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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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DUKEWALK.TXT
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1996-04-16
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717 lines
At the request of several people, I've put together the following information
as a walk through and informational reference for the shareware version of
3D Realm's Duke Nukem 3D. I wrote this in a relatively short amount of time,
so you may find that some areas are not complete. Where possible, I've
attempted to include all the secrets of each level (at least those that I
know). I've also included some points of interest, as well as some tips and
tactics for single play, as well as Dukematch.
DISCLAIMER: In no way is this file an "official" FAQ, or in any way related
to 3D Realms or Apogee Software. All information contained within
this file was obtained through my own experiences with the game.
Any similarities to other FAQs, Walkthroughs, or Help files is
purely coincidental and unintentional.
CONTACT: As stated, some areas of this file are not complete yet.
Specifically, all of the secrets for levels 4-6 are not
featured (mainly because I haven't been able to find them
all yet!). If you are aware of any secrets that are not listed,
or you'd like to post some additional tips that you feel would
be of interest, you can send an E-mail to:
Alex M. 74724,3545 (For CompuServe members)
74724.3545@compuserve.com (Via Internet)
You will of course be credited for any contributions that you
make.
KEYS OF INTEREST ***********************************************************
Page Up = Look Up Home = Aim Up Insert = Look Left
Page Down = Look Down End = Aim Down Delete = Look Right
F7 = Toggles between 1st person view, and 3rd person view
5 (Numeric Keypad) = Center View
U = Toggles Mouse Aiming (Version 1.1 only)
I = Toggles Cross Hairs (Version 1.1 only)
M = Activates Medkit
H = Toggles HoloDuke
J = Turns ON/OFF Jetpack
N = Toggles Nightvision Goggles
S = Activates Steroids
[ or ] = Cycles through inventory
ENTER = Uses selected inventory item
CHEAT CODES *****************************************************************
DNKROZ (or DNCORNHOLIO) = GOD Mode
DNITEMS = Gives all keys.
DNSTUFF = Gives everything.
DNSCOTTYxx = Warps to next level. XX = Episode#, Level#.
(Example: DNSCOTTY14 will warp you to Episode 1,
Level 4).
DNCLIP = No Clipping Mode. Allows you to walk through walls.
Be careful with this code...you can crash the
game.
DNVIEW = Same as F7 key, toggles viewpoints.
DNHYPER = Steroids Mode. Also gives you the night vision
goggles and the jet pack.
DNRATE = Displays frame rate on screen.
DNCASHMAN = Throws cash every time the OPEN/USE key is pressed.
DNCOSMO = Displays "Register Cosmo Today" on the screen.
DNBETA = Displays "Pirates Suck!" on the screen.
DNALLEN = Displays "Buy Major Stryker" on the screen.
GENERAL TIPS AND POINTS OF INTEREST *****************************************
- If nothing else, learn to strafe left and right. It will prolong your life.
- If low on health, you can destroy a fire hydrant or toilet, and then walk
up to the water spout and hold the space bar. Duke will continue drinking
the water until his health is eventually restored.
- If low on health, using a toilet or urinal will give 10% health.
- Try to USE an electrical outlet; the results can be shocking.
- From a high point, rather than wasting jetpack fuel by hovering all the way
to the bottom, simply drop off the edge and free fall. Just before reaching
the ground, hit the 'J' key and it will stop your fall (But be CAREFUL).
- If it moves, shoot it. If it doesn't move, shoot it. And if in doubt, shoot
it.
- Trash cans, potted plants, cocooned women, and other shootable objects often
hide bonuses. Shooting them can prove rewarding.
- The dancers will give you a show if you offer them cash.
- If you shoot the dancers, enemies will show up to "punish" you.
- There are a lot of undocumented secrets in the game. These are
"Supersecrets", and you don't receive credit for finding them. However,
many of them prove humorous or rewarding to find, so be thorough in your
search of each level.
DUKEMATCH TIPS **************************************************************
- Learn to use HoloDukes effectively. I've found that they don't tend to
fool other players when placed in open areas. Instead, they seem to work
best if dropped in areas where a player might be likely to hide. Or, place
them in front of a video monitor, as if they are accessing it.
