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		<updated>2026-05-16T21:22:09Z</updated>
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		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/RTA</id>
		<title>Duke Nukem 3D/RTA</title>
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				<updated>2015-12-14T06:21:04Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: /* Video Tutorial */ +updated dead link to Twitch VOD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RTA (or Real Time Attack) is a group of categories that is timed in a single-segment. Runs usually follow a real timer rather than the in-game timer, as the in-game timer is faster and does not count the time spent in menu and loading screens.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the following categories, you are allowed to use your own episode route. You can go in order, or go completely out of order - you only need to complete the first/original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt;. Other subcategories may include the fourth episode, &amp;lt;i&amp;gt;The Birth&amp;lt;/i&amp;gt;, or other expansion packs.&lt;br /&gt;
= Any% =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| Cubeface21 || 09:23.41 [WR] || http://www.twitch.tv/cubeface21/v/3614341&lt;br /&gt;
|-&lt;br /&gt;
| Softman25 || 10:39.17 || http://www.twitch.tv/softman25/c/4938403&lt;br /&gt;
|-&lt;br /&gt;
| ezormer || 10:43.14 || http://www.twitch.tv/ezormer/c/4955039&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 11:13.73 || https://www.youtube.com/watch?v=SxJe8R-jFSg&lt;br /&gt;
|-&lt;br /&gt;
| LLCoolDave || 11:31.80 || https://www.youtube.com/watch?v=EKzl0RERErI&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
[http://www.twitch.tv/softman25/c/5061358 Softman25's Any% Tutorial]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
Any% is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible exploiting any bug/glitch found in the route. Cheating will invalidate your run.&lt;br /&gt;
=== E1L1 - Hollywood Holocaust ===&lt;br /&gt;
# Shoot or kick the fan vent in the top of the level, fall down and start moving diagonally forward+right.&lt;br /&gt;
# Jump onto the crate where the Assault Trooper is standing; you do not have to kill it, and then jump into a window diagonally up+left.&lt;br /&gt;
# Head to the poster in the secret room and open it, then grab the steroids.&lt;br /&gt;
# Using the steroids, jump out of a window onto the wall on the other side.&lt;br /&gt;
# Head down the wall and jump forward+left onto the ledge.&lt;br /&gt;
# Turn around and jump+duck at the small ledge in the corner to clip onto a secret area high above you.&lt;br /&gt;
# Grab the jetpack and fall to the Auto-Destruct button; use the jetpack to break your fall.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
&lt;br /&gt;
There is a backup route for this level (some choose this route by default):&lt;br /&gt;
# If you fail the clip, head back down and into the doors.&lt;br /&gt;
# Wedge yourself tightly in the corner between the left door and the wall. Keep moving backwards against the corner.&lt;br /&gt;
# Close the doors, and you should clip up to the jetpack.&lt;br /&gt;
# Grab the jetpack and fall to the Auto-Destruct button; use the jetpack to break your fall.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
=== E1L2 - Red Light District ===&lt;br /&gt;
# Run past the enemies and next to the vent as you leave the elevator.&lt;br /&gt;
# Use your jetpack to get on top of the ledge and follow it down to the neon sign.&lt;br /&gt;
# Jump up-foward-left and move right once you're next to the wall. As you land, duck and jump. This should allow you to clip under the door requiring the Yellow Access Card.&lt;br /&gt;
# Ignore the Pig Cop on the right as you enter and head left.&lt;br /&gt;
# Turn and head right into the bar (the first hall you come to on your right beyond the pool table). There will be a cabinet under the wall with liquor bottles.&lt;br /&gt;
# Ignore all enemies and grab the Red Access Card in the cabinet.&lt;br /&gt;
# Head out of the bar, evading the 3 Pig Cops that just spawned, and into the next hall.&lt;br /&gt;
# Use the Red Access Card and, ignoring everything in the new room, shoot the air vent on the right.