Duke Nukem: Zero Hour #18 Aliens want to take over the world
Gameplay & Walkthroughs
Duke Nukem: Zero Hour #18
- Developer: Eurocom
- Publisher: GT Interactive
- Game Rating: M (Mature) for Animated Blood and Gore, Animated Violence
- Release Date:September 1, 1999
- $25 / $8.00 at half.com • September 1, 2001
- Players: 1 - 4
- Multiplayer Options: Same/Split-Screen
- Multiplayer Game Modes: Free-for-all / One-on-one (VS), Team
- Miscellaneous Attributes: Controller Pak, Expansion Pak, Rumble Pak
Introduction
Duke Nukem starts his second third-person-adventure, after Duke Nukem: Time to Kill for Playstation, he now kicks alien asses on the Nintendo 64.
Similar to the movie Terminator, the aliens want to take over the world before Duke was even born and travel through time. Duke follows them and tries to stop their evil plan chasing them through present day, the wild west, Victorian London, and the post apocalyptic world of the future.
Plot
Duke Nukem: Zero Hour is set in four distinct time periods: Present Day (1999), Post-Apocalyptic Near-Future(1999), Wild West (1848) and Victorian Era (London, 1888). Each time period has its own theme and weaponry. For example, Present Day has modern-day weapons such as automatic handguns, submachine guns and combat shotguns. The Wild West has revolvers and lever-action rifles, and features Cowboy and Native American Pigs. The Victorian Era has fictional, science-fiction weaponry such as the Voltaic Projector, and features zombies.
Duke is called into action via the Government, as a new alien, led by Zero, appears, making trouble. Duke pummels the alien menace through the streets of New York with the help of some marines, and eventually gains access to the Statue of Liberty. Here, Duke discovers the alien's true plan, to go back in time and mess with historic events, hoping they can destroy Duke's colorful heritage, so that it would be easier to take out the Earth in the future. However, Duke manages to figure this out and unwittingly uses an alien time machine to go into the post-apocalyptic near-future, where the aliens have devastated the Earth with nuclear war, running humans to near-extinction. In this time zone, Duke battles the alien menace of the future, who have created an army of the undead from those who had died in the nuclear war's ensuing fallout.
Duke eventually meets up with a small band of resistance fighters in the headquarters of the United States Army in New York City. There, they tell him that the aliens are indeed screwing with the Earth's history, so much that this future is just one of many. If Duke wants to restore peace to the Earth's history, he'll have to go back in time and fight for it. The resistance have managed to develop their own time machine in order to send Duke Nukem back in time to re-write the corrupted history, and destroy the aliens. After finishing his business here and defeating Giant Hog, Duke is sent back to the American Old West, where aliens have taken over in an effort to mine the Earth for its resources.
In the Old West, due to technical difficulties, Duke must make do with whatever period weaponry he can find. However, they eventually manage to send a few of his weapons back after some tinkering. The aliens have begun creating super-soldiers in order to combat the human resistance, in the past and the future. After blowing up a ship containing the super-soldiers, Duke makes his way to the town of Roswell, New Mexico. There, he faces General Custer in a duel and stops an alien mining project before they can succeed, and defeats Cyborg Scorpion. Duke is then informed, that it's not just American history that is being altered, the aliens have also been to the Victorian Era of London.
In the Victorian Era, Duke is plagued by the biological weaponry the aliens have been manufacturing. Zombies litter the streets. Duke faces and kills the notorous and infamous serial killer Jack the Ripper and finds his way onto a zeppelin, which he manages to escape by flying off in an aeroplane. However, Duke not being an experienced pilot crashes the plane almost immediately into the moat of a castle. Duke fights his way into the castle, which the aliens have taken over. In the castle, Duke confronts some new and tougher enemies, some of which are from the future. While exploring the castle, Duke stumbles upon the "brains" of the alien operation, the Brainstorm, and destroys it. After demolishing the castle, and apparently eliminating the alien threat, Duke is ready for some R'n'R. Unfortunately, the aliens are making one final push for world domination.
The aliens put their time-meddling in overdrive and cause a rift in the space-time continuum, and now aliens from all of history are pouring into New York City in a final desperate attempt to destroy humanity. Once again fighting through the streets of New York City, Duke enters the alien mothership. He infiltrates the mothership, and destroys it. Upon its destruction, he is confronted by the alien overlord, Zero. Duke has the final battle with Zero on the rooftops of the city. After killing the beast, it appears Duke has finally set things right. Duke cleaned up Manhattan from the alien menace, and gets ready to relax with his reward.
