Duke Nukem 3D: Atomic Edition чит-файл №1

ADVANCED DUKEMATCHING GUIDE
- REVISION 31/12/1996 -

Written by Phantom-uk. Contributions by Iain Girdwood a.k.a.
Phoenix, and James Mills a.k.a. Kirk. Also Firestorm, who used to
be the UK's finest, and all the guys I've played over the last
couple of months. And Tristan Webb a.k.a ACID, the first couple of
weeks duke was out we ran up rather large phonebills doing the
whole game in co-op.... . Oh, and Joni Kane a.k.a. Kage, who
has called me for dukematches more times than I can remember.

A BIT ABOUT THE AUTHOR

Umm,,, not much to it really. I like Duke. Thats about it.
Complete and utter Duke addict as you can probably tell by the
sheer detail of this guide. Duking God. Got nothing better to do,
sitting at home bored in school holidays, so thought I would kill
a day or two.

CONTENTS

(a) Controls.
(b) Weapon Use.
(c) General Tactics.
(d) Ambience.
(e) Level layouts, secrets etc.

Right, I'll get on with it :-).

===============================================
=================== CONTROLS ==================
===============================================

BASIC RULES

1) Autorun should ALWAYS BE ON.
2) Crosshairs should ALWAYS BE ON.
3) The mouse should always be used.

USE OF THE MOUSE

The mouse should be used for turning, and aiming up and down. It
should not be used to move forwards and backwards. A relatively
high sensitivity seems to give good results; But this is down to
personal preference. A good mouse is essential for duke. I
recommend the microsoft mouse v2.0 or microsoft home mouse as a 2
button mouse, or a logitech mouseman as a 3 button mouse.

MOUSE BUTTON ASSIGNMENTS

Left mouse should always be fire.

It is then a case of whether or not you use momentary mouse
aiming. I have found from personal experience that the best
players tend to use momentary mouse aiming unless they have a very
steady hand. If you dont use it then your right mouse should be
assigned to jump, and if you have a middle mouse button it could
be used for duck. However if you DO use it then you have a choice
to make; If you have a 3 button mouse you can have jump AND mouse
aiming on your mouse, but if you only have 2 buttons, like me, you
can have either jump or mouse aiming on your mouse, and the
function that is left out assigned to a convenient key on the
keyboard. Also double clicking of mouse buttons is useful; I find
that having double click of one mouse button as open / use helps.
I find it better if you are a frequent user of the RPG to have
mouse aiming as a mouse button. It is all down to your personal
choice and preference.

NB: a nice tip is to configure advanced mouse setup so that left
and right on mouse is also medikit, so use of the medikit is
virtually automatic.

KEYBOARD ASSIGNMENTS

It is a good idea to have a general control " base " with your
strafe left, strafe right and forward and backward keys together.
EG:

S - strafe left
F - strafe right
D - backward
E - forward

Any such key combination or the cursor keys ( or even numeric
keypad ) could be used. Hot item keys can be assigned around your
4 base keys; It is a good idea to have them on the left hand side
of the keyboard because then you can reach the weapons easily and
also use space etc as function keys.

SAMPLE CONTROL CONFIGURATIONS

STANDARD MOUSE CONTROLS

Left mouse - Fire
Middle mouse - Mouse aiming ( momentary )
Double click - Open
Right mouse - jump
Double Click - night vision

S - strafe left
F - strafe right
D - backward
E - forward
Space - Duck
W - jetpack
R - steroids
G - holoduke

MY PERSONAL CFG FILE

I know this completely contradicts everything I have just said but
my controls are very different. They also WORK, as most of my
victims, I mean, opponents sorry, will tell you .

Left mouse - Fire
Right mouse - Mouse aiming momentary
Double Click - open

Left shift - Forward
Left control - backward
A - strafe left
S - strafe right
D - duck
F - jump
Q - night vision
W - jetpack
E - open AND quick kick both on the same key
R - steroids
G - holoduke

Note that in both cfg files the mouse-medikit trick ( see earlier
) is being used. Also note that the first cfg is VERY similar to
the one that Phoenix and Duvalmagic use.... They are the best
players in the UK and USA respectively. I guess a 3 button mouse
is the way to go... I suppose I should get one really...

PLEASE NOTE! At time of writing I am now better than Phoenix
.

NB: Please note that I used to use a 180 turn for something many
people overlook. If you are being chased in an enclosed area, eg;
A corridor, and you have an rpg, then if you spin around with the
mouse to fire theres a good chance you will hit a wall, whereas
with a 180 turn you know you won't! Also I had a spare key on my
cfg, so I thought I might as well put it in. But that was in the
first revision, and since then my skills have improved - I no
longer hit walls :).