&lt;br /&gt;
# Jump into the now open air vent (there is a table you can use to jump into it if need be) or use your jetpack to fly into it, grab the items in it and shoot/kick the air vent on the other end.&lt;br /&gt;
# Use your jetpack to fly onto the ledge across from you, all enemies can be ignored.&lt;br /&gt;
# Before you get to the end level area, use your jetpack to bypass the cell doors that appear.&lt;br /&gt;
# As the Pig Cop voice clip starts playing, press the Auto Destruct button and quickly bring up a menu that still allows the voice clip to be played (F1 is usually used)&lt;br /&gt;
# Wait for the clip to end, and leave the menu. This skips E1L3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E1L3 - &amp;lt;i&amp;gt;Death Row&amp;lt;/i&amp;gt; is skipped in this route.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== E1L4 - Toxic Dump ===&lt;br /&gt;
# Head underwater and solve the button puzzle.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# An opening will start to appear on the left. Wait for it to open enough and head out moving up to the surface, aiming between the corner between the two plants.&lt;br /&gt;
# Use your jetpack to fly up to the highest point the level will allow you, and move next to the door requiring the Blue Access Card.&lt;br /&gt;
# Turn off your jetpack and duck+jump under the door to clip into the next room.&lt;br /&gt;
# Enter the red door on the left and continue moving forward+left until you get to the area that requires the Red Access Card.&lt;br /&gt;
# Use the Landing Crouch Jump (also known as Jump/Duck/Jump) clip on the right passageway, and head right into the next room.&lt;br /&gt;
# Flip the switch on, it's usually safe to ignore the Assault Trooper.&lt;br /&gt;
# Use the Landing Crouch Jump clip on the passageway you just left. (This may take a few attempts to get, try jumping as you get to the last shadow from the beams overhead).&lt;br /&gt;
# Head right into the previous room and into the new room on the right.&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head underwater moving diagonally forward+left and move towards the room past the mines on the right.&lt;br /&gt;
# Move up against the corner between the rock wall and the metal wall, and head up using your jetpack.&lt;br /&gt;
# You will end up at a teleporter that takes you straight to the Auto Destruct button.&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2 &amp;lt;i&amp;gt;(extends into E1L5)&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head underwater moving diagonally forward+left and move towards the puddle of sludge ahead of you on the left.&lt;br /&gt;
# Use your jetpack to fly up to the surface and grab the steroids on the ledge next to the sludge waterfall.&lt;br /&gt;
# Turn around towards the enemies and use your jetpack to fly forward+right against the wall. This should take you to a teleporter that takes you straight to the Auto Destruct button. [http://www.twitch.tv/softman25/c/4938687 Softman25 demonstrates this in this Twitch highlight at 1:40]&lt;br /&gt;
=== E1L5 - The Abyss ===&lt;br /&gt;
# Head down the sewer and onto the ledge on the right. &amp;lt;i&amp;gt;(E1L4 Route 2 users, use your steroids now).&amp;lt;/i&amp;gt;&lt;br /&gt;
# Jump off the ledge towards the door requiring the Blue Access Card. Duck+jump to clip under it and move past the enemies.&lt;br /&gt;
# Use your jetpack to fly towards the &amp;quot;SAN ANDREAS FAULT&amp;quot; sign, and step on it to trigger the earthquake (or move upwards and completely ignore it).&lt;br /&gt;
# Fly towards the falling cliffs and you should clip upwards against them (or move above them if you ignored triggering the earthquake).&lt;br /&gt;
# Fall down to the next area in the wall, using your jetpack to break your fall.&lt;br /&gt;
# Fly down the stairs and aim yourself at the wall overhanging the area at the end of the stairs.&lt;br /&gt;
# Fly upwards, aiming at the square in the overhanging wall.&lt;br /&gt;
# Once you feel you have enough height, fall and quickly begin moving forwards to clip behind the wall under the overhang. &amp;lt;i&amp;gt;(E1L4 Route 2 users, you have more of a height window)&amp;lt;/i&amp;gt;.