CAPACITY : 50 BLAST RADIUS : 1780 (large) The RPG is a silver, large pipe-like weapon. The RPG ammo comes in a green box with some rockets coming out of it. 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 a few dozen 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. Additionally, some enemies like the Sentry Drone and the RPV can avoid RPG blasts entirely. Overall, though, the RPG is an absolute necessity in Duke 3D so learn it well. The RPG's blasts go slower in water. [03-03-06] Pipebomb [Non Gun] [Explosive] ------------------------------------------------------------------------------- DAMAGE : 140 WEAPON PICKUP : +5/Box, +1/Individual MAX CAPACITY : 50 BLAST RADIUS : 2500 (huge) Pipebombs look like silver pipes with a yellow-black band around the ends. Ammo comes in a crate with Pipebombss sticking out of it, or you can pick them up individually. 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 it is that you can drop more than one, by pressing the Pipebomb key 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 pipebomb 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 weapon to be thrown. While strong, the pipebomb must be used only in the correct situations to reach it's highest potency. It isn't wise to throw a Pipebomb into a group of enforcers and octabrains when a Pipebomb doesn't normally kill them in one blow; using Pipebombs 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 Pipebombs but be careful not to damage yourself when using it. Ensure that you keep the trigger out if the location that you tossed it is critical. If you switch to another weapon, you will have to toss a second pipebomb (if you still have some, otherwise, the trigger will appear instead) to detonate the first. Some notes about pipebombs: + 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. + Tossing a pipebomb at some objects will shatter them, like mirrors, TV screens, etc. + The Pipebomb falls slower underwater. + Pipebombs can be detonated while you are looking into a monitor by simply pressing the Fire button. + Pipebombs can be picked up by the moving claws that appear in some levels. + You can shoot at a stationary, undetonated pipebomb (even ones that you haven't dropped) and they will explode. This doesn't occur with boxes of Pipebombs, however. [03-03-07] Shrink Ray [Projectile] ------------------------------------------------------------------------------- DAMAGE : 0, but shrinks on hit. WEAPON PICKUP : +10 AMMO PICKUP : +5 MAX CAPACITY : 30 BLAST RADIUS : 680 (small) The Shrink Ray looks like a silver gun with a green line in the middle. Ammo comes in a green, crystalline egg-shape. The alien gun known as the Shrink Ray is a bit of a gimmicky weapon, 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. It has a small splash radius, so clusters of enemies can be controlled in this manner. It's one of the best weapons for taking out Commanders and other pesky enemies. It can also be used to purely control crowds, neutralizing a target while your focus is on other, more pressing threats. It is the Assault Commander's worst nightmare. The slow rate of fire means that it isn't particularly good for using in combat against groups of enemies; while it does have a splash radius it is ineffective against staggered targets. 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. Additionally, some enemies are entirely immune, as described below. Some enemies can't be shrunk. This includes Mechanical enemies (Such as the Mounted Gun, Sentry Drone, RPV and the Pig Tank), the Alien Drone, and Boss monsters. The Common Battlelord is also immune for the most part until it's health is reduced enough, at which point it can be shrunk. So what happens when something gets shrunk? 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 steroids 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 jetpack. + 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. Certain other objects in the game that aren't killed in one hit by weapons can be shrunk as well. These include babes, and the dolphin in the Shop 'n' Go level. You can crush them as normal, but the punishment for killing babes still applies! [03-03-08] Devastator [Projectile] [Explosive] ------------------------------------------------------------------------------- DAMAGE : 50. Shoots two missiles per shot. WEAPON PICKUP : +25 AMMO PICKUP : +25 MAX CAPACITY : 99 BLAST RADIUS : (Tiny) The Devastator appears as a silver, two barreled weapon. The barrels appear to have something of an accordion style. The ammo comes in a box with small, red-tipped missiles. 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 gun isn't without it's drawbacks. The gun's 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 it 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 Devastator's missiles move slower in water. [03-03-09] Laser Tripbomb [Explosive] [Non Gun] ------------------------------------------------------------------------------- DAMAGE : 100 WEAPON PICKUP : +1 MAX CAPACITY : 10 BLAST RADIUS : 3880 (Massive) Laser Tripbombs are black and rectangular. 