Duke Nukem: Time to Kill FAQ and Walkthrough
c1998 Seth Paul (V0.4 Onward c1999)
IMPORTANT NOTE: This game was played on a U.S. version of Duke Nukem set
at `Death Wish' difficulty. Slight differences in game features and
enemy placement may vary on your particular difficulty and version.
Duke Nukem: TIME TO KILL is c1998 3D Realms Entertainment. All rights
reserved. Developed by n-Space. Published and distributed by GT
Interactive Software Corp. All other trademarks are the properties of
their respective companies.
IMPORTANT! IMPORTANT! READ THIS!
If you want to send me e-mail, I will soon no longer have the e-mail
address that is strewn throughout the FAQ. If you wish to contact me
anytime after this FAQ is posted, please send any e-mail to
firstname.lastname@example.org. If you see the old e-mail address anywhere
in the document, ignore it.
ALSO IMPORTANT: Although I don't have the level ready yet, I have a
small section detailing the most frequently asked question of all.
"How do I get out of the arena on the `Let the Games Begin' level?"
*The most recent versions of this FAQ can be found at: *
II. Current and Earlier Versions
III. Duke's Enemies (Finished!)
IV. Duke's Arsenal(Almost Done!)
V. The Levels(in progress)
VI. The Secrets in Each Level(also in progress)
VII. The Challenge Levels(Finished!)
VIII. Cheat Codes(many added; maybe more still out there!)
IX. Jokes and Fun Stuff (More to come!)
I'd like to give thanks to:
3D Realms: For making such a great series of games (and such a cool
character to have star in them).
n-Space: The real creative edge behind Time to Kill. Great job with
the Duke license, guys!
GT Interactive: The company that manages to put Duke Nukem and other
fine products on the shelves. Thanks for bringing
the work to the public!
J Young : Provided me with the last secret
to level 1 and was the first to
send me info on the current
state of the FAQ. Thanks!
Rodrigo Silva : Not only gave me the last secret
I hadn't found for level 2, but
gave me all 6 secrets for level
The following, unfortunately, weren't the first to provide me with
the last secret to level 1 (of course, no one really knew I already
found it!), but they were nice enough to send the information along
to me, and I'm really very grateful for that:
Thanks to Phil Robbins, who sent me corrections on the mistakes I
made in the Jokes section.
The following people sent in cheat codes:
David Flesch (also provided me with the descriptions of the Super
Randy L. Jack (who also sent me some Gameshark Codes; Thanks!)
That's it for now. Oh, and for those of you who wrote for help some
time ago, I'm sorry, but I've been very busy lately, and I will
get the information to you soon.
I know for the time that I've been doing this FAQ, this update may
seem pretty small. But it's a big file, and there's a lot of things
I want to find before I write it all down. Also, I'm going through
levels over again to make sure I've done everything correctly. Sorry
if it's taking long time to finish.
Also, I've seen other FAQs post up e-mail addresses of the people who
sent in info. If you don't mind me posting yours, let me know!
II. Current Version and Earlier Versions
-Completed Enemies section (yay!)
-Completed Challenge Levels
-Nearly completed Duke's Arsenal section (if you have info on the
Freezer weapon, please e-mail me!)
-Added blurb on possible solution to Arena problem in Let the Games
Begin level (See the Levels section if this is where you're stuck.
-Would have called this v0.5, but I wanted to have new level
walkthroughs before I officially called this thing halfway done.
But, I needed to post this version because of important information
included in the FAQ. The next version will be along at least by
next week (that's a promise; no more long delays!)
-Also added Wing'ed Death walkthrough
-This FAQ was posted April 30, 1999.
-Added some more cheat codes
-Added three more levels (Gold and Guns, The Reaper, & Obey or Die)
-Added secrets for the two levels that have secrets
-Began work on monster section.
-Added another new section: Jokes and Fun Stuff!
-Added cheat codes
-Added apologies and more credits
-Made a correction for Challenge Stage 1: 18 enemies, not 20!
-This version was posted December 17, 1998.
-Clarified and completed entire Level 1 Section
-Began work on Duke's Arsenal
-Added new section: Challenge Levels
-Added secrets for Level 2 and 3
-Added walkthroughs for Levels 2 and 3
-This FAQ should be available December 1, 1998.
-Finished the level 1 walkthrough
-Found 6 of 7 secret areas of level 1
-That's about it. Pretty crappy to start, isn't it?
-This FAQ was posted November 25, 1998.
If you have any information on secret areas, please e-mail me at
email@example.com. Anyone submitting information WILL be
the credits, as I probably would not have found them without you.
III. Duke's Enemies
NOTE: The bosses of each area
1. DRAK - The lesser, weaker grunts of the invading alien forces.
Not particularly bright, but persistent. They are armed with
small sidearms, and tend to pistol clips when killed. They
sometimes drop small health packages.
STRENGTHS - Numbers. When you see one Drak, most likely there
at least few more around. If they decide to join their comrade,
you could be easily outnumbered.
WEAKNESSES - Can be easily killed with pretty much any weapon.
Even a few quick shots from your Desert Eagle should be enough
to put them down.
2. PIG COP - For some reason, aliens species like taking L.A.'s
police forces and mutating them into single-minded, loyal
followers. They are armed with shotguns rather than small guns,
and can do some pretty heavy damage to the unwary Duke. Sometimes
they drop shotgun shells, shotguns, or somewhat used armor.
STRENGTHS - Again, pig cops have numbers on their side. They also
can be found in a multitude of forms. For example, in the Old
West, they disguise themselves as cowboys. Some even go so far as
to strap bombs to their chests and run at Duke, hoping to blow him
up (and they usually succeed). Their weapons do more damage than
WEAKNESSES - Using their own weapon against them (i.e. the
shotguns) is probably the weakest non-super weapon you should use
on them. Anything above it should mow them down. Strafing while
shooting helps, too.
3. NECROS - A Necro is similar to the Octobrain found in an earlier
Duke Nukem encounter. They float around and shoot fast-moving
mental blasts at Duke.
STRENGTHS - Necros tend to move pretty quickly when spooked.
The mental blasts they shoot take a considerable chunk out of
Duke's health. The fact that they can fly makes them harder to
hit. Don't go at them with anything less than the Gatling Gun.
WEAKNESSES - Unlike bullets, you can see the blasts early enough
to dodge out of their way. Necros are really at a disadvantage
underwater, though. Not only is their maneuverability reduced,
their mental blasts travel slower than a molasses covered turtle.
They also don't appear in really large groups most of the time.
4. BATS - A bat is, well, a bat. Just your basic flying rodent that
flies around and generally makes a nuisance of itself.
STRENGTHS - Numbers. Not really much of a problem.
WEAKNESSES - Go down in a few hits.