- Holding the 'crouch' key while dropping a pipebomb will allow you to roll
it rather than throw it. As well as making it easier to more accurately
place the bomb, it drops them silently. An added feature of this is that
if you hold the 'crouch' key and drop them from a high place, the pipebomb
will not make a sound. This can be used to drop them onto unsuspecting
players without alerting them.
- Lifts and pipebombs can make a great combination. Place a pipebomb on a
lift and then wait for the other player to activate the lift. When the lift
rises (or lowers, whatever the case may be), detonate the bomb.
- You can drop a series of pipebombs without detonating them by hitting the
number 6 key after each bomb is dropped. Use this to set up a series of
traps.
- Unlike Doom/Doom2, the nightvision goggles in Duke work very effectively.
In a dark room, your opponent will glow like a candle.
- Steroids are an underrated item in Duke. I've found that using the steroids
in a Dukematch will make the other player look like he's standing still,
and he'll find it almost impossible to hit you. Combined with the
nightvision goggles, the other player won't have much of a chance against
you (if you can control yourself at that speed, that is).
- If another player is under water, you can track him by the bubbles coming
to the surface.
- If a player is using the periscope in the submarine in level 3, the scope
outside the sub will move.
- Weapons fire transports. If a player is chasing you, you can jump into a
teleporter and then turn and fire back through it. A pipebomb in this case
works very well. Just toss it through, let it transport, and then detonate.
- Using the Remote Ridicule taunts can help cover up your actions. If you are
going to carry out a task that you know will make noise, you can send a
remote message with one of the <ALT>+F keys. While the message is being
played it will help cover the noise.
REMOTE RIDICULE MESSAGES ****************************************************
<ALT>+F1: "You're an inspiration for birth control."
<ALT>+F2: "You're gonna die for that."
<ALT>+F3: "It hurts to be you."
<ALT>+F4: "Lucky son of a bitch!"
<ALT>+F5: "Hahaha, pay back time!"
<ALT>+F6: "What are you, some bottom-feeding, scum-sucking algae-eater?"
<ALT>+F7: "Damn, you're ugly!"
<ALT>+F8: "Hahaha, wasted!"
<ALT>+F9: "You suck!"
<ALT>+F10: "AAAGHGHGHGHGGHGHGHGH!"
LEVEL1 - Hollywood Holocaust ************************************************
Top of Building:
- Ammo hidden behind crate.
- Shoot yellow tanks (don't get too close!)
- Drop down shaft to street below.
Main Street:
- Jump on crate. Jump on slope of building. Jump on ledge where the
billboard is. Get RPG that rises out of the ledge.
- Use slope of building to jump through windows into apartment.
- Open the "Attack of the Bleach Blonde Biker Bimbos" poster in the
apartment to reveal a secret compartment.
- Get health powerup from building slope. Obtain it either from
jumping out of the window from the apartment, or by jumping on the
street sign, and then jumping onto the building slope.
- Get ammo from inside crate where fire is burning.
- Launch RPG into cinema box office, which will destroy wall and allow
access to theater (otherwise, you'll have to go around through the
back door).
- Another secret apartment is located through the window just above
the palm tree, next to the CINEMA sign. You won't be able to access
it until you either have obtained a jetpack, or have reached the
bridge to the exit, where you can drop down onto the ledge that
runs around the building. You can then jump from the ledge onto
the palm tree, and then from the palm tree in through the window.
Cinema:
Lobby:
- Stand on trash can near lift to arcade, then open secret door to
reveal hidden compartment.
- Hit switch on cash register at snack bar to open compartment above
and to the right of the main entrance. Access compartment by using
the secret lift that is hidden in the floor (it's located in the
area where there is a double line in the brick pattern of the wall.
(You may have to feel around for it).
- Enter office behind snack bar. When you come out a room will have
opened up at the other end of the snack bar. Retrieve health
powerup.
Bathroom:
- Ammo behind sofa.
- Shoot ventilation grate above stalls.
- Get medkit.
- Crawl through air shaft.
- Where the air shaft turns to the right, the corner wall can be
destroyed with a pipebomb or RPG. Inside it a HoloDuke is hidden.
- Shoot grate at top of air shaft, then access secret area behind
the projectionist's room.
Projectionist's Room:
- Get Keycard.
