


                        --== THE ==--

    L      OOO   SSSS TTTTT       DDDD  U   U K   K EEEEE
    L     O   O S       T         D   D U   U K  K  E
    L     O   O  SSS    T         D   D U   U KKK   EEEE
    L     O   O     S   T         D   D U   U K  K  E
    LLLLL  OOO  SSSS    T         DDDD   UUU  K   K EEEEE

       EEEEE PPPP  IIIII  SSSS  OOO  DDDD  EEEEE  SSSS
       E     P   P   I   S     O   O D   D E     S
       EEEE  PPPP    I    SSS  O   O D   D EEEE   SSS
       E     P       I       S O   O D   D E         S
       EEEEE P     IIIII SSSS   OOO  DDDD  EEEEE SSSS

                      --== Ver. 2.0 ==--

                    FAQ AND STRATEGY GUIDE



                        -+ CONTENTS +-

1.   INTRODUCTION
1.1.      What are the Lost Duke Episodes 2.0?
1.2.      What has changed from the Lost Duke Episodes 2.0?

2.   NEW STUFF
2.1.      Shrink Trooper
2.2.      Pig Captain
2.3.      Laser Guard
2.4.      Biowarrior
2.5.      Shotgun Turret
2.6.      Weapons Canister
2.7.      Freeze Guard
2.8.      Biowarrior Mark II
2.9.      Termination Trooper
2.10.     Alien Guardian

3.   LEVEL GUIDE/STORYLINE
3.1.     MOUNTAIN FORTRESS
3.1.1.    Headquarters
3.1.2.    Cliff Drop
3.1.3.    Command Center
3.1.4.    Security Tunnels
3.1.5.    Central Outpost
3.1.6.    Slam Tilt (secret level)
3.1.7.    Ballpark (dukematch-only level)
3.2.     ISLAND OF TERROR
3.2.1.    Storefront
3.2.2.    Headquarters
3.2.3.    Beach Landing
3.2.4.    Bottomless Pit
3.2.5.    Riverside
3.2.6.    TooSmall Keep
3.2.7.    Commando Operation
3.2.8.    Command Tower
3.2.9.    Bunker
3.2.10.   Shrunken City (secret level)
3.2.11.   Circuit Breaker (secret level)
3.3.     ORBITAL ONSLAUGHT
3.3.1.    Headquarters
3.3.2.    Docking Switch
3.3.3.    Moon Orbit 5
3.3.4.    Zero Gee
3.3.5.    Station X
3.3.6.    Tycho Array
3.3.7.    Bigass Laser
3.3.8.    Terminus
3.3.9.    Spacewalk
3.3.10.   Martian Platforms (secret level)
3.3.11.   Drop Tubes (secret level)
3.4.     PARADOX
3.4.1.    Headquarters
3.4.2.    Altered Course
3.4.3.    VR Space
3.4.4.    Enviro-Pod
3.4.5.    Temporal Insanity
3.4.6.    Rightside-Down
3.4.7.    Undersea Base
3.4.8.    Twisted
3.4.9.    Guardian
3.4.10.   Casino Duke (secret level)
3.4.11.   Signature (secret level)

4.   LEGAL STUFF



                      1.   INTRODUCTION


1.1.      What are the Lost Duke Episodes 2.0?

          The Lost Duke Episodes are a set of episodes for
          Duke Nukem 3D that I, Mark J. Hadley, constructed
          during the month of January 1997, and later
          completed during the summer of the same year.
          Consisting in its entirety of 40 new maps, MIDI
          files written by myself to go with them, and new
          enemy types (and a new powerup), this was a
          singular project, of which I was the only member.
          The first three episodes were released shortly
          after January, then the Atomic Edition/Plutonium
          Pack version was created, with the fourth episode,
          that summer, making a new 2.0 version.

          The storyline takes place BEFORE the original Duke
          Nukem side-scrolling game, when Duke was still
          working for the CIA (hence the title, the Lost Duke
          Episodes).  Apparently, the aliens from Duke 3D had
          originally tried to invade Earth, but secretly,
          without anyone knowing.  Duke eventually counters
          this invasion, throughout the course of these four
          episodes, and the aliens retreat to slowly mount
          their forces for a full-scale invasion (which takes
          place in Duke Nukem 3D).

          This is by no means an official addon, despite what
          the title seems to imply.  The storyline is
          completely fictitious, and the actual storyline is,
          of course, up to the creators of Duke Nukem 3D,
          3DRealms.

1.2.      What has changed from the Lost Duke Episodes 1.0?

          Updated features from the first version include:
          the additional episode "Paradox," support for coop
          play, an improved "Ballpark" level, and slightly
          tweaked code (LDE 1.0 had all the new creatures
          with increased strength, while the new one retains
          their original power, except where necessary).



                        2.   NEW STUFF


2.1.      Shrink Trooper

          Found in episodes 3 and 4, they act exactly like
          the Lizard Captains, except armed with a shrinker,
          and they have grey suits.  Take them down with a
          shotgun blast before they shoot or teleport.

2.2.      Pig Captain

          These are rare, making only a handfull of
          appearances in episodes 3 and 4, but they're
          deadly.  Green suited Pig Cops that shoot RPGs
          instead of shotguns.  Try to kill them before they
          can shoot, and dodge the rocket if they do manage
          to get a shot off.

2.3.      Laser Guard

          Also in episodes 3 and 4, they're enforcers with
          rapid-fire lasers, and are distinguished by their
          red skin.  When at a distance, you can dodge their
          blasts fairly easily, but up close, they'll tear
          you apart.

2.4.      Biowarrior

          Seen in episodes 3 and 4, it's another enforcer,
          one that has bright green glowing skin.  The
          radiation damages you if you stand near them, and
          their acid guns only have a very short range, so
          the strategy here is: KEEP YOUR DISTANCE!  If you
          hear their distinctive humming sound (once they've
          been activate), stay back until you can find a safe
          place to fight it.

2.5.      Shotgun Turret

          Even rarer than the Pig Captains, these turrets,
          found in episodes 3 and 4 as well, are armed with
          dual-fire shotgun blasts instead of lasers, which
          means they can really ream you, even at a distance.
          Take them out quickly, or take cover quickly.
          Anything else will result in your rapidly being
          filled with holes.

2.6.      Weapons Canister

          An interesting little powerup, found in episodes 3
          and 4 (though there's one in the arcade in episode
          1), and often found in clusters.  50 percent of the
          time, it will explode when shot, with a WIDE
          radius, so shoot from a distance.  The explosion
          will open up other canisters for you as well,
          saving you the ammo.  The other 50 percent of the
          time, it will drop a random weapon or, if you're
          lucky, an atomic powerup.  Though not usually in a
          position to do so, you can sometimes lure creatures
          next to the canisters before you shoot them, and if
          you're lucky, their possible explosion might do
          damage to them.

2.7.      Freeze Guard

          Found only in episode 4, this blue-skinned enforcer
          fires freezethrower blasts in your direction.
          Since it's hard to hear them shooting (the
          freezethrower has a very low sound), try to listen
          for their initial growl instead.  Don't
          underestimate a freeze blast; they do lots of
          damage.  Also watch out for rebounds.

2.8.      Biowarrior Mark II

          Making it's appearance in episode 4, these improved
          Biowarriors replace the original Alien Drones.
          They, like the Biowarriors, are radioactive, but
          they also fire shrink rays from a distance, and
          are fast, closing the distance quickly to claw you
          to death.  Plus, when they die, their dead body
          remains radioactive.  The best strategy here is
          RUN, and keep your distance (difficult, due to the
          creature's speed).  Watch out for the shrink rays
          it will fire, and use a weapon to destroy it
          quickly.  A chaingun is pretty effective, or a
          freezethrower.  Use a pipebomb to blow up the
          remaining body so that it won't damage you when you
          walk past it.  If you use the expander on it
          (though it will use up half your expander ammo),
          you'll cause the creature to explode at the end,
          killing two birds with one stone (though using
          other explosive weapons tend to have the same
          effect).

2.9.      Termination Trooper

          The fiercest trooper, appearing in episode 4, with
          gray suits and bright red skin, they have three
          times the strength of a regular trooper, the Lizard
          Captains' teleporters, and are armed with mortars.
          A single shotgun blast might not kill them direct,
          so watch it.  Be especially careful if they
          teleport, because a Termination Trooper appearing
          right next to you with mortar in hand can have
          disastrous results.

2.10.     Alien Guardian

          This episode 4 end boss is really just a modified
          Alien Queen.  It has red skin and is non-acquatic,
          but otherwise acts just the same.  The only major
          difference is that instead of laying Alien Drones,
          it lays Biowarrior Mark II's.  It will still be
          able to damage you with it's lightning attack,
          which strangely travels through the air just as
          well as through water.  Actually, I thought the
          queen just looked cool with the red skin.