===============================================
================== WEAPON USE =================
===============================================

Basically, use the shotgun outdoors and for the most part the RPG
indoors. Note that weapons marked Instant mean that those weapons
hit instantly, because they are bullet / shrapnel weapons, if you
get what I mean; You fire a shotgun, chaingun of pistol it hits
instantly, whereas if you fire an rpg or shrinker it is a
projectile which takes time to reach the target. Thats why the
shotgun and chaingun are the best weapons to use when your
opponent would have room to avoid projectile weapons. Also with
projectile weapons, rather than firing towards where your opponent
IS, you should fire towards where they are going so that by the
time your projectile gets there they are there too! this takes
practice but gives good results. It should also be noted that if
you are hit with an RPG or Devastator while on steroids, it seems
to do more damage for some perculiar reason. Auto tracking is also
worth considering. With instant hit weapons you only have to get
the horizontal aiming right; The vertical aiming is automatic.
With projectile weapons the vertical aiming is also inaccurate,
but the chances are by the time it gets there they will have moved
:). If the other guy is up high in an indoor area and I am using
an RPG, I will usually go for the ceiling.

1) KICK

No no, never, noooooooooooooooooooooooooooooo, absolutely not,
etc. Then again... if you've got nothing in a no spawn game...
some steroids... its worth a try.... I guess.. ( steroids make
kicks more powerful remember ).

2) PISTOL. INSTANT.

Right. Pistols are actually quite good. If you just spawn after a
fight near an opponent and you think you took off a fair bit of
their health, rather than running to get a gun, its a good idea to
chase them; But only if you think you can kill them. If they're
likely to have over 100 energy left, definitely not a good choice.
Pistols can be quite harmful to the target, mainly due to a rapid
fire rate. Also if youre in a fight in a large open area, and the
only other gun you have is a non instant hit one ( eg: rpg,
shrinker ) then it is sometimes a good idea to switch to a pistol,
depending on the dodging abilities of your opponent, and the
accuracy of your rpg shot ( and of course, the size of the area ).

3) SHOTGUN. INSTANT.

Ok, this is the best gun in the game. Shotgun hits have been known
to do up to 100% damage on a player with no armour... it is VERY
powerful at close range, and also powerful at longer distances. If
you're ever in a fight outdoors this is the weapon to use. Even
indoors sometimes. When you combine shotgunning with strafing and
circling ( as discussed later in the guide ), it is at its most
effective. Note that in order to have a good shotgun shot, you
need to have a reliable mouse, and a quite high sensitivity.

4) CHAINGUN. INSTANT.

Another excellent weapon, the chaingun is at its best outdoors. It
is, as is the case with the shotgun, most effective when combined
with strafing and circling. The shotgun is more effective, in my
opinion.

5) RPG.

Right. The RPG is a VERY good gun. IF MASTERED. If can be used
indoors to great effect, especially when you take into account
ambience ( discussed later ). It is most effective when used with
mouse aiming, obviously. Note that if you're playing a keyboarder
and they start firing RPGS, just activate your jetpack and go up a
bit. Then they will all go under you, so long as you keep moving,
heh heh heh..... It's also a good idea, if using mouse aiming, to
aim RPG shots towards the feet of your opponents, or the ground in
front of them. The chances of a direct hit are pretty unlikely, so
its better to do this and get an area effect shot - alternatively,
go for walls . On occasions, if my opponent has a definite
advantage over me in respect of their items etc.. I have been
known to kill both of us.. if they are doing better than you it's
worth it! :)

6) PIPEBOMBS.

Sometimes good for traps of if you are being chased. Or as a last
resort. Thats about it. If you see one lying around it could be a
trap, so blow it up with another pipebomb or an RPG. Also if
you've got your opponent cornered, eg: in an enclosed room with
only 1 way out, then rather than running in guns eblazing, its
better to throw in some pipebombs and explode them. EG: on E1L1,
that room with the shotgun and rpg ammo in behind the till - you
can roll pipebombs under that door if you duck. If I'm in an
outdoor pipebomb fight I tend to throw them up in the air, then
let them off just before they land on the other person's head. I
don't know why, I just do :).

7) SHRINKER.

Can be useful in enclosed areas. Note that if you're shrunk and
have steroids you can use the steroids to become big again. If
someones coming towards you with a shrinker and you have steroids,
use the steroids but stand perfectly still so they cant see the
blur. Then you can probably get in a couple of hits on them while
they try to figure out what the hells going on. If you suspect an
opponent may be in an area, and you've got shrinker ammo to waste,
then you might as well let off a couple of shots as you go in.

8) DEVASTATOR.

Can be useful in enclosed areas, eg: corridors, etc. Not much use
out in the open. However it has its moments.... if you want to get
a camper out of an enclosed area, 10 seconds of devastator fire
normally does the trick. The devastator is not as good as the RPG,
but is still pretty good.

9) TRIPBOMBS.

