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Episode 2
Contents |
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[2-01] Space Port
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Small Ledge Push
- Location
- The force field blocked off a shaft which runs several floors tall.
- Requirements
- Steroids and a running start.
- Description
- On the second floor, the outer rims of the force field can be pushed through. This will allow Duke to gather the red key with out needing to blow up the dead elevator shaft, flipping the switch, then entering in the combination to shut off the force field. Getting back out of the shaft has only been inconsistantly performed. Using steroids and forcing Duke to the joint of the 2 force field walls has been the most commonly successful. Due to the difficulty of getting out, this may only be useful in a TAS.
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[2-02] Incubator
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[2-03] Warp Factor
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Small Ledge Push
- Location
- The force field leading into the central reactor (?)
- Requirements
- A running and strafing start.
- Description
- This force field can be pushed through leading to an early end of the level.
- Source
- Kari Kuivalainen
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[2-04] Fusion Station
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Small Ledge Push
- Location
- The room with multiple pistons.
- Description
- Using steroids Duke can push through these pistons. If done on the side which Duke is not suppose to go down, Duke can end up inside of the inaccessable area with the swich which should be shot in normal game play. Once inside, Duke can not escape this room. This could possibly be used in a jet-packless run of this stage, though not likely.
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Switch from Behind (useless)
- Location
- The Auto Destruct end level button.
- Description
- This button can be pushed from behind. Though this is worthless to a speed run due to being on a pedestal which would require walking around.
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[2-05] Occupied Territory
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[2-06] Tiberius Station
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[2-07] Lunar Reactor
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Jump/Duck/Jump
- Location
- Hallway behind the blue key door.
- Description
- Inside of this room it is possible to use the Jump/Duck/Jump glitch to pass down the shallow shafts on each side of the hallway dropping down into the sewage area.
- Source
- Kari Kuivalainen
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[2-08] Dark Side
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Small Ledge Push
- Location
- The bottom of the elevator after the train going twards the yellow key card./dt>
- Requirements
- Steroids or explosion and a running start.
- Description
- On the way to the yellow keycard the elevator is defaulted to raised and can simply be ignored due to it being open air. On the return trip the elevator is intended to be lowered. There is a small ledge going around this elevator and this can be used to push Duke to the top of the elevator with out lowering it.
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Sequence Break
- Location
- The room where you wait for the train to arrive after the yellow key door./dt>
- Description
- A secret area inside of the walls of the train's path has a teleporter which leads Duke back to this room. This teleporter can be entered in reverse by flying into the shaft in the ceiling using a jet pack. From here Duke can enter the trains path, and can re-enter at the opposing end by using a Ducking Push through Wall technique at the door way. The train must be called prior to entering the teleportation shaft other wise it will be blocking the door way.
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[2-09] Overlord
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[2-10] Spin Cycle
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[2-11] Lunatic Fringe
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Warp (video)
- Location
- The ledge directly outside of the opening room.
- Description
- Pushing into this corner, or other corners, such as the steps in the general area, cause Duke to warp to the over lapping but different mirror region. It does not apear Duke can warp back to the orignal region.
- Video
- Source
- Poda & Fernando Calvo