Duke Nukem: Zero Hour - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Duke Nukem: Zero Hour - Strategy Guide (Page 02).
BABE #1 OF 4
In this burning room is a babe in the left corner.
SECRET #1 OF 3
After you rescue the babe, go up the stairs and into another hallway with
an enforcer in it. Kill the enforcer and go right into an open area with two
brain guys in it. Kill the brain guys and go right. Underwater all the way over
here is a hole in the wall which leads to some multilauncher rockets.
After you pick up the rockets, head in the opposite direction towards
where you entered this area and underwater should be another pathway. Follow it
and you will be in an open area with a venom gunship. Kill the gunship, and then
look for ANOTHER underwater pathway on the upper right, which leads to a
water/airlock or something. On this right in here is a button which will lower
the water in here and open the door in front of you which leads to a room with a
sniper and a teleport in it. Kill the sniper, and go in the teleport which leads
you into a very alien like area of the level.
In here, there is a hallway with an enforcer, a recharger, and a sniper.
Follow the hallway to until you reach a path which leads to a forcefeild and a
large open area with a forcefeild generator.
This is dangerous: throw a pipebomb (DON'T DETONATE IT YET) at the
generator, then go over to where the forcefeild is. (through the door and on the
right). Detonate the pipebomb and run like crazy down the hallway which you just
gained access to.
Now you are back in the open area with the water control thingy and a new
sniper. Kill the sniper, and head back to the area with the multilauncher
rockets. Swim straight up and there should be a pathway on the left where there
was a forcefeild. Follow it and you will reach an open area with zombies in it.
Head straight into the burning building and go left. Jump on the couch and onto
the wooden ledge with the grenades on it. Follow the walkway to a hole in the
wall which leads to a stairwell. Go up the stairs and deal with the pigs. Then
in this room, there should be two windows. Shoot open the one with glass (on the
right) and jump through it onto the wire pathway. Follow this ledge up to an
area with a zombie, a few enforcers, and another wire pathway. Go on the pathway
and onto the top of a building. Shoot all the badguys and jump straight ahead to
the next building, then to the ledge on the building, then straight ahead and
down.
TIME MACHINE PART #4 AND BABE #2 OF 4
Down here, there is a babe, a time machine part, and atomic health (behind the
ladder and through the pathway). After you grab all the goodies, head for the
ladder and go back to where you jumped down to get all the goodies.
There should be another ladder, and when you approach it, a sniper will
appear. Kill the sniper, then climb the ladder.
SECRET #2 OF 3, AND FINAL 2 BABES (TOTAL OF 4)
At the top of the ladder is a crack in the wall. Blow up the crack, and follow
the pathway to two babes, atomic health, and a new weapon known as the Alien
Freeze Cannon.
After you pick up all the items, head to where you blew the crack in the
wall and go left to exit the level.
2.13) Level 6: Under Siege
You start out on a ledge with two paths. Head left and you should find a
recharger and a pig. Keep going to find a war pig, a crack in the wall, and a
ladder on the right (its the first thing you see).
SECRET AREAS #1 AND 2 OF 5, AND BABE #1 OF 3
Climb the ladder to find some pipebombs, then go back down and blow up the crack
to find a babe, armor piercing rounds, and some grenades.
Jump down to the area with the sniper and drone gun and head through the
large doorway. Follow the pathway.... keep going.... until you reach a few large
doors. Open them, and at the end should be a gorgon turret. Kill it, then keep
going and you'll get a message that you should go to some door off somewhere...
Anyways, head back through the pathway and there should now be an elevator
on the left next to a truck. Go down the elevator by hitting the switch. Down
here you'll find two brain guys, a multilauncher, a cerebrus turret, and an
armory key in the upper left corner next to the truck. Pick up the key, then
head through the door on the right side of the room next to the elevator.
Now you should find yourself in a hallway. Head right and up the elevator,
then through the door on the right. In here there should be a grate behind a
computer panel. Shoot it open.
SECRET AREA #3 OF 5
Shoot open the grate at the end of this air vent and fall down onto the atomic
health. Then shoot open the grate you should now be on and follow the air vent
back into the hallway.
Now go down the hallway and into the second door on the left. Follow the
pathway and hit the switch next to the armory door. Be careful: laser trip bombs
appear when you open the door. Carefully place your pipebombs in here and
detonate them so you can go in without being killed. Head forward into the room
with the recharger and as you kill each zombie in here, another door opens.
After they are all dead, hit the switch in front of you and head back out of the
armory and into the hallway again. The next door on the left is blocked by a
laser tripmine. Throw a pipebomb and run... then detonate it and head back.
SECRET AREA #4 OF 5 AND BABE #2 OF 3
There should now be a hole in the ground. Hop into it and follow this area to a
babe, BMF THUNDERSTRIKE and broodling mother. Then go back into the hallway.
