Duke Nukem: Time To Kill Walkthrough
TIME TO KILL:
City Streets:
The streets are crawling with pigs. The first order of business is for you to find some
more substantial weaponry. Head into Duke's favourite hangout, the club Bootylicious.
Behind the counter is a switch opening up the wall, revealing a secret room. Grab the
Combat Shotgun the guard drops when you kill him & dont miss the Atomic Health
in the wardrobe.
As you roam about, you will find a green Dumpster in the alley. Pull it out of the way to
find the Gattling Gun in a nook in the wall. Climb up the fire escape & youll
find yourself confronted with 2 members of LARD & a leather-clad dominatrix. Meow.
Talk to her & she will uncover a switch. Turn the lights out & the bed will slide
over. The Pipe Bombs you find are necessary to get into the next secret area. Find the
wall sprayed with graffiti. Throw a Pipe Bomb at the discoloured portion of the sidewalk
& it will blast a hole large enough for you to enter. This tunnel has Night Vision
Goggles in it & will have you emerging at the entrance to the subway.
The Sewers:
Once you have moved that subway car out of the way, you will be entering the sewer system.
Check out the vending machines before you move on to boost your health to the max. The
door to the left is the transporter room, but you will need to find the three crystals
prior to using it (see The 3 Crystals). Following the main branch to the right of the
transporter room will bring you to a large room filled with air ducts. Climb all the way
to the top to find a secret area in one of the corners. From this room you can take a side
passage leading to an area of darkened hallways. Use the Night Vision Goggles to find your
way to a ladder. Climb up to the secret area, but more importantly, check out the grate at
the top of the ladder. Blow it open to reveal a hidden surprise, your ticket to the first
Challenge round. The last secret of this level is found in the large room that you need to
fill with water. Go through this room and take out the large Gattling Gun guarding the
faucet you need to reach. Use your RPG to make quick work of it. Turn the faucet to drain
this room, collecting the stash of Shotgun Ammo and Medikit before you go. Return to the
other faucet and turn it to fill the room. There is an Atomic Health in a hidden area at
the bottom of the pool. Now return to the transporter room, using the crystals to activate
it.
The 3 Crystals:
The Red Crystal is in a room off to the right of the main sewage tunnel. Climb the chain
to reach the top platform and watch out for newly arrived enemies waiting in the wings.
The Green Crystal is down a passageway guarded by a huge Gattling gun. Use the crate for
cover, jumping up and firing to take it out. The crystal is just beyond that point.
The Blue Crystal can be reached from the large room, which needs to be filled with water.
Once the room has been filled with water, swim down through the tunnel until you emerge in
the room with the last crystal.
Challenge Stage 1:
You begin the level armed with a Super Eagle, a rapid-firing version of your trusty
handgun. Start out by clearing the catwalks, working your way to the ground floor. This
area is conveniently scattered with crates for you to use as cover while putting holes in
those dirty swine. Plenty of health and even some armour will be dropped by the fallen
pigs, but don't get too comfortable, you still need to clear downstairs. This area has our
reptilian friends running around taking shots at you from behind pillars. Two can play
that game. Use the pillars to your advantage, using them for cover during your onslaught.
The exit portal is in the center of the room.
MINER 69ER:
The Mines:
The aliens are attempting to create a ghost town where new L.A. will stand one day. Stop
them from disrupting the local mining activity. There are three doors, which will need to
be opened by switches. Go the opposite way you start the level facing and throw the first
switch. Dive into the water to find a secretly placed Atomic Health. When you start the
level turn around and head the opposite way. The door you just opened leads to the room
with the skeleton key in it. You'll need this if you plan to get any further in the level.
