DUKE NUKEM Nintendo 64

Multi Player Levels

Level 31 Castle Dukenstein - no secrets

The eerie Castle Dukenstein is a good test of your abilities. Controlling the level is fairly easy to accomplish, but the number of teleporters in the level make it a level where you will always get caught looking the other way when death comes knocking, unless you watch your step.

1 Map basics. Castle Dukenstein is composed of several inner rooms surrounded by an outer courtyard. In addition, the Exit room serves as a teleporter Nexus, so stay on your toes. The weapons here are evenly distributed, so there are no obvious advantages at first glance. The biggest thing to remember here is that the castle is basically a circle, and that your opponents can enter from anywhere at any time.

2 How to win. This level is easily controlled, especially if you are playing against the ’bots. The key areas to control are the stairs and upper balcony. From this central area, you have good control and good lines of sight. The only teleporters in the area are behind closed doors, so you won’t be easily surprised out here. Work the area by using the Grenade Launchers located at either end of the balcony. These allow you to lob Grenades over the side if you hear a battle below, or bounce one down the stairs if someone is coming up. Keep the balcony clear of traffic, and you’ve got a guaranteed supply of killer ammunition. Run from side to side of the balcony, collecting the Grenade Launchers on either side. If someone does get up here, they won’t have a prayer against your Grenades.

3 Mistakes to avoid. Walking around the outer perimeter is a waste of time. True, there are plenty of items outside the castle walls, but unless you’re playing a ’bot, players won’t stay outside long. If you must go outside to grab an item or weapon, jump back in through a window and head for the stairs as soon as you can. Unless you’re really bored, don’t bother with the underwater pool that has the Grenade Launcher in it, at least when you’re outside. From inside the castle, jumping in the tub and diving down after the Grenade Launcher in this pool makes sense if you appear here and someone is guarding the balcony outside the door. Remember that winning in multiplayer play is about controlling the map and sticking to a plan. The only time you should deviate from controlling the balcony is when you just got killed. Find something to dislodge the encroacher from your perch, and get back on track.

Level 32 Piracy - no secrets

Time for a little swashbuckling action. Piracy takes place in and around a small island fortress with an authentic pirate ship at anchor nearby. To add some spice to the mix, there are several teleporters that give you plenty of options for travel between sections of the level. With some good strategizing, and a little luck, the treasure will be yours!

1 Map basics. Piracy has something for everyone. If you like running a specific pattern in order to control the map, it’s here. If you like standing in one strategic spot and wiping out all who get near, that’s here too. If you like telefrags and using teleporters to frag your enemies, this level is definitely for you. There are two basic sections to this level—the ship and the fortress. Both are connected by an interesting teleporter setup that will make your head spin before it’s all over.

2 How to win. The best way to dominate this level is to control the banks of teleporters that connect the ship and the fortress. To do this, remember that a teleporter will teleport anything—a Grenade, Pipe Bomb, or whatever—to the other end. What you have in Piracy is the opportunity to kill with total impunity. When on the deck of the ship, use the Grenade Launcher to splatter anyone either standing between the two central teleporters, or standing at their termination points. Simply toss a Grenade through the teleporter on deck and listen for a satisfying scream. You can defend the ship easily until someone starts long-distance bombardment from shore. The other easily defensible place is the courtyard of the fortress and the two Grenade Launchers above it. By working the courtyard, the walls, and the shoreline, you’ll control enough firepower to blow your enemies sky high.

3 Mistakes to avoid. For the same reason it’s a good strategy for winning, it’s a good idea to avoid teleporters in Piracy. If you must use them, keep moving and don’t EVER stand near one. It stinks to be the recipient of a Grenade someone launched blindly into the teleporter at their end. Never stand between the two banks of teleporters in the centre of the map for the exact same reason—even the ’bots know better! You can stand behind the teleporters, however, and that’s about the best thing to do when you come through a teleporter—step back so that anything coming through after you will miss.

Level 33 Shaft - no secrets

It might take a little getting used to, but Shaft is a fun level for Dukematch play. There are very few areas to remember, although some of the jumps you have to make to reach them can get a bit hairy at times. Make the most of Missiles and Grenades in Shaft—go for the one-shot kill whenever you can because you might not get another one.

1 Map basics. Shaft is aptly named. All the action takes place in or around the central shaft. The lower half of the shaft is covered with water, making it a painless task to jump from ledge to ledge. If you miss, you won’t get hurt. There are only a few areas to learn, and one of the best things is that the teleporters’ destinations are all protected. That means that the problem of Grenades/Missiles getting launched through a teleporter doesn’t exist here. When you teleport in Shaft, you’re protected until you choose to come out. In addition, all the player spawn-spots are clearly noted with large red X’s on the ground. This allows you to avoid them so you don’t get telefragged by materializing players.

2 How to win. There’s a pattern you can use here that works very well. From the central structure, jump from the side with the Atomic Health across to the ramps below. Get the Grenade Launcher and walk up the ramp. When you reach the top, jump back across to the center, or jump into the water and take any of the underwater tunnels. Before you surface in one of these, fire some Grenades up through the pool to clear the way, then teleport back to the rooms above.

An important thing to remember is that water acts like a teleporter. Use this to your advantage when fighting an opponent in the water. Dive under them and swim behind them before surfacing to get the drop on them.

3 Mistakes to avoid. Don’t spend too much time swimming around. Get out of the water by using the ramp, or swim into one of the side passages. Also, get out of the teleporter bays quickly. If someone is following you, you’ll be telefragged if you’re still inside when they arrive.

Level 34 (Super Secret Level) Noctis Labyrinthus - no secrets

To get the secret exit to Noctis Labyrinthus do as follows:

Choose a 4-human Dukematch game on Shaft. This level has four locations with red crosses on the floor. These crosses are touchplates, and if all are activated simultaneously they will open a series of concealed doors leading to the secret exit button. The red crosses are each next to a weapon pickup - the shrinker and SMGs in rooms off the underwater area, and the rocket launcher and heatseekers in rooms of the central open shaft. The hidden door is right next to the heatseeker cross.

Each cross activates one of four doors, and each is on a timed auto-close, so it may take a little while to get them all open at once so a player can run through and punch the exit switch.