- Get health powerup from top of projector.
- Get RPG from area that will open up after health powerup is
obtained.
- Hit switch that starts movie.
Theater:
- Get ammo and armor from theater.
- Shoot center of screen with RPG, opening up entrance to the hidden
area beyond.
- Jump through hole in screen and grab jetpack and ammo.
Arcade:
- From safety of lift, shoot yellow tanks. The explosion will open
a hole in the floor that leads back to the theater. It should also
kill anything in the room.
- "Play" with Duke Nukem arcade game. This will open a compartment in
the wall that holds a HoloDuke.
- Use keycard to open locked door.
- In room beyond locked door, immediately jump up and take cover
behind the near side of the crate. A wall will then explode, and a
Pig Cop will enter through the hole. The crate will protect you
from the explosion.
Exit Area:
- Before hitting the End-Level detonator, use the jetpack to rise
upward from the bridge. At the top of the building will be some
turrets. Use the RPG to destroy them. One of the turrets guards
a secret alcove containing ammo and another jetpack.
- Go access the 2nd secret apartment next to the CINEMA sign (using
jetpack, or building ledge.
LEVEL 2 - Red Light District ************************************************
Adult Bookstore:
Main Room:
- Hidden room accessed by opening bookcase against right hand wall.
- Health power-up on top of bookcase behind counter.
- Secret compartment in corner just to the right of where the health
powerup is located.
Viewing Rooms:
- Check for ammo/health by shooting trash cans in viewing rooms.
- RPG located in last viewing room.
- Destructible wall at far end of hallway, past last viewing room (use
pipebomb, or RPG to destroy)
Bathroom:
- Switch next to mirror opens compartment with night vision goggles.
Locked Door:
- Use this sequence to unlock (X=RED, O=GREEN):
O X O
Beyond Locked Door:
- Use night vision goggle for best results.
- Map overlay works well to explore this area.
- Health powerup in this area.
- Ride lift to upstairs apartment.
Apartment:
- Get blue key from small compartment near the bed.
- Switch in adjoining room activates "Duke Nukem Must Die" sign across
the street (entertainment purposes only).
- Get machine gun and ammo from bedroom.
- Shoot trash can for health.
- Pig Cop will be waiting for you at bottom of lift. If desired, you
can throw a pipebomb onto the lift, then lower it and detonate bomb.
Raise lift back up, then ride down to the bottom. Pig Cop should be
dead.
3D Realms Demolition Co.
- Access the lock with the blue keycard.
- Sequence for unlocking detonator switch:
X O O X (X=RED, O=GREEN)
- Use switch to destroy condemned building across the street.
Demolished Building:
- Get Yellow keycard, medkit, and ammo.
- If desired, use pipebomb to blow up manhole cover.
- Drop down into sewer.
- Get Health powerup, jet pack, night vision goggles, HoloDuke,
steroids, and ammo.
- Exit sewer by using jetpack and rising back out of manhole.
Bar:
Billiard Room:
- Play with pool table (entertainment purposes only)
- Shoot potted plants.
Bathroom:
- In bathroom, wall behind toilet is a secret door leading back into
sewer.
Bar Room:
- Watch O.J. chase on TV (entertainment purposes only)
- Shoot TV (even MORE entertainment)
- Get red keycard from compartment directly behind the bar.
Dance Club:
- Give money to dancers (entertainment purposes only)
- There's a couch on the far wall to the left. Walk on it, then turn
and run to the opposite side of the room. Up where the girls are
dancing on the platform, a wall will have opened behind them. Jump
up on the platform and collect some bonuses.
- Shoot grate on right-hand wall. Stand on table, then run and jump
into air shaft. Shoot grate at other end. Drop pipebomb out the
opening and blow up waiting Pig Cop.
- Drop out of shaft and throw switch that opens curtain.
- Use dancer's platform to jump up to backstage area.
- More night vision goggles on platform above switch. Can be obtained
by a run-and-jump from backstage area.
- Find medkit backstage in compartment between crates.
- Head toward End-Level detonator. Before reaching it, you will be
captured by Pig Cops. This will end the level, and transport you
to level 3. This is the way the level is supposed to end, so don't
worry about not reaching the End-Level detonator.