Flip the switch in the room with the key and you will be led to a chamber with some
nauseating fumes, Grab the Bio Mask before you enter the gas and watch out for the
'handful of floating aliens lurking below. When you emerge from the gas filled area you
will see a blocked path. The skeleton key is what you need to open the gate, but don't
miss the weapons available from this room. Go up the ladder to find a Buffalo Rifle and
some ammo, while going down will provide you with n RPG. Once through the gate you will
see a wall with a skull on it blocking your way. A huge mining drill will burst through
the wall so high tail it back to the turn-off. Check out this tunnel once the drill is
gone and you'll find a ladder, which leads up to a secret room housing a Flame-thrower and
some ammo. The tunnel opens up into a room guarded by more alien friends. Work your way
across the platforms to reach the other side. There are several shotgun-slinging swine
waiting for you when you get there, some of them breaking through a wall to attack. Follow
the tunnel around until you meet another one of those mammoth drilling machines and go
through the opening it came from. You will find yourself in a cavern crawling with
reptiles. There is an Atomic Health boarded up in a small cubby. Use some Dynamite to
extract it. Climb the rope netting to find a secret area with some Night Vision Goggles
and some Gattling Gun ammo. You will soon encounter the tremors caused by a monstrous
drill. Grab the catwalk above and work your way to the other side where you will have to
drop down into a pit. Keep pushing forward when you drop to minimise your injuries. When
you reach the next tunnel, check the pitch-black area behind you to find a secret Jetpack,
which you will need for the large cavern ahead (see Jetpack Area). Once past this initial
chamber, you will come to a long tunnel. Watch out for the two rolling boulders and the
breakaway floor just of them. Below are several chambers filled with aliens, but nothing
of vital importance. Your goal lies straight ahead. There is a Green Crystal stuck in a
pedestal in the room at the end. Several pigs will materialise once you grab it so be
prepared to open fire. Drop down the opening at the back of the room until you reach the
tracks. The Green Crystal car be placed in the back of the drill just up ahead to clear
the path of those annoying reptiles. The door ahead is the level exit, so throw the switch
and let's get the heck out of these mining tunnels.
Jetpack Area:
The Jetpack itself takes a little getting used to, but isn't bad to control. The easiest
method for flying about is to tap the Jump button for short bursts. This area is plagued
by reptiles just waiting to nail you in the pack (you'll explode instantly). If they
weren't bad enough, there are bats flying around shooting at you. These pests are awful to
try to shoot, but the Flame-thrower seems to work pretty well on them. Dive into the river
at the bottom of this room and swim to a secret chamber with a Medikit. At the very top of
this chamber is another Surprise which you won't want to pass up.
Jetpack Area Pickups:
There is another Jetpack at the back end of the chamber, just to the right of where you
came in. Right in the middle of the room, about halfway up is a ledge with a stash of
assorted ammo. Lastly, don't miss the Surprise icon just before you exit this chamber.
Duke will need every last bit of weaponry he can find.
Challenge Stage 2:
This time you're racing against the clock to obtain the Super Shotgun for your inventory.
There are 20 scaly fiends running about to dispose. The room has plenty of cover, two
underground tunnels, which meet in the middle and four rooms. The exit is located directly
across from where you begin the level. I like to rush the tunnel and clear the exit room
first. Then use the doorway for cover to clean out the big room. The two side rooms are
filled with reptiles, so try to lure them into your sights one by one.
OBEY OR DIE:
The Warehouse:
This place looks familiar. New L.A. has been completely ransacked by those alien scum.
Once again you will need to locate the three crystals and activate the teleporter. There
are two speedy droids prowling the streets when you arrive. They may look harmless, but
these little fellas will take you out. Hit them with something big, like say your RPG.
What used to be Bootylicious is now empty aside from a Combat Shotgun and a load of ammo.
Similarly, the room upstairs has a Gattling Gun with some ammo and, more importantly, the
warehouse key. The subway entrance is filled with water and blocked off, but has an Atomic
Health waiting for you at the end. You may have noticed the green Dumpster has moved.
Blast open the grate above it to find a secret passage. There are Pipe Bombs inside and a
hole in the floor that's perfect for you to drop in on the guards below. Once you have
dispensed with the guards, check the side rooms. The bathroom has someone hiding out in
one of the stalls and the room to the right of that has the Green Crystal in it. Before
you begin exploring the rest of the warehouse, insert the crystal in the slot on top of
the conveyor belts to get them moving and open their doors. From this room, follow the
ramps up until you are facing an opening in the room with the conveyor belt. Take a
running jump across and you will enter a large room with several different levels of
catwalks. At the very bottom of this room is the Red Crystal and a Jetpack. All you have
to do is fill all of the reptiles getting in your way with lead. Check the surrounding
side rooms and you'll find some Pipe Bombs and another Jetpack. When you have cleared the
area and are standing at the edge of the conveyor room, you will see an opening on the far
side. This is considered one of the secrets, but will only lead into the room with all the
giant test tanks. Dive into the large tank with the aliens inside and swim to the bottom.