5. HELLWINGS - Larger, more dangerous bats. These suckers shoot
flaming balls at you and make an annoying screeching sound as they
STRENGTHS - Hard to hit, even when standing still. Fast-firing
weapons work best.
WEAKNESSES - Tend to be loners, can't withstand much damage, and
they can't hit you if you're underwater.
6. HEAVY DRAKS - You'll know them when you see them. They're purple,
bigger than their green cousins, and carry Gatling Guns.
STRENGTHS - Definitely the gun. It's far more powerful than the
guns the regular Draks carry. This creates the added tendency to
avoid more than one at a time.
WEAKNESSES - Guns aside, these are Draks you're dealing with.
Some well-placed shots should take them down easily.
7. ROBOTS - Pretty nasty. Tank guns roam around and fire at you
with a high-speed gun. Tripod guns don't move, but they have
STRENGTHS - Rapid-fire weapons means constant wear on your armor
and health. Stay out of their gunfire if you can.
WEAKNESSES - Sniping at a distance with your Desert Eagle is great
for tripod guns. A well-placed RPG blast does well with
everything else. Also, they might not see you sneak up behind
8. LARVAL NECRO - THE most annoying enemy in the entire game. From
far away they're not so bad, but if they see you, they will jump
on you and suck your life away. Evil, evil, evil!
STRENGTHS - There are lots of them, and they won't let go once
they find a nice hovering spot around you.
WEAKNESSES - Use the limited seeking capabilities of the Energy
Weapon to deal with these monstrosities. Not much else works
well enough (or fast enough).
IV. Duke's Arsenal
Weapons are provided in the order that you are most likely to find
them in the course of the game. This includes weapons found in
1. Mighty Foot
Not much of a weapon, really. Duke basically sticks his foot out
and hopes it hits something. Mainly useful if you want to break
open boxes or weak grates without wasting important ammo.
AMMO USAGE: None (It's Duke's foot, all right?)
AMMO CAPACITY: N/A (Duke has as many feet as needs.)
2. Desert Eagle
Duke's trusty sidearm. A good, reliable piece when no other
weapon is available. It's high accuracy, high rate of fire,
and very little loss of damage over distance makes this a good
AMMO USAGE: Pistol clips.
AMMO CAPACITY: Duke picks up 20 bullets per clip up to a maximum
of 200 bullets.
SUPER VERSION: The Super Eagle (Same as Desert Eagle, but fires
even faster than the normal version).
3. Combat Shotgun
A powerful gun (it can blow limbs off!) that has an acceptable
rate of fire. However, the bullets spread out, so the further
away the target is, the less damage it will take. This gun is
probably the commonly chosen for wandering around the levels.
AMMO USAGE: Shotgun shells.
AMMO CAPACITY: Boxes of shells give Duke 10 rounds up to a maximum
of 50. Used shotguns give Duke 24 shells.
SUPER VERSION: The Super Shotgun (Can fire four quick blasts in a
row before reloading).
4. Gatling Gun
Another good gun to roam levels with. Has an EXTREMELY high
firing rate, but has low accuracy, especially at far distances.
It also consumes ammo quite rapidly, but Duke can hold enough
ammo for this gun that this really isn't a drawback.
AMMO USAGE: Boxes of bullets.
AMMO CAPACITY: Duke can hold a maximum of 400 bullets, with boxes
adding 100 bullets to his arsenal. Picking up Gatling Guns adds
150 to the total amount.
SUPER VERSION: The Laser Gatling Gun (Fires lasers instead of
bullets which do more damage than before. Unfortunately, it only
holds 250 rounds instead of 400.)
5. Pipe Bomb
One of Duke's more useful indirect weapons. Duke can throw one
a fair distance, depending on how long you hold down the action
button. Duke can then either pull out another one (useful for
setting up big explosions or multiple small explosions at once)
or detonate them with a remote switch. There is no time limit,
so Duke can wait until he's good and ready to set them off. Good
for setting traps for the unwary. Be careful of the explosion,
though. If you're too close Duke can get hurt or even blow
AMMO USAGE: Pipe Bombs
AMMO CAPACITY: Picking up Pipe Bombs gives you 5 bombs to toss,
up to a maximum of 15.
6. RPG (Rocket Propelled Grenade)
One of the most powerful weapons Duke can use. Basically, it's
a rocket launcher. One shot can reduce most enemies to mere
piles of steaming meat. Unfortunately, Duke can only hold a
very limited amount of ammo.
AMMO USAGE: Box of grenades
AMMO CAPACITY: A box of grenades gives 4 rounds, up to a total
of 8. Picking up an RPG also gives you 4 rounds.
SUPER VERSION: The Incendiary RPG (How this weapon can be more
powerful surprises me, but apparently it is. It also catches
enemies on fire.)
A weapon similar to the pipe bomb, but lights immediately and
should be thrown quickly. Be careful you don't bounce it back
AMMO USAGE: Dynamite sticks
AMMO CAPACITY: Comes in packages of 10, and Duke can hold 20
8. Throwing Knife
A weak looking weapon, but a well thrown knife can take out an
enemy in one or two hits. But, Duke can't find many of them at
once, can't hold too many, and they don't have fantastic range.
AMMO USAGE: Throwing Knives
AMMO CAPACITY: Duke can only grab one knife on a pickup, but can
hold a total of 10.
9. Buffalo Rifle
A gun found in the Old West, this baby can do some fairly good
damage for long range firing. Reload time on it is pretty bad.
AMMO USAGE: Buffalo Shot
AMMO CAPACITY: Duke can pick up a rifle for 8 bullets, but
picking up shot gives him 10. The maximum he can hold is 20.
10. Flame Thrower
At short range, this weapon can roast any adversary, but pig cops
are probably the most susceptible. It has two problems: You have
to hold the weapon for a fairly long time on the target or they
won't heat, and it burns ammo very quickly.
AMMO USAGE: Bottle of fuel
AMMO CAPACITY: A Flame thrower offers 60 bursts of flame, but a
bottle completely refills your ammo at 200.
SUPER WEAPON: The Hi-Temp Flame Thrower (Cooks enemies faster
than normal. Has a blue flame.)
11. Throwing Axe
This weapon can be fairly powerful in the right hands. Don't
rely on them too much, though, because the amount you can hold
is painfully small.
AMMO USAGE: Axes
AMMO CAPACITY: They come in groups of 2, but Duke can manage to
grab one at a time. The most axes Duke can hold is 5.
A long range firing weapon, this is basically the medieval
version of the Buffalo Rifle. I find that it works much
better, though. It has a wider range due to its ability to
fire three bolts at a time (only consuming one unit of ammo,
AMMO USAGE: Crossbow bolts
AMMO CAPACITY: Duke can pick up crossbows with 6 bolts in them.
The most he can hold is 120.
