Duke Nukem: Time to Kill

Playstation

Warning: The following contains information that will help you solve the game. Please, DO NOT READ FROM START TO FINISH. You'll just ruin the game. Besides, a studmuffin like Duke Nukem doesn't need any help from a wimpy walkthrough. Not when he's got a fully-loaded boomstick...

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 
greypatch3@millenicom.com.  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                                               *
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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
  greypatch3@millenicom.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!