There are some places that tripbombs just have to be layed. If
you're playing an unskilful opponent then its best to lay
tripbombs in all the hiding places they may use, and also if
you're winning a game and you have the ability to dominate the
level, then its best to lay tripbombs in places where the other
guy might run to to get health. Also if there's noone around, then
roll a pipebomb under the tripbomb and when the tripbomb goes off
the pipebomb will too - double damage! . Some examples of where
to lay tripbombs. Its best to lay them in pairs, maybe with a
pipebomb, for more damage. You should only be laying them do
dominate the level if you're fully tooled up, ie: got all the
items etc, and your opponent is'nt, quite frankly :-). Remember
that you can blow up tripbombs!

E3L4 - la rumble

- lay some by the jetpack and nightvision indoors.
- lay some in the bit you blow up where the freezer is.

E3L5 - movie set
- in the air vents :) Especially behind the picture of the world,
where you can find the jetpack and shrinker.
- on the other side of the teleporter ( cruel ).
- Behind the 3d realms logo and duke's head on the poster.
- on the other side of any of the doors, so that when your
opponent opens the door if being chased, they will have to slow
down to negotiate the tripbombs.

E3L6 - rabid

- on the railway track . Worked once anyway.
- on the other side of the teleporter.

E3L9 - Fahrenheit

There are so many locations on fahrenheit, it's a classic example.

- Lay two behind the curtain in the radio room, as close to the
curtain as possible, lay one while ducking and one standing. You
can jump over these / jetpack over these, but your opponent will
probably not have the hindsight too.
- Lay one behind the doors to the radio room, then get out and
close the door very quickly before the lazer bit appears. Then,
when they open the door, they get hurt by the tripbomb. Good eh?
:)
- Lay one on the crates you have to jump up to the jetpack on.
- If you hear them starting by the start of the level, then going
into the water, shut the first door and lay a tripbomb on the
other side, then a holoduke so they think it's you. Then, fly up
to the wall above the water and sit and wait. Watch him go up to
the door. Fly behind him. He opens the door, he sees the tripbomb
and holoduke, fires at the holo, you shoot him with an rpg, it
hits tripbomb, he gets damage of direct RPG and tripbomb, he dies
:).
- If you've got 4 or 5 lay them all just beneath the water
surface.
- Lay one in behind the first aid sign where the medikit is :).

E3L11 - Freeway

- Lay two or three tripbombs in the sewer pipe from the sewers to
the street. When they jetpack up it they will die. :).
- Lay one behind the secret panel in the crusher room.
- Lay a couple by the main entrance to the street, just around the
corner.

USE YOUR IMAGINATION! :).

10) FREEZER.

Comes a close second to the foot in the battle for the title of
worst weapon in the game . It really is completely useless.
Well, if you've got full ammo and your opponent in an enclosed
area, you *MIGHT* get a frag.

===============================================
=============== GENERAL TACTICS ===============
===============================================

Circling.

Right - this really is simple. If you strafe in one direction WITH
THE STRAFE LEFT / RIGHT KEYS ( not just alt ) you are going in a
line right? If you turn in the opposite direction to which you are
strafing, then you're no longer going in a line right? You're
going in a circle, as long as you turn the mouse by the right
amount in the opposite direction to which you are strafing. So, if
in the middle of this circle there is a helpless victim, turning
to try and face you, while you, carefully manipulating the mouse
and keeping your crosshair locked on his helpless body, pumping
shot after shot into it, you are kind of shortening his life
expectancy. Understand? This whole business of circling quite a
difficult one to grasp. After practice it should come naturally.
At first, when practicing it one should find a stationary object,
or just imagine one, eg: In the middle of stadium ( episode 3
level 9 ), and try to circle that central point while keeping the
crosshair locked on it and moving in a circle. Sorry if this is a
bit complicated, but I can't be bothered to explain it any more
:). You'll get the idea :).

Strafe Running.

This technique can increase speed. Basically you're running and
strafing at the same time at a certain angle. It works to best
effect when you want to get somewhere quickly, eg: away from a gun
toting maniac ;-). You should basically strafe in the direction
you're going and run forwards as well, at a fairly sharp angle.
This is a tactic that is used a lot in doom2, and I presume many
ex doomers are already aware of it.

As well as increasing speed, this tactic also gives you a wide
angle veiw of the environment around you, making it useful for
turning corners, etc.

Door closing.

With practice, if being chased, then it is possible to Run through
a door backwards and close it as running through, so that by the
time your opponent has opened it again you can be long gone. Takes
practice, yeilds good results. Has saved my life on many an
occasion. Note that this does'nt really work with " swinging "
doors but it does work with those of the " vertical " variety, ie:
Close from bottom to top ( eg: Fahrenheit, movie set ).

Item hogging.

If you see a freshly spawned item that you already have, or you
have full gun ammo, etc. then fire off a shot / use said item and
recollect it, hence denying your opponent the opportunity of
collection.

Jetpacking

If you're outdoors, and about to die, you could just jetpack
really high and wait for your opponent to go away. You never know,
he might.

