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Toolkit for Duke Nukem 3D
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Walnut Creek CDROM - Toolkit for Duke Nukem 3D.iso
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strategy.txt
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1996-07-22
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Game-Play Strategies
* Stay Low! - When you spot an enemy, fire a shot, then immediately
crouch and start advancing, shooting as you go. It'll take a few
seconds for even a Pig Cop to hit the ground, and that should be
enough to finish him off. You can also stay crouched to move unseen
through areas with plenty of cover, such as inside the theater on
level 1, or behind the snack bar on level 2.
* Leapfrog - If you're stuck in a tight spot and running low on health,
try leaping over the enemy facing you and getting the hell out there.
This move works great in open areas, and will tend to confuse many
players.
* Do a 180! - Assault Captains love to materialize directly behind you,
a habit you can use to your advantage. When you see an Assault Captain
dematerialize, move forward a few steps, listening for the sound of
his transporter device. Then hit the backspace key to do a 180-degree
turn, and open fire. Ducking after you spin around wouldn't be a bad
idea, either.
* RPG as a heatseaker? - Well, almost. Your RPG will try to target any
living enemies, and here's a way to make the most of it. Hide behind a
crate or other object; then jump in the air and fire a missile. If
there's an enemy anywhere close to where you're pointing, the missile
will hone in on it. Great for Dukematch.
* Gunfight - While hiding behind an object, make sure you're facing your
enemy, then strafe to the side to emerge and get off a few shots
before strafing back to safety.
* Strafe and turn - When using spiral stairways, slide in one direction
and occasionally turn in the other direction to keep your weapon
trained on the middle of the stairway. If you're going up a spiral
staircase that turns right, you'd strafe left and tap the turn right
button. You can also use this technique to circle an enemy, but if you
have Run Mode on you'll probably be moving too fast to keep a steady
aim.
* Relieve yourself - The restrooms are there for your convenience, and
if you're running low on health, just using the facilities will give
you a 10 percent boost (once per level). If you're really desperate
for some rejuvenation, you can blast open a toilet, urinal, or fire
hydrant and drink the water: each gulp restores one health point.
* Security Monitors - Use the video monitors to spot any areas or aliens
you may have missed, or to see if you can spot a Dukematch opponent
running around. They're perfect for monitoring a pipe bomb booby trap.
* Effective Use of the HoloDuke - Set up a HoloDuke in an open area,
climb into a hiding space, or duck behind an obstruction, and wait for
your enemy to attack the dummy. If nobody comes once the HoloDuke is
30 percent gone, turn it off and launch a couple of missiles or set
off a pipe bomb to attract attention. Also, you can use the HoloDuke
as a guard by placing it near an entrance to the area behind you. If
you hear gunfire behind you, you'll know to watch your back.
* Death from above - There's nothing quite as satisfying as seeing a
Dukematch opponent trotting along the street trying to find you--when
you're floating above him with a Chaingun or RPG, that is. By the time
he figures out you're above sea level, he'll be reduced to a bloody
spot on the sidewalk.
---------------------------------------------------------------------------
DukeMatch Strategies
(Supplied by players on the net!)
If a good strategy is not listed here, send it to me!
NOTE: I will not be accepting any more strategies for Episode 1 (Shareware)
unless they are exceptionally unique. I have more than enough of those! :)
(All entries submitted, if accepted, are subject to modification for the
sake of clarity.)
---------------------------------------------------------------------------
General DM Strategies
* (7/16/96 - from Neal W. Miller) - It is possible to fall from ANY
height without a jetpack, without death, or even injury (although
without injury is tricky). Try this... Go to any level with a fatal
vertical drop. If you don't want to hunt for one, just use the damn
jetpack to fly up to the top of the buildings on levels one or two of
episode 1. Before you drop, select the tripmines as your weapon. Turn
off the jetpack/fall. Face the building, and plant a tripmine. For an
instant, your downward speed reverts to zero, and then you'll start
accellerating again. When you're going too fast, plant another. In
theory, if you have just one tripmine, and you are able to plant it at
about six feet before you hit bottom, you'll land unharmed.
* (7/13/96 - from HaVoC) -
* One way to survive when shrunk is to fly! Pop on the jetpack and fly
away. You can still be shot, but your opponent is probably looking on
the ground for you, wait it out and make them pay....