                  3.   LEVEL GUIDE/STORYLINE


3.1.      MOUNTAIN FORTRESS

3.1.1.    Headquarters


          -STORY-
          Receiving call, Duke speeds to his headquarters and
          learns that aliens have landed on Earth.  They're
          secretly constructing a base in the Rockies to
          prepare a full-scale invasion.  Duke's job is to
          neutralize that base, and put off the invasion, if
          only for a short time.

          -GUIDE-
          Ride the elevator down into the main complex.
          Follow the hallways in a clockwise order; first,
          the Armory, then the Command Center, then the
          Transport.  While in the Command Center, use the
          first screen to the left of the door to find out
          your mission and shuttle combination .  Through the
          transport door, follow the tunnel and ride the lift
          up.  Put in the combination : 1-01-0-00-10-1-0.
          Enter the shuttle and sit in the pilot's seat to
          exit the level.

          -NOTES-
          The headquarter s appears in every mission, and is
          basically the same, the only consistent difference
          being the briefing and shuttle combination.  The
          point of adding the combination was to make sure
          the player reads the mission briefing and doesn't
          just skip over it.

3.1.2.    Cliff Drop

          -STORY-
          After Duke's radar picks up signs of
          extraterrestrial life, he drops himself off at the
          sight of the signal, which appears to come from
          beneath a dusty road winding around the edge of a
          cliff.  Perhaps there's a secret entrance
          somewhere...

          -GUIDE-
          Pick up the goodies, then follow the road to the
          roadblock at the end.  Hit the switch to open the
          door, then follow the tunnel in the rock past the
          underground river and to the small cavern.  Find
          the side of the base and blast it open with a
          pipebomb.  Take the elevator down to the red
          forcefield.  Shoot out the vent and crawl through
          to get past the forcefield, then go around the
          hallway to the teleporter that leads to floor 3.
          Destroy the drone and proceed into the room with
          the vertical tubes of water.  Take the ramp above
          them and dive into the second to last tube to get
          the blue keycard.  Go back around to where you came
          in through the vent and take the transporter
          leading to floor 2.  Follow the hallway and use the
          keycard on the blue keypad to drop all blue
          forcefields.  Follow the hallway until you reach an
          elevator, and ride it down to the reactor room.  Go
          down the side of the ramp and pick up the yellow
          keycard, then go back up the lift.  Go to the red
          door right next to the transporter into the storage
          room, and use the keycard on the yellow panel to
          drop all yellow forcefields.  Return to floor 3
          (the red hallway) and go past where the yellow
          forcefield used to be.  Follow the doors until you
          reach the slime room, and grab the red keycard.
          Just outside the slime room is the red panel; use
          the keycard on it to drop the remaining red
          forcefields.  Go all the way back to the reactor
          room on floor three and hit the now reachable nuke
          button.

          -NOTES-
          To reach the secret level, you must blast open a
          wall in the reactor room (usually the drone tends
          to do that itself) and grab the jetpack.  In the
          launch bay, fly up to the control room to find the
          secret level nuke button.

3.1.3.    Command Center

          -STORY-
          Duke finds a lift way down in the reactor room of
          the fortress, and rides it down into one of the
          primary command centers.  Descending on the lift,
          he finds himself in a plasma room with four narrow
          walkways, and enemies surrounding him...

          -GUIDE-
          While descending on the starting lift, start
          shooting the troopers that fly around you, and take
          some shots into the control room window to one
          side.  Once the lift reaches bottom, take the
          bridge just to the left of the windows; you'll find
          a pillar with light shining on it (don't stand in
          the light without boots).  Hit the switch behind
          the pillar.  Go back out and go straight across to
          the room on the other side of the bridge room.
          Weave through the barriers to kill the enemies 2 at
          a time, and get the yellow keycard at the end of
          the room.  When you come back out into the bridge
          room, take the first bridge to your right, and ride
          the elevator up.  Open the control room with the
          keycard, go inside, and get the blue keycard from
          the cupboard off to the side.  Go back to the
          bridge room and head straight across to the other
          side.  Go up the stairway and run across the gap in
          the ground (watch out for the drone that appears
          behind you) and unlock the door with the keycard.
          Go into the room and ride the lift down.  Most of
          the pigcops should fall into the slime pool.  Get
          the red keycard, ride the lift back up, and return
          to the bridge room.  Go straight across to the
          other side again, and open up the door right across
          from the control room with the keycard.  Ride the
          lift down to the computer room.  Get the rocket
          launcher to the right, then go past the computer
          banks and ride the lift up to the watch tower.  Hit
          the switch and go back down.  Go through the door
          that just opened and fall down the hole to end the
          level.

          -NOTES-
          If you have the jetpack from the previous level,
          you can bypass a lot just by flying into the
          control room window at the beginning.  Don't be
          afraid to use up all your weapons on this level,
          since you don't get to keep them for the next
          level.

3.1.4.    Security Tunnels

          -STORY-
          Dropping down the tunnel, Duke loses his grip on
          his gear, and lands in a set of tunnels beneath the
          compound with only the shirt on his back.  Looking
          ahead, he sees that something important must be
          down the tunnels, because it's protected by dozens
          of laser tripwires.  Gathering his courage, he
          steps into the passageway to find a safe path
          through...

          -GUIDE-
          It's hard to form a guide for this level, which
          consists almost solely of tripbombs, and there may
          be several safe paths through.  When starting the
          level, move forward as you fall to avoid the
          electricity , then crawl into the next room.  You
          should be able to crawl under all the tripwires,
          except for one cutting across the middle of the
          room.  Follow the left wall until you reach it,
          stand up and hop over it, then crawl the rest of
          the way out.  Piece of cake; however, this next
          section is the most difficult room.  Alternate
          between hops and crawls to avoid the tripbombs in
          the next hallway.  Edge just into the large room so
          that the tripbomb on the closest walls activate.
          Hop into the small triangular-looking section
          slightly to your left, and crawl under the beam in
          front of you.  Turn to face the wall, and find the
          narrow spot between two sets of high tripbombs,
          then hop across the tripwire next to them into the
          small space available.  Turn away from the wall and
          crawl as close as you can to the triangular area
          made by the beams, then turn to face the hallway
          leading out, arranging yourself so that you're just
          between the beams.  Stand up, and leap out of the
          room, hurrying to turn the corner in case the
          tripwires went off (if they did, and you're fast
          enough, you won't get hit, or you may only take a
          little damage).  If you make it past this point, I
          recommend saving, unless you want to try to make it
          through in one sitting.  Crawl straight into the
          next room around the far side of the first pillar,
          then up to the next pillar.  Stand up and hop over
          the beams on the ground to your left, then hop
          across the beams to your right, and move into the
          next hallway.  Watch out for the small hidden
          tripbomb at your feet in that hallway.  In the next
          room, hop over the low beams and into the pool.
          Swim back up and climb out on the far side, where
          the Armory signs are on the wall.  Hop all the way
          into the corner to pick up the pipe bomb, then turn
          around, hop straight up and move forward once
          you're in the air and land in the pool (if you move
          forward then jump, you'll set off the bombs).  Dive
          down and use the pipe bomb to blast open the
          tripwire barrier underwater (surface before
          detonating so that you don't take damage, but don't
          surface too fast or you might fly into the bombs on
          the ceiling).  Go through the water tunnel and into
          the final room.  Don't get cocky since you can see
          the exit switch; this is where the most mistakes
          are made.  Get past the next tripbombs by hopping
          and crawling, then stop just short of touching the
          nuke button (there are some beams crossing it) and
          stand up just between the beams.  You should be
          able to trigger the nuke button from this distance
          and end the level.

          -NOTES-
          Whew!  If you can get through this without saving,
          you're very good at controlling Duke's movement.
          This level, incidentally, makes a very poor
          dukematch level, since the only weapon is a
          pipebomb.  The Lost Duke Episodes 1.0 came with a
          demo showing the path mentioned above; don't ask
          how often I had to record before I got it all in
          one sitting (I decided not to re-record it for the
          2.0 version).

3.1.5.    Central Outpost

          -STORY-
          Emerging at last from the tripbomb tunnels, Duke
          crawls into a vent and into a pumping station, no
          doubt part of the main outpost.  Crawling out with
          no weapons, Duke prepares himself for the final
          showdown...