13. Holy Hand Grenade
1, 2, 5! (Three, sir!) 3! Straight out of Monty Python and the
Holy Grail, these explosives are far more useful than dynamite
and pipe bombs for one good reason: the grenade will `seek' out
the nearest enemy and explode. If there's no enemies around,
though, the grenade will bounce aimlessly and explode after
awhile on its own.
AMMO USAGE: Holy Hand Grenades
AMMO CAPACITY: Duke finds these in bundles of three, and can hold
10 of them at one time.
14. Energy Weapon
A pretty neat addition to Duke's arsenal. This weapon fires a
short range `claw' which can `seek' out a nearby enemy, latch on,
and holds them until they burn up. Great for Larval Necros.
AMMO USAGE: Energy Cells
AMMO CAPACITY: Duke can pick up the weapon and get 50 seconds of
firing power. An energy cell gives 200 seconds. Duke's maximum
SUPER WEAPON: The Super Zapper (Shoots a much longer beam and has
better seeking abilities.)
Works exactly like the Freezethrower from Duke 3D. Point it at
an enemy and shoot them until they turn into a frozen block.
Shoot again (or run up to them if you want to save ammo) and they
shatter. Best used for crowd control, where you can freeze some
enemies, kill others with other weapons, then shatter the ice
cubes. WARNING: Enemies will thaw after a few seconds.
AMMO USAGE: Freezer Crystals
AMMO CAPACITY: (?)
1. Medkits - Duke can run into these items and heal himself for some
minor damage. Most medkits repair for 10 points of damage.
2. Ammo - Each weapon has various ammo types. The amount and types
of ammo can be found above in the Weapons section.
3. Steroids - Picking these up allows Duke to speed up immensely for
a short time. Duke goes back to normal after they run out.
4. Double Duke - Duke will turn red and transparent with this
powerup. While it is active, Duke will deal out 2x the amount of
damage he normally does. It will eventually run out and Duke will
return to normal.
5. Invisibility - Duke goes transparent upon pickup. Duke will be
invisible to enemies until the powerup wears off. Shooting at
enemies, though, draws their attention to Duke.
6. Invincibility - Duke turns a bright white and cannot be hurt until
the effects wear off. Get as many kills in as you can before
7. Atomic Health - This boosts Duke's health 50%. Unlike medkits,
Atomic Health can push Duke's health over 100%(Up to 200).
8. Armor - Upon pickup, armor reduces damage done to Duke until it
wears out (indicated by a number scale next to the ammo indicator)
. It is sometimes dropped by dead Pigcops.
Inventory is any pickup that you can start and stop the use of at
anytime. All of these items start with 100 points that go down with
time (except for the Portable Medkit; see it for details).
1. NVG (Night Vision Goggles) - These will allow you to see dark
areas of levels (with a green tint) until you remove them or
they run out.
2. Jetpack - Probably the most useful item in the entire game. The
jetpack allows Duke to fly to places he could not reach merely by
jumping (or it can just be a useful shortcut device). As a bonus,
the flame underneath can cook your opponents (if you hang there
long enough)! Just don't run out while high in the air.
3. Bio Mask - Been breathing noxious fumes lately? This item filters
out nasty chemicals in the air that do Duke some serious harm.
When you see clouds of gas, be prepared to put this item on soon.
4. Portable Medkit - This item is probably the second most useful in
the game. Like a medkit, this will restore Duke's health. Unlike
a regular medkit, the unused portion is stored for later use. It
starts with 100 points that go down with usage, not time of usage
(ex. Duke has 53 health and a full Portable Medkit. Using the kit
brings Duke's health back to 100, while the medkit now has 53
points for later use). If Duke tries to restore more than the
amount left in the medkit, it will only restore the medkit's max
(Duke has 23, his medkit has 53, the highest he can go is 76).
5. Keys/Crystals/Jewels/etc. - During levels, Duke will pick up
various items that will help him solve puzzles in the level.
They will stay with Duke until he decides to use them somewhere.
The biggest examples of this are the crystals that Duke uses to
go through time.
V. The Levels
A. Level 1 - Time to Kill
You start out in a small park. Shoot however many pig cops show
up unexpectedly. Run towards the wrecked police car (NOT the
regular gray car) and turn left. Shoot some more pig cops and run
into the subway. One pig should drop a blue ID card. If you
don't find one, then run to the locked door at the end of the
end of the subway hall. Shoot the cop standing in front of it and
take the keycard. Swipe it in the slot and the door will open.
You are now in the subway station. Run onto the tracks and turn
into the opening not blocked by the train. Kill some enemies and
climb up to the doorway. Kick the door open and prepare to face
some pig cops. Disposing of them, run to the farthest wall of the
room from the door. There will be a switch there that activates
the subway's power. Run back to the station and into the ticket
booth, where a pig cop is waiting. Kill him and, if you want to,
take a peek with the security cameras. A console will be just
under the window of the booth. Activate the switch and the train
will start. Don't get on it, though. It will crash shortly after
you start it up. But, the way behind it is now clear. Kill the
pig cops and shoot the explosive canisters as you head down the
now clear tunnel. Jump up into the cavern created by the
explosion and kill some Draks. One Drak in this passageway will
drop an ID card for the locked room in this hallway. Open the
door and you will find the time machine that started this whole
business. It doesn't work yet, though. You will need three
crystals scattered through this level.
Turn around and head through the hallway directly across from the
transporter room. As you move through this tunnel you should see
a tunnel branching off to the right (it has purple lighting). Go
down this new pathway and you will reach a set of platforms
suspended from chains. You will also hit a couple of Draks. Kill
them, then jump off of the nearest platform and into the water
below. There should be only one platform you can reach from here.
(Well, there are more, but its the only one with chains) Climb up
onto the platform and grab one of the chains holding it up. Climb
up the chain, making sure to turn Duke enough so he can grab onto
the ledge above. Turn and jump up into the inset of the wall.
Here you should see a large gray statue-looking thing. In it is a
crystal. Take it. Duke will comment and you can leave this room
with a small series of jumps. Return to the original hallway that
you entered this area from.
Follow the green hallway until you reach a large room with a
broken bridge. Making sure no one can hurt you, run across the
first half of the bridge and jump to the second. Follow the rest
of the corridor (careful, there's an area where the water bogs you
down considerably. The robot is seated on the ceiling at the
other end. Try taking it out with the handgun as soon as it comes
into your view. You can see it, but it can't see you unless you
get too close). The crystal is just a swim across an empty pool.
Return to the area just outside the transporter room. Facing the
room, turn right and head up the passage. It will open up into a
large chamber holding a bunch of boxes and enemies. Jump down,
taking out everyone necessary. Take the only (clear) exit out of
the room and go until you come to the very end of the road. There
should be a platform with a robot and valve in the middle of a
pool of water. Shoot the robot and jump onto the platform. Turn
the valve. The water should drain out. Backtrack to a another
room with a valve and turn it. The room will fill up with water.
Jump into the water and swim down halfway to an underwater tunnel.