* (7/13/96 - from Steven) - If you know your opponent is around the
corner, here's a good tactic. Change to your pistol and quickly strafe
around the corner and fire a few shots at him. Then run back and he
will carelessly chase after you. Switch to your RPG and BOOM! Reduce
him to a pile of blood 'n' guts.
* 7/10/96 - Milamber12 submitted a few:
o If someone sets up trip mines, and is running under/over them,
don't aim at him, aim at the trip mines. Shoot the mines with rpg
or devestator (prefer devestator, missiles fly faster) and they
go kabooie!!
o If trips are strung across a wide room, get on the opposite side
of the room and set them off. It won't do you any harm, and it
pisses the person off.
* Kevin Mycock submitted a few:
o Place a tripbomb inside a self-closing cupboard, or confined
space with closable door, timing it so that it doesn't activate
until the cupboard door has shut. It will detonate when opened.
o For testing the water, you can activate the holoduke off the edge
of a drop. Your enemy might not be expect a holoduke that can
move. Works well on LA Rumble, etc.
o Play sounds to your advantage. Through extensive DukeMatch play,
your enemies will learn sounds related to areas on maps, for
example they may hear a type of door open and head towards it to
ambush you. Try activating lifts and doors and then
doubling-back. The original maps are good because of their
"roundness", where you can take several routes around the area,
allowing you to sneak up behind them whilst they think they are
about to ambush you.
o The pistol is the best weapon for distance. The shotgun is the
best weapon for close contact. The trip bombs are not too
effective when playing experience enemies on original duke maps,
pipe bombs are better and don't make a sound when you select
them. The freezer is good for shooting around corners and causing
panic, the devastator and chaingun are also good for panicking
enemies. For a serious skill match, get an agreement not to use
the shrinker and RPG so that easy kills cannot be made.
o You can sneak around stealthily by crouching before dropping off
ledges, providing they are not too high. You will not make any
noise on landing.
o To lose altitude quickly, turn the jet pack off and then back on
again before you hit terra firma.
* (from Adam Marshall, Lord of Destruction) - In any dukematch level,
put weapon mode on (press w). If you see that your opponent has an RPG
loaded, get really close. Now arm whatever weapon you use for close
range (preferably chaingun cannon) and rotate in circles (with
sterioids being used) around your opponnent staying as close to him as
possible. If all goes well, he'll shoot his RPG at you from really
close, and it will kill him too--it works great if you play in a
Duke3D tournament because it goes as a double kill.
* (from Hendrik Wittke) - If you want to use laser-trip-mines in
DukeMatch, you should put some pipebombs next to it! You can throw
more than one pipebomb by pressing the "6" key again. The bombs will
detonate together with the laser-mines! That really kicks ass!
* J. Griffith submitted:
o In larger levels, nightvision is always good because it makes it
easier to spot people who are far away.
o TURN ON WEAPONS MODE! :) This causes their weapon to float above
their head, so they can't duck behind counters. You can't see
them but you can see their weapon...
o Other good places [to place tripmines] involve elevators. Get at
the top of the elevator shaft, and lower the elevator. Place a
tripmine on the opposite wall so that the beam hits the elevator.
Plant tons of pipebombs around. When they come up the elevator,
the mine will go off when the elevator rises so that the beam
gets longer (IE: The mine will not go off when the elevator
starts to rise, but it will when the elevator reaches the top),
and it will set off all the bombs.
Another place is where there is a rise or a fall where you can't
look up or down easily. IE: The empty elevator shaft in Episode
3: LA Rumble. Jetpack up about halfway then place mines all over
the shaft so it's impossible to go up or down. People tend not to
look up as they fly up because they dont expect mines aplenty.
Shafts are always a good place for mines.
* (from krzyz) - When playing dukematch, especially in a larger level,
close all doors once you pass through them. Then, when you come back,
if the door is open again you'll know that your opponent has passed
through there recently. You'll know when to be on your guard!
* (from Scot Seese) - For maximum effect on laster tripbombs in a
passage or hallway, place them low and on both walls. They are out of
normal line of sight, and two tripbombs will kill even if your
opponent(s) are running. (Place tripbomb low, slide to side just a
little, turn around, and place on other wall low - explosion on both
walls=100% lethal.)
To place tripbombs that can't be seen but will still go off, place
them on any ramps or angled surfaces. If the angle is fairly steep
(35% or more) you usually WON'T EVEN SEE the tripbomb or it's
lightwire! BUT, it will still go off! Use the staggering technique
above for max effectiveness.
