DUKE NUKEM: GOD OF WAR

ADDON PACK BY EXISTENCE


MINI WALK-THROUGH
This file does not explain exactly how to get past every door and enemy. However, I have decided to give tips on how to get past the trickier parts of the mod, those where a player is likely to become confused or lost. Essential things to get you through a level are marked with a #, and tips, or points of interest are marked with a +.

I recommend that for maximum enjoyment you only read this document if you get stuck - it is unlikely you will get stuck, and you should be able to work out most puzzles yourself. If your problem is not answered in this doc, you can e-mail me for assistance.

  • Quaran Town

    + When you reach the basement full of eggs, I recommend you select weapon one (kick), so you don't run out of ammo later.
    # In the dark room, straight after the room with the n-shaped pipes and octabrains, you'll need to scale the small crates, jump onto the side wall opposite, duck under the pipe, bust the fan, and then leave through the vent.
    + Once inside Creekie's, make sure you don't miss the fire-thrower behind the checkout.
    # After the first Super-Trooper, you need to jump over the crate behind it to find the red key.

  • City Swell
    (Note: You can always watch the second demo-movie to see how to get around this map).

    # In the back of the shop, look for an up-arrow on the walls. A lift will take you upstairs.
    # The yellow key is in the firey earthquake room in flat 2.
    # Shoot the blood-transfusion stands to get the blue key.
    # In the building site, stand on the small pile of rocks with chaingun ammo on, under the crane. Once on the wall, look down. You'll need to jump down onto the scafolding, and the jump onto the wall to reach the open window.

  • Geothermal

    # To open the green bars, enter the small hole in the wall, near the "window". Push the hand button to open.
    # After passing the rocket, look for a hole in the lava pool - you have to jump down it.
    + Once down the hole, save often when climbing back up.
    # After the earthquake on the road, jump up the rocks on the right-hand side.
    # You can't jump right up onto the top of the base roof, without shooting the crack in the metal indentation.

  • Lacus Mortis

    + Once under the lunar surface, note the blue-access door is on the left, immediately followed by red-access forcefields.
    # On the speedy tracks, doors 2 and 3 will lead you to the blue key card.
    # At the lava room, the red key is on the right, by the light.
    # To extend the bridge, take the right-hand door in the piston room, and hit the over-head button.
    # After the red card has been used, the yellow card can be found on the table in the briefing room.
    # On the speedy tracks, doors 4 and 5 will lead you to the place to use the yellow card.
    + Blowing up the crack on the same wall as the yellow lock will reveal a shortcut back to the red-access forcefields.

  • Mothership

    + It helps if you select the shrinker or RPG before taking the first lift.
    # To progress through the level, you'll eventually need to jump into the water underneath the red metal bridges.
    + When you surface in the room full of eggs, I recommend you select weapon one (kick), so you don't run out of ammo later.

  • Martian Soil

    # To get outside, shoot the barrels in the side room on the right of the forcefield.
    # Once back indoors, you'll reach a dark room with monitors. Three switches are on the left-hand wall. Jump onto the monitors, and shoot the switches with your pistol to make them rise up.
    + When doing this, I recommend you use F7 view to check your footing.
    # Once up, access vent ahead for red card.
    # In the dark barrel room: walk through the first hole, take tracks through the second hole, wait on stripes at the end to be picked up, follow the path around, then wait on the stripes at the end of this track, get carried across, jump down left into corridor.
    # In the generator room: look down to see low set of tracks, jump onto it, wait on stripes at end, get carried across, do not wait on the next set of stripes, instead jump towards the door behind the lizard-enforcer, hit the switch to raise steam vent, go back, and jump onto steam vent, then up again to get blue card. Blow up the crack behind the steam vent to leave this room.

  • Harmstrong

    # Shoot it.