&lt;br /&gt;
# Head through the teleporter and into the next room behind the metal door. Grab the armor and +30 Health if you need it.&lt;br /&gt;
# Press the button on the right behind the opening door and fall down the hole. If you stay left as you fall down the hole, a small opening with an RPG will be waiting if you failed to grab one previously.&lt;br /&gt;
# Head into the boss room in front of you by pressing the button near the doors. 15 RPG ammo is on your left if you need it before you enter the boss room.&lt;br /&gt;
# Grab the medkit and grab the Atomic Health near the Battlelord. Kill it and finish the episode.&lt;br /&gt;
5 RPG ammo is on each corner of the toxic waste, and about 20 total is optimal to kill the Battlelord.&lt;br /&gt;
=== E2L1 - Spaceport ===&lt;br /&gt;
# As you start the level, immediately move diagonally backward+left to enter the teleporter.&lt;br /&gt;
# Grab the RPG and steroids in the ship and head back out into the main hallway.&lt;br /&gt;
# Stay right until you get to the room with an Assault Trooper. Grab the Shotgun if need be and flip the switch off.&lt;br /&gt;
# Head through the passageway where the forcefield was active.&lt;br /&gt;
# Ignore the Assault Trooper on the other end and jump into the &amp;quot;RESTRICTED PERSONNEL&amp;quot; sign.&lt;br /&gt;
# Stay left and follow the vent down to the air vent. Shoot/kick it open, grab the medkit on the right below you if you need it, and grab the Blue Access Card.&lt;br /&gt;
# Head out of the room and into the next main room. Go to the elevator and jump on and off the Assault Trooper to bypass it.&lt;br /&gt;
# Use the Blue Access Card and head to the elevator that opened on the other end. Kill the Assault Enforcer inside it and head up to the next floor.&lt;br /&gt;
# Once you get to the next floor, jump on the crate to your left and onto the ledge above it. Grab the jetpack and shoot the yellow canisters on the other end.&lt;br /&gt;
# Head into the broken elevator through the hole that just appeared and flip the switch on.&lt;br /&gt;
# Head out into the passageway behind you and solve the switch puzzle.&amp;lt;br /&amp;gt;(Solution: off; off; on; off)&lt;br /&gt;
# Jump out into the hole in the center of the main area and fall into the water below.&lt;br /&gt;
# Grab the Red Access Card and head back up to the second floor using your jetpack.&lt;br /&gt;
# Use the Red Access Card in the blue lighted area near the switch puzzle.&lt;br /&gt;
# Enter the new passage way and follow it until you get to the Auto Destruct button.&lt;br /&gt;
=== E2L2 - Incubator ===&lt;br /&gt;
# Be patient and wait for the two rooms to connect. You can glitch the game into leaving the starting forcefields on by hitting one of them too early.&lt;br /&gt;
# Once the forcefields are clear, enter the next hallway and use the steroids you picked up in E2L1.&lt;br /&gt;
# Move down the hallway and enter the next room, ignoring all enemies. A couple of Sentry Drones may hit you in the process, so use a medkit if you need to.&lt;br /&gt;
# Flip the switch in the middle of the room on and head right to the next room.&lt;br /&gt;
# Stay right and wait for the floor to slide down far enough to jump into.&lt;br /&gt;
# Continue staying right and flip the switch off in the blue lighted room on the right.&lt;br /&gt;
# Head back to the previous room and enter the hall on your right. There was a blocked passageway here before, but it is no longer blocked.&lt;br /&gt;
# Go right and ignore the enemies, they are of no threat.&lt;br /&gt;
# Clip into the small crack in the wall by moving towards the wall on the left and slowly turning left. It has been reported that aiming up may help chances of getting the clip a small bit, and that moving only left &amp;lt;i&amp;gt;at first&amp;lt;/i&amp;gt; may also help. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=4m04s (TheBlackParrot demonstrates this in this YouTube video)]&lt;br /&gt;
# Grab the medkit and steroids on the left and head forwards and slightly left onto a ledge with an alien switch.&lt;br /&gt;
# Turn it on and head to the metal doors in the area that appears. The enemies are usually of no threat.&lt;br /&gt;
# Enter the small room and use the Auto Destruct button to end the level. The Octabrain attacking you will not kill you if you have enough health.&lt;br /&gt;
=== E2L3 - Warp Factor ===&lt;br /&gt;