          -GUIDE-
          Hold onto the crawl button and move forward as you
          fall to get out of the electric area as fast as
          possible.  Kick out the vent, then kick the trooper
          in the next room to death (or run around him and
          grab the pistol).  After getting the pistol, go
          into the next room, where the pumps are.  To get
          past the pumps safely, simply run against the side
          of the pump as it's down, and once it's up, you
          should run right over the hole, and past the pumps
          on the second row as well (as long as you don't
          stop running).  Go around to the lift, and ride it
          down.  Kill the pigcop and go into the armory.
          Grab the loot, then go out and go down the hallway
          with the 6 doors.  Take the last door to the left
          at the end to get the blue keycard, then take the
          middle door on the left.  Follow the hallway into
          the next room, and use the blue keycard on the lock
          to open the main outpost door.  Go outside and grab
          the red keycard, then go back to the 6 door
          hallway.  Take the first door to your right when
          coming out of the hallway and go up the staircase.
          Grab the stuff and hit the switch at the end to
          lower a forcefield.  Go back down and open the red-
          locked door, then ride the lift down to face the
          outpost commander.

          -NOTES-
          This was just an interesting idea: destroy their
          well-defended outpost by crawling into the back
          with no weapons.  I suggest using the devistator to
          take down the boss at the end.

3.1.6.    Slam Tilt (secret level)

          -STORY-
          Duke takes a side trip to a small arcade just to
          have some fun.  Seems the aliens like to hang out
          there as well, though.  And then they blew his car.
          Duke's definitely not too happy...

          -GUIDE-
          Not much here.  Just go inside, get the keycard
          behind the counter, then go behind the arcade and
          unlock the switch to open the exit on the back
          wall.

          -NOTES-
          This, and other secret levels, have no part in the
          storyline, and are just here for fun.  If you can
          hear it clearly (since the sound effect's really
          low), Duke says, "Game over!" when he bursts into
          the arcade.  This is also a fairly good small
          dukematch level, though I wouldn't suggest too many
          players at once.

3.1.7.    Ballpark (dukematch-only level)

          -STORY-
          No story here.  It's dukematch-only.

          -GUIDE-
          Ditto.

          -NOTES-
          This level was improved slightly from the original
          version.  Actually, it was completely redone.
          Though there aren't any dugouts anymore, the
          stadium is larger, and, truthfully, looks much
          better now.  This level was inspired, by the way,
          from the original Duke Nukem 3D level "Stadium,"
          which took place on a football field.  I liked the
          idea of a wide open dukematch, with few places to
          hide and goodies lying around everywhere.  I
          thought, well, if they can have a football field,
          why not a baseball field?


3.2.      ISLAND OF TERROR

3.2.1.    Storefront

          -STORY-
          Duke, deciding to relax for a while, goes to a
          favorite hobby shop of his.  Odd, though, that
          there weren't many people around.  Going inside, a
          group of aliens suddenly teleport in.  The store is
          under attack!  Or maybe they're just after Duke for
          destroying their outpost?  All you know is that
          they're gonna pay for ruining your day off.  Good
          thing you brought your pistol with you...

          -GUIDE-
          Dive into the crater in the parking lot to get a
          rocket launcher.  Grab the other stuff in the lot,
          then head inside.  Kill the aliens that teleport
          in, then go into the office right across from the
          restrooms in the back hallway.  Go into the back
          room with the books, and grab the blue keycard.
          Unlock the back door and outside to hit the nuke
          button.

          -NOTES-
          A small level, that has been proven to be excellent
          for small dukematch games.  The register can be
          used to view the security cameras in the store as
          well as behind and in front of the store.  The
          vampire poster has shrinker ammo behind it.
          There's a small water tunnel leading between the
          front and back of the store, great for dukematch,
          but unusable in the single player game because of
          the tripbomb traps along it.  This level, by the
          way, is modeled after a hobby shop in my home town.


3.2.2.    Headquarters

          -STORY-
          Duke heads straight for the headquarter s after
          this attack, and finds out that the aliens have
          constructed another base, on a deserted island in
          the pacific.  Gathering his gear, Duke heads out to
          find the base...

          -GUIDE-
          See 3.1.1 guide for Headquarters.  The shuttle
          combination here is: 1-10-1-0-00-11-1.

          -NOTES-
          Nothing new to add here.  This is the only mission
          that has the headquarters as the second level
          instead of the first.

3.2.3.    Beach Landing

          -STORY-
          Arriving at the island believed to be the location
          of the base, Duke drops himself off and heads
          through the forest.  There was believed to be an
          abandoned outpost here from WWII; perhaps they're
          hiding out there...

          -GUIDE-
          Climb out of the water and head into the forest,
          until you reach the clearing.  Step into the center
          of the clearing to fall into the underground
          cavern.  Take the first tunnel to get some
          pipebombs, then the third tunnel to get some ammo.
          Then go down the second tunnel, which goes up
          against the edge of the base, and blast your way in
          with a pipebomb.  Follow the hallway, past the room
          with the pillars.  Ignore the elevator, it doesn't
          work (and is death if you fall down the shaft), and
          take the stairs instead.  Go down a flight past the
          wooden door and use a pipebomb to blast open the
          wall directly opposite the door.  Enter the old
          computer room and look at the viewscreen to get the
          combination for the power switches (clockwise, the
          correct combination is: 101-110-001).  Go into the
          power room and put in the combination (quickly,
          before your boots run out).  Once it's entered, go
          back into the old computer room, to find a switch
          that has activate.  Hit the switch to unlock the
          door back where you first entered the abandoned
          base.  Go back to the door and go through for the
          exit switch.

          -NOTES-
          I tried to really get a good feeling of an
          abandoned base here.  The only enemies you'll come
          across are the slime creatures.  This, and the next
          level, are made to look like nobody's been here for
          a while (other than the weapons lying around).

3.2.4.    Bottomless Pit

          -STORY-
          Duke leaves the abandoned base to discover an
          ancient temple.  The door on the side is locked;
          something important, perhaps?  Determined to find
          out, he heads deep into the temple to find the
          key...

          -GUIDE-
          Go into the temple, and head down the left tunnel.
          Past the fire is a narrow plank of wood overlooking
          a deep pit.  Don't fall in the pit, because you'll
          never hit bottom.  Walk across the plank, to the
          block of wood that is suspended from the ceiling.
          Run off the side (not jump, unless you want to take
          falling damage) to land in the opening on the side.
          Open the door and fall down the sky tunnel; you
          should land in a pool of water.  Climb out and go
          into the rock to find the secret temple.  Follow
          the path, past the red door and across the
          acqueduct, then down the hallway and past the room
          with the fire and stained-glass windows.  Open the
          door and go into the next room, which has the
          yellow keycard on a pedestal.  Grab the keycard,
          then quickly run out.  Kill the aliens that
          teleport in, but allow yourself to be trapped in
          the room with the fire (not hard, since you'd have
          to be fast to get all the way out anyway).  Shoot
          out the window to the left of the door and go
          through the tunnel behind it.  When you reach the
          T-junction, turn left and go down where the
          stairway splits in two around the wall with the
          glass windows.  Take the stairs down and go inside
          (watch out for the commander that teleports in),
          pick up the jetpack, and hit the switch on the side
          of the pillar.  Go back to the T-junction and take
          the other path.  Grab the red keycard at the end,
          then go up the stairs right next to it and into the
          dark marble hallway that leads to a tomb.  Hit the
          switch inside the rim of the coffin (look out for
          octabrains) and go back to the T-junction, which
          should now be a four-way intersection.  Go up the
          ramp and use the red keycard on the door to go back
          into the hallway where you entered the secret
          temple.  Backtrack to the pool and dive in, then
          find the underwater tunnel that leads back to the
          ancient temple.  Go through the door, and to the
          edge of the bottomless pit.  Use the jetpack to fly
          across to the other side, back to the starting
          point, and unlock the door with the yellow keycard.
          Hit the nuke button to end the level.

          -NOTES-
          The bottomless pit is the crowing achievement of
          this level (though the effect would have been
          better if the textures on the wall had been aligned
          slightly better).  If you accidently fall in, use
          the rocket launcher against the wall to kill
          yourself so you can start the level over (funny
          thing is, if you wait a few seconds, your dead body
          hits bottom).

3.2.5.    Riverside

          -STORY-
          Emerging from the ancient temple, Duke finds
          himself at the edge of a chasm, with a gentle river
          running at the bottom.  On the opposite side, he
          can see a dwelling in the side of the rock.  If he
          can make it to the other side, perhaps Duke can
          find out from the inhabitants where the aliens are.
          Unless the inhabitants ARE aliens...