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 Laser Tripbomb is placed on. The other half of the explosion is "within" the wall that the Laser Tripbomb is mounted on, though it's possible to have the other half of the radius be of some use if you mount it on something particularly flimsy, like the side of a breakable vent. If you really want to use a Tripbomb in a singleplayer situation, you will have to take a few things into consideration first. It is best if they are used before the enemy notices you, so you can set up a trap, alert the enemy, and then lure it to your ambush. However, this isn't always possible. If you are being pursued by an enemy and wish to use the Laser Tripbombs, then you will have to be exceptionally careful. Try and lure the enemy around a corner so they don't have a chance to shoot you. Set up the tripbombs and then go even further back. Hopefully, they will find their way around the wall after you get to a safe location (remember, the Laser Tripbomb has a massive explosion radius). The best alternative to using the Laser Tripbomb is the pipebomb, because it's quicker to deploy and explode and can be used in a pinch. Some notes about the Laser Tripbomb: + You can exploit a bug in the game by using Laser Tripbombs to make Duke fall slower. See 08-00, FAQs, for more details. + You can change the functionality of the Laser Tripbomb by modifying the .CON files - the laser can be set to be regular, transluscent, invisible except when using Night Vision Goggles, or invisible all together. See section 06-02, Modifying The .CON files, for more details. + The Laser Tripbomb's laser is green in water. [03-03-10] Freezer [Projectile] ------------------------------------------------------------------------------- DAMAGE : 20 WEAPON PICKUP : +25 AMMO PICKUP : +25 MAX CAPACITY : 99 The Freezer is large and yellow, with a black barrel. The Freezer Ammo comes in a small yellow box, glowing blue on the inside. This weapon launches cold 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 Shrink Ray. Some of the characteristics of the Freezer match up quite closely to that of the Shrink Ray, including the fact that it renders an enemy immobile for a short while. However the "good" comparison ends there. While the Shrink Ray neutralizes the enemy instantly, the Freezer 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 Freezer can never kill an enemy by itself. Another function of the gun 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 gun 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 lower-health enemies in their tracks. One hidden benefit of the Freezer is that it deals damage to Mechanical-type enemies and has the ability to kill them instead of freezing them when they reach low health. Some notes about the Freezer: + You can't shrink a frozen enemy, the ice will shatter if this occurs. + If you freeze a Protozoid Slimer egg, and then allow it to thaw, a Protozoid Slimer will immediately come out. This happens to both the hatched and unhatched varieties of the eggs. + Similar to the Shrink Ray, you can freeze objects that aren't destroyed in one shot (like babes, and the Dolphin in the Shop 'n' Go level). + You can exploit a bug in the game by Freezing and Thawing a Pig Cop to get unlimited Body Armor and Shotgun drops. See the FAQ section for more information on this. [03-03-11] Microwave Expander [Bullet] ------------------------------------------------------------------------------- DAMAGE : 15 WEAPON PICKUP : +0 AMMO PICKUP : +20 MAX CAPACITY : 50 The Microwave Expander, the weapon exclusive to the Atomic Edition levels, is actually an addon to the Shrink Ray - you need a Shrink Ray to have access to the Expander. To switch to the expander, press the key for the Shrink Ray twice. The crystal in the expander will turn red. You can't shoot the Microwave Expander if you don't have any ammo for it, however, which is different than Shrink Ray ammo. Microwave expander ammo appears as a small red crystal with a tiny satellite on it. 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 basic ground troops, like the Trooper, Captain, Pig Cop and Enforcer, amongst others) so if you find yourself fighting against groups of weaker enemies, this item is invaluable. If you are somehow able to switch guns while an enemy is in the process of expanding, you can blow them up with the new gun (including the Shrink Ray - an expanding enemy cannot be shrunk). +-----------------+============================================================ | [04-00] Enemies |============================================================ +-----------------+============================================================ The enemies in Duke Nukem 3D are all dangerous in their own special ways. This section describes their abilities, the best way to avoid getting hurt by them, and recommended methods of defeating them. There are two general types of enemies: Common enemies, which are the typical alien scum that you will encounter in your journey, and Boss enemies, which are much larger alien scum that you will only encounter a few times. Common enemies will be described first. Common Enemies can have certain abilities as described below. These are appended to their name in their entry. + Flying: Has (or can gain) the ability to have full range of motion. This is important because flying enemies can pursue a jetpacking Duke. + Mechanical: Is immune to Shrink Ray, does not get frozen by the Freezer gun, and will not expand from the Microwave Expander (though the Freezer and the Microwave Expander still deal full damage to it). Enemies also have some statistics that I found useful to describe: HEALTH: The amount of health the enemy has. Using weapons depletes this value until it reaches zero, at which point they die. DROP: This field is for the item(s) that the enemy has a chance to drop, if any. ATTACK(S): This entry designates the types of attacks the monster has. The types are defined as follows: + Projectile: Duke can outrun projectile attacks as they experience travel time before they reach their target (much like Duke's weapons) + Bullet: The attack instantly hits and cannot miss at close range but is less effective at long ranges. + Melee: The attack can only be done within melee range. The