Swim into the tunnel and follow it (taking a breath at a midway
point if you need to). At the end, surface. Kill any Draks and
get out of the water. Move in and take the crystal.
Now, with all three crystals, go to the transporter room. Place
the three crystals and watch as the time warp opens. Jump in and
get ready to go to the Old West!
B. Level 2 - Duke Hill
Duke now wonders what the aliens are up to in the Old West. But,
to find out, he needs to get inside the bank vault. Then, once he
knows, he can grab a key and storm the nearby garrison, where a
mine shaft has been excavated. That shaft brings him to level 3.
The important thing now, though, is to find the three pieces of
paper scattered through the level that hold the combination to the
Duke begins by an old church and a hangman. Further along is a
street. Run down the street, dodging and shooting at Western pig
cops. On your left as you run down the street is a building with
the sign BANK above it. Kick in the door and shoot some pigs.
Run behind the counter. Right in front of the vault door is a
piece of paper. This is the first number of the combination.
Leave the Bank and proceed around the street corner, opening up
upon a dusty walk with a saloon and pig cops. Shoot the pig cops
and run down the street, turning LEFT when you reach the end.
There should be a well here. Climb down the inside of the well
and go into the water. Be very careful of the Necros down here!
Swim around, making sure to stay to the left. Eventually you'll
arrive at a surfacing point. Jump out to collect some ammo and
the second combination note.
Exit the well the same way you came. The final note is around the
corner, in a cell in the garrison. Problem is, two sentry guns
block any access to the garrison. The easiest way to deal with
them is to pull out the RPG (if you have it, but if you don't
check The Secrets to find one in this level!) and blast them from
a nice, safe distance. A cellar door will open. Proceed with
caution until a pig cop or two jumps out. Deal with them and go
in the cellar. You will come to a seemingly dead end. A wall in
the back is movable, though (it's VERY differently colored than
the other ones), so just push it. Grab the NVGs if you don't have
them already and enter. The dark corridor leads to a ladder (and
a box of grenades hidden in the dark). Climb the ladder and enter
the cell. If a pig gives you trouble, shoot him. The note should
be right in plain sight.
You can now put the combination in at the bank. Run all the way
back there and open the safe. Duke will find that bars of gold
have been mysteriously changed to lead. What are the aliens up
to? Anyway, grab the skeleton key from the back wall and be
ready for a nasty surprise! Get safely out of the bank.
Now you can finally go in the front door of the garrison. Run all
the way back (thankfully Duke's in pretty good shape!) and use the
key in the door. Waste some enemies and run to the left. You
will come to some stairs. Go up them and run straight through to
the next room. Turn and run past the cells with the Necros. Turn
right again, and follow the corridor to the end. Turn left and
you will come to a mine shaft elevator. Pull the switch and you
descend into Level 3, Miner 69er! (NOTE: There is a lot of stuff
you can collect here, but for the sake of those who want to blaze
through I have not mentioned them. A few tips, though: Next to a
cell on the second floor is a gray switch with four settings. Put
it on the fourth setting to collect some good stuff. The other
setting open up cells with Necros inside! Also, should you go in
the cell with the atomic health, the door will shut behind you.
Don't worry: the wall on one side can be blown open. Just don'
stand too close!)
C. Level 3 - Miner 69er
The Key: Long Way
When you start this level, there are two ways of going through:
one quick, obvious way and another, more cautious, but longer
road. The long one involves going to the pool of water down the
path behind Duke's starting location. A ledge with a pig cop on
it holds a switch. Push it and go back to where you began the
level. Go left and kill the opposing Draks. Turn left and kill
more Draks. You will be in a room with another switch. Push it,
then return down to Duke's starting point. Go into the new
opening and kill some pigs. At the end of this route is a key and
another switch. DON'T PUSH THE SWITCH! Take the key and run back
to the Drak area. Run up the other pathway and take a right.
You'll be in a room with a few levels of grating floors. If you
want to, grab some ammo and items, then unlock the big door.
The Key: Short Way
Run straight ahead into the room with the weird gas and the
Necros. Before going into the pit, though, make a right and
snag the bio mask off the wall. Kill any Necros you can see,
put on the mask, and run into the fumes. Kill more Necros on
your way to the area with the grating floors. When safely out
of the gas, take off your mask to conserve it. Go into the
only other available pathway, killing Draks. Make a right at
the dead end and push the switch. The dead end will open, letting
you go through a path with pig cops in it. Kill them and grab the
key. DON'T PUSH THE SWITCH! If you do, you'll have to run
through the gas again. Instead, backtrack back to the grating
room and unlock the big door.
Both paths converge from now on. Follow the hallway until you get
to a room with Necros and pillars sticking out of water. Kill the
Necros and get ready to jump. The best path across goes around to
the left. You can safely ignore the ledge with the bullet on it;
it's really not worth the hassle in case you miss and fall in the
water. Jump into the next tunnel and be cautious of pig cops and
pig bombers. There are two ways to go here, but they don't really
branch off, so pick one and you'll eventually get to a room with
a mine cart and a ramp going down a ways. Kill any Draks that are
here, and go down the ramp. There will be some more Draks here
too, so kill them and follow the path until you reach a place with
a pretty nasty looking device with several drilling heads on it.
DON'T JUMP IN! Instead, jump up to the underside of the grating.
Duke will hold on and you can swing him safely past the drill. On
the other side is a hole that the drills periodically sweep over.
Wait for a safe time and fall into it while hanging directly over
it. The drop won't hurt Duke, and you'll be safely past this
The Chasm and Exiting the Level
At the other end of this tunnel is a large chasm. Most of the
bottom is consumed by an underground stream, but most areas are
rock that can hurt if you fall too far. There are far too many
jumps here for Duke it navigate it easily, but there is a jetpack
up in the far right corner (as seen from Duke's POV when entering
this area) that will make life much easier. To get there, jump to
a ledge across from the entrance where a Drak is found. If you
haven't already, shoot him. To Duke's left is another ledge.
Jump up here. This ledge should allow Duke to jump and reach a
bridge-like rock structure. Run along this bridge and turn left.
There is a small hole in the wall. Do a run jump into it. Turn
around and you should see a ledge with a jetpack on it. Run jump
(and, if necessary, grab) to this ledge and take the jetpack.
Turn it on and face across the length of the chasm. Fly across
(be careful of any enemies that might show up!) and a tunnel
should appear. Land and run through it. DO NOT TURN OFF THE
JETPACK! Some parts of this tunnel will collapse under you
unexpectedly. If they do, immediately jetpack out of the hole,
land on safer ground, and keep moving. Unless you're low on
health, ignore the atomic health at the end of this tunnel; it
calls three pig cops in to take you out. Fall down the hole at
the end and you'll end up on a railroad track. Follow the track
all the way to the end. You will be in a room with a door in it.