          -GUIDE-
          If you still have the jetpack from the previous
          mission, just fly across the river.  Otherwise,
          there's a steep slope you can climb up after
          jumping into the river to reach the other side.
          Once there, enter the dwelling and take the right
          hallway to a room filled with barrels.  Get the
          yellow keycard, then go back and take the left
          hallway.  Go up the stairs, and go all the way to
          the end of the curved hallway, to the yellow
          keycard-locked door.  Open it, then climb up the
          tower by hopping on the metal platforms.  Go down
          the narrow corridor and wade through the pool of
          water to hit the switch on the far wall to unlock
          the dungeon.  Go back to the stairway where you
          climbed up and go through the door at the bottom of
          the stairs.  Go down the spiral staircase, and
          through the door to the dungeon cells.  The cell at
          the far end has the red keycard.  Go back upstairs
          to the red-locked door in the curved hallway, and
          go through it.  At the dead end, hit the spacebar
          to activate the hidden lift, which leads to the
          nuke button.

          -NOTES-
          If you have the jetpack, you can save time by
          flying into the tower through the window at the
          beginning.  Also, in the library, one of the
          bookcases can be slid open to find a secret room
          behind it.  Finally, one of the walls in the cell
          with the red keycard opens up to reveal the secret
          level switch that sends you to Shrunken City.

3.2.6.    TooSmall Keep

          -STORY-
          On the far side of the dwelling, Duke locates a
          castle...no, wait, it's too small to be a castle...
          perhaps a keep of some kind?  Well, anyway, it's
          infested with aliens.  Duke also hears a helicopter
          nearby; maybe his ticket outta here...

          -GUIDE-
          There are two ways to reach the switches at the top
          of the walls.  If you still have a jetpack, you can
          fly up and hit them (they're on the opposite sides
          of the block with the eye symbol on it); if you
          don't, you can get a jetpack inside the tower.  Or,
          you can go up the ramps leading up to the walls,
          and walk to each switch.  After hitting both
          switches, return to your starting point, where a
          switch has been unveiled.  Hit it, and go to the
          opposite side of the castle, then hit the
          nuke button next to the helicopter to end the
          level.

          -NOTES-
          A good, small dukematch level.  Don't shoot any
          trash cans with danger signs next to them; they
          spawn monsters.  It's okay to shoot the one with
          all the flashing signs next to it, though, because
          there's a shrinker inside.  Also, you end up with
          no weapons at the end of the level again, so feel
          free to use up all your ammo on the baddies.

3.2.7.    Commando Operation

          -STORY-
          As Duke flies overhead, he spots an outpost below,
          still in the early stages of construction.
          Deciding not to let them get too far along, he
          lands and packs his explosives together to destroy
          the base...

          -GUIDE-
          Gather all the stuff outside the helicopter,
          especially the three pipebombs, your only
          explosives.  Follow the path past all the trees,
          and reach the base.  Use the three pipebombs to
          destroy the three buildings at the cracks on the
          side of each one (the crack in the power plant is
          in the squeeze space between the tower and the rest
          of the plant).  After that, run out and follow the
          path of trees off the course where you came from.
          A new area should be unveiled, with a concrete wall
          and more explosives.  Get the stuff, then use the
          pipebomb to blast through the wall.  Go into the
          next area and hit the nuke button next to the cola
          machine.

          -NOTES-
          Fans of Westwood Studios' "Command and Conquer"
          should recognize the three structures that need to
          be destroyed as a Construction Yard, a Power Plant,
          and a Hand of Nod.  A non-functional Obelisk of
          Light is also nearby.  So the title "Commando
          Operation" is a reference to the Commando unit,
          which is superior to most infantry units and is
          used to blow up buildings.

3.2.8.    Command Tower

          -STORY-
          After finding an alien shuttle, Duke flies across
          the island and discovers, at the peak of one of the
          hills, a tall command tower, hidden by the clouds.
          Realizing that this is his next target, he flies
          over the top of the tower and ejects, landing on
          the roof.  Now to find a way in...

          -GUIDE-
          Grab the pipebombs behind the central pillar, then
          move around to the other side and ride the
          elevator down.  After leaving the elevator, go
          around to the other side, where there is a locked
          door with a crack in it.  Blow it open with a
          pipebomb and go through, then go around the other
          side of the small vertical launch bay.  Use another
          pipebomb to remove the tripbombs.  Ride the
          elevator to the left down to a computer room and
          get the red keycard.  Ride the other lift up to a
          locked door, and unlock it with the keycard.  Go
          through and ride the big lift down to a hallway,
          leading to a room with the yellow keycard.  Go back
          to where the elevator was that lead to the roof,
          and unlock the door next to it.  Grab the scuba
          gear and dive into the slime.  Break through the
          fan and travel through the vent to a large
          underwater room.  Look for a sign on the far wall
          near the upper edge, and surface in the hole right
          above it.  Go through the split doors and call the
          elevator (the large metal cylinder at the far end).
          Ride down to another computer room, and put in the
          combination 1-0-1 onto the switches to unlock the
          exit door.  Ride back up and dive into the slime
          again, this time swimming through the large
          passageway near the bottom of the underwater room.
          Swim upwards once you're in the metal tube and
          surface, then break through the vent and enter the
          security room with the boxes piled up.  Go to the
          "Secured Area" door (watch out, because when you
          approach the door, the elevator at the far end
          opens, letting some aliens in).  Go through it, and
          hit the nuke button to end the level.

          -NOTES-
          On the roof, kick out the vent off to one side to
          fall a looong way into an underground cavern.
          Don't move as you fall, and you'll land in a tiny
          puddle of water.  You can fight the troopers if you
          want, but rather, just ignore them and find the
          alcove where the jetpack and rocket launcher is,
          then jet back up the way you came.  Once you have
          the jetpack, you can fly up the vent off to the
          side of the tiny launch bay (watch out for the
          commander that teleports in) and grab the atomic
          powerup.  Note that none of the blue switches work
          (no blue keycard), not even if you use a cheat code
          to get the keycard.  The point was to force you to
          find a way around it, or to make the effect of more
          building existing where there is none.  Finally, in
          the last room (red and blue flickering room with
          the nuke button), open the wall to the right to
          discover the secret level switch that leads you to
          "Circuit Breaker."

3.2.9.    Bunker

          -STORY-
          After blasting his way out of the command tower,
          Duke locates the bunker, wherein lurks the
          commander of this island fortress.  It's heavily
          defended, but they didn't count on Duke's ingenuity
          when they built it...

          -GUIDE-
          Ignore or blast the gun turrets, then run along the
          right side of the building until you find a vent.
          Crawl through the vent and drop into the pumping
          station/computer room.  Pull the power switch on
          the wall to deactivate the forcefield protecting
          the entrance.  Don't forget the pipebombs before
          you leave.  Go back to the bunker entrance and go
          through the main door.  The elevator won't work, so
          blast through the left wall with a pipebomb to
          enter the back corridor, then blast through the
          side of the elevator shaft with another pipebomb
          and hop onto the top of the elevator.  It will
          carry you down to just above the lower floor.
          Crawl through the vent and drop down to the last
          floor, then fight your way through the set of 9
          interlocking rooms.  The three rooms on each side
          of the 3x3 set of rooms each has a switch.  Shoot
          each of the 6 switches, or jump up and hit them,
          to unlock the red door at the far end.  Go through
          the door into the circular room to fight the boss.

          -NOTES-
          With this level, I tried to make it so that almost
          all the solutions involve finding a way around the
          original problem, hence cutting the forcefield at
          the source, then blasting into the elevator shaft
          from the side.  Also, riding down on top of the
          elevator was a nice touch.

3.2.10.   Shrunken City (secret level)

          -STORY-
          Duke discovers a small-scale model of a city, no
          doubt created to aid in their planning for global
          conquest.  It's a nice model too.  It has
          everything: bars, hotels, fountains, even a park
          and several corporate buildings and factories.  Too
          bad he doesn't have time to stop and admire it...

          -GUIDE-
          By locating a jetpack or making some leaps across a
          few buildings, get to the top of the building with
          the freezethrower on it to get the red keycard.
          Along the edge, there is a double set of buildings,
          with a red keycard reader between them.  After
          triggering it, a building on the far end opens up
          to reveal the exit button.

          -NOTES-
          A magnificently detailed level, designed mainly for
          dukematch.  There are little things hidden all over
          the place on this level.  If you have time, check
          out the scenery without monsters breathing down
          your neck.

3.2.11.   Circuit Breaker (secret level)

          -STORY-
          Approaching a flashing computer console, Duke gets
          shrunken down in size, and dropped off on the
          surface of the computer's motherboard.  He'll have
          to find a way to program an enlarger to get himself
          back out...

          -GUIDE-
          After stepping up to the computer and dropping onto
          the chip, find the component with the red-light
          switch on it at the end opposite the large metal
          "building" and trigger it to release the
          forcefields entering it.  Locate all three keycards
          around the surface of the chip, then enter the
          "building" and go through the maze, triggering all
          the keycard locks to find a path to the exit
          switch.