Weapons
M-80 Pulse Blaster
Duke starts the game off with this one. It can hold 280 shots and is best used on Lizards and Broodlings. If Duke runs out of ammo, it will take a few seconds to regenerate one shot. So it is best to not waste ammo. Finding a second gun causes Duke to use two guns at once.
Ammunition: Blaster cells
CLAW-12 Shotgun (CLose Assault Weapon)
This is one of the better shotguns. It can take out a Lizard with one shot (usually two for an armored Captain) and is best used against Lizards, Pigs, and Parapsyches.
Ammunition: Shotgun shells
Special: CLAW-12 Autoloader.
This item will cause your shotgun loading time to decrease. You can continue to fire as fast as you can press the button.
Sawed-off Shotgun
At close range it does quite well but the farther back you get, the wider the ammo spread, rendering this gun practically useless. It is best used on Lizards and Pigs.
Ammunition: Shotgun shells
Peacekeeper .45
A fairly strong gun. It needs to be reloaded after every six shots. Best used on Lizards, Pigs, and Broodling.
Ammunition: .45 slugs
Special: Magnum rounds.
These rounds are incredibly powerful and can kill most enemies with one shot.
Lever-action .30-.30 Rifle
A mildly slow-loading weapon, the .30-.30 does quite a good bit of damage at even the longest of ranges.
Ammunition: Rifle bullets
MP-10 SMG
A machine gun that runs out of ammo fast but can kill most enemies quickly. Best used on Venom ships.
Ammunition: SMG clips
Power-ups
If Duke finds a second MP-10 SMG, he can fire with two guns.
Gatling Gun
Slow fire rate is more than made up by its ability to do serious damage in a short time.
Ammunition: Gatling Gun bullets
AGL-9 Grenade and Radium Cyanide Launcher
The grenade launcher is best used for blowing up enemies that are from a distance to you. It is best not to fire in close quarters, but for those who do well in figuring out ricochets, it can be easily your best weapon.
The Cyanide Launcher is best used on Broodling for its quick kill rate. Everything else, such as Lizards and Pigs, will take several rounds and too much time.
Ammunition: Grenades and Radium Cyanide Grenades
Pipebombs
A very useful weapon for when you know an enemy will show up at the location you drop a bomb at, but later on in the level. If you return to the area and the enemy is still there, press the Activate Button to blow him up. Easy as that. Best used on levels like Nuclear Winter near the first subway. Best used on places where you know a Grenade-Throwing pig will be. You can also set it some place, lure an enemy into its area, then set it off to save life.
Dynamite
A stick of dynamite. It has a short fuse time so it is best used on long distances.
Bomb
A small, round bomb. Cartoonish in appearance. It has a short time delay fuse. Just light it and throw.
Alien Freeze-Thrower:
A bizarre alien weapon which freezes anything it hits. Once frozen, the intense cold causes the target to shatter into icy shards.
Ammunititon: Cryogenic crystals
Alien Gamma Cannon
This bulky laser weapon utilizes strange alien crystalline technology to deliver searing laser blasts. Pulling the trigger on this weapon results in a barrage of reflectice laser bolts, spraying fire over a wide area. Even the high-capacity, power patch fitted cannot sustain this rate of fire for long, but while working it is a fearsome weapon.
Ammunition: Gamma crystals
Volt Cannon
Inspired by the work of several Victorian scientists, and eager to fight the bizarre creature now stalking the streets of London, a brilliant inventor has produced the Volt Cannon. A bulky and noisy weapon, it harnesses a large number of Voltaic Cells to create large voltages which can be discharged at enemies, frying them in a barrage of raw electrical power.
Ammunition: Volt boxes
Havoc Multi-Launcher
A cluster of mini-missile tubes fitted with the latest in smart targeting technology and a convenient carrying handle. The Multi-Launcher fires small missiles with armor-piercing explosive warheads, each one capable of destroying all but the toughest opponents. Each trigger pull unleashes three mini-missiles, and the targeting system automatically guides these for optimum results. Faced with a number of enemies, the mini-missiles spread out to hit as many targets as possible, while all three projectiles will be targeted as one against a single opponent.
Ammunition: Multi-Launcher Rockets
Power-ups
Heat-seeking missiles. These are fired in preference to normal missiles, and actively change course to follow moving targets. Those with high heat profiles such as vehicles and large enemies will be especially vulnerable.
CTX-2000 Tripbomb
A powerful anti-personnel charge Duke deploys on walls. The CTX-2000 creates a laser tripwire directly in front of itself, and detonates when anything breaks the laser beam.