next line is the physical description of the creature. The following paragraphs include the abilities of the monster, and the tactics used to bring them down easily. RECOMMENDED WEAPONS: This includes a summary of the data from the table in section 04-03, Shots to Kill. The recommended weapon is given, followed by an amount in parenthesis. So, for example, the RPG is a recommended weapon against the Alien Drone, so it would read RPG(3). If there is a ~ (tilde) before the number, it means it will take "around" that many shots to kill it (the values that are used are empirical and some kind of randomness may be included in the damage-to-enemies calculation. See section 04-03, Shots to Kill Enemies, for more detail). +------------------------+ =| [04-01] Common Enemies |==================================================== +------------------------+ [04-01-00] Listing of Contents ------------------------------------------------------------------------------- [04-01-01] Assault Trooper [04-01-02] Assault Captain [04-01-03] Pig Cop [04-01-04] Recon Patrol Vehicle (RPV) [04-01-05] Octabrain [04-01-06] Enforcer [04-01-07] Sentry Drone [04-01-08] Assault Commander [04-01-09] Protozoid Slimer [04-01-10] Protozoid Slimer Egg [04-01-11] Battlelord, Common [04-01-12] Shark [04-01-13] Mounted Gun [04-01-14] Pig Tank [04-01-15] Alien Drone [04-01-01] Assault Trooper [Flying] ------------------------------------------------------------------------------- HEALTH : 30 DROP : Pistol Ammo (+12) ATTACK : Blaster (Projectile) Assault Troopers are brown, lizard like humanoids in a green jacket. The Assault Trooper, or just Trooper, are the general cannon fodder of the game. They have a simple blaster that is simple to dodge. They do, however, have a jetpack that they can utilize to either give chase or get a more advantageous shot at Duke. They aren't particularly dangerous by themselves, however, in large groups they can surround you and deal surprisingly large amounts of damage. Thus, using area of effect weapons or the Chaingun Cannon on large groups works well. Sometimes, when they are about to die, they appear to be choking (they kneel down, blood dripping from their throat and making a chortle noise). I believe that they are feigning their own death at this point, because sometimes you will come back to an evacuated room with a Trooper that you know you killed back on his feet (and no, this is not on Damn, I'm Good! difficulty). It does mention something akin to this in the manual (see the FAQs section). RECOMMENDED WEAPONS: Any. Chaingun or Explodables vs. Groups. [04-01-02] Assault Captain [Flying] ------------------------------------------------------------------------------- HEALTH : 50 DROP : Pistol Ammo (+12) ATTACK : Blaster (Projectile) Assault Captains are brown, lizard like humanoids in a red jacket. The Assault Captain, or just Captain, is one step above the Assault Trooper in the overall hierarchy of enemies. They can take a bit more damage, and they have a fancy new skill in addition to the ones that the Trooper possess - an ability to teleport in and out of combat. In reality, this is more annoying than useful, as they will appear to phase out of combat for a few moments before coming back while you are doing something else and firing on you from behind. Overall, they aren't particularly difficult, though in groups they can be somewhat troublesome. Using splash weapons in this case works wonders. RECOMMENDED WEAPONS: Any. Chaingun or Explodables vs. Groups. [04-01-03] Pig Cop ------------------------------------------------------------------------------- HEALTH : 100 DROP : Shotgun with 1-4 ammo or Body Armor with a +50 or +75 bonus ATTACK : Shotgun (Bullet) Pig Cops are pig like humanoids wearing a blue police uniform, with the acronym "L.A.R.D" across their back in white letters. Pig Cops wield powerful shotguns that can down an unsuspecting Duke in a matter of moments. Their trademark growl upon seeing Duke should be enough of a signal to back away, as their shotguns - which operate just like Duke's - are not as effective at a long range. Once you get control of the situation, you can ideally blast away with the Chaingun Cannon so they can't get a shotgun blast in, or weave in and out of close range with your own Shotgun to avoid their shots while getting yours in. Pig Cops have the ability to shoot on their stomach - go prone - for a moment, though this doesn't really affect the size of your target (it's more of an aesthetic animation). There is a trick with the Freezer that you can employ against the Pig to get a large number of drops. See the FAQs section for details. RECOMMENDED WEAPONS: Shotgun (2), Chaingun(~10), Expander(8), or Freezer(5). Use explodables and take cover against groups. [04-01-04] Recon Patrol Vehicle (RPV) [Mechanical] [Flying] ------------------------------------------------------------------------------- HEALTH : 150 DROP : None ATTACK : Blaster (Projectile) RPV's 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 are more of a nuisance than anything. They attack from the skies, either doing a fly-by attack with somewhat inaccurate laser blasts, or they hover in front of Duke while shooting for more accuracy. Since they are quite fast, it is hard to hit them when they are on the move, so they are most vulnerable if you can lure them in to hovering and shooting them. They also can maneuver out of the way of Projectile-type weapons while they are on the move, so it is very much recommended that you wait until they are hovering to fight them. When killed, it will spiral downward to the earth, at which time a Pig Cop will spawn from the wreckage 100% of the time. Sometimes, it