Duke Nukem: Time to Kill FAQ and Walkthrough Version 0.4 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. DISCLAIMER: 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: * *http://www.gamefaqs.com * ************************************************************************ I. Credits 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. Credits 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 3! The following, unfortunately, weren't the first to provide me with the last secret to level 1 (of course, no one really knew I already found it!), but they were nice enough to send the information along to me, and I'm really very grateful for that: Simon Tompkins Julo Greg Foltz Thanks to Phil Robbins, who sent me corrections on the mistakes I made in the Jokes section. The following people sent in cheat codes: Marcus Kaesemann Skyler Sutton David Flesch (also provided me with the descriptions of the Super Weapons!) 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 Version 0.4 -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. Version 0.3 -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! Version 0.25 -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. Version 0.2 -Clarified and completed entire Level 1 Section -Began work on Duke's Arsenal -Added new section: Challenge Levels -Added secrets for Level 2 and 3 -Added walkthroughs for Levels 2 and 3 -This FAQ should be available December 1, 1998. Version 0.1 -Finished the level 1 walkthrough -Found 6 of 7 secret areas of level 1 -That's about it. Pretty crappy to start, isn't it? -This FAQ was posted November 25, 1998. If you have any information on secret areas, please e-mail me at email@example.com. Anyone submitting information WILL be included in 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 Draks. 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 do so. 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 long range. 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 them. 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 secret areas. WEAPONS 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 sniping weapon. AMMO USAGE: Pistol clips. AMMO CAPACITY: Duke picks up 20 bullets per clip up to a maximum of 200 bullets. SUPER VERSION: The Super Eagle (Same as Desert Eagle, but fires even faster than the normal version). 3. Combat Shotgun A powerful gun (it can blow limbs off!) that has an acceptable rate of fire. However, the bullets spread out, so the further away the target is, the less damage it will take. This gun is probably the commonly chosen for wandering around the levels. AMMO USAGE: Shotgun shells. AMMO CAPACITY: Boxes of shells give Duke 10 rounds up to a maximum of 50. Used shotguns give Duke 24 shells. SUPER VERSION: The Super Shotgun (Can fire 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 himself up. 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.) 7. Dynamite A weapon similar to the pipe bomb, but lights immediately and should be thrown quickly. Be careful you don't bounce it back into yourself! AMMO USAGE: Dynamite sticks AMMO CAPACITY: Comes in packages of 10, and Duke can hold 20 sticks. 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. 12. Crossbow 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, though). 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 is 200. SUPER WEAPON: The Super Zapper (Shoots a much longer beam and has better seeking abilities.) 15. Freezer 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: (?) PICKUPS 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 it does! 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 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 Above Ground You start out in a small park. Shoot however many pig cops show up unexpectedly. Run towards the wrecked police car (NOT the regular gray car) and turn left. Shoot some more pig cops and run into the subway. One pig should drop a blue ID card. If you don't find one, then run to the locked door at the end of the end of the subway hall. Shoot the cop standing in front of it and take the keycard. Swipe it in the slot and the door will open. The Subway You are now in the subway station. Run onto the tracks and turn into the opening not blocked by the train. Kill some enemies and climb up to the doorway. Kick the door open and prepare to face some pig cops. Disposing of them, run to the farthest wall of the room from the door. There will be a switch there that activates the subway's power. Run back to the station and into the ticket booth, where a pig cop is waiting. Kill him and, if you want to, take a peek with the security cameras. A console will be just under the window of the booth. Activate the switch and the train will start. Don't get on it, though. It will crash shortly after you start it up. But, the way behind it is now clear. Kill the pig cops and shoot the explosive canisters as you head down the now clear tunnel. Jump up into the cavern created by the explosion and kill some Draks. One Drak in this passageway will drop an ID card for the locked room in this hallway. Open the door and you will find the time machine that started this whole business. It doesn't work yet, though. You will need three crystals scattered through this level. Crystal #1 