LEVEL 3 - Death Row *********************************************************
Electric Chair Room:
- Get off the chair, quick!
- Kick in window to security room.
- Get pistol/ammo from compartment in wall.
- Use the switch on the left side of the window in the security room
to lower the electric chair.
- Crouch, and drop down into the area behind the electric chair. Get
the shotgun.
- Use the switch on the right side of the window in the security room
to open the curtains to the viewing area.
- Break glass to the viewing area and exit the electric chair room.
- Look for a discolored wall to the left of the window in the viewing
area. It's a secret compartment that holds a HoloDuke.
Chapel:
- Shoot stain-glass windows.
- Throw switch at the foot of the alter to open the secret area
behind the cross.
- Enter the secret area and retrieve machine gun.
- Back in the chapel, position yourself against the wall set between
the two entrances. Turn and face the alter. Above the alter you
will see a switch. Shoot the switch, and the portion of the floor
you are standing on will rise. When it stops, you'll have access
to a small, hidden loft area. Get the health powerup that's hidden
here.
- Before leaving the loft, turn and shoot the hanging monk. Another
health powerup will drop to the floor.
Cell:
- Move the bed, which will reveal a small crawl space.
- Get ammo from crawl space.
- Check out small tunnel and get more ammo.
Gear Room:
- Jump on low gear, then jump on high gear. From high gear, jump
into the small control room.
- Get blue keycard from the compartment in the wall.
- Back out in the area with the gears, there is a health powerup on
a ledge. You can obtain it by jumping from the low gear. If you
then follow this ledge to it's end, there is a compartment hidden in
the wall that holds a pair of night vision goggles.
Hallway Around Central Control Room:
- Shoot yellow tanks, which will open the tunnel to the outer cell
room.
- Check out showers, get boots/ammo/health.
- Get Yellow keycard from secured area.
Outer Courtyard:
- Get red keycard and ammo from lower floor.
- Destroy turrets.
- Jump on sloping supports surrounding outer door. From the supports,
you can jump up onto the ledges where the turrets are. Collect ammo
and weapons from these areas. (Forget about trying to open the door
itself...it only opens from the opposite side).
- From the ledges where the turrets are located, there is another
sloping support along the side wall. Jump on that, and enter the
secret room above the door. Collect the health powerups.
- There is a destructible wall to your far left as you enter the
courtyard from the main facility. It's not really noticeable, but
it's located just to the left of the last turret, in the rock
portion of the wall. An RPG shot will open a hole in it, revealing
a passage that leads into Cell Block 1.
Central Control Room:
- Enter one of the red keyed doors.
- Hit the switch that will rotate the main control room.
- Get the machine gun from the pedestal with the floating holographic
head on it.
- Shoot or hit the switch that rotates the room (make sure that you
get back inside the room before it revolves).
- Shoot the grate on the back wall and get armor (if you drop down
the shaft it will lead back out to beginning hallway).
- To either side of the grate in the wall is a small security door.
Enter each door, and throw the switch on the wall. You can use
the video monitors to verify that you've now lowered the forcefields
in the Cell Block.
- After lowering the forcefields, open the red door on the other side
of the control room. Be careful not to trip the laser bombs. You
can successful detonate the lasers by throwing a pipebomb through
the field.
- Once you've eliminated the lasers, walk through the door and open
up the map display at the end of the small catwalk. When you do
so, it'll open up a small compartment on either side of the bridge.
Jump into these and collect the Health powerup and pipebombs.
Cell Block 1:
- Blow up the yellow tank (will open hole in floor leading back to
outer hallway.
- Collect ammo/weapons/health from individual cells.
Cell Block 2:
- In cell 3 you'll find a poster on the wall. The poster is covering
up a hidden passage. Walk though the poster and into the passage
beyond. Collect the pipebombs there, and use them to destroy the
walls with the cracks in them. This will eventually lead you to
the sewer, which will give you access to the submarine area.
Submarine Area:
- You can now open the door back to the courtyard by throwing the
switch set in the support to the right of the door.
- Jump on the support, and open the secret compartment above the
switch. Get the night vision goggles from the compartment.
- Use the 'crouch' key to dive below the waters surface. You'll find
some pipebombs under the submarine.