* (from Warren Thiele) - One of the opponents that I play will often
times use the jetpack and try to shot me from the air. He can hit me
but not if a keep moving. However it is impossible to hit him with
almost any weapon. The 3 that work best are the pistol, shotgun, and
chaingun. The shotgun works best since it spreads out and covers more
area, sure it's slower but he can barely hit me anyways. Besides that
is what a shotgun is used for, hunting birds.
* (from Noel H. and John Snider) - If you happen to run out of ammo (you
poor fool), you can kick with both feet at the same time if you switch
to the foot weapon and hold down fire and the mighty foot button (`)
at the same time. It works pretty great when you're on steroids!
* (from Shaune) - Don't let your opponent become fully equipped by being
a hider. Be a fighter. It is a better strategy to be good at
confrontations and you don't have to be patient.
* (from jeffbrav@icanect.net) - If you play against one DukeMatch
opponent a lot and he/she gets really used to you setting holoduke
traps, you can eventually just stand still or maybe stand still and
fire on him, and he will think that you are a holoduke and he wont
fire. This is very useful, trust me.
* (from Brett Gmoser) - Drop about 5 pipe bombs on a corner (works best
on level 1 alleyway). Then turn on the holoduke. When your opponent
comes around the corner, be watching from the windows across the
street. Boom!
* (from Brett Gmoser) - Hide near a placed holoduke and when your
opponent shoots at him, blow him away from another direction. If you
don't use the RPG he will continue to think it is the holoduke hitting
him.
* (from Mike Miller) - Try to jump onto your opponent's head. From his
perspective, you will seem to have disappeared. This works great!
* (from Francois Levesque) - To see if an enemy is a holuduke, use the
night vision goggles and look at it. It will be different shades of
green if it's real, and one shade if its a holoduke. (by Francois
Levesque)
* (from Jason Gibson) - If you notice a pipebomb booby trap, you can set
it off with no harm to you. Either shoot at a pipe bomb or place one
of your own in the middle of their bombs and set it off. The chain
reaction will clear all the bombs and piss off your opponent.
* Submitted by Valgamon:
o Crawlspace Sneak Attacks - This works with pretty much any of the
crawlspace passageways that can be uncovered by kicking/shooting
their respective vents. A good place to try it out is in the
nightclub, because it's fairly dark and you'll be hard to see.
Jump up into the crawlspace and back up a little. Then wait for
your opponent to come into the nightclub. When you see him enter,
let him have it!! If he lives long enough to see where you are,
you can always turn tail (a backspace 180 works well here) and
flee down the passageway!
o Crawlspace Pipe Bomb Attacks - The first time I did this, it was
completely by accident. It was also in the aforementioned
nightclub passageway, except at the other entrance (behind the
stage where all the pig cops are). I knew my opponent was
somewhere in the area, so when I came near the end of the
passageway I tossed a pipe bomb. It just so happened that right
as the pipe bomb dropped out of the opening, my opponent was
walking underneath it. The last thing he heard was "clink clink"
and then BOOM! I'd imagine it would be fairly easy to crouch near
the opening (but not TOO near) and look down, so you could
actually PLAN an attack such as this, instead of just pulling it
off with dumb luck like I did.
* (by no one in particular) - Duck down when you drop pipebombs so your
opponent can't hear you set a trap!
* (from Andrew Bassett) - If your opponent seems to LOVE the shrink ray,
then be prepared to defend yourself. Steroids will make you big
again!! Once you grow up, give him a taste of his own medicine! And
shrink him one! Boy, do I ever laugh hysterically when he says "How
the hell did you do that?!"
* (by Anthony Glenn Oliver) - A great technique in dukematch of any
level is to, once entering a teleporter and ending up on the other
side, stand still for a second. Turn to your left or right, then place
a tripbomb right on the wall. this way, as soon as the poor sap goes
through the teleporter, splat!!
* Nathan Craig submitted a few:
o If your opponent is the kind that LOVES to set tripwires and make
you chase him/her through them, he/she will set them so he/she
can duck through them. This slows him/her down. Jump over the
tripwires, eventually gaining on him/her, shove the RPG up
his/her ass and just pull the trigger.
o Another way to avoid being stepped on after you are shrunk,
(besides the steroids) is the jetpack. Fly into the sky and your
opponent will wonder where he/she went wrong.
o A good way to disappear, if you are being chased is to lower a
lift or open a door but not enter. Your opponent will run right
into the door or the lift without thinking twice.