Power-ups
Magnavolt Tripbomb. This larger tripbomb uses a beam of electricity as the tripwire. Any target crossing this beam is zapped by a high voltage charge before the explosive detonates.
BMF Thunderstike
Designed by the Earth Defense Force to combat the alien menace, this is another weapon utilizing alien technology. The BMF is a phased particle pulse cannon which fires blasts of transmagnetic forces capable of obliterating whole crows of enemies.
Ammunition: BMF coils
Items
Power-Ups
These items are used immediately when picked up, and cannot be stored for later use.
Small MedKit
Gives an instant boost of 10 health units, but will not raise your health over 100.
Large Medkit
Gives an instant boost of 30 health units, but will not raise your health over 100.
Atomic Health
Gives an instant boost of 50 health units.
Enemies
Lizard Enforcers
The basic shock troopers of the alien armies, these amphibious lizard-like Enforcers make up in numbers what they lack in strength. While the strandard soldier is equipped only with a Blaster and light body armor, there are other classes of Enforcer that Duke must watch out for.All Enforcers have locator devices implanted in their skulls — this allows their alien masters to track their progress, and also act as beacons for the teleportation devices carried on board their spaceships. Enforcers can therefore be teleported directly into the heart of battlefields or to the sites of surprise attacks.
Enforcer Captains
Particularly touch and smart Enforcers are promoted to the rank of Captain. Identified by their golden armor and the twin Blasters they carry, the Captains present more of a threat than the basic soldier.
Battle Enforcers
Enforcers who excel in combat are recruited to the elite Battle Legios. Here they undergo extensive weapons training while alien scientists use genetic engineering to toughen and strengthen their bodies. The resulting Battle Enforcers are much more resilient to damage. The genetic treatments which toughen their scales into the equivalent of armor give them a distinctive yellowish color, and the Battle Enforcers can also be recognized by the twin SMGs they carry.
Enforcer Snipers
Selected from the Battle Legions for their shooting skills, these soldiers are equipped with powerful sniper rifles and sent on assassination missions. Fortunately for Duke, these Snipers use visible laser sights to target their prey, and the red beam can give a few seconds warning before the fatal shot.
Grunts
Not content with merely killing humans, the alien overlods delight in taking innocent victims and mutating them into bloodthirsty monsters - the Grunts. With their powerful bodies and hideous warthog-like appearance, these once-human freaks are then used to strike terror into the hearts of any remaining human opposition. The aliens usually prefer to pick police officers or soldiers as the raw material for these terror troops, since they are already familiar with weapons or explosives. As Duke travels back through time, he will discover that the aliens have recruited the local human population to their evil schemes. The Grunts that Duke will meet will therefore very from Time Zone to Time Zone.
Pig Cops
Formerly proud officers of the NYPD, these are now dangerous opponents to any human resistance. They still wear their ragged uniforms and protective body armor, and carry pup-action shotguns.
Riot Pigs
Grunts equipped with police anti-riot gear, these brutes wear heavy armor and helmets over their uniforms. The grenade launchers they carry once fired tear gas,but the Riot Pigs now load them with lethal nerve gas instead.
Road Hogs
Gangs of bikers and road warriors, these Grunts are bloodthirsty and vicious. Their bodies are toughened by exposure to the harsh environment, and their favorite weapons are sawed-off double-barreled shotguns.
War Pigs
The warlord leaders of the scavenger gangs are the biggest and meanest of the Apocalypse Grunts. They steal their weapons and body armor from the soldiers they kill, and like to load their grenade launchers with explosive anti-personnel rounds.
Savage Grunts
The aliens took peaceful tribes of Native Americans and transformed them into savage warriors. They carry powerful lever-action rifles looted from the U.S. Cavalry.
Cowboy Grunts
Once hard-working cowboys and gold-miners, these inhuman monsters now delight in terrorizing innocent townsfolk and raising heck. They like nothing better than throwing sticks of dynamite at innocent passers-by and watching the chunks come raining down.
Soldier Grunt
The formerly loyal soldiers of the British Crown have become pawns of the aliens. They still wear their bright uniforms, but have armed themselves with sawed-off shotguns to terrorize the civilian population of London.
Capitalist Pig
One-time respected businessmen and pillars of society, these Grunts now delight in bomb-throwing and wanton destruction.