Push the button to the left of the door and prepare for the next
D. Level 4 - Gold and Guns
Duke starts out in a tunnel facing a broken version of the guns you
will have to take out during the course of the level. Follow the
tunnel to an area with an elevator, 2 hallways (one blocked by
rock) and some pig cops. Kill the pig cops and pull out any
explosive weapon you have and blow up the rock blocking the one
hallway. Follow this hallway (be careful in the room with the pool
of water; those bats can be hard to hit) until you can just see the
gun ahead of you. Duck and roll behind the mine cart. Then, turn
Duke and start rolling around the gun in a circle. The idea is to
keep the gun turning so it can't sight in on you (you don't want to
get hit. Trust me.). When the gun is facing the other direction
and still turning to sight you, stand up. If you have a gun out,
put it away. On the wall behind the gun is a green switch with
a gun symbol next to it. Quickly push the switch. The gun will
turn off. One down, two to go.
From the gun switch, turn right and run down the hallway. At the
end will be a large grate with a switch next to it. Push the
switch and the grate will open. You will be in a room with two
ledges on either side of a lava pool running down the middle. Run
down the ledge you are on until you reach a wooden bridge, and be
cautious of several Draks in the area. Cross the bridge and make a
left. There will be two hallways leading off of this ledge. Go to
the second one and jump over the pool of water. The room you
should be in now is a large cavern with a rocky ledge on the left
side of the room, a doorway across the cavern from where you are,
some more water on the right side at the bottom, and a conveyor
device above you. After picking off the enemies in here,
get across the cavern via the conveyor device or the jetpack. To
use the strange device, have Duke jump up and grab the underside of
it. Then, pull out your Desert Eagle and aim for a rectangular
panel next to the doorway on the other side. Shoot it, and the
conveyor will carry you across. Follow the hallway until you reach
a chamber with pig cops inside. Be cautious - Gun #2 is in here
and can see you if you stand in the doorway. But, to the left is a
series of columns that you can hide behind. Do the duck & roll
manuever to get the gun swerving. On the column closest to Gun #2
(on the gun's side of the column) is the switch to turn it off.
Return across the cavern and dive into the small pool of water you
jumped over earlier. There will be two branches leading off in
opposite directions in the water; if you come to a room with pig
cops and crates, you went the wrong way, but you can still pick up
some useful ammo here. If you went the right way, a more open room
with a Drak and barrels awaits you. Shoot him, collect some stuff,
and take the only other exit out of the room. You should come to
an area with two exits: take the leftmost exit into a small chamber
with plenty of columns and plenty of Draks. In one wall is a hole
where you can jump up and collect an Atomic Health. Leave via the
other exit in this room and enter a maze-like (but easily
navigable) system of hallways. They will eventually all lead up
to a room full of lava, pig cops, and ledges. Make sure you have a
jetpack; if you don't, one is available up at the top of the screen
to your right when you enter. Jet up to the highest ledge in the
middle of the room. From up here, you can see Gun #3 (and most
likely he can see you). Wait until it faces you, then jet over it,
landing right behind it. You should be right in front of the
switch. That will take care of the last gun in this level.
Return to the beginning of the level any way you'd like. There are
numerous shortcuts you can take to get there. When you get to the
room with the sunlight streaming down from the ceiling and the
elevator, walk up to the elevator button and push it. Go in and
move the lever to leave the level. Congratulations! You only
need to take out the boss of this world before you go back to L.A.!
E. Level 5 - The Reaper
The Reaper is rather easily beaten. In fact, you never even have
to enter the main arena (you can, if you want to collect stuff, but
it's not recommended)! At each entrance to the main arena is a
series of nine barrels: 5 along the outer wall, 2 on your side of
the entrance, and 2 on the Reaper's side of the entrance. First,
destroy the 7 barrels on your side of the wall. Then, stand behind
the wall on either side of the entrance and wait for the Reaper to
stop near your entrance. Carefully peek out, aim for one of the
two barrels on his side, and fire. The blast should take out about
1/8 of his health! Quickly run to the other side of the entrance,
peek out, aim for the other barrel, and fire. The Reaper will have
lost at least 25% of his health! Repeat this procedure at the
other three entrances and the Reaper should be a scrap heap in no
F. Level 6 - Obey or Die
Welcome back, Duke. Unfortunately, instead of a hero's welcome,
things are even worse than when you left. Like level 1, the
idea here to collect the crystals and warp back to another time.
Unlike level 1, this time you enter an area you never saw before:
Getting into the warehouse
First off, watch out for the robots patrolling the area. Looking
around, notice that the subway tunnel has been pulverized and
submerged, so there's no going back (you can swim down there and
retrieve an atomic health, though). Go down the alley and climb
into the apartment. Inside is a cabinet, which opens to reveal the
warehouse key. Jump out of the apartment and head for the
warehouse (if you don't know where it is, go out near the area that
started level 1; it's the building with the partially opened door
and key slot next to it). Insert the keycard and be ready to take
on some Draks on the other side.
The Green Crystal
The easiest crystal to find in the whole level. Take a right from
the entrance to the warehouse to find a hallway with employee
break rooms and offices. In the room at the far end on the right
is the crystal.
The Red Crystal
Go back into the large entrance room. Follow the red hallway. You
will come to a room with a stopped conveyor belt and a panel next
to it. Above you are some ledges. Jetpack up to them (if you
don't have a jetpack, follow the conveyor the other direction. You
will get to the same place). On two sides of the wall, near the
ceiling, are exits into other areas. One leads to a secret (see
"The Secrets" for details), the other leads to a deep pit. Being
cautious of Draks, slowly descend to reach the red crystal at the
bottom. A jetpack down here will help you get back up.
The Blue Crystal
Return to the conveyor belt. Walk up to the panel and use it.
Duke will put the red crystal into it. Don't worry; he'll get it
back later. Enter the newly opened door. In the room with the
large water tanks, turn left and head for the other conveyor belt
across the way. Follow it until you reach three holes in the
floor. Consider each hole numbered, from left to right, 1, 2, and
3. Go in 1 to continue the level (2 takes you nowhere, but
dropping into 3, then dropping into the hole with the blue hue
will allow you to collect the challenge icon for that level). In
1, take the red-hued drop-off and follow it to a pool of water.
The hall will continue further on past the pool, so follow it to a
ladder. Climb the ladder, then climb the crates in the next room
so you end up outside. While outside, check along the wall of the
warehouse for a green dumpster. Push the dumpster (using the
action button) and a hole will be revealed. Go into the hole and
down to retrieve the blue crystal.
Getting The Red Crystal Back
Climb back out into the junkyard. Turn right upon exiting and go
to the hole located alongside the warehouse. Fall in onto a
conveyor belt. Follow the belt until you are over a pool of water
with a large door across it. Jetpack over to the door and push the
switch right next to it. The door will open, revealing a path and
several Draks. Shoot enemies and follow this new path until you
return to the room with the large water tanks. Turn left and face
the now dormant conveyor belt. Get on it, and follow it out until
you get to the panel the red crystal is in. Since there's no power
anymore, you can take the crystal without the door shutting.