Turn around and head through the hallway directly across from the transporter room. As you move through this tunnel you should see a tunnel branching off to the right (it has purple lighting). Go down this new pathway and you will reach a set of platforms suspended from chains. You will also hit a couple of Draks. Kill them, then jump off of the nearest platform and into the water below. There should be only one platform you can reach from here. (Well, there are more, but its the only one with chains) Climb up onto the platform and grab one of the chains holding it up. Climb up the chain, making sure to turn Duke enough so he can grab onto the ledge above. Turn and jump up into the inset of the wall. Here you should see a large gray statue-looking thing. In it is a crystal. Take it. Duke will comment and you can leave this room with a small series of jumps. Return to the original hallway that you entered this area from. Crystal #2 Follow the green hallway until you reach a large room with a broken bridge. Making sure no one can hurt you, run across the first half of the bridge and jump to the second. Follow the rest of the corridor (careful, there's an area where the water bogs you down considerably. The robot is seated on the ceiling at the other end. Try taking it out with the handgun as soon as it comes into your view. You can see it, but it can't see you unless you get too close). The crystal is just a swim across an empty pool. Crystal #3 Return to the area just outside the transporter room. Facing the room, turn right and head up the passage. It will open up into a large chamber holding a bunch of boxes and enemies. Jump down, taking out everyone necessary. Take the only (clear) exit out of the room and go until you come to the very end of the road. There should be a platform with a robot and valve in the middle of a pool of water. Shoot the robot and jump onto the platform. Turn the valve. The water should drain out. Backtrack to a another room with a valve and turn it. The room will fill up with water. Jump into the water and swim down halfway to an underwater tunnel. Swim into the tunnel and follow it (taking a breath at a midway point if you need to). At the end, surface. Kill any Draks and get out of the water. Move in and take the crystal. Now, with all three crystals, go to the transporter room. Place the three crystals and watch as the time warp opens. Jump in and get ready to go to the Old West! B. Level 2 - Duke Hill Duke now wonders what the aliens are up to in the Old West. But, to find out, he needs to get inside the bank vault. Then, once he knows, he can grab a key and storm the nearby garrison, where a mine shaft has been excavated. That shaft brings him to level 3. The important thing now, though, is to find the three pieces of paper scattered through the level that hold the combination to the bank vault. Note #1 Duke begins by an old church and a hangman. Further along is a street. Run down the street, dodging and shooting at Western pig cops. On your left as you run down the street is a building with the sign BANK above it. Kick in the door and shoot some pigs. Run behind the counter. Right in front of the vault door is a piece of paper. This is the first number of the combination. Note #2 Leave the Bank and proceed around the street corner, opening up upon a dusty walk with a saloon and pig cops. Shoot the pig cops and run down the street, turning LEFT when you reach the end. There should be a well here. Climb down the inside of the well and go into the water. Be very careful of the Necros down here! Swim around, making sure to stay to the left. Eventually you'll arrive at a surfacing point. Jump out to collect some ammo and the second combination note. Note #3 Exit the well the same way you came. The final note is around the corner, in a cell in the garrison. Problem is, two sentry guns block any access to the garrison. The easiest way to deal with them is to pull out the RPG (if you have it, but if you don't check The Secrets to find one in this level!) and blast them from a nice, safe distance. A cellar door will open. Proceed with caution until a pig cop or two jumps out. Deal with them and go in the cellar. You will come to a seemingly dead end. A wall in the back is movable, though (it's VERY differently colored than the other ones), so just push it. Grab the NVGs if you don't have them already and enter. The dark corridor leads to a ladder (and a box of grenades hidden in the dark). Climb the ladder and enter the cell. If a pig gives you trouble, shoot him. The note should be right in plain sight. The Bank You can now put the combination in at the bank. Run all the way back there and open the safe. Duke will find that bars of gold have been mysteriously changed to lead. What are the aliens up to? Anyway, grab the skeleton key from the back wall and be ready for a nasty surprise! Get safely out of the bank. The Garrison Now you can finally go in the front door of the garrison. Run all the way back (thankfully Duke's in pretty good shape!) and use the key in the door. Waste some enemies and run to the left. You will come to some stairs. Go up them and run straight through to the next room. Turn and run past the cells with the Necros. Turn right again, and follow the