There is a secret passage leading to a room stockpiled with ammo and the Energy Weapon.
When you exit the tank, follow the catwalks to the door on the opposite side. Drop down
the opening inside with gun in hand to take out a host of reptile attackers. If you
continue to follow this passageway you will eventually run into a door which can't be
opened yet. Instead, get on the other conveyor belt, which leads to a room with three
openings in the floor. The two on the right are connected. It is a small area to explore
and beneficial if you are in need of health. There is an Atomic Health and a Medikit to be
found in this section. The opening on the left leads to an underwater area and a junkyard,
the watery route doesn't hold anything of interest. This outdoor area is loaded with
reptiles and has some handgun ammo scattered about, but there are more important things to
look for. Move the Dumpster to reveal the entrance to the room with the Blue Crystal
inside. If you decided to take the underwater passage first, you will see the crystal
through a window and probably be wondering how to get to it. Now drop down the opening in
the back of the junkyard and get on the conveyor. Edge yourself to the right side of the
conveyor and prepare for a running jump. The platform you will be jumping to has the
switch that will turn off the conveyor and the third Surprise. The red door will open as
well, and now you can go back to where you placed the Green Crystal and remove it from the
slot. Now all that is left for you to do is get past all of the searing flames. Duke likes
it hot, but this is a bit much. Timing is everything. It is simply a matter of patience.
Wait for the flames to stop and then move forward a little to stop and then move forward a
little at a time until you have cleared them. Place three crystals and get that
transporter in working order.
The 3 Crystals:
The Green Crystal is in a side room to the right of the bathroom near the entrance.
The Red Crystal is through the door to the right of the conveyor belt.
The Blue Crystal is in a room reached by going outside and moving the green Dumpster you
find there.
Challenge Stage 3:
Everyone loves giant floating brains that fire balls of energy at you. There are 14 aliens
to splatter all over the walls on this stage. There are two main rooms connected by ramps
on the perimeter. The exit is located to the far left and is on the upper level.
Stay up top and clear each room by strafing back and forth from behind walls and pillars.
Avoid stepping out into the rooms at all costs. There are seven aliens per side and you
will be hit heavily by energy balls if you reveal yourself too long. All of your efforts
will be well worth the trouble though. Your prize is the most excellent Laser Gattling
Gun.
RESISTANCE IS FEUDAL:
Von Nukem Castle:
The aliens have resorted to taking out your forefathers with a nasty bio-engineered
plague. Not if Duke has anything to say about it. After disposing of the welcome party in
the dining hall, follow the corridor around until you reach the edge of a lava pit.
Use the grating on the ceiling to work your way across. There is a patch of water below if
you happen to get knocked off by a lucky shot.
Safely on the other side, you come to a section of glass-covered halls. Grab the Biomask
off the wall and head to the source of the problem. Turn the valve off to lower the level
of fumes, but keep an eye on the height. The gas level will only be lowered temporarily,
so hurry it up. The water you saw by the lava pit comes out in this room. When you turn
the valve the gates will open, releasing some slimy reptiles. The rest of this hallway is
lined by these guys and they're toting around Gattling Guns, so be careful for goodness
sake! At the end of the hallway you will find a ladder to climb up to the next floor. Flip
the switch you come to three times to open all of the gates. Pick off those reptiles
through the bars before you do. The next room has several smaller versions of the floating
brains zipping around. They won't cause you too much grief, though. Once through the room
you will come to a narrow path across some lava. Watch out for fire-spouting bats sneaking
up from behind. Use the Energy Weapon to make quick work of them. Just through the archway
is another large lava-filled room, this one scattered with pillars. Each side of this room
has a switch on the far wall. You will need to throw both of them to lower the gate to go
any further. As you continue further into the castle, you will begin to notice the alien
technology. Finally you come to an extremely tall room filled with all sorts of tanks.