Looking through cracks

On some swinging doors, you can look through the crack between the
two doors. This is quite effective on HH. You can't see much, but
you can look for movement. Eg: On HH, I sometimes go to the bottom
of the spiral staircase and look out of that door towards the atom
behind the till, waiting for movement, with my rpg ready. When I
see movement towards there I open the door and fire off a lot of
rpg shots :). A sad tactic, but sometimes when you're playing a
very good player and you're low on health etc, sad tactics are the
only way to win :).

Are YOU afraid of the dark?

This tactic comes from my own warped mind. On some levels there
are lots of lights. As a frequent user of night vision I dont need
lights, so I turn em all off! This REALLY annoys some people to
whom night vision is alien. For example. On HH, turn all the
lights off in the main hall and smash the lights in the shotgun
room and toilets. Keep stocked up on night vision supplies. Then,
simply hang aroud that area and when they enter just run around
them firing! < EVIL GRIN >.

Muffling ambient sounds

Whenever possible try to muffle ambient sounds. Fire guns at the
same time; Use jetpacks in air vents; Let rip with an RTS insult.
Just donit let em know where you are.

Remember; Shotgun outdoors, RPG indoors. Thats how it should be.
At least, until you've truly mastered the shotgun. Then you can
use shotgun indoors as well. But the RPG definitely has its uses.

Use steroids tactically, ie: in a shotgun fight or to run away.
Also if you're in a shotgun fight and you think you're losing then
use the last few seconds of your speed burst to run like hell.
Remember, they can also be used to counteract the effects of a
shrinker shot.

Don't fall into patterns. Good players pick up on patterns and in
longer games will punish you for repeating them...

If you're running away indoors then once you've turned a corner
its a good idea to switch to RPG, turn around and wait for a
couple of seconds... then let off a shot. This deters people from
chasing you. Or, throw a pipebomb behind you and let it off a
couple of seconds later. This will make them stop for a second, so
you can make your getaway.

Tripbombs can make newly spawned player's lives hell by limiting
them to outdoor areas, where, with no guns, they stand no chance
(as discussed earlier).

I know this may sound a bit weird, but know where you're going
BEFORE you get there. Run around like a headless chicken and you
will die.

Try to avoid lurking in enclosed areas. It's a sad, unskilful
tactic. Having said that, it's legal, and it gets frags.

How to avoid respawn frags

If you die on a level, there is a chance you may be killed pretty
much straight away. This is cheap, but a good player will hear
where you spawn, figure out where you're going and wait there.

How to avoid this;

- move aroud the level slowly. Be catious. Avoid the other guy at
all costs.
- get 200 health, preferably armour, medikit and steroids before
going into battle again. Jetpack helps too.
- be careful not to get any out in the open items or guns you
don't really need, as your opponent will use the colour of the
respawn marker to help find you.
- if being chased, there are ways to get away. See below.

How to survive being chased:-

The simple way to avoid being killed when being chased is to run
away. However, you have to do this cleverly. If you run around a
corner, then stay right around the corner and run back around the
corner after seeing them take the corner, and repeat this about 10
times in an enclosed area, it will warp their mind. Or, use the
scenery to your advantage.

EG: On HH many a time I have got into the lobby, ran into the
toilets, jumped behind the couch and ducked, and run away behind
their backs to hear 15 rpg shots being fired, both the doors to
the toilets being opened, by which time I would be on the other
side of the level :).

How to make a respawn kill:

You should be able to hear the area in which your opponent
spawned. Go there, and use a combination of the ambient noises
they are making and the colour of the markers to decipher in what
directon they went from their spawn point. Kill them :).

Other weird things:

If you continually turn a light switch on and off very quickly, it
will "break" and the lighting will be a combination of on and off.
Weird, but true.

If you close a door on yourself and try to run through it you
could end up 5 metres on the other side of the door. Or, you could
get squished and die :).

===============================================
=================== AMBIENCE ==================
===============================================

RIGHT. This is a major subject. You can know the layout, you can
control duke wonderfully.... now you need to know how to find the
other guy. Ambient sounds are basically atmosphere, sounds the
other guy makes when he interacts with the scenery. This is where
you need to use your head. I will give examples of ambient sounds
on a few popular dukematch levels, to give you an idea of how to
use ambience to your advantage.

Hollywood Holocaust.

1) BIG THUD / URGH NOISE - suggests someone has spawned on the
roof and just fallen down the air vent if they have just died, if
not then suggests they have jumped down into the cinema from the
camera room above.

2) SOUND OF CURTAIN OPENING OR CLOSING - they are in the camera
room.

3) SOUND OF AIR VENT - in the air vent. If you hear a kind of door
sound, like a mechanised door after it, they are on their way up.
If you hear the same noise BEFORE it they are on their way down.
Either way you should make moves to get to the end where they're
coming out, and be waiting there with the RPG.

4) DOORS TWICE - means they are entering the cinema

5) DOORS ONCE - means they are using the doors in the lobby before
the spiral staircase.

6) SOUND OF MECHANISED DOOR OUTSIDE - means they are getting the
steroids.