corridor to the end. Turn left and you will come to a mine shaft elevator. Pull the switch and you descend into Level 3, Miner 69er! (NOTE: There is a lot of stuff you can collect here, but for the sake of those who want to blaze through I have not mentioned them. A few tips, though: Next to a cell on the second floor is a gray switch with four settings. Put it on the fourth setting to collect some good stuff. The other setting open up cells with Necros inside! Also, should you go in the cell with the atomic health, the door will shut behind you. Don't worry: the wall on one side can be blown open. Just don' stand too close!) C. Level 3 - Miner 69er The Key: Long Way When you start this level, there are two ways of going through: one quick, obvious way and another, more cautious, but longer road. The long one involves going to the pool of water down the path behind Duke's starting location. A ledge with a pig cop on it holds a switch. Push it and go back to where you began the level. Go left and kill the opposing Draks. Turn left and kill more Draks. You will be in a room with another switch. Push it, then return down to Duke's starting point. Go into the new opening and kill some pigs. At the end of this route is a key and another switch. DON'T PUSH THE SWITCH! Take the key and run back to the Drak area. Run up the other pathway and take a right. You'll be in a room with a few levels of grating floors. If you want to, grab some ammo and items, then unlock the big door. The Key: Short Way Run straight ahead into the room with the weird gas and the Necros. Before going into the pit, though, make a right and snag the bio mask off the wall. Kill any Necros you can see, put on the mask, and run into the fumes. Kill more Necros on your way to the area with the grating floors. When safely out of the gas, take off your mask to conserve it. Go into the only other available pathway, killing Draks. Make a right at the dead end and push the switch. The dead end will open, letting you go through a path with pig cops in it. Kill them and grab the key. DON'T PUSH THE SWITCH! If you do, you'll have to run through the gas again. Instead, backtrack back to the grating room and unlock the big door. The Drill Both paths converge from now on. Follow the hallway until you get to a room with Necros and pillars sticking out of water. Kill the Necros and get ready to jump. The best path across goes around to the left. You can safely ignore the ledge with the bullet on it; it's really not worth the hassle in case you miss and fall in the water. Jump into the next tunnel and be cautious of pig cops and pig bombers. There are two ways to go here, but they don't really branch off, so pick one and you'll eventually get to a room with a mine cart and a ramp going down a ways. Kill any Draks that are here, and go down the ramp. There will be some more Draks here too, so kill them and follow the path until you reach a place with a pretty nasty looking device with several drilling heads on it. DON'T JUMP IN! Instead, jump up to the underside of the grating. Duke will hold on and you can swing him safely past the drill. On the other side is a hole that the drills periodically sweep over. Wait for a safe time and fall into it while hanging directly over it. The drop won't hurt Duke, and you'll be safely past this obstacle. 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 level! D. Level 4 - Gold and Guns Gun #1 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. Gun #2 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. Gun #3 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. The Exit 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 time! 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: the warehouse. 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 hardware difficulties. 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 forward. FINDS: Pipe Bombs (under the bed: it has to slide up first), Portable Medkit(in the closet) 3. There's a rather large, green dumpster in the alley. Duke can push it by walking up to it and holding the action button. Then you can push it forward by moving forward. Anyway, the secret is a small niche that can only be gotten to by pushing the dumpster. FINDS: Gatling Gun 4. Outside, over by the gray car, a sidewalk grating should be a different color than the rest of the sidewalk. Throw a pipe bomb on it and step back. Detonate the pipe bomb to reveal an new exit into the ground. Go in and run down the hall a bit so the game knows you found the secret. Shoot the exploding barrels at the end to get out. FINDS: Night Vision Goggles (in a small rack just at the bend in the corridor) 5. On the way to Crystal #2, you will enter a room with a lot of air vents and a pool of water below. There is also two halves of a bridge that extend straight across the room. Near one half is an air vent with four outlets sticking out of the bottom of it. Walk (not run) up to this structure, jump straight up, and grab on. Turn slightly right and jump onto the next outlet. Jump from the end of the 2nd outlet to an air vent straight across from it. Turn right and jump straight up again to grab a thin platform above the second half of the bridge. Walk straight across the platform and do a stand forward jump to another air vent. Turn right and you will see a small chamber with yet another air vent right next to it. Do a running jump-and-grab to this next piece of vent. From here you can easily reach the small room, which is the secret area. The process may sound confusing here, but does make sense when standing in the room. FINDS: An RPG, Pipe Bombs, and a Portable Medkit. 