is just better to avoid killing the RPV's if you are low on health or ammo. RECOMMENDED WEAPONS: (When hovering) RPG (1), Shotgun(2), Chaingun(~10). [04-01-05] Octabrain [Flying] ------------------------------------------------------------------------------- HEALTH : 175 DROP : None ATTACKS : Energy Burst (Projectile), Bite (Melee) Octabrains are three-eyed, floating masses of brain with tentacles as lower appendages. Octabrains have free range of motion and are found just about anywhere in the game. Their primary attack is a slow projectile energy blast, which is fairly easy to avoid if you are at medium to long range. The energy blast also disperses eventually so you can easily avoid it. If you manage to meet one in melee range, they will try and bite you. Besides their high health amount, they are an average enemy and not too hard to take down. They do, however, have a limited ability to avoid projectiles once in a while, keep that in mind. I believe the Octabrain has some kind of damage reduction as it can take a different number of shots from the same gun to kill them. RECOMMENDED WEAPONS: Shotgun (2-3) or Chaingun (~16) at close range, RPG or Devastator at long range. [04-01-06] Enforcer ------------------------------------------------------------------------------- HEALTH : 100 DROP : Chaingun Ammo (50) or Chaingun (+50 Ammo) ATTACKS : Chaingun (Bullet), Ooze (Melee) Enforcers are humanoid lizards that are clothed in black leather and have a chaingun as an arm. They are far more lizard like than the trooper or captain. The Enforcer is more than happy to attack with his Chaingun arm, which deals weak damage per shot, but since they unload very fast, it can seriously damage you if you don't take cover immediately. They also have a melee attack where they drench you in some kind of green goo, though they would still shoot you in melee range anyway. In addition, they are also exceptionally mobile - able to jump large distances and reach Duke. Therefore, your best bet it either to carve them down quickly with an powerful weapon (especially in groups) or run into close range and out again with the shotgun or chaingun to prevent them from unloading on you. RECOMMENDED WEAPONS: Shotgun (2), Chaingun (~10), Expander(8), Freezer (5) work well. For more than two, use explosives. [04-01-07] Sentry Drone [Mechanical] [Flying] ------------------------------------------------------------------------------- HEALTH : 150 DROP : None ATTACK : Suicide (Melee) Sentry Drones appear as floating camouflaged mini-ships. When you hear the whining sound of a sentry drone coming to life, you have got to react quickly or else you will die (or come very close to it). The Sentry Drone is a suicidal monster, floating quickly into melee range to sacrifice themselves to obliterate you. Besides being mechanical and thus immune to freezing and shrinking, they can avoid Projectile-type weapons with ease so it's even harder to get a quick kill. The use of the Shotgun and Chaingun are therefore your best bet when fighting the Sentry Drone. You can exploit something of a weakness of theirs by using doors as cover to their explosions. If you can try and get their attention while you are near a quick-closing door, you can lure them to the entrance of the door and quickly close it. Press up against the door, the drone will sometimes detonate without dealing any damage to you. RECOMMENDED WEAPONS: Shotgun(2) and Chaingun(15-20) will keep them at bay and allow you to back up to a safe distance if you are too close to them. Don't use projectile weapons against them, as they will avoid them, and they are immune to everything that Mechanical enemies are. [04-01-08] Assault Commander [Flying] ------------------------------------------------------------------------------- HEALTH : 350 DROP : None ATTACKS : Rocket (Projectile), Spin (Melee) Assault Commanders are big, bloated humanoid blobs of flesh that float around on a bladed steel platform. Assault Commanders, or simply Commanders, are one of the more dangerous enemies in Duke 3D. Their primary method of attack is by the rocket launcher embedded in their mobile platform - like any rocket, it will deal massive damage or splash damage to you. If they catch you in melee range, they will spin about, causing you damage as well. However, they do have one glaring weakness - the Shrink Ray. Save up your shrink ray shots for these guys. If you don't have access to Shrink Ray, get to medium range and use the RPG or Devastator, or try and get cover and fight at short range with the shotgun and chaingun. RECOMMENDED WEAPONS: The Shrink Ray will nerf a Commander badly, use it if you got it. Otherwise, you will have to hammer away with just about any other weapon to kill it, such as the RPG(3). [04-01-09] Protozoid Slimer ------------------------------------------------------------------------------- HEALTH : <= 6 DROP : None ATTACK : Bite (Melee) These are green blobs of slime. They can hatch from Protozoid Slimer Eggs, live in garbage cans or just be around normally. The Protozoid Slimer, or referred to in the guide as just Slimer, are not difficult, but annoying. One shot of anything will kill it (including boots) 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 (Trooper, Captain, Pig Cop or Enforcer), they will actually kill them 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 boots. RECOMMENDED WEAPONS: Using your boot is most efficient, but anything will do as they die in one shot. [04-01-10] Protozoid Slimer Egg ------------------------------------------------------------------------------- HEALTH : 30 DROP : None ATTACK : None The Protozoid Slimer Eggs, or referred to in the