7) SOUND OF SWITCH, THEN A SLOW MOVING NOISE - means the curtain
has been closed.

8) SOUND OF SWITCH - means someone's turned on ( or off ) the
lights :).

There are many more sounds than these on this level; I will leave
you to figure out the rest for yourselves!!!

Red Light District.

1) DOORS SLIDING OPEN / CLOSING - could mean that they are
entering / leaving the 2nd building / the disco in the 2nd
building. You will have to use common sense to determine which.

2) RUMBLING NOISE - means the door to the Forbidden Videos and
magazines shop is being opened or closed.

3) TELEPORTER SOUND - means the teleporter is being used.

4) YOU WANNA DANCE / SHAKE IT BABY / SCREAM - suggests your
opponent is doing immoral things to the dancers in the disco, or
the woman at the bar.. ...

5) SOUND MADE BY DUKE IN MINOR PAIN - KIND OF "UGH" BUT QUITER
THAN WHEN SHOT ( I know, its complicated ) suggests opponent is in
the sewer, and not using a jetpack or walking along the sides.

6) SOUND OF KEYCARD, THEN TWO SWITCHES, THEN HUGE EXPLOSION -
suggests opponent is blowing up that big building :-).

Again, there are many more sounds. I don't have the time or
patience to type 'em ALL out!!! :-).

Fahrenheit

1) BREATHING / SOUND OF WATER - implies opponent is in the water.
Go hide by the water with a big gun :-).

2) SOUND OF MECHANISED DOOR - probably your opponent is grabbing
the medikit by the fire engine.

3) SOUND OF JUMPING ( a kind of jumping repeatedly sound ) - your
opponent is probably jumping on the crates to get the jetpack and
atomic health.

4) THIS IS KTIT, BRING YOU THE BEST.... etc.. - means your
opponents in the radio station.

4) SOUND OF KEYCARD - means they are opening the radio station.

5) SOUND OF FOOTSTEPS FOR ABOUT 5 SECONDS - means they are going
down the stairs of either the radio station or fire station. You
should be able to tell which by the direction and volume of the
sound.

Once more there are more subtle sounds. These are just to get you
started. What do you want, a paperback???? .

Movie set

1) SOUND LIKE A SECRET SWITCH - means the cash register has been
hit and that they are getting the health atoms, OR that they are
opening the one in the air vent. You will be able to tell whether
or not it's in the air vent due to the air vent noise.

2) RUMBLING NOISE - then a teleport noise - means they have opened
the teleporter and gone through it.

3) DOOR MOVING, YET NEITHER OF THE LARGE OUTDOOR DOORS HAVE OPENED
- means they have gone into the tripbomb / rpg ammo / night vision
room.

4) BIG THUD AFTER SPAWNING - they have spawned outside and fell
from the sky. Go punish 'em :).

5) SOUND OF MINOR PAIN - LIKE WHEN HURT BY FIRE - they have got
caught in the fire when grabbing fire health atom from where the
fire extinguisher used to be ( before you blew it up, of course ).

6) SOUND OF AIR VENT, GUN BEING PICKED UP, JETPACK - they have
just picked up the shrinker and jetpack from the air vent.

Again.. there are more... just use your head.. :).

Ambient sounds are so varied its hard to produce a complete list
of all of them. Basically you just need to use your head, and once
you've predicted where your opponent is, you should be able to
figure out where they are headed, and get there first, then
proceed to lurk in a corner with a big gun . Examples scenarios
of how to use ambience to your advantage:

Hollywood Holocaust:

You are in the main room. You hear a mechanised door type sound,
then an air vent. You switch to rpg, aim towards the toilet door
and wait about 5 seconds after the air vent noise has stopped....
( you imagine you as the other player, and how long it would take
to turn the corner ) then you fire off about 5 shots before you
even see em turn the corner. They will no doubt try and run, get
the medikit and go back up the air vent,... so jetpack up to the
camera room and aim towards the secret door where they will appear
from the air vent. And have your crosshair trained on that door,
with an rpg, ready to fire the second it opens. And there's no way
they will escape twice < evil grin >.

Movie set:

You hear the sound of a button being pushed after a player
spawned; Figurably they are pushing the cash register to get the 3
health atoms. Then you hear the sound of a teleporter; No doubt
they are trying to get the medikit and chaingun. So, the second
youve heard the first button you should get outside, then once
theyve been through the teleporter let rip with about 5 rpg shots
through the teleporter. Death is the only outcome . Or, lay 4
tripbombs on your side of the teleporter, but close the teleporter
first to give yourself time. Then, once they re-open it, they will
walk into a LOTTA tripbombs and go boom ( in theory ).

AMBIENCE WITH SPAWN POINTS; When someone spawns you hear a pistol
being loaded. The relative closeness of this noise, and whether it
is left or right, can help you determine where your opponent
spawned, and you might be able to pull of a kill straight away,
particularly if you KNOW where the spawn points are.