          -NOTES-
          This was another mainly-dukematch level, meant to
          be the opposite of Shrunken City; instead of you
          appearing to be very large, you appear to be very
          small.  Stuff all over the place, as usual.


3.3.      ORBITAL ONSLAUGHT

3.3.1.    Headquarters

          -STORY-
          Receiving yet another call, Duke returns to his
          headquarters to gear up for his next mission: the
          destruction of a series of secret alien satellite
          stations in orbit around Earth and the moon...

          -GUIDE-
          See 3.1.1 guide for Headquarters.  The shuttle
          combination here is: 1-11-0-1-11-11-0.

          -STORY-
          Nothing new to add here.  You've probably noticed
          by now that Duke says something different in each
          episode when climbing into the shuttle.

3.3.2.    Docking Switch

          -STORY-
          After his shuttle docks with a satellite relay,
          Duke prepares to make the transfer to a shuttle
          heading for the moon.  Only problem, however, is
          that there are aliens on the relay...

          -GUIDE-
          A simple level; leave your docking port and go down
          the ramp to the launch bay.  Ride the lift up and
          hit the switch on the far left to open the shuttle
          bay doors and give access to the transporter to the
          far right.  Step in the transporter to end the
          level (it "beams you onto the shuttle").

          -NOTES-
          Just a small level, but it introduces two of the
          new creature types.  A shrink trooper stands guard
          on the raised area in the launch bay, and a Pig
          Captain lurks inside the shuttle transporter.

3.3.3.    Moon Orbit 5

          -STORY-
          Duke settles his shuttle into orbit near the
          station Moon Orbit 5, when it is struck by an
          energy blast from the station...

          -GUIDE-
          Evacuate the shuttle before it blows up by stepping
          on the transporter pad.  Hit the switch by the
          forcefielded hallway to reach a small transport
          train.  Ride the train over to the other side, then
          go down the short hallway to a room with a device
          sitting in the center.  Hit the switch to open the
          device, and fall into the flashing hole to teleport
          yourself to a cavern underground on the moon.  Go
          to the far left edge of the chasm and drop straight
          down to land on the ledge with the keycard, then
          make a series of hops to other ledges to make your
          way out of the chasm.  Leap across the chasm at the
          raised section.  Go around the edge and step into
          the transport tunnel.  Shoot the switch at the
          other end of the room through the tiny window to
          drop the forcefield.  Get the keycard behind the
          screen (by walking into the center of the screen,
          or by squeezing around the edge), then go down the
          hallway and unlock the forcefield with the keycard
          to get back to the room that you first teleported
          into.  Go to your immediate left and unlock that
          forcefield with the other keycard.  Make the series
          of jumps on the spinning reactor coils to grab the
          final keycard from the pedestal.  Hop back down and
          go straight across the room and unlock the final
          forcefield with the keycard to find a transport
          ship that will carry you to the other shuttle bay.
          Go down the hallway, ride the lift up to the bay,
          and hit the switch on the left side to open the
          doors and allow access to the transporter.  Take
          the transporter into the shuttle and sit in the
          seat to exit the level.

          -NOTES-
          You might be asking yourself, how many shuttles is
          Duke going to go through before he's finished?  Not
          many more.  Anyway, down to business.  Don't try to
          get the keycards behind the giant fan, because
          walking into the fan will kill you instantly.
          While riding the transport ship, you should be able
          to see the shuttle you started the level in outside
          the window.  If you can shoot the switch on the
          nose of the shuttle as you go by, it will open a
          doorway in the hallway leading to the shuttle bay,
          with the secret level switch that sends you to
          "Martian Platform."  Don't edge too far out while
          in the transport ship, though, or you'll die
          stepping out into space.  Same goes for the
          airlocks if the transport ship isn't there.  The
          laser guard is introduced, which is lurking inside
          the shuttle at the end.

3.3.4.    Zero Gee

          -STORY-
          Docking at a once-abandoned station, Duke finds
          that the aliens have commandeered it, but have not
          fully reactivated the artificial gravity, or the
          atmospheric systems, for that matter...

          -GUIDE-
          Go out of the airlock and swim into the next room,
          where you can see a locked airlock door.  Go into
          the room consisting of rubble, located just off of
          that room, and grab the keycard resting on the
          ground to the left.  Return to the airlock and
          unlock it, then go inside and grab the scuba gear
          and keycard.  Head back out and go clear across to
          the other end of the station, by whatever means,
          where you'll find another airlock.  Unlock it, and
          grab the scuba gear and keycard inside that one as
          well.  Finally, go across into the last section, a
          large observation room, and unlock the final
          airlock door.  Go inside and hit the nuke button to
          end the level.

          -NOTES-
          Just an interesting little level.  The zero gravity
          effect, which is basically like being underwater
          except without the blue coloring, was achieved by
          travelling directly from a normal sector to an
          underwater sector, without a transport.

3.3.5.    Station X

          -STORY-
          Duke docks at another, larger terminal, and his
          shuttle disengages and leaves on autopilot.  Moving
          out of the airlock, he proceeds into the heart of
          the station...

          -GUIDE-
          Turn around and open the airlock to get the
          shrinker inside.  Don't hit the emergency switch
          while inside the airlock, or you'll be sucked out
          into space (unless you can successfully reach the
          airlock switch again).  Take the right ring hallway
          to the storage room, and grab all the stuff inside.
          Take a lift up to the center hub, then break the
          glass and fall into the slime pit.  Swim down and
          climb into the vent at the very center, then swim
          up the vent and surface.  Pick up the keycard and
          hit the switch to raise the level of the slime so
          you can get back out again.  Swim out of the vent,
          then back up to the surface to emerge in the hub.
          Take the lift down that leads to an elevator behind
          a forcefield and unlock it with the keycard, then
          ride it up to the bridge.  Get the keycard behind
          the control panel and ride the lift back down.
          Take the first ring hallway to the left over to a
          locked door, and unlock it with the keycard.  Go
          inside to a launch bay, then hit the switch to the
          left on the upper section to open the main door.
          Go right and ride the lift at the corner down, and
          carefully step out and get the keycard sitting on
          the edge of the door (don't step out too far or
          you'll experience explosive decompression).  Ride
          the lift back up and return to the bridge.  Use the
          keycard to unlock the panel on the side of the
          bridge to reveal the end level nuke button.

          -NOTES-
          This is my favorite level out of all the episodes,
          and an excellent dukematch level as well.  The
          airlock is pretty cool; I even put a camera to view
          the occupant if used during a dukematch (and people
          WILL visit it in dukematch, if they want to get the
          shrinker).  Kicking out the vent in the floor of
          the bridge gives a shortcut to that underwater
          tunnel that raises and lowers the slime level (not
          incredibly useful in single player, but useful for
          quick escapes in dukematch).  This level introduces
          the Biowarrior and weapons canister (unless you
          count the weapons canister in the secret level of
          episode 1).

3.3.6.    Tycho Array

          -STORY-
          Returning to the moon one last time, Duke beams
          into the transporter room of an outpost in the
          crater Tycho on the surface...

          -GUIDE-
          Go out into the hallway and head left, straight
          down to the end.  Go through the door to see a
          section of tiles with letters on them.  Hop across
          the letters to spell out K-I-C-K-A-S-S (also
          written on the wall faintly nearby) to get across
          without triggering the aliens to teleport in.  Grab
          the keycard, and hop on the letters in reverse to
          get out safely (well, okay, it's S-S-A-K-C-I-K).
          Go straight down the hallway, passing the door
          where you entered, to reach another door.  As you
          go down the hallway of the next room, the walls
          open up to reveal 4 shotgun turrets.  Back up or
          charge through, lest they tear you to shreds.  The
          keycard in the next room sits on a small sunken
          area.  Grab it, but watch out for the shrink
          troopers, for if they shrink you while you're
          getting the keycard, you'll be trapped in a narrow
          passage of lava.  Go back, and follow the hallway
          that leads to a ramp, and go upstairs to a set of
          three hallways, each leading to a door.  Take the
          middle hallway/door, and run across the bridge to a
          switch.  Hit the switch, and grab the keycard
          behind the switch.  Go back and unlock the other
          two doors with the keycards you already have, and
          hit the switch in the sections behind each door to
          drop the forcefields in front of the door on the
          bridge.  Go back downstairs and take the last
          hallway, using your last keycard to unlock the
          door.  Be careful not to step on any fans in the
          next room, because they will instantly kill you.
          Hit the switch on the far wall to unlock the door
          on the bridge upstairs.  Return upstairs and go
          through the door, then hit the nuke button to end
          the level.