* (by Roger Sumner) - Find a sliding-door alcove. They usually contain
inventory items (medkits, steroids, etc) that your opponents will go
to often to recharge. Switch to laser mines. Quickly open the door,
jump inside, and plant a trip bomb on the back wall. Then jump back
out and close the door as fast as you can. If you time it right, the
tripbomb will become active only after the door closes. Then, when
somebody opens the door to get the medkit or whatever, wham! Note that
the blast will severely injure, but probably won't kill an armored
opponent, so you'll probably have to lie in wait to finish them off.
Laser mine tip in general -- they're not powerful enough to toast
people at maximum health and armor. Try scattering a few pibebombs
about to increase the damage and blast radius. No need to hang around
with the detonator -- the mine will set them off.
* (by Justin Gutt) - There is one completely obvious way to avoid
getting killed. Duck, darnit! Duck behind counters, cars, desks,
anything, especially dumpters. It also helps to put laser trip mines
in dumpters, too. They just jump in, and nothing can save them!
* (by Burt H.) - Teleports are helpful if you are standing behind one
that's not against a wall and your opponent is standing on the other
side with an RPG (it's very helpful to be in 'w'eapon mode) and he
shoots at you. The grenade will go through the teleporter instead of
hitting you. This will give you a chance to change weapons and come
out shooting.
---------------------------------------------------------------------------
Level-Specific Strategies
* Episode 1: L.A. Meltdown
o (from Brett Gmoser) - In level 1, go to the arcade, place a few
pipe bombs on the elevator, and stand with your back to the wall
facing the elevator. You'll be out of view of the security camera
here. When you hear the elevator go down and stop, blow the shit
out of him.
o (from Brett Gmoser) - In level 1, place pipe bombs in either of
the secret apartments and wait in the other. When you see your
opponent enter the room, detonate.
o (from Brett Gmoser) - Sit in the apartment behind the neon sign
with an RPG in hand, and watch for opponents to run through the
street. A good place to aim is on the ledge with the RPG, to
which you have a clear shot. If your opponent knows about this
apartment, and is likely to pull this trick, wait in he far
corner opposite the couch. When he comes in, blast him!
o (from Brett Gmoser) - In level 2, hop up on the ledge that is
straight across from the elevator where the level starts (you can
reach it by jumping on the slanted vent shaft). Crouch behind the
palm tree. Use any weapon except the RPG and they will never know
you're there. This is a good place to sit since players often
spawn in that elevator.
o (from Brett Gmoser) - Place a few pipe bombs all around the back
door to the cinema, then wait on the overhead bridge. When you
hear the door open... BOOM!!
o (from Brett Gmoser) - In the porno shop of level two, get the
secret behind the cigarette counter in the corner cubbyhole.
Place several pipebombs all around the room, especially by the
door. Then go in the little secret. When you hear the door open,
blast him. He will die no matter where he is, and you'll be
shielded by the little cubby hole you are hiding in.
o (from Mike Miller) - Behind the snack counter on level 2, place
pipebombs behind the counter along the edge, and then hide up in
the secret compartment that holds the holoduke. When you see
someone come in, blast 'em.
o (from MrPunkin) - In level 2, place pipe bombs on the sides of
the elevator at the top, and out the window. when he comes up the
elevator destroy him, or get him when he tries to fly up to you.
o (from MrPunkin) - In level 2, if you know your opponent is hiding
in the room with the elevator and the window, lock the door so he
can't get out, and then place pipe bombs below the window. Wait
for him to come out of the window and blast him when he does.
o (from MrPunkin) - In Level 7 (DukeMatch, Registered Version
Only), If you have played this level you will know about the
water pods with guns and ammo in them. Place some trip bombs in
the water pods, then place a few in the transporter. Go out the
other transporter and hide, do this to all of the rooms with the
pods in them and then hide in the room that has the floating
chair and all the trip bombs. It is kinda funny,
FWEWT,GLU..GLUG...GLUG, KABOOOM!!!... "Killed (opponents name
here)"
o (from spewster@mail.utexas.edu) - Go up to the projector room,
close the screen and quickly jump down and get between the
curtains. The next time someone goes for the jetpack, you'll know
as you see the curtains start to move. Blast them from the side
as they go through.