Going Back In Time
Go back to the conveyor belt over the water. Carefully navigate
through the flames shooting across the tunnel and you'll be in the
time warp chamber. Insert the crystals, jump in the middle, and
you'll be sent to the Middle Ages!
G. Level 7 - The Family Jewels
Duke starts this level standing across a moat from a castle owned
by his long-gone relative Baron Von Nukem. Turn around and jetpack
up a gravelly hill and pick up a Double Duke icon.
H. Level 8 - Resistance is Feudal
I. Level 9 - Holy Terror
J. Level 10 - Wing'ed Death
You begin this level in a large arena, with ammo strewn around, two
pools of water, and ladders up to a walkway above the ground floor.
If you don't have enough ammo or health, I suggest getting it now.
Otherwise, drop into one of the two pools on either side of the
arena. Dragon will attempt to dive bomb and shoot flames at you,
but in the water you're completely safe! In fact, he'll be nice
enough to hover right over the pool, leaving him completely
vulnerable! Use any weapons that work underwater to soften him
up a bit, until he flies away. Jump out, run to the other pool
to get his attention, and repeat. This process should eventually
destroy him. However, should he decide not to fly over the pools
anymore, or you run out of ammo, whip out your most powerful
explosives. Dodge his flames and hit him with all you've got!
K. Level 11 - Pig Factory
L. Level 12 - Hog Heaven
M. Level 13 - Let the Games Begin
Ok, I give in. This one area of the game has brought me more
e-mail than any other area in the ENTIRE GAME. How come those
doors don't open when you kill all the opponents? Well, I'm not
exactly sure, but I think the following two points will help.
1. Kill any other enemies on that level before you enter the arena.
There might be some weird bug in the programming so you cannot
win if they're not dead.
2. DO NOT KILL ANYTHING, REPEAT, ANYTHING UNTIL ALL DOORS ARE OPEN
IN THE ARENA! This is the most likely thing I can think of as
as the problem. I've seen other games before where if something
is not done exactly right, the game won't continue.
I've personally never had a problem with this area before, and I
made sure to do all the steps above. If you still have problems,
talk to 3D Realms, as there's most likely a technical problem with
your game CD. I just write the FAQ; I have no expertise in solving
N. Level 14 - Blood Baths
O. Level 15 - Moloch the Gatekeeper
VI. The Secrets
A. Level 1 - Time to Kill (7 secrets)
1. Go into the Club Bootylicious and walk around the bar. Under the
cash register is a switch. Pushing it opens a secret area behind
the stage. Go in to register the secret with the game.
FINDS: Atomic Health (in the closet)
2. In the alley close to the Subway entrance, climb the ladder
touching the ground. A doorway to your left holds a woman and a
few pig cops. DO NOT SHOOT THE WOMAN OR YOU CANNOT GET THE
SECRET! When the room is clear, talk to her. She'll move out of
the way of a light switch. Turn it off and the bed will slide
FINDS: Pipe Bombs (under the bed: it has to slide up first),
Portable Medkit(in the closet)
3. There's a rather large, green dumpster in the alley. Duke can
push it by walking up to it and holding the action button. Then
you can push it forward by moving forward. Anyway, the secret is
a small niche that can only be gotten to by pushing the dumpster.
FINDS: Gatling Gun
4. Outside, over by the gray car, a sidewalk grating should be a
different color than the rest of the sidewalk. Throw a pipe bomb
on it and step back. Detonate the pipe bomb to reveal an new
exit into the ground. Go in and run down the hall a bit so the
game knows you found the secret. Shoot the exploding barrels at
the end to get out.
FINDS: Night Vision Goggles (in a small rack just at the bend in
5. On the way to Crystal #2, you will enter a room with a lot of air
vents and a pool of water below. There is also two halves of a
bridge that extend straight across the room. Near one half is an
air vent with four outlets sticking out of the bottom of it.
Walk (not run) up to this structure, jump straight up, and grab
on. Turn slightly right and jump onto the next outlet. Jump
from the end of the 2nd outlet to an air vent straight across
from it. Turn right and jump straight up again to grab a thin
platform above the second half of the bridge. Walk straight
across the platform and do a stand forward jump to another air
vent. Turn right and you will see a small chamber with yet
another air vent right next to it. Do a running jump-and-grab to
this next piece of vent. From here you can easily reach the
small room, which is the secret area. The process may sound
confusing here, but does make sense when standing in the room.
FINDS: An RPG, Pipe Bombs, and a Portable Medkit.
6. On the way back from Crystal #2, a passageway will open and
release some pig cops. This passageway leads to a small area
with a couple of good powerups. However, many of the areas are
dark. If you have Night Vision Goggles with you, put them on.
On one side in the darkened area, you should find a ladder on the
wall. Climb it and remove your NVGs. Another quick lift onto a
ledge will lead you to the secret area.
FINDS: RPG ammo, Challenge Icon(leads to Challenge Stage 1; It
can be found by breaking open the discolored grating on the
ledge just before the secret area.)
7. In the room that almost completely fills with water (the one with
the valve that leads to Crystal #3), swim down to the bottom.
Under the ledge with the ladder is a small room.
FINDS: Atomic Health.
B. Level 2 - Duke Hill (7 secrets)
1. Inside the church at the beginning of the level is a ladder that
leads to a secret area. To reach it, stand Duke near the side of
the table to the right of the cross. Jump straight up and grab.
You will reach the ladder.
FINDS: Pistol clips, Dynamite, and a Medkit
2. Next to the church is a gallows with a guy hanging from it.
Shoot the guy with any weapon and he'll fall through the trap
door, allowing you to drop into a secret area.
FINDS: Gatling Gun
3. One of the shelves in the general store is movable. Try pressing
against the discolored shelves behind the counter. Another exit
from this secret is found by pushing a lantern in the room.
FINDS: Buffalo Gun, Throwing Knife
4. In the large mansion, there is a grating in the center of the
ceiling in the foyer. Shoot it and a ladder will be revealed.
Climb to find another secret.
FINDS: Shotgun shells, a Double Duke powerup
5. The third stall in the livery stable is empty save for a lantern
on the wall. Push the lantern and you'll descend into the secret
area. There's a ladder down the hallway leading to goodies, but
watch out for the Necro!
FINDS: Flame Thrower, Bottle of Fuel
6. There is an outhouse located somewhere in the level. Shoot from
a safe distance to blow it up. Fall in and land softly on..well,
let's move on, shall we? Move out into the water and swim
forward. The secret area is a cave close to this point.