TIME MACHINE PART #5, FINAL SECRET (TOTAL OF 5), AND FINAL BABE (TOTAL OF
3)
The next door on the left... its all in here. There are air vents in here with
ammo and an atomic health in them. After that, head back into the hallway.
Equip your gasmask and head back down the hallway into the medical lab
door (the only on the right, and the only with gas behind it). Follow this
pathway and you should reach a switch. Hit the switch, then kill all the
broodlings, then head back to the area where you blew the hole in the ground to
get the BMF. Go through this door, then hit the switch on the right at the end
of this hallway, then go through the door which leads to the time machine. All
the way down this walkway is a door which allows you to exit the level.
2.14) Level 7: Boss Hog
If you want my honest opinion, here it is: if you still have your BMF
ammo, any number of rockets, then this boss is easy as can be. If you don't,
then I just hope you have the time to shoot him for an hour or so.
2.20) Level 8: Dry Town
Wild Wild West... but seriously...
You start out in the entrance to Dry Town. Head forward and take your first left
next to the enforcer who opens the shutters to a window. In here is pretty much
the same thing as the fire hydrant: a water pump. There is also an enforcer and
a well.
BABE #1 AND 2 OF 17
Once you reach the other end of the well you will be in a room with 2 babes,
some .45 slugs, a Doctors Bag (same thing as medkit), and some Dynamite. Grab
the stuff then head back out of the well.
SECRET #1 AND 2 OF 7, BABE #3 OF 17
In the area with the pump there should be another path that you haven't
been down yet. Head down here and open the door... you will now be in a room
with a bunch of sandbags on the left and a doorway with an enforcer on the
right. Go through the doorway, kill the pig, and grab the stuff. Next, look
behind the counter... you should see a switch. Hit it then head back to the room
with the sandbags. There should now be a hole in the floor next to the sandbags
and two enforcers. Go in the hole to find the babe. In here there should also be
a ladder. Go up the ladder. You should now be in a room... go out the door of
this room and you will be on a rooftop pathway, follow it until you reach a
ledge that has a gamma cannon at the end of it. Then head back to the start of
the ledge. In front of you should be the start (make sure to stay on the ledge)
and a ledge that leads to a building with a green sign "Store" on it. This is
tricky: Jump just right so you land on the ledge and go onto the roof of the
store to grab the atomic health, then jump back down to the ground below.
Now head into town. Eventually, after a pig and a mobile turret, you
should find an open door on a building "Saloon" on the right. Go in... clear out
this room, then go up the stairs in the back. Go through the bedrooms up here
and all the enemies until you reach the plunger detonator by the window. Grab
it, then head through the window and to the ground below. Jump out and go right
until you reach a gate, then jump on the rock next to it and over the gate to
head back into town (you will be right by the Saloon) Next, head forwards until
you reach the carriage and go left. Back here is nothing special besides some
dynamite and a gamma crystal under a barrel. Then go back and make the right
turn behind the carriage. Next, there should be an open door on the building to
your left. Go in and there will be a pig behind the counter, and some other
enemies in here. (you can play the piano by the way) Next to the counter (on
the right side of the room) is a door with an enforcer behind it.
SECRET #3 OF 7, BABES #4, 5, 6, AND 7
Go up the stairs straight in front of you where the sniper is/was and up here on
the right, next to the first painting you see (to the right of it) is a hidden
door indicated by a shadowy area. Open the door, grab the doctor's bag, then go
straight down the hall. Down here should be two private booths from which you
can see the room with the piano in front of you. You can jump from the second
one onto the stage. Do that, then go down the passageway to the right to get a
few things: three babes, an AGL-9 Grenade launcher, and some boiler plate armor
across from the two babes.
Next, head back to where you found the doctor's bag.
Go left down the hall and make the first left. Then go in the door on the right.
After you rescue the babe, head through the other door here and grab the
hotel key, then go back to where you found the doctor's bag and go right down
the stairs, then left at the bottom of them. In this room should be a door next
to a keyhole. Press "b" on the keyhole and the door will open. Go through this
room and out the door on the right into an open area with a cannon. Out here
should be another part to the explosives you need in the corner.
SECRET AREA #3 AND 4 OF 7, AND BABE #8 OF 17
Next, walk up to the cannon and press "b" and it will blow a hole in the wall.
Go in here to find magnum rounds, some health, and a switch. Hit the switch,
then go to where the doctor's bag you found earlier was. Go back in the room
where the hotel key was and open the dresser on the left. Behind the rifle
bullets in here, is a secret door which you can open, which leads you to a room
with a babe and an open window. (you just opened it with a switch a few moments
ago) Go out the window and follow the ledge until you reach another open window
that leads to a room with atomic health. Now go out the door and find your way
out of the saloon.