guide as just Slimer Eggs, are green eggs. They'll hatch when you are in their presence, creating one 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: Since they usually come in clumps, using an explosive works wonders as they it can destroy the entire clump without a single one spawning. Otherwise, you can kick it three times to splatter it. [04-01-11] Battlelord, Common ------------------------------------------------------------------------------- HEALTH : 1000 DROP : None ATTACK : Chaingun (Bullet), Sticky Grenades (Projectile) There are two different types of Battlelords in Duke 3D: The Battlelord at the end of Episode 1 and the smaller battlelords that are found throughout the last three episodes of the game, known as the Common Battlelord. The Common Battlelord looks identical to the Boss Battlelord except smaller. The Common Battlelord (usually just referred to as Battlelord in the walkthrough section) is the most powerful and dangerous enemy that you will encounter in your travels besides the boss monsters. They have identical weaponry of their older brother, including the Chaingun that and obliterate you if you don't immediately react, and their Grenade Launcher which shoots sticky grenades that either explode on impact with Duke or stay on the ground, acting as a trap. Unlike the Boss Battlelord, however, they don't have the power to squish you should you engage them in melee. You should be very cautious when fighting a battlelord. Taking cover behind a corner, box, or something similar is a must, because at close-medium range their chaingun can't miss. So take cover, use your RPG or Devastator if you can, and hope for the best. Ensure that you avoid the sticky grenades as well. Battlelords are immune to being shrunk until they are reduced in health. RECOMMENDED WEAPONS: The RPG(6) or Devastator (~35) will take out a Battlelord without exposing you to too much of it's wrath. Be careful though, you should still take cover when firing these weapons he will fire right through your barrage. [04-01-12] Shark ------------------------------------------------------------------------------- HEALTH : 35 DROP : None ATTACK : Bite (Melee) Sharks appear as small grey fish with a large row of teeth. Sharks are a mere annoyance that appear in watery levels. They are silent and will usually stalk you from a distance, but even if they do manage to gnaw on you a shot or two from just about any gun will kill them off. They typically appear in groups, so using a splash weapon to clear out a group is useful. Additionally, since they are water bound, dropping explosives into water can clear out these and other enemies easily without you even being exposed to the threat. RECOMMENDED WEAPONS: Any. Chaingun or explosives vs. groups. [04-01-13] Mounted Gun [Mechanical] ------------------------------------------------------------------------------- HEALTH : 30 DROP : None ATTACK : Blaster (Projectile) Mounted Guns appear as green, double turreted guns that shoot red lasers. Mounted Guns are a nuisance that are found in the corners of many areas or as traps. They shoot lasers from their double turrets when they spot Duke and don't stop until they are destroyed. Since they are stationary, you can easily take cover and fire off a few shots before taking hits. When shot with a Bullet-type weapon, they spin - this spinning animation appears to reduce the damage that they take from future attacks. RECOMMENDED WEAPONS: Shotgun (1-2) and Chaingun(5-8) will deal with it by making it spin. If you aren't at close range, use the RPG to stop their barrage of fire. [04-01-14] Pig Tank [Mechanical] ------------------------------------------------------------------------------- HEALTH : 800 + DROP : None ATTACK : Side Guns (Bullet), Grenade (Projectile), Explosion (Melee - see below) The Pig Tank is a small tank-like vehicle, with a Pig Cop visible through a front window. It has four side-mounted guns on it. Pig Tanks have tons of health, and have two very devastating attacks - launching volleys of unavoidable bullet-type attacks or hurling a grenade in Duke's general direction. Lucky for Duke, they have a massive, glaring weakness. Unlike other enemies, you can maneuver behind them - they have a large "Radiation" symbol that looks identical to an Exit Symbol. If you press this, you will hear a quick, high-pitched beeping noise that indicates the tank is going to explode - the blast radius on the explosion is huge (which is why I considered it a melee attack) so you absolutely must run for cover - if none is available, consider using the Steroids to take cover. You only find them in The Birth, episode 4. After the tank explodes, there is a chance that the Pig Cop inside survived and he will be none too happy with you. RECOMMENDED WEAPONS: Use the atomic symbol on their back and take cover! If you can't, use the RPG(3). [04-01-15] Alien Drone ------------------------------------------------------------------------------- HEALTH : 300 DROP : None ATTACK : Claws (Melee), Shrink Ray (Projectile) Alien Drones are tall, lanky bipedal creatures with tan skin. They have red eyes and have green blood. The Alien Drone is exclusive to Episode 4 - The Birth. They are highly agile, can take a ton of hits, and usually are found in groups. Luckily for Duke, they also don't have a directly damaging projectile attack. Instead, they use a Shrink Ray - the same kind Duke uses. When Duke is shrunk, like other enemies the Alien Drones will try and squish Duke mercilessly. If they can't manage to accomplish this, they will then try and claw Duke up with their high-damage melee attacks, and will usually hurl themselves into battle with a mighty