This also works the other way around. If you've just spawned you
should be able to use ambience to tell what direction your
opponent's coming from, AND RUN LIKE HELL! .

LEARNING THE LEVELS

I will discuss tactics on the best dukematch levels. A basic
knowledge of the level's layout is presumed.

Alternatively run duke with the following parameters to veiw all
the extra items etc... that are around in dukematch conditions.

Duke3d /v? /l? /tx /q8 /m

Where in /v? - ? should be the episode number.
Where in /l? - ? should be the level number.

The rest of the options set spawn on, create stationary dukes at
the spawn points so that the spawn points can be observed, and
also /m means no monsters.

This technique of looking at levels enables you to see where the
extra dm only weapons appear, as well as checking out the spawn
points, and having a look at the secrets etc.. with no monsters
present.

Ok, here's my thoughts on the most popular dukematch levels :-).
The initial spawn positions will always be the same. I've gone
into some detail as to what you should do at the start of a match,
as if you're playing someone good and you don't get the best items
in the least time possible, you're likely to be dogmeat. Please
note that I have covered here EXACTLY what I do in these
scenarios. And bear in mind that at time of writing I am
considered one of the top 5 players on Compuserve.. :).

HOLLYWOOD HOLOCAUST:
                               
What to do at first:

If you're calling: You will start in the toilets. Run out into the
main lobby, get the shotgun from behind the cash register bit, get
the health atom, run back into the toilet, get the medikit, go up
the air vent, open the door at the top, get the other atom and
rpg, open the cinema, smash the window and jump, get the jetpack,
fly outside, get the nightvision from off the ledge, fly back in
through the window, fly up to the camera room, CLOSE THE CURTAIN
to deny your opponent the opportunity to get the jetpack. Then,
hunt down your opponent. Alternatively, run straight to the window
outside. Your opponent may well be jumping on the crate to get to
the RPG. You can pick him off with your pistol, or if you stop off
to get it, shotgun.

If you're being called: You will start on the roof. Get the
pipebombs, go down. You have 2 options. Either jump up the crate
to the rpg, get steroids, chaingun and health atom, and go in
through the double doors. OR; Throw a pipebomb through the window
by the main entrance that is boarded up. Let it off, you're in
through an entrance they won't suspect. You should then get the
extra shotgun ammo by picking up the shotgun, getting the health
atom ( assuming they have'nt gone for it themselves ), and waiting
under the cinema. Most opponents will open the cinema and jump
down. If you're waiting under the camera room with a shotgun, you
can get off 2 hits on them before they know what's going on. You
should be able to kill them. Then, get the jetpack and close the
curtain, as previously.

General tactics:-

Jump on all ambient sounds. Don't allow your opponent the
opportunity to collect items. Stay alert; Try to dominate inside,
but check outside too. If being chased, bear in mind there are
nearly always a minimum of 2 escape routes. Keep your head about
you, and don't panic. If in a steroid + shotgun fight outside,
just before yours run out, fly up to the room with more in behind
the poster, and reactivate them. Then charge your opponent. They
will panic ;))). They will be low on health. Hell, so will you,
but you will be the one running at 50 miles an hour, heh heh.....

RED LIGHT DISTRICT:

If you're calling: You will start in a room above one of the main
entrances. Jump down, being careful to collect the armour on the
way. Go to the disco, and collect the steroids. Open the door, and
go into the airvent in the disco, getting the health ( they will
go through this about 15 seconds later, so you are getting it
first ). Then activate your steroids and run back into the
building. Collect the RPG and then go into the sewers; Run down to
the health atom, then on the way back up replenish your steroid
supply. By this time you will have 200 health, armour and guns.
The only thing you won't have is a medikit. Your opponent will
also be in the main building, but won't have as much stuff as you.
Go get 'em!!!

If you've been called: You will start in the red lift. Get the
door opening, while its opening go up to behind the tree and get
the jetpack. On your way into the Forbidden shop, close the door
behind you in case they go for a quick kill. Collect the atom and
shotgun, push the bookshelf on your right in the store to get the
armour and pipebombs. Use a pipebomb to blow up the crack by the
toilets, then go into the 3nd inlet thing along to get steroids
out the steroids out of the garbage can, then the last one along
to get the rpg. Activate the steroids, and go through the
teleporter. Get the medikit, flick the curtain, go through the air
vent to get the health atom, unlock the door and get the steroids
to your far left on the other side. You now have full everything
INCLUDING a medikit, and your opponent will probably be collecting
the RPG in the bar. Time to kill them!

General tactics

If you hear someone in the sewer, then close the door to the sewer
in the main building. Then when the re-open it on their way up, be
waiting on the other side with an RPG.

If you are in the " Forbidden " porn shop and you're in a fight,
use the jetpack to fly above the bookshelves and use RPG and mouse
aiming to get your opponent.