o (from Bryce V. Giroux) - In level 3, Death Row, lock your
opponent in a cell and then drop some pipe bombs near the cell
door where he is. While he's busy with the activity outside, he
won't pay much attention to what you're doing on the other side
of the door. He knows you have him trapped, but when you let him
go, he goes for the break, then ka-boom!
o (from Jon Koshi) - Place a bunch of pipe bombs all over the
restroom and set a holoduke in the middle of the room, making
sure it can be seen in the mirror as you enter. Hide in a stall
and when you here gunfire at the
holoduke...Kerboom...heh-heh-heh-wasted. (I have to give credit
for this one to my friend Mike Sarkees, he blew me to bits with
it. -Jon)
o (from The Mad King) - If you're in desperate need of a good
hiding place, chances are you haven't found it. In level one,
while facing the cinima door, turn on your jet-pack and continue
to ascend. In the corner of the small alley, fourteen stories
high, is a small compartment containing a jetpack and two boxes
of shot gun shells. If your opponnent knows about this then
possibly you can use it against him some way.
o Nathan Hook submtted a few strategies for level 6:
+ In the room with the atom health on the platform, place a
whole lot of pipe bombs in the hallway leading to the med
kit (where you have to go around the spiral ramp). Then
stand at the computer screen and blow up your enemies when
they come up the ramp. People learn quickly when you do this
so sometimes you can place a holoduke at the screen, wait
for them to blow up your pipe bombs, and then get them.
+ Outside at the rocket, close the doors and place tons of
pipe bombs under the window. Stand to the far right and wait
for someone to jump out the window.
+ Behind the double doors that lead to the switch that open
the bay doors, place tons of pipe bombs. Watch around the
corner for your enemy to go through the doors and get 'em
when they do.
+ Turn off the lights to the room with the health atom on the
platform, fill the room with pipe bombs and turn on the
night vision goggles. Then stand to the side of the light
swich leading into the room and wait for him to enter.
o (from Jonathan E. Cacy) - On the 2nd level go into the bookstore
and close the revolving door behind you. Make sure the buttons on
the locking mechanism are locked. Go on top of the bookcase where
the armor is and move to the corner with the security camera. You
can now look at the only point of entry into the room. Aim toward
the opening leading to the bathroom and booths. This works best
with RPGs and both lights on the ceiling blown out. No one will
know you are there. You can just aim low and if you hear the
revolving door open just turn and fire.
o Submitted by Eugene (with additional credits to his friend Brian,
who fell for these traps :)
+ On level one, in the main entrance to the theater, push the
space bar on the cash register to open the secret
compartment. Flip the light switch to turn on the lights,
and have the RPG ready. Hide in the secret compartment, and
you'll have a nice view of the room. Since it's high up,
it's hard to see, and the light inside it will make YOU hard
to see. When your opponent comes within view, hold the
trigger and start laughing. If your opponent knows this
trick well, put pipe bombs in this compartment, close the
door to the compartment, and make sure the lift is down.
Then go hide in the secret compartment above the rubber
trash can next to the arcade elevator (with the door
closed). Listen for your opponent to open the door and raise
the lift. When the lift stops raising, trigger the pipe
bombs.
+ On level two, in the bar with the O.J. case on TV, there is
an RPG which will be used as bait. Lay pipe bombs around the
bar (preferably under the stools or right by the RPG itself,
were they will be out of view) then hide in the bar cupboard
were the RED keycard is found in single-player mode, close
it so YOU will be out of view, and wait. When you hear the
sound of the RPG when it is picked up by other player,
detonate the pipe bombs. This trick works well because of
the RPG used for bait.
o (from Jesper "Xylophoiys") - In level 2 it seems that MANY
players collect items (holoduke, jetpack, nightvision and
steroids) down in the poisoned pipeline. If you can hear the
other players sound, then place a lot of pipebombs in the poison,
and detonate them when you hear the other player is in the
pipeline. (He will never find out what killed him!!!). Send a
hahahahahahaha message after the detonation. Generally you have
VERY good odds if you listen (and understand) the other players'
sound-effects.
o Submitted by Frangois and Jocelyn Bellemare:
+ In level one, in the arcade, when you take the holoduke,
play all the remote ridicule sounds at once as you take the
holoduke so your opponent won't be able to tell where you
are.
+ Also, you can put a pipe where the holoduke is and when you
hear the sound 'Don't have time to play with myself', blast
it!