leap. You can avoid the Shrink Ray if you have Steroids on hand (cures being Shrunk), and you will have to keep range from the drones by strafing around them, or running away from them, turning around only to shoot them. Alien Drones are immune to shrink rays. They are not, however, immune to the Microwave Expander and Freezer like Mechanical creatures. RECOMMENDED WEAPONS: Shotgun (4), Chaingun (31), Expander(22), or Freezer(15) will do the trick against a solo drone. Usually, however, you will fight them in groups - the RPG(2) or Devastator (~11) will clean out a group of them. +----------------------+ =| [04-02] Boss Enemies |====================================================== +----------------------+ Boss enemies are the biggest, meanest aliens that you will come across in Duke Nukem 3D. This section will give a description of their abilities and a glimpse into the best methods used to kill them. They have a HEALTH and ATTACKS entry, similar to the entries for all the common enemies (see section 04-01). However, since bosses can't drop anything, that field has been omitted. When you kill a boss, the level and the episode ends. If you are playing around with the map editor, you can fight more than one boss in a level - the level will still end if you kill any of the boss monsters there. [04-02-00] Listing of Contents ------------------------------------------------------------------------------- [04-02-01] Battlelord, Boss [04-02-02] Overlord [04-02-03] Cycloid Emperor [04-02-04] The Alien Queen [04-02-01] Battlelord, Boss ------------------------------------------------------------------------------- HEALTH : 4500 ATTACK : Chaingun (Bullet), Sticky Grenades (Projectile), Squish (Melee) The Boss Battlelord is the monstrous alien that you fight at the end of L.A Rumble, landing in the canyon of the Abyss within a massive spaceship. He appears as a gargantuan tan skinned humanoid, wearing spiked black armor and wielding a chaingun / grenade launcher combination. It is not to be confused with it's little brother, the Common Battlelord (see section 04-01-11, "Battlelord, Common", for more information). The Battlelord may be tougher than the Overlord and about on par with the Cycloid Emperor in terms of difficulty. His primary attack is his Chaingun, which can kill Duke nearly instantly if he's in close range. Even at longer ranges, it's likely to be the main source of damage against Duke as it is more accurate than other Bullet-type weapons. His other attack is a dangerous grenade launcher that launches "sticky grenades" - explosives that either detonate on impact with Duke or stick to whatever surface they land on, becoming effective proximity mines. Finally, if for some reason you get too close to the Battlelord, he will kill you instantly by squishing you. The best tactic for fighting the Battlelord involves two steps. The first is coming prepared. Have a jetpack, a portable medikit, an RPG full of ammo, and ideally full health (200%) and armor. The second is, when you engage him, immediately turn on your Jetpack and fly around him in a circle as large as the room allows. The purpose is twofold - to negate his melee and grenade attacks and to decrease the accuracy of his chaingun. Fly in this circle, unloading the RPG as fast as you can. If your health is low, pop your portable medikit. Hopefully you will be able to keep your Jetpack on for the entire battle, if not, you will have to fight on the ground. The tactic is essentially the same - circle the boss and unload RPG rounds - but you will have to avoid the sticky grenades that he launches at you too. Steroids could be useful if the fight ends on the ground, making him harder to shoot at you (but don't go kicking him!). If you prepared properly, he's not too hard to kill. He'll usually die after around 40 RPG blasts or equivalent. There is quite a bit of ammo and items on they way to and in the room of the Battlelord, so you shouldn't have to worry about that. [04-02-02] Overlord ------------------------------------------------------------------------------- HEALTH : 4500 ATTACKS : Rocket Barrage (Projectile), Squish (Melee) The Overlord looks like an oversized enforcer, hiding within the final areas of the moonbase in Lunar Apocalypse. He has a massive rocket launcher battery on his back, and a tremendous, toothy maw. Despite being the second boss that you fight in the game, he is arguably the easiest. This is because his primary attack method is very easily avoidable by a mobile Duke. He attacks from the missile battery on his back, shooting fairly slow rockets that can be strafed around and avoided. Additionally, he can squish you if you get too close - but that's your fault. Killing the Overlord doesn't require quite as much preparation as fighting the Overlord, but having a jetpack and a full RPG and Devastator always helps. The tactic is almost identical to that of the Battlelord - turn on the Jetpack, circle about, and unleash your most powerful weapons. Even if you don't have a jetpack for whatever reason, it's not a death sentence - his rockets are fairly easy to avoid. After about 40 RPG blasts he should fall. In the room he comes out of there is a bit more ammo (see the Walkthrough for more info) but you shouldn't need it. [04-02-03] Cycloid Emperor ------------------------------------------------------------------------------- HEALTH : 4500 ATTACKS : Energy Burst Spray (Projectile), Devastator Spray (Projectile), Squish (Melee) The Cycloid Emperor, a massive lizard like humanoid, is the last boss of Episode 3, Shrapnel City. He is heavily armored, and has but a single eye donning his head, with a mouth of vicious looking fangs. He