# Wait for the elevator to stop and head to the metal door in front of you.&lt;br /&gt;
# Continue in diagonally forward+right and head down the elevator.&lt;br /&gt;
# Immediately start moving left against the elevator wall while crouching. This will allow you to bypass the set of Laser Tripbombs that would usually appear in front of you.&lt;br /&gt;
# Move forwards past the Assault Enforcer shooting you, and grab the Shrinker on the first area on the left. It will be behind the wall past the screen.&lt;br /&gt;
# Continue down the hall until you get to the first opening on the left.&lt;br /&gt;
# Head down to the next room (it should be lit blue inside), and clip behind the forcefield by jumping and ducking at the same time.&lt;br /&gt;
# Head down the elevator in the center of the room and head right to the Auto Destruct button. +30 Healths encircle the room if you need some.&lt;br /&gt;
=== E2L4 - Fusion Station ===&lt;br /&gt;
# Move forward+right to the switch at the other end of the room and switch it on.&lt;br /&gt;
# Follow the passageway on the left, killing the Assault Trooper at the end if you need to (you can also jump+crouch over it).&lt;br /&gt;
# Flip the switch on to the left and head through the door to the left.&lt;br /&gt;
# Use your jetpack and fly up+left to the final area of the level. Grab the 2 Atomic Healths and the jetpack on the small ledge just below it.&lt;br /&gt;
# Enter the metal door and into the final area. Grab the Chaingun as it is the trigger for the Auto Destruct button to appear in the middle.&lt;br /&gt;
# An Atomic Health is in the middle just to the right of the Chaingun, grab that before finishing the level.&lt;br /&gt;
# Pull out your shrinker as you hit the Auto Destruct button as you need to use it during the next level.&lt;br /&gt;
=== E2L5 - Occupied Territory === &lt;br /&gt;
# Push/shoot the button behind you and head out of the sliding doors using your steroids. (Running into them while using steroids has been known to kill you, be cautious until you get used to running past them).&lt;br /&gt;
# Head left past the doors that are closing (you may need to jump over them) and down the passageway past the 3 Assault Enforcers shooting at you.&lt;br /&gt;
# Ignore them and head into the next room to the other end. The 2 Assault Commanders firing rockets at you usually do not kill you, but may decrease your health.&lt;br /&gt;
# Open the doors on the farthest end and wait for them to open enough to jump out of. (This upcoming clip requires the steroids to still be in effect).&lt;br /&gt;
# Stand on the caution tape and jump towards the doors in front of you (they require a Blue Access Card).&lt;br /&gt;
# Duck + jump at the same time as you land to clip under them into the next room. (It has been reported that crouching at the rightmost corner and ducking + jumping also works (Softman25)).&lt;br /&gt;
# Turn around until you see the white lights against the wall and fly up.&lt;br /&gt;
# Use your Shrinker to get the Assault Enforcer out of the way, or kill it if need be. Grab the +30 Health if you need it.&lt;br /&gt;
# Head left and grab the Devastator ammo, and back to where you were.&lt;br /&gt;
# Press the switch on the right and &amp;lt;i&amp;gt;quickly&amp;lt;/i&amp;gt; fly towards the right opening that slides open in front of you.&lt;br /&gt;
# Aim your Shrinker at the Mini-Battlelord's feet to get rid of it, and flip the switch.&lt;br /&gt;
# Move right to the Auto Destruct button.&lt;br /&gt;
=== E2L6 - Tiberius Station ===&lt;br /&gt;
# Shoot your Shrinker at the air vent as you spawn and switch to your pistol.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1&amp;lt;/b&amp;gt;&lt;br /&gt;
# Jump through it and shoot your pistol at the button ahead (or press it).&lt;br /&gt;
# Jump off the area into the next under the door.&lt;br /&gt;
# Head forward+right to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2&amp;lt;/b&amp;gt;&lt;br /&gt;
# Jump through it and shoot the air vent on the right at the other side of the next room.&lt;br /&gt;
# Head through it and move right until you get the next air vent. Shoot it and head through it.&lt;br /&gt;
# Head forward to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Use your jetpack to fly to the air vent above you and move forward+right to the next one. Shoot it and move to the next room.&lt;br /&gt;
# Shoot the yellow canisters and head towards the pillar in the center of the room.&lt;br /&gt;
# Fall down the hole that appears into the next vent and keep moving forwards to the next air vent.&lt;br /&gt;
# Shoot the air vent and finish the level. The Assault Enforcer behind you can be ignored as you finish the level.&lt;br /&gt;
=== E2L7 - Lunar Reactor ===&lt;br /&gt;