+ You can climb int the secret hole where the holoduke was,
and when your opponent opens it, kill him.
o (by Monkey Boy) - In Level 2, in the porno shop, open up the
secret door on the shelves on the wall. Place a couple pipebombs
there and close it like you were never there. Then go to the
security monitor by the counter, and switch it so the it is on
the view on the shelf. When you see him open it, BLOW THE SHIT
OUT OF HIM!! This always works the first time, and only if your
opponent know about this secret place.
o (by Ben Winslow) - In level 1 (this can be adapted to later
levels as well) go into the hidden appartment behind the neon
sign, collect all the ammo each time it respawns. Mainly
pipebombs. When you have full pipebombs, go around the level,
placing multiple pipebombs (press 6 again after you've set one
down) in each room. The best arrangment is the following: A
pipebomb in every corner and in the center of the room. If the
room is larger, you can place the pipebombs in an X formation in
the room, or a * formation with pipebombs going in all
directions. If done correctly, the other play should have almost
no choice but to get blown to bits. Be sure to leave a small area
open though, or else you will be dead too...
o (by Mumble) - In episode 1, level 1, go in the room with the cash
register and put some pipebombs up and down the isle leading to
the healing atom. Then go in the door across the isle from the
atom and shut the door. Watch in the view screen when your enemy
goes in for the healing atom and detonate!
In level 1, one of my best strategies is crouching in the burning
dumpster. When you hear your opponent's fighting, look up fast.
If you see them, give them some chaingun and crouch again. This
works best if you are 3-4 players, and there is always the risk
that someone simply drop a pipebomb on you from the ledge above.
o (from sh4d) - If you want to attract your enemy's attention in
level 2, try this one. Go into the bathroom and use the dryer to
open the secret area that holds the night vision goggles. When
you know that this secret door is closing (you have to time it
right), use the dryer again. It might take you 2 or 3 tries, but
eventually the sound of the door opening will continue forever.
Hide yourself and blow up your opponent when he arrives!
o (from Erik Rieger) - Jetpack to the top of the neon cinema sign
in level 1. You can wait here to pick off your opponent secretly
with the chain gun or layer the ground below with pipe bombs. I
have been able to win many battles with this one. If he discovers
this you can use it against him by placing a holoduke there and
standing under the innocent sign. He will most likely think the
holo duke is hitting him. Once he discovers it to be a holoduke
you can put it under the innocent sign and stand back on top of
the cinema sign. Keep em guessin!
o (from JOSHT@MUSIC.CC.UGA.EDU) - One good strategy I use
constantly with my roomates occurs during Episode 1, level 1. Get
the Holoduke and go to the concession stand. Stand under the
video camera and activate the holoduke. Then stand across the
room in plain view (but so close so that your opponent can shoot
both of you in one swipe). Stand perfectly still and wait for
your opponent. Use the chaingun and your opponent will never know
which one is shooting him. A little variety in where the real you
and holoduke are placed will always keep the other on his toes. I
have blown away my room mate with this move so many times I have
lost count. If you do not kill your opponent you will certainly
do some serious damage. The half of a second your opponent uses
to decide which one of you to shoot can also be a great
opportunity to blow him away with the RPG!
o (from lord havok) - In level 1, get a jetpack and go back up to
the start. Stand on the little edge behind the shaft and send a
message to the fool to come up and face you like a *MAN*. When
you see his head shoot him once (the shotgun works best for this)
and jump down. Back off a few feet and wait for him to come down
and then hit him with a RPG.
o (from STELTH) - In level 2, unlock the door and walk in the
darkness, go to the spot where there are the healings, but turn
right instead and face the light, when your enemy seeks
recharging shoot the shit out of him. (an RPG is required for an
easy killing).
o (from STELTH) - In level 1, jump up over the concession stand,
and hide across from the room with the shotgun, and place
pipebombs deep inside the room and one near the door. When he
goes in you'll see him. Switch to the RPG and fire. The explosion
will detonate the bombs and he will perish. Another way is to use
the detonator instead of the RPG. (Make sure that you blow up the
extingusiher or he might blow it up and extinguish you.)
o (from Ross Mcpherson) - On level 1, outside, go to the ledge
where the RPG is. Place a pipe bomb so that it is a tiny bit
behind the rocket. It shouldn't be visible from where you would
approach. Hide in the red room above the neon lights and wait for
your enemy to get it, then BOOM! The same princible aplies for
level 2. hrow some bombs on the ledge outside where you get the
Jetpack. Again, make sure the pipe bomb(s) aren't visible from
where your enemy will approach. Hide in the elevator where you
start in and tell your mate that you're in a room up high that
you need a Jetpack to get to. Wait for him to come, then blow the
sh!t out of him!