Climb the girders until you reach the top. You will have to jump across gaps to grab
ladders, so I hope your life insurance is paid up. At the very top is a guard holding one
of the two keys that you need. This key opens the lower of the two gates. The newly opened
path leads to a room filled to the brim with more of those foul- smelling fumes. The guard
below has the second key, which you need. Hopefully you saved some air of your Biomask. If
not, you'll have to make a beeline for the valve to drain the room. Return to the last
room and cross the bridge to use the key. It will uncover a valve for you to turn that
will drain all of the tanks of their liquid. Begin you ascent once again and you will find
that the second gate on the opposite wall has been lowered. Fight your way through some
guards and it's back upstairs you go. I hate dungeons.
The Hidden Surprise:
Just after you throw the two switches and enter the lowered gate, you will come to a room
with some pipes. Walk to the end of the bridge and lower yourself to the platform below to
find the Surprise icon.
Challenge Stage 4:
Armed with an incendiary RPG, you'll have three and a half minutes to obliterate 26
enemies. The area you will be doing this in is basically an oval. There is a large open
room in the centre and a corridor, which runs around the outside. This corridor will drop
down to the lower level and then rise back up. The exit is on the upper area, literally
opposite of where you start. RPGs create rather large explosions, so fire it constantly,
aiming ahead of where you are heading to clear the way. Be extremely careful not to get
too carried away or you'll end up fraggin' yourself in the process.
PIG FACTORY:
Back To L.A.:
The aliens are assembling an invasion force and it looks like you're the lucky candidate
who gets to stop them. Duke's favourite part of town to hang out in is similar to the
first time you played this level. Much of the ammo, health and weapons are in about the
same places. The Gattling Gun is behind the Dumpster and the Atomic Health remains behind
the chainlink fence. You will notice the door next to the subway has opened up, leading to
the sewage treatment plant. Just through the door you will find an office guarded by a
couple of reptilian thugs, but it is only good for a clip of handgun ammo. Continuing on
brings you to a storage and finally a large, cylindrical room wrapped with walkways. There
are multiple levels to it and all are patrolled heavily. Stick your head out too long and
you'll lose it. Work one level at a time and be careful of the ever-present crossfire. The
room directly across from where you came in has a key inside, which opens the gate into a
experimental chamber on the next tier down. This level has three side rooms. One leads to
a lopsided room filled with water. You will find a second key in the bottom right corner.
Be sure I turn the valve to begin to lower the water level in the main room. The remaining
room leads to a sewage tunnel. Take it to the left until you come to a door where you will
need to use the second key you found. Turn the valve inside and the door will close behind
you, while the room fills itself with water. At the top of the room is a grate you will
need to blast through. Follow the path, breaking through more grates as you go, until you
emerge in the storage room at the entrance to the plant. Return to the main chamber and
you will find that all of the water has drained and the portal is now ready for you to
enter it.
The Surprise:
This levels Surprise icon is hidden in a tricky location. From the main chamber, drop to
the second tier and enter the room with the water entrance. Dive in and swim through the
tunnels until you surface in a larger pool. Dive straight down to the bottom of the pool
and you will notice another tunnel leading off. Follow this around to the end and you will
find the icon.
Challenge Stage 5:
Your hard work in finding the Surprise will be rewarded with a Hi-Temp Flame-thrower. You
will have to be very careful this time. There are 60 enemies to be dealt with and you only
have four minutes to do it in. Fortunately for Duke, they're all chickens. No. Really. All
you have to do is run around and barbecue 60 chickens. No fireballs or shotguns being
fired your way this time. Just strap that bad boy on and get to frying up some drumsticks.
If you need to shave some time off the clock, flame the chickens from below through the
grating.
LET THE GAMES BEGIN:
When In Rome:
The aliens have transformed this section of Rome into some type of training facility. They
don't train for someone like you though. Run out through the two courtyards on the way to
the gate. The second courtyard has some flying fire spitters, so watch your tail. Once at
the gate, turn left and enter the Bootius Maximus. Hey, who says Romans don't know how to
have fun? There is a skeleton key on the wall guarded by more of those irritating bats.