FINDS: Box of grenades, Pistol clips, Buffalo shot, Boxes of
bullets, throwing knife
7. The final secret is near the well where you can enter and exit
the underwater area. In the corner of this area is a covered
wagon and a green box. Like in Level 1, push the green box
against the wall. You can climb on the box and jump to reach
the ledge the pig cops were running around on. In the corner
is an inset containing the secret.
C. Level 3 - Miner 69er (6 secrets)
1. As soon as you start, turn around and run for the pool of water
with the pig cop waiting on top of the ledge. Dive into the pool
and look to the left. A niche holds the secret.
FINDS: Atomic Health
2. After you unlock the first door(near the noxious gas area), run
down the hall a bit. One part of the hallway has a hole in the
ceiling. Jump up, grab the ladder, and find the secret. (If
Duke says something looks interesting, you passed it by a few
steps. Run back and look up.)
FINDS: Bottle of fuel, pistol ammo
3. When you enter the room with the mine car and the ramp that goes
down a ways, run all the way to the bottom. Straight across from
the bottom of the ramp is a large rope ladder. Climb it to get
to the secret.
FINDS: Box of bullets
4. When you fall into the hole under the drill, go until you end up
in darkness. Behind you in the dark is the secret. NVGs make
this secret much easier to find.
5. In the large chasm area just beyond the drill, jump into the
water at the bottom. Swim along until you reach a place to get
out. This place is the secret.
6. The chasm area ends at what a tunnel with a path leading on to
the end of the level. Stand right in front of this tunnel and
jetpack straight up. There will be a small room right above this
FINDS: Challenge Icon (Challenge Stage 2)
D. Level 4 - Gold and Guns (3 secrets)
1. Go to the room where the exit of the level is located. If you
haven't already, blow open the tunnel sealed by rock with any
explosive weapon. Run down the exposed walkway until you reach a
room with a huge pool. Jump off the side. When in the water,
you can see two pathways in each side of the wall; one is a small
niche with a small health, the other leads to a small chamber
containing the secret.
FINDS: Atomic Health
2. After disabling Gun #1 (see above), turn to your right. A path
leads down a hallway to a shut gate. On the wall next to it is
the switch to open it. Pull it. A very obvious room on your
right is just past it. This room is the secret.
FINDS: Buffalo Shot, Buffalo Rifle, Gun box, and Pistol Clips.
3. From secret #2, run into the lava pool room and across one of the
two bridges. Turn right after crossing and head down to another
hallway. You'll know it by the wood walls and the fact that it
drops down a short ways. Jump down and follow the hallway. It
will open up into a small room with a Suicide Bomber pig. There
will be a door with a key symbol next to it. If the door is
closed, go back through the level and disable all the guns. The
door will open when every gun is turned off. Inside this door is
the secret. Be careful of another bomber!
FINDS: Large health, crates with various ammo.
E. Level 5 - The Reaper (0 secrets)
F. Level 6 - Obey or Die (3 secrets)
1. To the left of the warehouse is an alley with a green dumpster.
Climb on the dumpster. Above Duke is a grating. Shoot it, and
jump into the hole to get to the secret. (It's also an alternate
way to enter the factory! I don't recommend entering the factory
this way, though, as you WILL need a jetpack to leave in case you
want to collect things back in the earlier part of the level.)
FINDS: Pipe Bombs
2. On your way to the room with the red crystal, you will reach an
ascending bridge chained to the ceiling. In the walls on two
sides of the room are openings, one leading to the area with the
red crystal and the other leading to the secret. You will need a
jetpack to reach it. (It can also be reached via the catwalks
above the large water tanks just past the red crystal conveyor
FINDS: None. One of the most useless secrets to find, as it
really doesn't help you with the red crystal puzzle.
3. In the water tank closest to secret #2 is a tunnel. Swim down
into it to the very end to reach the last secret in this level.
FINDS: Atomic Health
G. Level 7 - Family Jewels
VII. Challenge Stages
These areas are found by gaining challenge icons located throughout
various levels; I mention their locations in The Secrets(above).
Challenge stages are arguably more difficult than the regular stages
of the game. Of course, if they were too easy, everybody would get
the reward each one offers: a super version of a weapon in the game!
If you earn the super version, you can keep it for the rest of the
game. To beat the level and keep the gun, you must kill all the
enemies and escape before time runs out. A good note, though, is
that all the Challenge Stages are the two-player deathmatch levels.
If you have problems beating the stage, get a good look at it by
going in by yourself in the two-player mode (just don't move the
other guy). It will help you find all the little secret places
you can get to and waste those enemies in record time!
A. Challenge Stage 1 (Level 1 - Time to Kill)
STAGE: The Warehouse
EXIT: In the basement, right in the middle.
WEAPON: The Super Eagle.
B. Challenge Stage 2 (Level 3 - Miner 69er)
STAGE: The Mesa
EXIT: All the way across the stage from where Duke begins. It's
in a room, located in plain sight.
WEAPON: The Super Shotgun.
C. Challenge Stage 3 (Level 6 - Obey or Die)
STAGE: The Castle
EXIT: The seconds level, far to the left (Left being the direction
to Duke's left when the level begins). It's in a small niche in
between the stairs up and down.
WEAPON: Laser Gatling Gun
D. Challenge Stage 4 (Level 9 - Resistance is Feudal)
STAGE: The Dungeon
EXIT: All the way across the dungeon, directly across from Duke's
WEAPON: Incendiary RPG
E. Challenge Stage 5 (Level 11 - Pig Factory)
STAGE: The Factory
ENEMIES: 52 (But they're nothing but chickens!)
EXIT: From the first room, go to the second floor and next room.
From there, jump through the only entry on the second floor NOT
connected to the stairs. Fall to the floor inside the entryway,
run across to a box underneath the ledge, and pull yourself onto
that ledge. Turn right and run to the exit.
WEAPON: Hi-Temp Flame Thrower
F. Challenge Stage 6 (Level 13 - Let the Games Begin)
STAGE: The Coliseum
EXIT: Yet again, in the area of the stage straight across from
Duke's starting point.
WEAPON: Super Zapper
VIII. Cheat Codes
Lots of codes were sent in. So far I've posted codes that
certainly work or have tested myself. Also, I don't have a Gameshark
to test those particular codes on, so if anyone knows for certain if
they work, let me know! (I posted some other codes, but after them I
put a message that it is not tested if I haven't tried it out yet.)
Most codes are entered when the game is paused. Press the buttons at
a fairly medium pace. If you go too fast, it will not register. A
sound will let you know a code is entered properly.
ROGUE TRIP DEMO - Hold R1, R2, L1, L2 at the same time when the GT
logo appears. Hold all four buttons until the logo fades out (it
also works if you press Start while holding down the buttons).
A decently long FMV promoting another game from GT. Pretty fun to
watch! I don't know about all versions, but I was able to find this
code in the left corner on the back page of the Duke Nukem manual I
own. It may not be there on all releases.