# If you are low on health and still have a medkit, now would be a good time to use it.&lt;br /&gt;
# Head out of the doors moving forward+left to the metal doors at the end of the hall to the left.&lt;br /&gt;
# Ignore all enemies and head into the next room going right.&lt;br /&gt;
# Grab the Devastator ammo, steroids, and medkit on the floor to the left and head into the second stall.&lt;br /&gt;
# Grab the Blue Access Card behind the Assault Trooper and head back into the main area, still ignoring all enemies.&lt;br /&gt;
# Move forwards down the hall and use the Blue Access Card.&lt;br /&gt;
# Move right until you get to the middle of the grate. Stay against the wall on the right.&lt;br /&gt;
# Jump + duck to clip under it, and head right into the air vent, killing any slimes you need to.&lt;br /&gt;
# As you get to the brightly lit section of the air vent, shoot the first tile and fly out to the area in front of you using your jetpack.&lt;br /&gt;
# Grab the Yellow Access Card and head back into the air vent, going back the way you came.&lt;br /&gt;
# Head down the stream of sludge to the other end and blow up the crack in the wall using the RPG (if you have one) or the Devastator.&lt;br /&gt;
# Head through it and move forwards to the door requiring the Yellow Access Card.&lt;br /&gt;
# Use your medkit if you need to, and head into the next room.&lt;br /&gt;
# If you need to, shoot your Shrinker at the Battlelord at the other end and ignore it. Grab the Devastator ammo in the corner to the right.&lt;br /&gt;
# Fire your RPG at the Assault Enforcer at the bottom of the staircase on the right. (Use your jetpack to avoid spawning any further enemies).&lt;br /&gt;
# Follow the staircase down and ignore the other Assault Enforcer attempting to block it.&lt;br /&gt;
# Head forwards into the next room to the other end and flip the switch on the right.&lt;br /&gt;
# Head right and grab the Devastator ammo on the ledge above you.&lt;br /&gt;
# Move back some and fire your RPG (or Devastator) at the top of the generator to blow it up.&lt;br /&gt;
# Move to the set of opening doors on your left and ignore the Assault Commander firing at you.&lt;br /&gt;
# Head down the collapsing hall to the Auto Destruct button, and use a medkit if you need to in order not to die. Another Assault Commander will be waiting in the final room just in front of the Auto Destruct button.&lt;br /&gt;
=== E2L8 - Dark Side ===&lt;br /&gt;
# It is advised not to use your medkit yet if you still have it.&lt;br /&gt;
# Head out of the doors and grab the +30 Health on the right if you need it. Head left to the elevator.&lt;br /&gt;
# Head down the elevator and bring out your Shrinker.&lt;br /&gt;
# Move forwards through the next set of doors and use your jetpack to fly over to the passageway slightly above you and to the left.&lt;br /&gt;
# Flip the switch at the end of it and shrink the Assault Enforcer beside the door.&lt;br /&gt;
# Grab the Shrinker behind the map to the right and wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport to head to the next area.&lt;br /&gt;
# Grab the medkit to the right if you need it and head down the next passageway.&lt;br /&gt;
# Shrink the Assault Enforcer blocking the set of doors and head through them. Step on it if you need to.&lt;br /&gt;
# Go through the next set of doors and ignore the enemies around you. Use your jetpack to fly to the other end.&lt;br /&gt;
# Head through the next passageway and shrink anything that gets in the way.&lt;br /&gt;
# After going through the next set of doors, use your jetpack to fly up and right to the Yellow Access Card. The enemies in that room can be ignored unless they get in the way.