- Position yourself under the submarine and use the 'jump' key to
rise up into the sub. (Forget about the door in front of the sub,
it doesn't open).
Inside Submarine:
- Set in the rear wall of the sub is a secret door that leads to the
engine room. Hidden there is a medkit.
- At the front of the sub is a switch that will allow you to access
the periscope (video monitor).
- End the level by hitting the detonator at the front of the sub.
LEVEL 4 - Toxic Dump ********************************************************
Trapped in Submarine:
- To exit the submarine, use the following switch combination:
O
X (X=RED, O=GREEN)
O
- Once you throw the correct switches, you can exit the sub through
the emergency hatch that will open.
Outside Submarine:
Under water:
- There's a small passage off to one side of the sub. One of the
walls has a crack in it. RPG or pipebomb the wall to open up the
entrance to the area beyond. There you'll find a health powerup
and some pipebombs.
Above water:
- Jump up on the very top of the sub. After doing so, dive back
below the surface and enter the submarine again. Once inside, rise
to the very top. A compartment should have opened, revealing some
bonuses.
- Back outside the sub and above the water's surface, you'll find
another side passage. Follow this one up to the top where you'll
discover an RPG and the blue keycard (watch out for the turrets!)
- Once you have the blue keycard, use it to gain entrance to the
Nuclear Waste Disposal Unit.
Nuclear Waste Disposal Unit:
- Inside you'll find a main room with a conveyer belt, and a
mechanical arm that drops from the floor and transports barrels of
toxic waste. After killing all the enemies inside, stand on the
pick up point of the conveyer belt and the arm will come down and
grab you by the head. It will then transport you up and across the
room to the next conveyer belt. Again, stand at the pick up point
and allow the arm to transport you up and across the room again. It
will drop you off on the final conveyer belt.
- Once the arm has finished transporting you, you'll find a small
control room behind a glass wall. Break the glass and enter the
room. Get the red keycard from the compartment in the wall. You
may also open the access door to the hallway that leads back to
the main entrance.
- After getting the red keycard, ride the conveyer belt up to the
next control room. Again, break the glass and enter the room.
You'll find a switch on the far wall that will open the storage
tanks, inside of which is a health powerup. Follow the conveyer to
it's end and drop back down into the main room.
- Use the red keycard to activate the shrink ray in the next room.
You'll know that you've been shrunk when your weapon turns into a
fist in front of you. Once shrunk, RUN as fast as you can through
the small access tunnel to the right of the shrink ray. Follow
this passage to the right and into the room beyond. Make sure not
to get trapped in the tunnel when the shrink effect wears off,
otherwise you'll be killed.
- In the next room, you'll find a switch on one wall, as well as
another active shrink ray. Throw the switch and then once shrunk
again, RUN back out the way you came (Note: Any enemies that get
shrunk while you are normal sized may be stepped on. Just walk
up to them, and Duke will squish them with his boot!).
- Once you get back to the room with the first shrink ray, you'll
see that a door has been opened. Go through this door and into the
underwater facility below.
Underwater Facility:
- Underwater, you'll see several spiked mines on chains. If you
shoot these from a distance they'll explode. One of these mines
will blow up a portion of a wall, exposing a small secret alcove
containing a machine gun and some ammo.
- Find the small control room with a switch near the window. This
switch will raise the water level. Once the water level has been
raised, you may float to the surface and access the area above.
Above Surface of Water:
- You'll find a tall sloping slab of rock. You'll need to run along
this slope and jump off the edge to the rocky area on the other
side of the water (Note: there is also a small alcove just to the
right that you can jump into...it contains some ammo.
- Once on the other side, you'll find a small niche with a video
monitor and two switches. The first switch will lower the surface
of the water again, while the second switch will open a large door
under water marked 02. Use the video monitor to verify that you
did indeed open it.
- Just outside the niche is a wall with a crack in it. You can
destroy this wall to open up a passage. You can continue opening up
this passage until it reaches the submarine area.
- After you've opened up the #02 door under the water, dive back down
to the underwater facility.
Underwater Facility (revisited):
- Enter area beyond the door that you opened.
- You'll find another small control room with a switch that will open
a set of swinging doors, beyond which is a pair of revolving gears.