Apocolypse zombies
The mutant flesh-hungry survivors of the Apocalypse, these roam the shattered cities and desert wastelands of the first episode. Once human, they have devolved into sub-humans eating any living thing they can find. They are now slow-moving and not too intelligent, although they are persistent and can absorb a lot of damage from light weapons.
Plague zombies
Corpses reanimated by an alien virus, these hideous undead now stalk the streets of Victorian London. They need fresh human tissue to keep the virus working in their decomposing bodies, and so they prey on the living. Lumbering and clumsy, they are nevertheless dangerous in packs. The virus that infects them is also damaging to any living human who is exposed to it.
Parapsyche
These swollen multi-limbed monsters feed on the mental energies of other sentient races. They prefer to taste the emotions of fear and pain, and so spend their time around war-zones and other sites of suffering. If they can find no one in the emotional state that they savor, a Paraosyche will find a victim and attack them with blasts of concentrated psychic force. The pain and confusion this causes are - quite literally - food and drink to the evil monster.
Parapsychoes are capable of surviving in the most hostile environments and so can be found anywhere the aliens have invaded. Their fleshy bodies offer little resistance to Duke's shotgun blasts.
Broodling
Scientists classify these as Arachnomorphs for their spider-like appearance, but the human soldiers who have to fight the scuttling little horrors call them Broodlings. These alien creatures may be small, but they cluster together in dark corners and attack in swarms. Their pincers carry painful venom, and even when killed they can be dangerous as their poison-sacs rupture.
Brood Mother
These ugly mothers are easy to recognize: the multiple limbs cradling the bloated egg sacs are not an easy sight to forget. Worse is the way they constantly spawn new Broodlings. A Brood Mother has no defenses of its own and has only one purpose: to produce more of its children. They in return will devour anyone who disturbs her birthing chamber.
Spore Eggs
No one is sure whether these are some kind of alien plant or in fact eggs laid by some mutant breed. What is known is that their leathery outer skin contains billions of tiny spores, each one toxic to humans. When disturbed or ruptured, the egg spews out these spores in a choking cloud.
Chimera
Genetically engineered killers, these ferocious beasts were created to serve a single purpose: to destroy the enemies of their alien masters. Capable of surviving in the most hostile environments, Chimeras can absorb huge amounts of damage without and loss in efficiency. The Chimera's strength and speed make them dangerous foes, yearing apart the bodies of their prey with razor-sharp claws and fangs. Worse, Chimeras can synthesize noxious toxins in gene-fixed throat glands; spewing out clouds of this poisonous gas allow them to subdue even the toughest opponent.
Venom Gunship
Equipped with twin rapid-fire particle pulse cannon in a belly mount, the Venom is designed to engage and neutralize several targets in quick succession. It is adept at performing deadly strafing runs.
Fang Bomber
The Fang has a multi-tube rocket launcher slung beneath each wing, and a belly-mounted unguided munitions dispenser. Designed to deal with fortified positions or clusters of enemy soldiers, the Fang will either engage in targets at long range with rocket fire, or simply fly over the target in a bombing run.
Sentry Drones
Kept afloat by anti-gravity propulsion units and equipped with a wide range of sensors, these robot wathdogs were originally designed to guard high-security alien installations. As the invasion progresses, the aliens put the drones to use as hunter-killers, patrolling the streets in an endless search for targets. Sentry Drones are fitted with rapid-fire machine guns capable of chopping a human into pieces in seconds.
Aqua Drones
Designed to defend underwater alien bases on aquatic world, these drones are slow moving but fire high-speed homing torpedoes. The presence of an Aqua Drone is usually announced by the sound of its sonar sweeps.
Extermination Drones
Powered by anti-grav engines, these drones consist of little more than an explosive charge with a sensor suite attached. They are used as guards in alien penal colonies, and as a last-ditch line of defense in the most important bases. Their method of attack is sumple: detect an enemy, fly at high speed towards the target, and explode.
Sentry Guns
A portable sentry unit, this is often carried into battle by Enforcers and set up to provide covering fire for attacks or defense for staging areas and supply dumps. They are also found as more prominent fixtures in alien bases. Capable of 360-degree tracking and sporting a belt-fed minigun as standard fitting, the Sentry Gun is well suited to all suck duties.
Cerberus Turrets
Massive turrets bristling with weaponry, these defense systems are flown in with a detachable vectored-thrust engines for rapid front-line deployment. Once set up, a turret will scan for and intercept incoming ground or airborne assaults: its twin multiple barreled assault cannon and quad missile launchers make it capable of dealing with most threats.