&lt;br /&gt;
# Jump down and grab the Devastator to the right, and head back to the transport.&lt;br /&gt;
# Flip the switch in the transport and head back outside.&lt;br /&gt;
# Once you use your jetpack to fly over the wall again, drop down and head to the hall on the right and use the Yellow Access Card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1 (very unsafe, use for WR attempts!)&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Route 1 follows the Xbox 360 IL strat. This was recently discovered to be possible in Megaton. [http://www.twitch.tv/softman25/c/4938403 Softman25 demonstrates the route in this Twitch highlight]&lt;br /&gt;
# Open the doors and head into the next room.&lt;br /&gt;
# Flip the switch and fly upwards into an air vent in the ceiling. You should come to a secret area.&lt;br /&gt;
# Leave the area through the opening on the left and use your steroids.&lt;br /&gt;
# Head forwards and move past the door on your left.&lt;br /&gt;
# Turn around and face the door, and jump + duck at it to clip under it. (It has been reported that you could also fire an RPG at the enemies behind the door to help increase your chances of doing the clip).&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2 (marathon-safe strat)&amp;lt;/b&amp;gt;&lt;br /&gt;
# Open the doors and quickly close them again once you are past them to block the Assault Enforcer standing near them.&lt;br /&gt;
# Head left and flip the switch. Kill the Assault Enforcer and grab the +30 Health if you need it, then wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport and shrink the group of Assault Troopers at the end if you need to.&lt;br /&gt;
# Use your steroids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Head right down the next passageway, ignoring the enemies.&lt;br /&gt;
# Head through the door on the left and into the next room.&lt;br /&gt;
# Move forward+right towards the opening in the cliff. Stay behind the forcefield and clip behind it. Keep moving upwards+left and slowly move your mouse left against the forcefield, similar to the Incubator clip. (This may take a few attempts at first. It is instant death if it fails.)&lt;br /&gt;
# Shoot your RPG behind it at the wall to blow a hole in the wall, and head inside. Enemies can be ignored.&lt;br /&gt;
# The center prism in the middle is a teleporter, touch the front of it to head to the next room.&lt;br /&gt;
# Go to the opposite end and to the right to a pool of water to reach the Auto Destruct button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate route for super crazy persons&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# It's tough to explain in words, so I won't, but essentially, it's a damage overhang clip into a DM teleporter that saves about 40 seconds of the level. [https://www.youtube.com/watch?v=FN9JfHvkllI See this link to see it demonstrated]&lt;br /&gt;
# If you perform the clip and have enough steroids to make it to the forcefield clip - do so. You will need to grab a Devastator from Overlord. (When you enter Overlord arena, 90 degrees left into the niche on the wall, underwater)&lt;br /&gt;
# If you perform the clip 'late' on your steroids, fly up in the large concrete arena and turn off the forcefield 'like normal' - also grabbing the Devastator there.&lt;br /&gt;
&lt;br /&gt;
=== E2L9 - Overlord ===&lt;br /&gt;
# Follow the passageway to the surface.&lt;br /&gt;
# Shoot at the circular air vent to open it and use your jetpack to fly into it.&lt;br /&gt;
# Grab the Atomic Health on top of the fan blade if you need it, and carefully fall down to the boss room.&lt;br /&gt;
# Use your Devastator to kill the Overlord and finish the episode. It is behind the large metal doors.&lt;br /&gt;
=== E3L1 - Raw Meat ===&lt;br /&gt;