You'll need to run through these gears. Each gear has a broken tooth
indicated by a gray stripe. When the gray stripes are facing
each other, that's the time to run through. Using the map overlay
can also be useful for navigating this area.
- Once through the gears, rise to the surface of the water and follow
the stream to the area beyond.
- As you're traveling downstream, watch for a crack in a wall on the
right hand side. Destroy the wall and there will be a teleporter
beyond. This will teleport you to a small secret area. You can
then follow the stream to the large waterfall area beyond.
Waterfall Area:
- At the ground floor of this area is the entrance to a small room.
At the top of this room is a switch. When you hit the switch, a
panel across the main arena will slide up, revealing yet another
switch.
- Exit the room and then climb the waterfall adjacent to the second
switch. At the top of the waterfall, jump on the ledge opposite the
switch, and stand on the platform at the end of the ledge. Now,
shoot the switch, and another platform will slide across the room
to meet you. You'll have to be quick and RUN/JUMP onto this
platform. It will carry you across to the other side of the room,
giving you access to the sewer (You may find it helpful to have the
CAPLOCK key on while you do this. This will put you in RUN MODE).
Sewer:
- At the entrance to the sewer is a spinning fan. Shoot the spinning
fan to gain access to the ventilation shaft. You can enter the
shaft by standing on the ledge to the right and jumping inside
(this jump can be a bit tricky, since the current wants to pull you
off the ledge).
- Follow the sewer downstream. Once you get pulled into the current,
keep your eyes open for a wall with a crack in it. It will be on
your left hand side as you move down stream.
- When you spot the wall, destroy it and you'll gain access to a
teleporter. This teleporter is the entrance to the secret sixth
level, The Launch Facility.
- If you do not wish to go to the sixth level, you may continue
downstream until you reach the End-Level detonator, which will
end the level and allow you to go on to the final level, The Abyss.
LEVEL 5 - The Abyss *********************************************************
Starting Point:
- Follow sewer to exit...take right hand walkway around corner till
you find a door. Inside the room beyond is a pair of protective
boots. You'll need 'em.
- Go explore outside canyon area.
Outside Canyon Area:
- Find blue keycard on rock pedestal.
- You'll locate the blue keyed door below and to the side of the
sewer exit, in the green slime.
- The area is extensive, so search it thoroughly.
Blue Keyed Door:
- Once you go through the blue keyed door, there is a dark area just
inside and to the left. If you have night vision goggles, use them
to view the message on the wall, and find the ammo.
- Continue down the path until you reach the outside area again.
- You'll come to a wide spot in the path before it ends abruptly at
a cliff. Back into this wide spot and face the cave opposite the
gorge. RUN/JUMP across the gap and into the cave.
- Once you reach the safety of the cave, go around the corner and
jump back across the gorge to the next ledge (It's the one where
the cactus is).
- When you've reached the ledge with the cactus, walk to the end
where the "San Andreas Fault" sign is. When you walk up to it,
you'll trigger an earthquake that will open up the area down
below.
- Go explore the area below until you find the entrance to the caves.
Just make sure not to fall off the ledge and die from the fall.
Caves:
- The caves are also extensive so search them thoroughly.
- If you see a waterfall, try hopping inside.
- If you find hand prints on the walls, try switching them on.
- You need to find a circular area with a fire burning in the
center. Once you find this area, use the hand print switches to
open the hidden alcove with the RPG, and the passage into the cave
beyond.
- Follow the passage until you drop into a much larger circular room.
On one wall will be another hand print switch. This switch will
build a set of stairs. At the top of these stairs is a cross-
shaped window. Make sure to walk right up to the window and look
out. By doing so, you'll trigger a small quake that will open up
a passage in the large lava area.
- At the top of the stairs is also a rock ledge and another hand print
switch. Jump up on the ledge and hit the switch. Immediately
turn and jump off the stairs and run across the room and jump on
the platform that is rising. You need to do this before it gets
too high. If you're too late, you'll have to go back up the
stairs and reset it.
- At the top of the platform is another hand print switch. This switch
will activate a shrink ray in the lava area. The shrink ray will
come through the cross shaped window and shrink you. When it does,
drop off the platform and walk under the wall to your right. This
will lead back to the lava area.