          -NOTES-
          This level's a giant trap (though not as much so as
          Security Tunnels from episode 1).  The letter-
          hopping area was inspired by Indiana Jones and the
          Last Crusade, of course, though it's not that
          deadly if you miss (in fact, one or two rockets
          should take care of the problem if you do).  I was
          going to put the monolith pit from 2001: A Space
          Odyssey, since it was discovered in Tycho, but
          decided not to (since that gag was already used in
          the original Duke Nukem episodes).  The shotgun
          turrets make their first appearance here.

3.3.7.    Bigass Laser

          -STORY-
          Duke goes up onto the final station/satellite, and
          discovers a giant laser, aimed at earth.  Realizing
          it must be deactivated, Duke looks for a way to
          reach it...

          -GUIDE-
          Go down the hallway, and along the railing, then
          ride the lift down.  Take the hallway to the left,
          and enter the first room on the left side.  Grab
          the keycard on the desk in the first cubicle, then
          climb up to the vent on the wall above the second.
          When you reach the dropoff point, shoot out the
          vent and drop down.  You'll land on a stack of C9
          canisters, so immediately hop back up into the vent
          (since the aliens will start shooting at you, and
          invariably hit the C9).  When the explosions have
          subsided, hop back down and finish the job, grab
          the keycard on the table, and unlock the door,
          leading back out into the hallway.  Take the door
          you still haven't gone through yet, which leads to
          a slime pit.  Dive in and swim down the tunnel,
          leading to barrels of toxic waste.  Blast open the
          barrels until you find the keycard, then grab it
          and swim back out.  Leave the hallway and go
          straight across, through the door on the other
          side.  Drop all three forcefields blocking the way
          with your three keycards, and descend the ramp
          leading to the laser.  Hit the switch on the far
          side of the laser to lower the forcefield on the
          switch by the near side.  Hit the switch just
          uncovered to deactivate the laser (causing some
          explosions) and uncover the nuke button.  Hit it to
          exit.

          -NOTES-
          The laser explosion wasn't as spectacular as I
          would have liked.  I should have had the whole
          thing blow right up.  Anyway, on the fin at the top
          of the laser, there's a small switch at the base,
          which opens up a passageway on the wall, leading to
          the secret level switch that sends you to "Drop
          Tubes" if you hit it.

3.3.8.    Terminus

          -STORY-
          Having destroyed the laser, Duke steps into the
          hallway leading to the Central Control Terminus,
          the computer controlling all the stations.  If he
          could destroy it, the aliens' schemes involving an
          orbital assault would collapse...

          -GUIDE-
          Go down the hallway, destroying anything that
          stands in your way.  Hit the switch to unlock the
          doors leading to the computer.  Once inside,
          destroy the laser turrets in the corners.  Use a
          pipebomb to blast open the wall to the left so you
          can get around the forcefield.  Go to the far end
          of the computer and hit the switch.  The computer
          will explode and the room will start to collapse,
          so run quickly around the edge of the forcefield
          and back the way you came.  The hallway will start
          collapsing behind you.  A hole should have appeared
          at the end of the hallway, leading down an airlock
          and into a shuttle.  Go inside the shuttle and step
          up to the computer panel in the front to open the
          back panel of the shuttle, then turn around and hit
          the nuke button behind the panel to end the level.

          -NOTES-
          Short, but sweet.  Another poor deathmatch level,
          because if anyone detonates the computer,
          everyone will respawn  to death unless they manage
          to respawn inside the shuttle.  Another example of
          great defenses (the forcefield) being rendered
          ineffective by simply going around it.

3.3.9.    Spacewalk

          -STORY-
          Duke spots the supreme commander outside floating
          amongst the remaining wreckage of the Central
          Control Terminus.  Unfortunately, the shuttle has
          no weapons, so Duke steps outside to fight the
          commander in person...

          -GUIDE-
          Small boss level.  Just grab the stuff in the back
          of the shuttle, go out the door, and battle the
          boss.  Note that you can't get back inside the
          shuttle once you leave.  If necessary, use the ship
          as cover from the bosses' attacks.

          -NOTES-
          This uses an effect quite similar to the one used
          in Zero Gee.  Also, it's a pretty decent dukematch
          level (everyone fighting "underwater").

3.3.10.   Martian Platforms (secret level)

          -STORY-
          Duke appears on a set of red platforms.  Not
          bothering to ask why there's gravity and air, he
          goes along them to see what lies ahead...

          -GUIDE-
          Hop across the platforms until you reach the white
          "building" on the far end, and hit the switch.
          Return to the starting point and hit the now
          revealed nuke button to end the level.

          -NOTES-
          This secret level was inspired by Loony Toons,
          since the platforms resemble those in several
          cartoons, some involving Marvin the Martian (hence
          the name, Martian Platforms).  Strange bug: if you
          fall, keep moving towards the platform you intended
          to reach, and you'll immediately appear back on it
          as though you never fell.

3.3.11.   Drop Tubes (secret level)

          -STORY-
          Duke finds himself in another dimension!
          Everything's floating around him, and there's
          several devices transporting him to what appears to
          be other dimensions...

          -GUIDE-
          Locate the horizontal warp tube between the blue
          and green dimension, where you'll find the keycard.
          In the horizontal warp tube between the blue and
          red dimension, there is a keycard switch on the
          "wall."  Use the keycard on it to open up a
          junction leading off of the warp tube and into a
          teleporter, which sends you to the nuke button
          exit.

          -NOTES-
          Dropping through each tube will lead you to another
          "dimension," which is basically a singularily-
          colored room with a parallaxed ceiling and floor.
          For fun, drop pipebombs down the drop tubes during
          a dukematch game (or a single player game if you
          suspect aliens lurking "below").


3.4.      Paradox

3.4.1.    Headquarters

          -STORY-
          Duke gets yet even another call, and returns to his
          headquarters.  Suddenly, he hears an explosion; his
          base is under attack!  Apparently they wanted to
          try and take him out before he could get involved
          with their latest scheme: the creation of a
          reality-altering device.  This might be a little
          more difficult that he previously thought...

          -GUIDE-
          Same as a normal headquarters, except this time
          infested with creatures.  Watch out for the first
          explosion walking down the hallway at the
          beginning.  The combination for the shuttle in this
          episode is: 0-00-1-11-00-0-1.

          -NOTES-
          I wanted to scare the hell out of people in this
          one.  They won't expect that first wall to explode
          (unless you're reading this before trying).

3.4.2.    Altered Course

          -STORY-
          While flying over the ocean in his shuttle, Duke
          gets some strange readings by a small boat floating
          out in the middle of the water.  Deciding to check
          it out, he hops out onto the boat, unaware that it
          is serving as a test site for their experiments in
          construction of the Reality Altering Device.
          Perhaps Duke can trace it back to the laboratory
          where the experiments are being performed...

          -GUIDE-
          Gather the stuff on the boat, the step in front of
          the wheel.  Once the sky "changes color", kill the
          aliens that "appear" and float through the tunnel
          to the rooftop.  Crack the vent and fall down into
          the water, then wade up to a white paneled wall.
          Go through the wall (it's false) and into the lab.
          Destroy the shotgun turret that rises from the
          left, and use a pipebomb to remove the laser
          tripbombs in the hallway.  Follow the left path
          around the center block, and take the hallway that
          juts out from it on the left wall (the one with the
          Biowarrior Mark II at the bend).  Follow the
          hallway and make a series of leaps across the
          partial bridges in the slime room.  Hit the switch
          on the pillar to raise one bridge, then hit the
          switch on the other side of that bridge to raise a
          bridge leading to the blue keycard.  Go back to the
          ring hallway and go up the stairway into the center
          section.  Use the blue keycard on the lock next to
          the slime pool to unlock the door at the bottom of
          the stairs where you came in.  Go through the door,
          and make the leaps across the slime pits to reach
          the nuke button at the end.

          -NOTES-
          The white tile used in the laboratory gives it a
          clean room effect, which is why I used it.  Yes,
          the sky at the beginning doesn't actually turn
          green, it just teleports you to a duplicate boat.
          I probably could have made it turn green if I
          wanted to, but the water around the edge of the
          boat before transport wouldn't have looked right.
          There's a small vertical tube in the lab that
          teleports you back to the top of the tube when you
          fall through (a similar effect to the bottomless
          pit level, see above).  This level marks the first
          appearance of both the Biowarrior Mark II and the
          Freeze Guard.

3.4.3.    VR Space

          -STORY-
          Emerging in the back of the lab, Duke finds
          nothing.  No leads, no traces of where the aliens
          might be next.  He does find a strange computer
          terminal hooked up to a transporter pad, and upon
          entering the pad, the machine reads his molecules
          and restructures him as code in the machine!  Maybe
          with a bit of hacking (no pun intended), Duke can
          find where the computer links to a primary
          system.  That is, if the security programs don't
          get him first...