Use the key to get through the gate. Don't enter the arena on the right yet. Instead, keep
going until you come to the room at the end of the corridor. Climb up the chains until you
reach the top and search behind the lanterns to find the Surprise. This is the last one
you will have a shot at. Now you're ready to enter the arena. The reptiles inside are all
armed with Gattling Guns and I would suggest doing the same. Once through the gate it will
close behind you, leaving you trapped to fight to the death. More creatures will emerge
from their cages after you have defeated a couple from the first wave. Once you stand
victorious in the arena the other gate will open up, allowing you to continue.
After passing through the gate you will want to check the side rooms for health. At the
end of the main corridor you will need to pick up the Jetpack. Ahead you are faced with a
moat of lava. Use the Jetpack to work your way around to the backside until you find a
switch along the wall. Keep a lookout for side rooms with more Jetpacks inside. The moat
along the back of the structure is guarded by enemies positioned on walkways. There are
three of these switches in total and once you have flipped them all the bridge will drop.
Just a little bit further and you will have reached the exit.
Challenge Stage 6:
You've reached the final chance to receive a power-up for one of your weapons. This time
your Energy Weapon will be upgraded to the Super Zapper. The creatures you will be facing
are a larger version of the reptiles. There are 20 of them and boy are they mad. The exit
to the level is straight across the coliseum. The majority of these monsters are out in
the open, unfortunately that means you have to be out in the open as well. Head for one of
the two tunnels leading down and try to lure them into range. If you get into trouble
there is some health on the pedestal in the centre. It's a good thing that toga doesn't
restrict your movements.
With all that out of the way you should be pretty well set for Duke's final confrontation. You should have all the upgraded weaponry and have a good taste of what to expect from each time period that Duke visits. Unfortunately for Duke, aliens just aren't very bright. They'll probably be back and in greater numbers. I guess you'll just have to give them another good old-fashioned ass whipping!
DUKE VS. DUKE:
2 Player Mode:
No good first-person shooter is complete without the obligatory, but essential
Head-to-Head Mode. These battles can be played on any of the Challenge Modes. Each of
these levels has a couple of secret areas, which provide weapons and ammo, as well as the
perfect location to spring an ambush. The following are the positions of these hidden
areas:
Mesa:
You will start the level facing each other. Go to either of the other two side rooms and
check the walls. You will be able to climb the back wall into a connecting secret passage.
Castle:
Check the elevated areas with the skeletons chained to the walls. There are a number of
secret areas to hide in on all of them.
Coliseum:
In the lower levels of the coliseum, climb the centre ledge and walk through the wall into
the secret area. A perfect location to lie in wait for some unsuspecting sap.
Dungeon:
On the lowest level you can get to there is a long corridor which runs through the large
circular room in the middle. The walls at the ends of the corridor can be scaled to reach
a secret room.
Duke's Arsenal:
Throughout the game he will be able to collect weapons to add to his arsenal. In addition
to weapons, he will also need to find valuable items such as Medikits and Night Vision
Goggles to help through the tough levels.
Below are some of the more useful weapons and items you will find.
The Shotgun is powerful, but slow to shoot. It can be upgraded into a Super Shotgun.
The Gattling Gun will clear a room in a hurry and can be upgraded as well.
The Buffalo Rifle is perfectly suited to pick enemies off from a great distance in one
shot.
Heat things up with the Flame-thrower. The only problem is it only works at close range.
The RPG is the big artillery you need to clear groups of enemies and nail bosses.
Pipe Bombs are great for killing large numbers of enemies. You can set them off with a
trigger.
Dynamite is not as powerful as the Pipe Bomb. Once lit, throw it and run like hell.
The Energy Weapon works wonders when dealing with flying enemies like bats.
The Freezer will stop enemies in their tracks, shattering them into tiny shards of ice.
The Holy Hand Grenade bounces around and will home in on the nearest enemy to destroy.
Night Vision Goggles will allow Duke to explore darkened areas to uncover their secrets.
The Biomask will be needed to make it through areas filled with deadly fumes.
The Jetpack will enable you to fly about and reach otherwise unattainable heights.
Portable Medikits will store 50 units of health, allowing you to tap in to when you need
it.