awaits Duke in a football stadium, complete with his own cheerleading squad of assault troopers. About the same difficulty as the Battlelord, the Cycloid Emperor has a set of quick projectile attacks that can spell doom for Duke if he's not quick on the draw. He has two projectile attacks. The first is a spray of Octabrain-like energy blasts. These dissipate as normal and are fairly slow. The second attack is a barrage of Devastator like missiles - this is his most dangerous attack as even on a jetpack they can be tough to avoid. He will alternate between the two modes of attack. And of course, like all bosses, he will squish you should you meet him in melee. The typical tactic for beating the Cycloid Emperor is like beating the first two bosses, come prepared with a Jetpack, a Devastator and RPG full of ammo, and max health and armor. Strafe around the creature at a range long enough so that his energy bursts dissipate and his rockets have a better chance to miss. Unload your weapons and hopefully he will fall fairly quickly if you don't slow down. In addition, he has a "cheerleading" squad of a assault troopers that you should blow away with an appropriate explosive at the first given opportunity. Avoid killing your own babe-driven cheerleading squad, as it will warp in a commander - something that you don't want to deal with. It usually takes around 40 RPG blasts to down him. There is tons of ammo around in the Arena, as well as the ability to shoot the "Duf" blimp with the RPG or other explosive weapon for even more if needed, so you shouldn't be in want. [04-02-04] The Alien Queen ------------------------------------------------------------------------------- HEALTH : 6000 ATTACKS : Electrocution (special - see below), Squish (melee) The Alien Queen, the final boss of the fourth and final episode The Birth, is a massive blue alien resembling a bloated Alien Drone. She resides under the water in her fortress. The battle with The Alien Queen is a bit different than the normal battles that you have been exposed to. She has a very large health amount for one thing, and has but a single direct attack - she electrocutes the water around her, injuring Duke. However, she also has the ability to spawn Alien Drones at will. When encountered, she will be surrounded by alien drones and the odd octabrain already, so more enemies doesn't usually spell good things for Duke. Of course, she'll squish you should you meet her in melee. Like the other boss battles you will have to prepare for the battle, of course. This time, however, you won't be needing a jetpack seeing as the battle is fought underwater - though obviously scuba gear is recommended (but see below). Some Steroids can be of use, as the mass of Alien Drones will be shooting relentless Shrink Ray blasts at you. And, as usual, a complement of weapons like the RPG and Devastator will come in handy (though you will probably need to use your other weapons, probably your bullet-type weapons as well, because she has large amounts of health). Unlike the other boss battles the environment you fight her in is essential to the fight. The first thing is to notice the holes above your head. You can surface through the holes and get air if you run out of Scuba Gear, some ammo (from a Secret, see the level walkthrough for more information), and a break from the action. The next thing that you should notice is the mass of enemies around you. The Octabrains are your priority at the beginning of the fight. Ideally, use your RPG or chaingun to take them out early, as they can impede the progress on this strategy. Then, maneuver yourself into one of the highest corners in the area. This way, the Alien Drones can't reach you to actually deal damage to you (even by jumping). Thus, you can focus on the Alien Queen, though you will still get Shrink Ray blasts thrown at you (that's why it's nice to have Steroids to counteract this). Once you get into position, unload. It will take around the equivalent of 65 rockets to kill her, though in reality much of your ammo will be spent on auto-aiming the alien drones she continually spawns, so be prepared to use your other weapons - even your bullet weapons. If you came with full health, armor, ammo, and scuba gear, you shouldn't have much of a problem. There is some ammo scattered around the battlefield and in a Secret, see the walkthrough for the boss level for more information on this. +-----------------------+ =| [04-03] Shots to Kill |===================================================== +-----------------------+ This table is intended to show the amount of weapons fire needed to kill an enemy with each gun. All the enemies and weapons are reflected in this table. The data in the table was gleaned from purely empirical measurements, so they may not be 100% accurate. They were accomplished by going to the special level "_zoo.map" and unloading on enemies. For many lower health enemies, there were 10 tests done and the results observed. For enemies with more than 800 Health, they were killed only as it would seem practical to an ingame scenario - for example, you would never shoot a Pig Tank to death with a pistol or try to kill the Overlord with laser tripbombs. In these cases, either a single test was done or none at all (see below). I believe that there is some randomness factored into how the damage is dealt to enemies to some degree. For example, though the Octabrain has health of 175 sometimes two shots with the Shotgun (70 damage each, 140 total) kill it. This happens to many enemies, thus the ranges. There are some weapons that are shown in the table that have a "-" in their entry; this means that either the monster