If you are being chased outside, and the building has been blown
up, go down the sewer, with steroids on, go up into the building,
activate your steroids that you've got on the way up with night
vision + holoduke, switch to RPG, face the main door - they will
go in through it - fire off a couple of shots to hit them - then
go and get the steroids up by the disco, to the right of the door.
Then, you could either counterattack or run. Works every time!

If you're chasing someone and they go through the teleporter, fire
off an RPG. If you're really close to them jam on the steroids and
go for a telefrag. If you're being chased through a teleporter, go
to one side of it once you're through the other side to avoid
rpg's, and fire off a couple of your own.

If you're being chased outside and you go towards the " Forbidden
" shop, you can run through the spinning door backwards and close
it. If they follow you it might squish them. However, most players
veiw this as a bug in the game. BUT...it still works.

A nice camping kill, if you're low on everything, and you're got
an RPG, is to go into the toilets in the main building. Close the
door leading down to the sewers, and crouch on the sinks etc....
next to the mirror, in the corner. Stay ducked there. If they come
up through the sewers and open the door you can shoot them. If
they go into that areas to go into the sewers, you can shoot them
in the back while they open the door. It's low, but it works .

Always use night vision in the disco, as otherwise it's very hard
to see the other guy.

LA RUMBLE:

If you're calling: pick up the shotgun and run straight down to
the jetpack and night vision. Get them, get the visible atom and
steroids, push the draw below the knife to get a second atom, fly
outside. Your opponent will have either followed you in which case
you kill them, or will have blown up the crack and will be going
for the jetpack etc...... on the ledge. Either way, they will be
weak, and easy to take out.

If you're being called: Grab the shotgun, and watch where your
opponent's going from the safety of the darkness by the start. If
he comes towards you, pick him off from the darkness. If he goes
for the jetpack, go to the bit *just before* the entrance to the
jetpack / nightvision room. Wait around the corner, and you will
see your opponent come out. Carefully avoid him by staying
crouched, and when he goes to get the medikit, run inside. Hide in
the dark corner opposite the jetpack and nightvision until they
spawn. Once you've got them, get the steroids and health atoms.
Your opponent may figure out you're down there, so you'd better
hurry. Get out quick, and start fighting.

General Tactics

Without a jetpack you're dead . Try to hog the items. Don't
forget about that armour down below! Also night vision helps when
in shotgun / jetpack fights. After fragging your opponent, lay the
relevant tripbombs to prevent him from getting a jetpack, as
discussed earlier.

If you hear the mechanised sound of a " door " opening it means
they are going for the steroids, so fly down to that area and RPG
the **** out of it :))).

The chainguns pretty useful on this level. If your shotgun ain't
so hot, it might be better to use it.

When indoors, use the nightvision. The level's pretty dark in most
places. The devastator is quite effective indoors.

If you see your opponent going for those 2 health atoms on the
ledge... fire an rpg there if you think you can get it to hit the
wall at the same time as they land on the ledge to pick up the
atoms. Hard, but worth it.

Also.. remember that there is another jetpack just to the left of
the ledge with the 2 health atoms on it. If you can make it onto
the roof through the lift, you can jump across to the atoms, jump
down to the left and collect this second jetpack.

MOVIE SET:

If you're calling: You will start indoors. Collect the jetpack and
chaingun from behind that big wall, and the chaingun ammo just
aroun the edge of the wall, on the other side. Get the medikit
that's on the floor, and the health atom on top of the wall. Go
outside and get the steroids before they do, so that you can get
the shotgun while they are waiting for the steroids to spawn again
( most get shotgun, then atoms, then steroids ). Get the RPG from
in the space station room bit, then fly into the air vent to get
the shrinker ( quite useful on this level ). Also get the
nightvision by pushing the screen on the right hand side of the
room with the world on the walls - the nightvision can be
collected to the left of this " screen ". Once you're in the vent,
open the barrier in the air vent and take the first left, then
there's a little right turning. Take this, go down, and come out
of the vent. Unlock the door in front of you, and run out to get
the shotgun. You're ready to kill :).

If you're being called: You will start by the shotgun. Get it.
Push the back of the cash register to your left when you turn
around. You will hear a " clicking " - go to the vending machines
in the dark area and get the 2 health atoms. Then, go back outside
and jump behind the cash registers to get a medikit. Go for the
steroids next. Then go inside to get the jetpack from behind that
wall ( take the large door closest to the steroids as an entrance
). You should get the RPG as well, but as you are at this point
you're ready for battle.

General Tactics

Movie set has a lot of health atoms. Outside there are 4 ( 3
behind a vending machine, 1 behind the poster ) and inside there
are 4 ( 1 in the air vent, 1 on crates in the room full of crates,
1 where the fire extinguisher was in the space room, and one on
top of a big wooden barrier / wall ). Try to dominate them. When
in a gunfight, be sure to get them before your opponent does,
while keeping in the fight. Tripbomb the places discussed earlier
( under tripbombs, in the weapon descriptions ) to cut off your
opponent.