          -GUIDE-
          Grab all the loot and step into the transporter
          beam.  When you emerge in cyberspace, follow the
          hallway and turn right at the first branch.  Go
          through the tunnel and out the left side when you
          reach the electron paths on the floor.  You should
          find yourself inside a zero-gee (underwater) area.
          Swim up to the tower, to the left side in relation
          to where you entered, and go up to the window near
          the top.  Kill the Biowarrior, then swim inside
          (this is to ensure that the Biowarrior's
          radioactivity doesn't get a chance to hurt you).
          Hit the switch on the side of the window, then go
          out and return to the fork in the hallway you
          originally entered at.  Follow the other path, to a
          forcefield (which is now open, thanks to the
          switch).  Go through and past the rubble to another
          tunnel leading to a larger room (with an inactive
          "sentry" looking over the grid, and lots of very
          active aliens behind it).  Go through the hallway
          across the grid and take the branch that leads to
          the left.  Go across the "screen" to the C:> prompt
          in the corner, and find a black spot on the wall
          (actually a switch).  Hit it, then return to where
          you saw the nuke button in the hallway; the
          forcefield should be lowered.  Hit the nuke button
          to end the level.

          -NOTES-
          A short little cyberspace level.  The "sentry" in
          the grid area kinda bears a resemblance to the
          Recognizers from Disney's "Tron."  It's just
          coincidental, of course. =)  If you search the wall
          next to the nuke button, you'll find a secret door
          that leads to a secret level nuke button that sends
          you to "Casino Duke" when you hit it.

3.4.4.    Enviro-Pod

          -STORY-
          Restructuring from cyberspace, Duke finds himself
          in some kind of underground complex, divided off
          into four sections, and just crawling with aliens.
          So the cyberspace link sent him to the right spot.
          Now if he can just find a way out...

          -GUIDE-
          Go up the ramp and down the hallway to the node at
          the center.  There should be 3 lock switches and
          one regular switch on each corner of the node.  Hit
          the regular switch to unlock that pod.  Go down to
          either side and past where the forcefield used to
          be.  Find the opening in the side of the cage and
          climb inside, then grab the yellow keycard.  Once
          you've gotten it, go back to the node and unlock
          the next pod.  Climb halfway down the pit, then
          leap onto the center block to grab the blue
          keycard.  Don't stay too long, because four
          enforcers will hop down onto it with you.  Go back
          to the node and unlock the next pod.  Hop onto the
          floating rock in the lava and grab the red keycard
          in the center, then go to the edge and wait for it
          to reach the maximum height before leaping off to
          the side.  Go back to the node and unlock the last
          pod.  Follow the catwalk into the center area and
          hit the switch on the pillar.  Return to the node,
          where the center tube will have opened to reveal a
          teleport platform.  Step into the platform to beam
          out of the level.

          -NOTES-
          Actually not environment pods, as the title
          suggests, but more like four arenas.  Quite good
          for multiplayer; you can even watch fights from the
          hallways through the windows (unless someone kills
          you while you're looking).  This level introduces
          the Termination Trooper.

3.4.5.    Temporal Insanity

          -STORY-
          Duke teleports into a base of some sort, and
          discovers that his weapons didn't make it with him.
          The first thing he notices is a large time machine
          sitting in the room he's in.  Time machine?  There
          was no sign of the aliens developing time travel.
          It must be human built, as well as the entire
          complex.  Duke decides he'd better destroy it for
          the sake of humanity before the aliens get their
          hands on it...

          -GUIDE-
          I strongly recommend that you NOT read this guide,
          and try to solve the puzzles on this level
          yourself.  That said, here's how to solve the
          level.  Present will be referred to as Time 1,
          5H (5 hours in the future) will be referred to as
          Time 2, and 5Y (5 years in the future) will be
          referred to as Time 3.  Hit the switch that opens
          the main door, then go into the time machine and
          travel to Time 3.  Go into the main hallway and hop
          across the collapsed area (to do it in one leap,
          hop from the hallway leading to the time machine to
          the hallway on the right, or vice-versa to get
          back).  Go down the hallway straight across from
          the one you came in, and crawl under the half-open
          door.  Go around the left bend and grab the
          pipebombs, then return to the time machine and
          travel back to Time 1.  Go out into the hallway and
          to the same point where you found the pipebombs in
          Time 3.  Find the crack in the door and blast it
          open with a pipebomb.  Hit the switch behind it to
          unlock the door next to the one you just blasted
          open.  Return to the time machine and visit Time 3
          again.  Go back to the room with the now-unlocked
          door and squeeze under the door (it doesn't open
          very far).  Hit the switch to lower the forcefield
          over the yellow keycard area (in this time only).
          Return to the collapsed area and hop across the
          broken pieces to the hallway with the support
          pillar in the middle (with a big chunk blasted on
          the side).  Go through the now open forcefield and
          grab the yellow keycard.  Go back to the time
          machine and return to Time 1, then go to the room
          with the blasted door, etc.  Use the keycard on the
          lock to unlock the vent system.  Return to Time 3
          and go to the same vent, crawling down the vent
          shaft leading to the ruined control center.  Hop
          over the lava pit, then go behind the rubble to the
          far right corner to find the red keycard.  Hop back
          across the lava, go through the vent and return to
          the time machine, sending yourself back to Time 1.
          Go to the control center (the big locked door in
          the hallway) and unlock it with the keycard.  Go in
          and grab all the weapons, then go to the time
          machine and visit Time 2 (finally).  Fight your way
          to the control center in this time, and go inside.
          Grab the blue keycard on the computer panel in the
          back, then return to the time machine and go to
          Time 1 (last time using the time machine).  Go back
          to the control center in this time, and use the
          blue keycard on the control panel.  You'll hear a
          rumble; returning to the now destroyed time
          machine, go behind it, and climb through the hole
          on the wall to find the nuke button exit.

          -NOTES-
          An amazing level that forces you to think fourth
          dimensionally.  Not opening the main door in the
          past will cause it to remain closed in the future.
          Grabbing the keycard behind the forcefield in the
          future means you don't have to grab it in the
          present.  The whole idea of the base being at
          situation normal in the present, then the aliens
          launching an attack on it 5 hours into the future,
          with the base being left in ruins by 5 years in the
          future.  Security devices that are non-functional
          in the future due to lack of power or their
          destruction.  And despite this, you only have to
          visit Time 2 once.  A real puzzler indeed.  This
          level's okay with lots of people in dukematch, but
          if someone decides to blow up the time machine, it
          will trap people in various other times (though
          it's the only way to exit the level).

3.4.6.    Rightside-Down

          -STORY-
          Entering the next wing of the base, Duke suddenly
          feels disoriented, and nearly passes out.  When he
          comes back to his full senses, he finds himself
          standing...on the ceiling!  Another effect of the
          aliens' Reality Altering Device, no doubt.  He must
          be getting close.  Hopefully, he can find a way to
          turn himself rightside-up again, and find the
          source of this odd experiment...

          -GUIDE-
          Go through the door and past the office into the
          center room with the computer on the "ceiling."
          Don't worry about falling into space; those are
          windows, not drops.  Hop up onto the shortest pole
          in the center, then hop over and grab the red
          keycard as you fall.  Go up the stairway lights and
          into the checkered hallway.  Take a right, and hop
          up into the bathroom.  Under one of the toilets,
          there's a wallet on the "floor" with money laying
          around, and a yellow keycard next to it.  Grab the
          keycard and head back out into the hallway.  Return
          to the office where you first came through, and use
          the yellow keycard on the switch just "below" the
          file cabinet.  Return to the hallway and go
          straight throughout the now deactivated yellow
          forcefield.  Hop up onto the computer panel, then
          to the underside of the bridge.  Follow the bridge
          and hop across to the other side, and use the red
          keycard on the lock to drop the red forcefield.
          Return to the hallway and go past the bathroom to
          the lift.  Ride the lift "up" into the storage
          room, and get the blue keycard.  Return to the
          hallway and go straight across to the door on the
          other end of that hallway.  Jump and use the
          keycard on the lock.  Open the door and go into the
          next room.  Fall "down" the hole in the center,
          where you'll emerge "underneath" a large radar
          dish.  Don't move, and you'll land on an antenna
          sticking out of the center, also picking up a
          jetpack in the process.  Hit the switch on the side
          of the antenna, then fly back "up" into the room
          where you fell from.  Go past the now deactivated
          forcefield and go through the purple tunnel.
          You'll emerge rightside up, and on a platform in
          the middle of the ocean.  Go into the elevator and
          hit the nuke button to end the level.