6. On the way back from Crystal #2, a passageway will open and release some pig cops. This passageway leads to a small area with a couple of good powerups. However, many of the areas are dark. If you have Night Vision Goggles with you, put them on. On one side in the darkened area, you should find a ladder on the wall. Climb it and remove your NVGs. Another quick lift onto a ledge will lead you to the secret area. FINDS: RPG ammo, Challenge Icon(leads to Challenge Stage 1; It can be found by breaking open the discolored grating on the ledge just before the secret area.) 7. In the room that almost completely fills with water (the one with the valve that leads to Crystal #3), swim down to the bottom. Under the ledge with the ladder is a small room. FINDS: Atomic Health. B. Level 2 - Duke Hill (7 secrets) 1. Inside the church at the beginning of the level is a ladder that leads to a secret area. To reach it, stand Duke near the side of the table to the right of the cross. Jump straight up and grab. You will reach the ladder. FINDS: Pistol clips, Dynamite, and a Medkit 2. Next to the church is a gallows with a guy hanging from it. Shoot the guy with any weapon and he'll fall through the trap door, allowing you to drop into a secret area. FINDS: Gatling Gun 3. One of the shelves in the general store is movable. Try pressing against the discolored shelves behind the counter. Another exit from this secret is found by pushing a lantern in the room. FINDS: Buffalo Gun, Throwing Knife 4. In the large mansion, there is a grating in the center of the ceiling in the foyer. Shoot it and a ladder will be revealed. Climb to find another secret. FINDS: Shotgun shells, a Double Duke powerup 5. The third stall in the livery stable is empty save for a lantern on the wall. Push the lantern and you'll descend into the secret area. There's a ladder down the hallway leading to goodies, but watch out for the Necro! FINDS: Flame Thrower, Bottle of Fuel 6. There is an outhouse located somewhere in the level. Shoot from a safe distance to blow it up. Fall in and land softly on..well, let's move on, shall we? Move out into the water and swim forward. The secret area is a cave close to this point. FINDS: Box of grenades, Pistol clips, Buffalo shot, Boxes of bullets, throwing knife 7. The final secret is near the well where you can enter and exit the underwater area. In the corner of this area is a covered wagon and a green box. Like in Level 1, push the green box against the wall. You can climb on the box and jump to reach the ledge the pig cops were running around on. In the corner is an inset containing the secret. FINDS: RPG C. Level 3 - Miner 69er (6 secrets) 1. As soon as you start, turn around and run for the pool of water with the pig cop waiting on top of the ledge. Dive into the pool and look to the left. A niche holds the secret. FINDS: Atomic Health 2. After you unlock the first door(near the noxious gas area), run down the hall a bit. One part of the hallway has a hole in the ceiling. Jump up, grab the ladder, and find the secret. (If Duke says something looks interesting, you passed it by a few steps. Run back and look up.) FINDS: Bottle of fuel, pistol ammo 3. When you enter the room with the mine car and the ramp that goes down a ways, run all the way to the bottom. Straight across from the bottom of the ramp is a large rope ladder. Climb it to get to the secret. FINDS: Box of bullets 4. When you fall into the hole under the drill, go until you end up in darkness. Behind you in the dark is the secret. NVGs make this secret much easier to find. FINDS: Jetpack 5. In the large chasm area just beyond the drill, jump into the water at the bottom. Swim along until you reach a place to get out. This place is the secret. FINDS: Medkit 6. The chasm area ends at what a tunnel with a path leading on to the end of the level. Stand right in front of this tunnel and jetpack straight up. There will be a small room right above this point. 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 belt.) 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 1. 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 TIME: 2:30 ENEMIES: 18 EXIT: In the basement, right in the middle. WEAPON: The Super Eagle. B. Challenge Stage 2 (Level 3 - Miner 69er) STAGE: The Mesa TIME: 2:30 ENEMIES: 22 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 TIME: 3:30 ENEMIES: 20 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 TIME: 2:45 ENEMIES: 24 EXIT: All the way across the dungeon, directly across from Duke's entrance. WEAPON: Incendiary RPG E. Challenge Stage 5 (Level 11 - Pig Factory) STAGE: The Factory TIME: 4:00 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 TIME: 2:15 ENEMIES: 17 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 challenge stages! 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 usage, too. 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!