Lava Area:
- Explore the lava area until you find the ledge to the right of the
green falls. Climb this ledge and continue upward until you reach
a lava stream with a rock pedestal in the center. Jump on the
pedestal and hit the hand print in the wall.
- The hand print will open up a stream of lava just to your left.
Jump up onto the stream and run upward into the passage. At the
top, jump the ledge and enter the cave with the Wildwoman. There
you can collect several health powerup.
- After collecting the powerups, jump back on the stream and follow
it all the way to the bottom. At the bottom, you should find an
open passage to your right, and stairs leading upward. Take these
stairs and follow them all the way up into the caves.
- You'll know you're going the right way when you reach a window and
can see the spaceship through it.
- Continue onward through the passage until you come to the area
outside the ship. Ahead of you will be a series of rock columns
that you'll need to jump across until you reach the stairs beyond.
- If you have the jetpack, you might want to explore this area to
find some of the secrets, and check out the outside of the ship.
Ship:
- After navigating the broken columns and climbing the stairs, you'll
finally reach a large steel oval door. Open this and proceed into
the alien ship.
- When you reach a large black hole in the floor, drop down into it.
You'll end up in a circular room. Make sure to explore this area
well. It contains some needed supplies.
- When you're ready for the final fight, open the last door and enter
the arena with the Boss.
Final Fight:
- I beat the Boss simply by running continuously and firing rockets.
Also, I made sure to make effective use of the many medkits lying
around, not using them until I was very low on health. Using this
strategy I found that he was not that difficult.
- There are additional caches of ammo on the raised platform, behind
the cocooned women. Shoot them to gain access.
- You might want to make sure your CAPLOCK key is on in this area, so
that you are in RUN MODE.
LEVEL 6 - Launch Facility ***************************************************
Starting Point:
- You'll find that a forcefield bars your path in the early part of
the level. The switch to lower the forcefield is behind the
revolving wheel in the toxic waste. You might want to get the
protective boots out of the compartment next to the forcefield
before you access the switch. Also, there is some armor in a small
alcove that will open up in the hallway prior to the forcefield.
It will be closed when you first pass it, but if you backtrack
you'll find that it has opened up (it also will have released some
enemies for you to fight).
Circular Room:
- After lowering the first forcefield, you'll enter a dimly lit
circular room. Walk up the spiraling walkway until you reach a set
of four switches. The correct sequence for the switches is as
follows: O X O O (X=RED, O=GREEN)
- Once you enter the correct sequence, you'll gain access to the
small control room at the top of the spiraling walkway. Inside is
the blue keycard, and a switch that lowers one of the forcefields
in the circular room.
- After lowering the next forcefield, follow the passage that it was
protecting up to the top of a slope. There are niches on either
side that contain pipe bombs. Directly ahead of you in the darkness
a health powerup rests on a pedestal. You'll need to give yourself
some room, and then run and jump off the slope and onto the
platform.
- In the room beyond the slope, follow the walkway up to the next
room. Part way up you'll find an RPG underneath a spinning fan. The
fan can be destroyed with a pipebomb or RPG, and you can jetpack up
through the opening to find some pipebombs.
- In the room at the top of the walkway, there is a switch that can
only be accessed by the blue keycard. This switch will raise the
rocket out on the launch pad below.
- Go back the way you came and find the room inside the hangar bay
that contains the red keycard. A switch near the window will open
the hangar doors and allow you access to the launch pad.
Launch Pad:
- There is a lift located to the left of the rocket. Ride it to the
top and find the jetpack next to the video monitor. Use the
teleporter to gain access to the inside of the rocket.
- Inside of the rocket, use the red keycard on the switch in the wall.
- Exit the rocket via the teleporter, then either jetpack down to the
bottom of the rocket, or take the lift.
- Back on the ground floor, enter the small sunken room to the side of
the hangar doors. You'll find a switch there that will destroy the
rocket.
- There is another lift on the right side of the rocket. After you
have destroyed the rocket, use the lift to access the area below.
Find the switch there that opens up the entrance to the sewer.
- Follow the sewer to the End-Level detonator and end the level.
You'll then go on to the final level in the game, The Abyss.
END OF FILE.