INTRO MOVIE - Press SELECT, Up 9 times, SELECT, L1. Then quit the
current game. If you missed it the first time (or if you just can't
get enough of it), this code replays the game's beginning movie.
ENDGAME MOVIE - Press SELECT, Up 9 times, SELECT, L2. Quit to the
title screen. Plays the game's ending movie.
CREDITS - Press SELECT, Up 9 times, SELECT, R1. Quit to the title
screen. Shows the game's credits.
DUKE WALLACE MOVIE - Press SELECT, Up 9 times, SELECT, R2. Quit to
the title screen. In the tradition of Braveheart, Duke does his best
William Wallace impersonation in this short FMV.
INVINCIBILTY - Press L2, R1, L1, R2, Up, Down, Up, Down, SELECT,
SELECT. This makes Duke impossible to kill for the rest of the game.
Kind of takes the challenge out of the game, but useful if you want
to search a level for secrets without fear of dying.
99 CONTINUES - Press Left, Right, Up, Left, Right, Down, Left, Right,
L1, R1. This code gives you 99 chances to continue from the last
checkpoint (or start a Challenge level over again).
TEMPORARY INVINCIBILITY - Press R1, L2, L1, L2, R1, L1, R1, L2, L1,
L2. Duke fades out and is invincible for a short period of time, much
like the invincibility powerup.
LEVEL SELECT - Press Down 9 times, then Up. Quit the current game
and enter the main menu. A new menu option will appear. It displays
the name of the level currently selected. Highlight the option and
press left or right (but NOT X until you found the level you want)
until the level you want appears. Press X to warp. The nice thing
about this code is it lets you go to ANY level, including bosses and
INVISIBLITY - Press L1, R1, L1, R1, L1, R1, L1, R1, L1, R1. Duke
will be temporarily invisible to enemy troops.
DOUBLE DUKE - Press L2, R2, L2, R2, L2, R2, L2, R2, L2, R2. Duke
will temporarily inflict greater damage against enemy troops.
ALL WEAPONS - Press L1, L2, Up, L1, L2, Down, R1, Right, R1, Left.
Duke will get every weapon in the game.
SUPER WEAPONS - Press R1, R2, L2, L1, R2, L2, L1, SELECT, SELECT.
This code will give you the Super Weapon versions of the guns
normally earned on Challenge Stages.
ALL ITEMS - Press R1, R1, R1, R1, R1, L2, L2, L2, L2, L2. Duke will
get all the special items in the game.
ALL KEYS - Press Up, Right, Up, Left, Down, Up, Right, Left, Right,
Down. Unlock any door with this code.
UNLIMITED AMMUNITION - Press Left, Right, Left, Right, SELECT, Left,
Right, Left, Right, SELECT. No matter how much ammo you use, you
will never run out. If you also have items, they have unlimited
BIG HEAD DUKE - Press R1 9 times, then Up. Ever thought of Duke as
an airhead? Here's your chance to literally give Duke a head the
size of his ego. (Inputting this code on Small Head Duke changes
Duke's head back to regular size.)
SMALL HEAD DUKE - Press R1 9 times, then Down. Maybe some of you
think Duke is a pinhead. Again, this will change Duke's head size,
this time to truly miniscule proportions. (Inputting this code on
Big Head Duke changes Duke's head back to regular size.)
BIG HEAD OPPONENTS - Press R1 9 times, then Left. The enemies' heads
get bigger, probably because they're confident Duke won't stop them.
This should make them all the more fun to kill.
SMALL HEAD OPPONENTS - Press R1 9 times, then Right. The enemies'
heads will shrink.
There are still HEAPS of codes I haven't posted, but since it's late
and I want to sift through more info, this is pretty much all I've
got right now. An `official update' will probably come out in a
few days. Hope this helps you to the next level!
NOTE! NOTE! NOTE!: I have received plenty of codes by the time this
FAQ has been posted, so PLEASE do not send in anymore for the time
being. I have been receiving e-mails left and right, and the sheer
volume of mail is astounding. I am grateful for the support, but
I would like to get some more up before I receive anymore.
IX. Jokes and Fun Stuff
One of the great things about the Duke series is the barrage of
inside jokes, pop culture references, and things that most people
don't take the time to notice. Some are actually helpful to Duke
(like the toilets and vending machines), but most are just there
for a good chuckle. The following are put in no particular order.
NOTE: Younger readers may want to skip this section because of some
content that may not be appropriate.
1. Try one of the working phone booths around New L.A. in the first
level. Most of the time you will get a busy signal, but sometimes
you will hear a woman on the other end obviously enjoying
_something_ immensely. Duke responds by saying, "Ooo, Lara, is
that you?" Duke's use of the name Lara is in jest to Lara Croft,
the heroine of Tomb Raider. The reference is most likely due
because of many similarities between Tomb Raider and Time to Kill.
2. Upon pulling out a weapon, Duke occasionally has some kind of quip
to go along with it. The following is a list of some things Duke
may be heard to say.
Shotgun: Suck my boomstick!
Buffalo Rifle: (Singing) Happy Trails to you!
RPG: It's ass-kickin' time!
3. If Duke looks in a mirror, he fixes his hair and says something.
My personal favorite: "I'm God's gift to women!"
4. In the first level, use the toilet in the bondage woman's
apartment by walking up to it and pressing the action button.
Duke will relieve himself, and you'll earn back 5 points of life
just for doing it!
5. Using the vending machines in L.A. will give Duke 1 life point for
each time you grab something out of it. However, taking smokes
will cost you a life point per use. Duke also comments.
Soft drink machine: Gimme a Jack and Coke anyday!
Snack machine: This will bring on that visit to the dentist!
6. Shoot the outhouse in level 2. Dropping down, Duke may say,
"So much for the new boots. Anyone seen Mister Hanky?" This
is an obvious reference to the show South Park.
7. In secret #3 of level 4 is a strangely familiar time machine.
Anyone who's seen the 1985 movie Back to the Future and its
sequels knows what this is from.
8. In level 6, step into the Club Bootylicious. The strippers are
now pigs! Duke remarks on how he doesn't like this. Try
tipping them for more of Duke's disgust.
9. In level 7, search around the area just inside the castle's outer
walls. You should see two sheep doing something rather obvious.
Duke's reaction: "Oooo, that's not gonna be VIRGIN wool."
10. Also in level 7 is a movie reference. Go into von Nukem's bedroom
and Duke will notice a woman rubbing up against the bedpost.
Duke's line, "It's good to be the king!" is a quote straight out
of Mel Brooks' "History of the World Part 1." (And, just for those
of you who haven't noticed it yet, 75% of anything Duke ever says
is from Sam Raimi's horror/comedy "Army of Darkness.")
There is far more stuff out there, I'm sure of it. If you've seen
anything else, e-mail me!
Thanks to Revolution reader Seth Paul!