* Episode 2: Lunar Apocalypse
o (from Nathan Oleary) - In level 2, Get the 3 trip bombs in the
Armory Room. From there go to the room where most of the time you
spawn (with the shotgun in the wall). Open up the first door
(there are 2 doors to get to the end of the hall way) then jump
up and set a trip bomb up high then just stand normally and set a
trip bomb. Finally crouch down on the floor and set one. Run to
the door you opened so you don't get caught inside the trip bomb
wall you just made. After doing that, go kill your opponent and
hope he pops up in that hallway. If so, there is no weapon he/she
can use to blow up this wall. And if he/she runs through it, then
they will die. Keep doing this to them. But if you die and end up
in there, you're screwed.
* Episode 3: Shrapnel City
o (from Roger Sumner) - E3, Level 1: "Open" the cash register in
the Sushi bar to reveal the six teleporters. Face one of these
teleporters and fire four RPGs in rapid succession, then quickly
move to the side. The RPGs will continuously cycle through the
teleporters without detonating. Flush your unsuspecting opponent
into the stream of missiles.
o Shaune submitted a bunch:
+ Don't let your opponent become fully equipped by being a
hider. Be a fighter. It is a better strategy to be good at
confrontations and you don't have to be patient.
Level 1:
+ At the top of the skyscrapers, place a holoduke on one side
and wait for him on the other, then when he shoots at you,
you can jet pack over and blast him.
+ When he figures out that trick. Go to the window below the
building. A great snipe spot.
+ Know where every jet pack is and just fly around. If you're
a good flyer your opponent can't hit you.
+ In the back alley leading to the hooker, place lots of trip
bombs to seal off that area.
+ At the top of the building with just the elevator, hide in
the back corner where the chaingun is found. He can't see
you until he's too close. If he likes to get you in that
spot just use the vent on the side to drop down.
+ If your opponent tries to use the long elevator and you miss
him at the bottom, fly up the shaft and blast him.
+ Near the sewer there is a wall to blow out. Going through
the opening leads you too the freeze ray, rpg, medkit,
chaingun ammo, and jet pack. Learn to do this run fast and
you can stock up from nothing in seconds and be able to fly
to safety.
+ The usual starting place is in the sewer when someone is
killed. If you kill someone run there as fast as you can to
ambush them while they are weak.
Level 2: Movie Set
+ Lay a trip bomb below a vent opening. When he drops, boom!
+ Fly through the vent, that way he can't tell for sure that
your in there.
+ If you don't like the vents, line the corners with trip
bombs. Some people run so fast in there they don't take the
precaution to check.
+ Line everything with trip bombs and just fly to get where
your going.
+ At the end of the vent, the other end has a shrink ray and
jet pack, load your weapon, rpg for a sure kill, or chaingun
for sniping, and wait when he comes into the room, blast
him.
Level: La Showdown
+ Leave a trip bomb at the bottom of a drop zone. Like below a
vent opening or something. When the unsuspecting victim
drops to the ground BOOM!
+ Place a trip bomb (I love trip bombs, especially cause you
get credit for the kill even after you've died) just around
a corner.
+ Here's a clever one. Use the jet pack to place a trip bomb
just above the ground. Not too high, just so you can crouch
under it. Then find your opponent and shoot at him with the
pistol. Most people aren't threatened by a 'pistol' and will
chase after you. Run to your spot and duck under the trip
bomb. Boom! Then, if you have to, finish him off.
+ Sometimes moving through vents is dangerous cause the sound
gives away your location, especially in the movie set on
episode 3. A way to get around this is to use the jet pack
to fly through the vent. He can still hear the pack but
he'll probably think you're outside, not in a vent.
+ Walk in a vent and wait around a secured corner, place trip
bombs behind you if you have to, and wait. The shrink ray is
especially useful here because there less space for the
little rascal to run. Don't use the freeze ray in a vent or
any enclosed spaces.
+ Learn where your victim likes to go for weapons then wait
for him. Turn off lights, find a dark corner and wait. Use a
gun that you can run right up to him and shoot his guts out.