When being chased it is possible to push open when running under a
door to close it behind your opponent, then escape into the air
vents, or alternatively jetpack above the door, then go back
through it and close it again ( even more annoying ).

The RPG can be quite effective, but overall this is another
shotgun orientated level, as are the best DM levels.

After spawning its best to survive by running around the air vents
with an RPG or shrinker until you are fully tooled up ( ie: you've
got all the necessary weapons / items ). As you have to go outside
for the shotgun and steroids, get them last.

FAHRENHEIT

If you're calling: either go for a quick kill or a slow kill.
Either way, the other guy should die. For a quick kill grab the
shotgun, get right on the edge of the wall on the roof, and jump
over the wall into the water. Get the shotgun there too, and shoot
them when they come into the water. For a slow kill firstly jump
of the roof, getting the shotgun in the process. Open the first
vertical moving door, get the armour, and jump onto the crates to
get the jetpack. Get a tripbomb from the room with the steroids
and nightvision in. Fly down to the door they will have to open to
gain access to the rest of the level. Lay the tripbomb there, then
lay a holoduke ( found on top of the fire engine ) about 3 metres
in front of the door, so that your opponent will see it when he
opens it. Fly up to the wall above the water, and perch there
waiting for your opponent to come out. Wait until you hear them
unlocking that first door, then fly down behind them. Once its
open, shoot them. They will be shooting the holoduke. They will
probably be knocked forward into the tripbomb, or panic and run
through it. Easy kill :).

If you're being called: two options. Either go into the water and
hope your opponent does'nt do either of the things described above
OR go straight for the door, unlock it, and run into the radio
station. Whoever receives the call on fahrenheit does not get a
good start position.

General Tactics

Hog the area. Lay lots of tripbombs as described earlier in the
guide. Do everything in your power to prevent them from getting on
equal terms (in respect of items and health) with you.

Use the shotgun primarily, and the RPG occasionally. Even the
devastator has it's uses. Steroids are crazy on this level, as
it's so confined. If you use them don't use an RPG as well, as you
may end up going splat :).

If you want to be cheap, get the shrinker ( from the water ) and
wait behind the curtain in the radio room. Or, lock yourself in
there, lay 2 tripbombs and about 10 pipebombs by the door, then
give obvious hints like using the microphone. When they open the
doors the tripbomb etc. will automatically go off. If you suspect
someone is using this on you, don't open the doors from the
centre, but open them from the side, ie: at an angle, so that
you're not in the blast radius of the tripbombs and pipebombs.

If being chased towards the fire station, go up the stairs then
turn left at the top to by the shotgun ammo. Or turn right at the
top, then go right again after going forward about 3 paces (
there's a sticking out bit to hide behind - you will see what I
mean ). Either of these will lose your opponent.

STADIUM

Hog the steroids, use the shotgun, don't forget about the medikit
and armour, but above all hog the steroids and use the shotgun.
Oh, and hog the health on the way. That's it :).

FREEWAY

If you're calling: Run straight onto the freeway. Get the jetpack
first from the skyscraper, then fly down to the medikit and
armour. Get the steroids, and fly over the police car to get the
shotgun ( don't walk, as it will explode ). Get the steroids on
the ledge, and top up on shotgun ammo. Wait for your opponent to
enter the freeway.

If you're being called: grab the rpg in the sewers, blow up the
crack at the other end, get the jetpack etc... fly up through the
pipe in the sewer ventilation thing to the main freeway, and hope
you make it to the ledge with the health atoms on first. PRAY you
make it there first, because if you don't... you die.. :).

General tactics

Dominate the area. Lay tripbombs as discussed earlier ( under
tripbombs in the weapon descriptons ) after getting a frag. Hog
the health atoms and steroids. When in a gunfight on the freeway,
be sure to get the atoms first. That's it; This is just a shotgun
fight level :). Oh, if you hear water noises and you're on the
freeway, chuck a couple of pipebombs down into the sewer :).

You need to plan out what you're going to do on a level before you
do it. Running around like a madman will get you somewhere, but
running around with a plan in your head will get you everywhere.
Use your intellegence to decide when to attack an opponent. Only
attack when 100% sure you've got everything you need to kill them.
Until then, avoid them.

Hope you've found this guide useful, and that it has improved your
skills somewhat. One boring Wednesday afternoon went into making
it, in the end. Im a quick typist :-).

NB: sorry, excuse any typing mistakes, I tried a spellcheck but
theres too many unrecognised words and I aint going through all of
them! :-).

Copyrights / permissions:

You MAY distribute this is any format as long as it remains
unaltered. Wherever it ends up, great. You may NOT make any kind
of money out of this file, by selling it, or whatever..... If you
want to use this guide as a basis for your own dukematch guide..
you can't. Use your own imagination :). If anyone wants to put
this on a magazine cover CD great. Just tell me first please!

HAVE FUN!!!!

-James McArthur A.K.A Phantom-uk
-PROUD member of TEAM LSD, the BEST dukers in the U.K.