Go left until you reach a split path. You can go right for some ammo and
two pigs, but you need to eventually go left. Out here, go right until you reach
another split path with a big cylendar-rock in the middle of it. Go right and
into the stables. The door will shut on you, so you have to find your way out
through a ladder leading to a door. Clear out this building until you find a
saloon key, and some magnum rounds. Then head back into the room next to the
stables where a door has just opened up. Go in, through the saloon and back
outside to that intersection with the big cylinder-rock. Go left. Here, you can
go right to get the gamma cannon. But after that, go left to the "Miner 69er"
where you can use your Saloon Key to get in.
BABE #9, 10, 11, AND 12 OF 17 AND TIME MACHINE PART #6
In here, on the left behind the counter to find the babe and a pig, then head up
the stairs and go left behind the stairs to find the second babe. Next, go
through the door to the right of the sitars and follow the three rooms to an
open window and jump out of it. Out here, the TNT should be on the rock in the
middle of the lake. After that, head back near the window and there should be a
doorway with the time machine part, a babe, and some multilauncher rockets in
it. After that, go back outside and there should be a ladder behind the building
type thing on your left. Next, follow the rooftop until you reach a ledge. Now
this is tricky: jump so you land on the cactus, then jump from the cactus to the
roof in front of you to find the babe through a door up there. Then jump back
down to the ground below. After you fight the bad guys here, a hole will blow in
the wall and you can follow through here and back out into the street.
BABE #13 AND 14 OF 17
Out here, take the immediate right and go straight into the federal bank. Go
behind the counter and hit the switch. Go down the elevator, and you should
reach a room with two babes and some enforcers. Go through the door down here,
blow the safe, grab the CD, and the level ends.
MORE COMING SOON!!
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3.0) Multiplayer "Great, what am I supposed to use? Harsh
Language?"
Multiplayer on this game is loads of fun, and is similar
to Turok 2's multiplayer mode. This section will basically tell you to have
even more fun in Multiplayer.
3.1) Extra Characters
You start out with four basic characters: Duke Nukem,
Apocalypse Duke, Cowboy Duke, and Victorian Duke. But as you progress
through the game, you can get extra characters, who start out with
different weapons, and have different health levels. You can also get
more duke nukems, such as Dogtag Duke, and my favorite, Posh Duke.
Here is a list of all the extra multiplayer characters, their
special abilities, and what weapons they start out with...
Duke Nukem, Apocalypse Duke, Victorian Duke, Cowboy Duke..............
Health: 100
Weapon: Blaster
Other : N/A
Posh Duke............. Health: 100
Weapon: Sawed off
Other : N/A
BattleDress Duke, Dogtag Duke............ Health: 100
Weapon: Claw-12
Other : N/A
Evil Duke.............. Health: 100
Weapon: Sniper Rifle
Other : N/A
Marine, Sergeant............. Health: 75
Weapon: Claw-12
Other : N/A
Custer................ Health: 75
Weapon: 2x Peacekeepers
Other : N/A
Ripper................ Health: 100
Weapon: Unarmed
Other : Extreme Punch Damage
(About 50-75 damage per punch)
X-Terminator........... Health: 150
Weapon: SMG
Other : Infinite Nightvision
Marshall, Sheriff, Squaw........... Health: 75
Weapon: Revolver
Other : N/A
Survivor............ Health: 75
Weapon: SMG
Other : N/A
Kimberly Strokes........... Health: 75
Weapon: Blaster
Other : N/A
Pig Cop............. Health: 125
Weapon: Claw-12
Other : Cannot Breathe
Underwater for long
Riot Pig................ Health: 125
Weapon: Gas Grenade Launcher
Other : Gasmask, Cannot
Breathe underwater for long
Road Hog, War Pig........... Health: 125
Weapon: Sawed off shotgun
Other : Cannot Breathe
Underwater for long
Cowboy Grunt........... Health: 125
Weapon: Dynamite
Other : Cannot Breathe
Underwater for long
Savage Grunt............. Health: 125
Weapon: Revolver
Other : Cannot breathe
Underwater for long
Capitalist Pig............... Health: 125
Weapon: Bombs
Other : Cannot breathe
Underwater for long
Enforcer, Enforcer Captain, Battle Enforcer........
Health: 75
Weapon: 2x Blaster
Other : Can Breathe Underwater
For an extended time.
((((The Best Multiplayer Level Award Goes to: "Rocky Knoll"))))
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4.0) Credits / Outro "You guys suck!"
Oh yeah, Hey Ivy, Alex, Kevin, Nathan, and all my other
friends...
Copyright + 1999 Tom Freeland. Please don't copy this FAQ
without putting my name on it, I wouldn't do it to you. Thanks.
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