+ Getting shrunk is sticky business. The best way to avoid
being stepped on is to use the holoduke. This can confuse
the opponent. First he says damn, he's big and runs, untill
he realizes he's been spoofed. Or else it is a visual block
that allows you, mighty man, to back away unnoticed. Watch
out if he knows this trick though. Try using the jetpack, or
steroids.
+ The RPG is a better overall weapon than the devastator. More
area, more punch, the only thing is that it is slower. Use
the devastator in smaller areas or places where you think
you might endup hurting yourself from hits. Less damage to
you using devastator.
+ Set up pipebombs at every enterance to an opening and wait.
It may help to make noise and set up holoduke for good
measure. When you hear firing, dodge and light him up, it
doesn't matter where he came in he's a goner.
o Roger Sumner submitted a few for E3L4: LA Rumble:
+ Learn to do the ledge-run FAST. You can stock up almost all
the way in about 10 seconds. 20 for full health and armor
(see next tip).
+ Jetpack is the first priority on this level. Once you have
it, that nice, big, open courtyard is yours to plunder.
There are two jetpacks out there that are easily accessible
once you're already flying: you never need to touch the
ground again.
+ Get good at scooping those two healing atoms on the high
ledge in one swoop, and then dive for the armor on the
ground. Chaingun is the weapon of preference when flying,
just remember to trust your auto-aiming to get those low
shots.
+ If you insist on camping out rather than riding the winds, a
good spot is at the first corner of the long ledge. Wait
with your back to the wall where you would normally land
from the jump after the medkit and freezer ammo. When you
see somebody grab the RPG across the way, get ready. Fire a
rocket as soon as he becomes visible on the ledge in front
of you -- the rocket will take him out in mid-air. If you're
lined up properly, it NEVER misses.
o (from someone, I forgot who, sorry) On E3L6, Rabid Transit, use
the transits to your advantage. If your opponent loves the the
transits, get ready by going to where you get the key to the
library. Call them over with the freezthrower and freeze them.
The transits will crush them to death.
o Andrew Bassett submitted a few:
+ On E3L6, Rabid Transit: in case you haven't noticed, there
are 2 trains. If your opponent has entered the front car for
the front train, wait for the other train, it should be
right behind the other one, (almost), get on the back car of
the back train, and while it is going, place a trip bomb on
the wall outside, (CAREFULLY!!) And when the other train
comes 'round, the bomb will go off and he will be nothing
but a pile of puss. HEHEHEEhehehe!!!!!
+ On E3L1, (Raw Meat), use the Jetpack to fly up to the Sushi
sign. Hide out there and fire on oncoming opponents. Oh! and
while you're at it, get the devastator at the start. That
will help!
+ On E3L1, (again), jump through the Japanese babe sign in the
dance hall with the microphone. Try it, and find out what
happens.
+ If you're new to the registered version, (like me), then
mabye you don't know how special the blimp on the Stadium
is! If you think there isn't enough stuff on the level, then
blow up the blimp with an RPG. Suprise suprise!!!
o 7/14/96 - Richard Jordan submitted a few for E3L11:
+ In the conveyer belt room: This strategy works best on
people who are slightly inexperienced....it gets them
everytime. If you've noticed, the room with the squashed
Terminator and the RPG bait, there is a secret room behind
the yellow and black line textures. You have a perfect view
of the crushing machine. Arm your shotgun and wait for the
poor fool to fly up there to get the RPG. The second they
enter the crusher, fire your shotgun at the top button on
the machine. Chances are your opponant will turn around to
see what happened rather than shoot the escape button.
Quickly rush out of the secret room while your opponant is
still confused and hit the lower crush button.
Heheheheheh....terminated.
+ The "broken" elevator in the conveyer room is always a
favorite hiding spot for people who like to ambush people.
Instead of hiding in the elevator, throw a bunch of
pipebombs in there. When you hear the elevator get
activated, detonate your bombs!
+ The tilted building that holds the jetpack can be a
deathtrap if you plan things right. There are a couple
things you can do. You can hide down in the lower corner of
inside the building and nail them with an high powered gun.
However, one of the best things to do is if you know your
opponant is going for that jetpack, go inside the building,
get the jetpack, then fly up and wait by the entrance coming
into the building. The second they fall in, you fly out. You
can then get them by throwing a pipbomb at the right moment
or waiting for them to fly out of the hole and then nailing
them!
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