          -STORY-
          Another strange level.  I toyed with the idea of
          making you go back through the level rightside up,
          but then I thought; why do that?  You've gone
          through it once already; it would be kind of stupid
          to make you go through it again.  There's no way to
          fall into the slime, since it's on the ceiling, so
          don't worry about that area.  The fall past the
          giant radar dish was interesting, and the elevator
          at the end, of course, links to the next level.

3.4.7.    Undersea Base

          -STORY-
          Riding the elevator down (which takes a damned long
          time, by the way), Duke emerges in what must be a
          base at the bottom of the ocean.  This must be the
          source of that upside-down experiment being
          conducted on the surface of the water...

          -GUIDE-
          Wait for the elevator to open (yeah, I know it
          takes a while, but it's just for story =) so be
          patient).  Go out of the elevator and move around
          to the other side.  Hit the switch to unlock the
          door, then go through the door and down the tunnel,
          riding the lift up at the end.  In the next
          building, go up the ramps if you'd like another
          medkit and some pipebombs and other ammo.  Go
          through the door and down the glass tunnel to the
          base.  In the next hallway, turn left and go down
          the stairs, then dive into the pool to get the
          first keycard.  Go back to the hallway and go
          straight across.  Go past the lift (you'll take it
          on the way back) and swim into the flooded
          corridor.  Swim under the collapsed portion, then
          straight up the tower to the top, grabbing the
          second keycard by the window.  Swim back to the
          hallway, then ride the glass lift up to the
          laboratory.  Unlock the door with the combination
          1-1-0-1, and go through.  Dive into the pool, swim
          underneath the device in the center, and surface to
          appear in the area behind the forcefield.  Grab the
          third keycard, and dive back into the machine to
          emerge in the pool again.  Go back through the lab
          and ride the lift back down.  When you get to the
          hallway, take the path you haven't gone down yet
          (which leads to a long hallway with a Biowarrior
          Mark II in the center).  Stop halfway down and
          unlock all three forcefields, but don't take the
          lift yet.  Continue down the rest of the hallway
          and into the observation room.  Go to the pedestal
          on the far end and hit the switches on the sides
          that have green lights over them, leaving the ones
          with the red lights over them off.  Return to the
          lift behind the forcefields and ride it down, then
          go down the hallway and open the now unlocked door.
          Climb into the mini-sub and hit the nuke button on
          the control panel to exit.

          -STORY-
          I tried to make this level look like it was deep
          underwater, hence the darkness, the watery texture,
          the deep blue "sky," and various ocean sprites
          around.  I was going to make it all blue, but it
          didn't look quite right, so I left it as the normal
          color.  If you search the wall in the mini-sub room
          at the end, you'll find a secret tunnel that leads
          you around and "outside" into the water.  Swim over
          to the far opening (where it won't let you swim any
          further out) and hit the nuke button down near the
          bottom edge of the wall to send yourself to the
          secret level "Signature."

3.4.8.    Twisted

          -STORY-
          After leaving the undersea base, Duke takes the
          information he obtained and locates the position of
          the Reality Altering Device.  It leads him to a
          small brick structure, not even big enough to be an
          apartment.  Curious, and not receiving any readings
          of nearby underground structures, he wonders if the
          coordinates were wrong, until he sees the entrance
          of the brick building...

          -GUIDE-
          Go around to the other side of the structure and
          down the hallway, stepping through the false wall
          at the end.  Go left to the Under Construction
          door, being careful not to stand too long in the
          metal panel just next to it (an invisible shock
          panel).  Go through, and down the tunnel.  Make
          your way across the random-direction conveyor belts
          and leap through the flashing symbol on the wall.
          Go around the hallway and walk into the vertical
          water area.  Make sure to grab the boots in the
          first air bubble.  Go past the second air bubble
          and emerge into a third air bubble, bordering on a
          vertical lava pool.  Swim in and grab the keycard
          quickly, swimming back out before your boots wear
          off.  Return all the way back to the starting
          hallway and take the other path.  Go left at the
          first branch, which leads to a room of yellow and
          black lines filled with trash cans.  One of the
          trash cans in the far corner contains a keycard.
          Grab it, then return to the last junction in the
          hallway, taking the other path.  You'll reach a
          third junction; take the left path, which leads
          around to a sandy pool; dive in, and swim out into
          the oily pool filled with robot mice.  Go down the
          hallway to the door, and into the pitch black room.
          Grab the keycard on the lighted area, then find the
          way out (if you can't remember which way it is,
          either follow the wall until you hear the mice on
          the other side of the door, or use the map to
          easily locate where the door is by the cheap
          method).  Return to the last junction and go down
          the loong hallway, into a slime room.  Destroy the
          shotgun turrets in the upper corners, then use the
          keycard on the first lock to open the door.  Use
          another keycard on pillar of the forcefield to
          lower it, then use the last one on the side of the
          Reality Altering Device to open the main door.
          Don't step into the beams in the center, because
          they cause instant death.  Go around the center hub
          and hit the nuke button to end the level.

          -NOTES-
          A very insane level, with lots of hallways twisting
          and turning back upon themselves.  The Reality
          Altering Device itself is a pretty neat effect, but
          like I said above, don't step too close; there's
          heavy radiation just on the inside, and stepping
          into the center itself will cause you to explode.
          You've accomplished your mission, but like Episode
          3, one thing remains...

3.4.9.    Guardian

          -STORY-
          Duke starts the self-destruct sequence on the
          Reality Altering Device, then gets his ass out of
          there.  He barely has enough time to congratulate
          himself when he runs smack into the Guardian.
          Well, no way to avoid this fight...

          -GUIDE-
          Run out of the machine.  Grab the medkit to your
          left, and the devistator and ammo to your right.
          Follow the tunnel and get out before it collapses.
          In the next area, fight the Alien Guardian,
          returning underneath the slime area to get ammo if
          needed.

          -NOTES-
          A short boss level.  Probably not very good as
          coop, because anyone that dies will respawn in the
          collapsed area and instantly die again.  As a
          dukematch level, however, it's close-quarters
          fighting at it's best; absolutely nowhere to run or
          hide, and almost all the weapons dead center,
          leading to a mad rush to see who gets them first.
          For a greater challenge in single player, try to
          beat the guardian while starting the level with
          only your pistol.

3.4.10.   Casino Duke (secret level)

          -STORY-
          Duke finds himself in the parking lot of a favorite
          casino of his (favorite since they named it after
          him), unfortunately crawling with aliens...

          -GUIDE-
          Go inside the casino and hit the switch behind the
          counter to unlock the elevator.  Ride the elevator
          up to the nuke button to end the level.

          -NOTES-
          Short, and intended for dukematch.  Not as big as a
          casino really is, but still interesting.

3.4.11.   Signature (secret level)

          -STORY-
          Duke emerges in yet another underground base, this
          one consisting of odd-shaped rooms, connecting in
          strange fashions, and yet only encompassing one
          floor...

          -GUIDE-
          Go down the hallway and hit the switch to unlock
          the door back near the starting area.  Go through
          and wade through the slime to the other end,
          hitting the switch to unlock the door back near the
          first switch you hit.  Return to that room and go
          through into the next room.  Take the teleporter to
          the lava room, and hit both of the visible switches
          to unlock the door back in the other room.
          Teleport back and go through the door.  Hit the
          switch on the side of the support in the middle of
          this room to unlock one of the side doors.  Go
          through the door and across the water to the far
          end of the room, and hit both switches there.
          Return to the previous room and go through the door
          there.  Hit the switch just across from the door
          you just came through, and go through the left
          door into the purple slime room.  Very quickly, hit
          the switches at the end of the second and third
          fork (there's no switch at the end of the first
          fork), and return to the previous room.  Follow the
          hallway all the way around into the next room.  Hit
          the switch in the small alcove to unlock the next
          door, and head into that room.  Go around the bend
          to the other side and hit the switch to lower the
          forcefield (watch out for the commander).  Hit the
          nuke button to end the level.

          -NOTES-
          This entire level spells out my name.  I know, it's
          corny, but it's still a pretty tough level.  The
          doors you can't go through are accessible during
          dukematch, allowing more paths to be taken across
          the level.



                       4.   LEGAL STUFF


     Duke Nukem 3D is a copyright of 3DRealms, Inc.  Any
     similarity to other persons or events in the Lost Duke
     Episodes, versions 1.0 and 2.0, are either coincidental
     or done as satire, and are by no means stealing any
     credit from those it may be based upon.

     The .CON files included with the Lost Duke Episodes,
     version 1.0 and 2.0, may be used by users to produce
     their own maps, provided that they follow the guidelines
     laid out by 3DRealms concerning the distributing of
     those maps.  No other elements of either version of the
     Lost Duke Episodes may be used without permission of the
     author.  This especially goes for the midi files; they
     are copyrighted and are not for use elsewhere.