Gorgon Turrets
Designed to destroy enemy tanks and other heavily armored vehicles, the Gorgon is a semi-mobile turret armed with a massive phased particle pulse cannon. Not surprisingly, this plasma blast is also capable of destroying whole crowds of human-sized targets.
Cheats
To get the cheats throughout the game you must beat a level and collect all of a certain thing. Whether it is to get all of the babes in a level, kill all enemies, or find all secrets in that level.
There are many codes out there but not many of them work. These codes are done using the controller pad at the START menu where the Duke Nukem: Zero Hour flies and smacks into the background then a "Press Start" message appears; that is where to enter these cheats. When entered correctly, a horse will neigh. After entering the cheat you can enter a second one without having to press START. After entering a cheat and pressing start you may notice a "Cheat" option appears on the Menu Select screen. Enter into there, find the section your cheat is in and press left or right to turn it on.
Debug Mode
C-Up, Up, C-Left, Right, C-Down, Down, C-Right, R, A, B
Load a game or start a new one. Select a level and start playing. When the level starts a small menu may opened at the top left of the screen. Use controller 2 to cycle through the options by pressing START. If do not have a second controller just plug the first controller into the second outlet. DEBUG mode does not save on the Memory Pak.
SFX
L or R: FX down/up
Left or Right: FX down/up by 10
B: First person view
A: Third person view
Z: Play SFX
Level Warp
L or R: Level down/up
B: Skip level
Z: Advance to selected level
Midi
L or R: Song down/up
A: Play song
B: Stop song
Global Palette
B or A: Red down/up
C-Left or C-Down: Green down/up
C-Up or C-Right: Blue down/up
Cheat
Z: All weapons
L: All items
R: All keys
A: Invincibility
AI Debug Values
B or A: GVAR 1 down/up
C-Left or C-Down: GVAR 2 down/up
C-Up or C-Right: GVAR 3 down/up
Fog*
B or A: Red down/up
C-Left or C-Down: Green down/up
C-Up or C-Right: Blue down/up
Left or Right: NR down/up
L or R: FR down/up
Sky Top*
B or A: Red down/up
C-Left or C-Down: Green down/up
C-Up or C-Right: Blue down/up
Sky Bottom*
B or A: Red down/up
C-Left or C-Down: Green down/up
C-Up or C-Right: Blue down/up
Clouds 1*
B or A: Red down/up
C-Left or C-Down: Green down/up
C-Up or C-Right: Blue down/up
L or R: HT down/up
Down or Up: AN down/up
Left or Right: SP down/up
Clouds 2*
B or A: Red down/up
C-Left or C-Down: Green down/up
C-Up or C-Right: Blue down/up
L or R: HT down/up
Down or Up: AN down/up
Left or Right: SP down/up
Player
L or R: DN Down/Up (changes player's character)
GFX
(Values cannot be changed)
AI
A: AI 0/1 (set to 1 to stop enemies)
L: Difficulty 0/1/2
R: Auto aim 0/1
Alpha Palette
B or A: R0 down/up
C-Left or C-Down: G0 down/up
C-Up or C-Right: B0 down/up
L or R: R1 down/up
Left or Right: G1 down/up
Down or Up: B1 down/up
Weather Cheat works the same way but only has the options noted with an *
First Person View
Down, Up, L, B, Z, Left, C-Up, C-Right, C-Left, Z
All Weapons
Down, A, Up, L, Z, R, C-Up, C-Down, B, C-Left
Freeze Thrower w/ Unlimited Ammo
Down, Up, A, L, R, Z
Rifle w/ Unlimited Ammo
C-Up, C-Down, C-Left, C-Right, L, R
Multi-player Character Set 1
A, L, R, Left, B, Down, Up
Multi-player Character set 2
B, A, A, R, L
Multi-player Character set 3
L, L, Up, Down, R, B, A
Multi-player Character Set 4
B, B, B, R, Left, A
Multi-player Character Set 5
Right, B, Left, L, A, Z
Multi-player Character Set 6
Up, Down, B, A, A, Left
Fast Zombies
A, A, Z, A, R, C-Down, B
Skin Select
C-Left, R, Left, Up, Down, B, A, Z
Action Nukem Mode
Down, Down, A, Z, Z, Left, A
Big Head Mode
B, Up, Down, Down, A, Z, A, Right
Big Gun Mode
C-Up, C-Left, Z, B, L, Z, A
Flat Shade Map:
Down, Up, Left, Left, A, Right, Down
Ice Skin
B, Z, Up, L, A, C-Right, A
Weather
Z, A, L, B, Down, Up, R