is immune to the weapon or the weapon is entirely impractical (see above). If there is a "x" in the entry, it means the creature can be shrunk after being reduced in health. Remember that these values are completely empirical and subject to errors. +---------------------------------------------+ | Table: Enemies vs. Shots Needed to Kill Them| +-----+------+------+------+------+-----+-----+------+------+------+-----+-----+ | ENE | Boot |Pistol|S.gun |C.gun | RPG |PipeB|Shrink|Expand|Devast| LTB |Freez| +-----+------+------+------+------+-----+-----+------+------+------+-----+-----+ |A Dro| 26 42 4 31 2 5 - 22 10-12 4 14-15| |A Que| - 900 75 660 60 - - 330 120 - 300 | |Batt*| 100 130 11 98 6 25 x 70 38 15 45 | |Battl| - 600 50 430 40 - - 220 80 - 200 | |Capta| 5 8-9 1 6-7 1 1 1 5 2-4 1 3 | |Cyclo| - 600 50 430 40 - - 220 80 - 200 | |Comdr| 35 48-49 4 34-35 2 4 1 26 9-11 4 19 | |Enfor| 9 14-15 2 9-10 1 1 1 8 2-4 1 5 | |M Gun| 4 6 1 5 1 1 - 3 1 1 2 | |Octab| 14 26-27 2-3 16-17 1 2 1 13 1 2 8-9 | |Overl| - 600 50 430 40 - - 220 80 - 200 | |Pig C| 8-9 13-15 2 9-10 1 1 1 8 2-4 1 5 | |Pig T| 40 67-68 6 48-49 3 11-12 - 36 20 12 24-25| |P Egg| 3 3 1 2-3 1 1 1 2 1 1 1-2 | |Proto| 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 | |S Dro| - 21 2 14-15 1 2 - 11 3-4 3 7 | |Shark| 4 5 1 4 1 1 1 3 1 1 2 | |Troop| 3 4-5 1 3-4 1 1 1 3 1 1 2 | +-----+------+------+------+------+-----+-----+------+------+------+-----+-----+ Some abbreviations were necessary to fit all the information into the table. The abbrevations are usually the first few letters of the enemy or weapon name, and are described as follows: A Dro - Alien Drone Boot - Mighty Boot A Que - Alien Queen S.gun - Shotgun Batt* - Battlelord, Common C.gun - Chaingun Battl - Battlelord, Boss PipeB - Pipebomb Capta - Assault Captain Shrink - Shrink Ray Cyclo - Cycloid Emperor Expand - Microwave Expander Comdr - Assault Commander Devast - Devastator Enfor - Enforcer LTB - Laser Tripbomb M Gun - Mounted Gun Freez - Freezer Octab - Octabrain Overl - Overlord Pig C - Pig Cop Pig T - Pig Tank P Egg - Protozoid Slimer Egg Proto - Protozoid Slimer RPV - RPV S Dro - Sentry Drone Troop - Assault Trooper +---------------------+======================================================== | [05-00] Walkthrough |======================================================== +---------------------+======================================================== This section will walk you through every level in the game, taking you through all the rooms, secret areas, and entrances to secret levels. I have divided each walkthrough in two ways. First, by Objective. The only real objectives in the game are getting the Blue, Red, or Yellow keys, or getting to the exit of the level. The second way is by room, area, or secret number. This means that the guide will be in bite size "chunks" for you to return to if you have to reference something else in this guide or another text. For example, there might be a room called [The Snack Stand], and this will describe that area, as well as how to progress in the level relative to that area. Secrets are also described in the same fashion, though their naming convention won't include a description of an area, just [SECRET #]. For example, the secret ledge that gives the RPG in Hollywood Holocaust will be referenced as [SECRET 1] in the guide. Finally, secret levels are given a special naming covnention, [SECRET LEVEL] and then a description of how to activate the secret level exit symbol. [05-00-01] Level Listing ------------------------------------------------------------------------------- Table: Duke 3D Levels displays improtant information, as shown in the example below: +------------+---------------------------+-------+------+----+---------------+ | Section | ExLyy Level | Par | 3DR | S. | Exits | +------------+---------------------------+-------+------+----+---------------+ | [05-01-01] | E1L01 Hollywood Holocaust | 01:45 | 0:53 | 08 | E1L02 | +------------+---------------------------+-------+------+----+---------------+ + Section: This is where the level is referenced in the guide. + "ExLyy": The in-game designator for each level, in the form of ExLyy, where E stands for "Episode", x for the number of the episode, L stands for "Level", and "yy" is the number for that level. So, for example, E3L03 would stand for Episode 3, Level 03 - Flood Zone. + Level: The name of the level. The six secret levels in the game have a (s) appended to this entry in the table. + Par: Short for "Par Time". The in game time that is listed as an average time to get through the level in a somewhat speedy manner. This has no effect on anything in in game terms and is simply another challenge for the Duke 3D player. + 3DR: Short for "3D Realms Time". This time is a second ingame time limit, like Par Time, except for the elite players. This most definitely involves using a shortcut of some kind to get through the levels. For those interested in beating the levels in such a quick time, see Fernando Calvo's speed walkthroughs (see section 02-01-04 for more information). Like the par time, it doesn't have any bearing on the actual game, it is a personal challenge. + S.: Short for "Secrets", and it is the total of the total number of secrets that are in the level. You need to get this many secrets for a 100% listing on the score at the end of the level, but otherwise it is just another challenge for Duke. + Exits: This entry shows the exits within a level. This is usually the next sequential level, for example, E1L04 Toxic Dump will link normally to E1L05: The Abyss, but also has a secret exit to E1L06: Launch Facility. In the table, a secret exit is followed by a lower case 's