# Grab the Devastator in the secret compartment to your right (if you want to get it now).&lt;br /&gt;
# Jump off the building when you can and head into the main building.&lt;br /&gt;
# Grab the jetpack in the first room that opens to the left. It is in a secret compartment on the left side of the room.&lt;br /&gt;
# Head into the second room and wait for the table to slide down enough to get into the small room behind it.&lt;br /&gt;
# Grab the steroids on top of the fan blades and flip the switch on.&lt;br /&gt;
# Head out of the room, using the steroids, and go left to the green slime room. The doors there are now open.&lt;br /&gt;
# Behind the wall in the room is an opening in the building. Jump out of it and use your jetpack to gain some height after you jump out. Be against the brick wall in front of you.&lt;br /&gt;
# After you feel you gained enough height, fall and jump + duck as you land. You should clip under the door.&lt;br /&gt;
# Kill the Assault Enforcer awaiting you if you need to, and head through the window that is opening to the Auto Destruct button.&lt;br /&gt;
=== E3L2 - Bank Roll ===&lt;br /&gt;
# Move forward+left into the trash bin and grab the medkit.&lt;br /&gt;
# Use the medkit and jump out going backwards+left to behind the trashcans.&lt;br /&gt;
# Shoot the trashcan closest to the trash bin to grab the steroids, and use them upon getting them.&lt;br /&gt;
# Head forwards down the passageway and go right until you are below the office area.&lt;br /&gt;
# Use your jetpack to fly up into it.&lt;br /&gt;
# Grab the steroids, push the button on the front of the desk, grab the Blue Access Card, and jump off.&lt;br /&gt;
# Ignore all enemies and use the Blue Access Card.&lt;br /&gt;
# Quickly move through the area until you get to the desk on the other end. If you move too slowly, the Laser Tripbombs between each opening will activate before you get to the desk.&lt;br /&gt;
# Push/shoot the button behind the desk and grab the jetpack (if you need it) in the secret compartment behind the painting.&lt;br /&gt;
# Head through the doors at the other end of the room, ignoring the Pig Cop, and kill the Assault Enforcer awaiting you inside if you need to.&lt;br /&gt;
# Aim your Devastator at a slight left angle against the small section of the front wall on the right of the vault door, and shoot it. Crouch if you need to. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=0m40s TheBlackParrot demonstrates this in this YouTube video]&lt;br /&gt;
# Head back to the previous room and out through the hole that is now in the wall.&lt;br /&gt;
# Continue moving forwards past the enemies and head to the Auto Destruct button.&lt;br /&gt;
=== E3L3 - Flood Zone ===&lt;br /&gt;
# Grab the RPG on your left and head through the passageway. Grab the Atomic Health on the building ledge to the left you need it.&lt;br /&gt;
# Get your RPG ready and head down to the door beyond the cliff underwater.&lt;br /&gt;
# Crouch and move backwards against it as you fire your RPG at a downwards angle. This should clip you into the next room. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=0m54s TheBlackParrot demonstrates this in this YouTube video]&lt;br /&gt;
# Press the button on your right and head back out.&lt;br /&gt;
# Remain under the neon sign as it slides upwards, and grab the Red Access Card once you can get to it.&lt;br /&gt;
# Head upwards on top of the building you're in front of using your jetpack. (Stay on the right side)&lt;br /&gt;
# Use the Red Access Card on the garage door and head forward+right.&lt;br /&gt;
# Grab the Devastator ammo and fall down the hole to the Auto Destruct button.&lt;br /&gt;
=== E3L4 - L.A. Rumble ===&lt;br /&gt;
# Head forwards and right through the hole in the wall&lt;br /&gt;
# Use your jetpack to fly up to the office area.&lt;br /&gt;
# Ignore the enemies and press/shoot the button behind the desk to reveal an opening on the right.&lt;br /&gt;
# Head forward+left and grab the Red Access Card.&lt;br /&gt;
# Head to the newly revealed room and use the Red Access Card. Use a medkit if you need to.&lt;br /&gt;
# Use the teleporter to go to the Auto Destruct button.&lt;br /&gt;
=== E3L5 - Movie Set ===&lt;br /&gt;
# Move forwards+left right as you spawn and turn a bit if you need to see where you're going.&lt;br /&gt;
# Jump + duck to clip under the door and head down the stairs.&lt;br /&gt;
# Grab the medkit, and kick/shoot the glass to finish the level.&lt;br /&gt;
=== E3L6 - Rabid Transit ===&lt;br /&gt;
# Use your medkit.&lt;br /&gt;
# Move forward+left and clip through the revolving door. (You can accidentally die here, be cautious).&lt;br /&gt;
# Move left against the wall and wait for the first set of laser tripbombs to explode.&lt;br /&gt;
# Right after they explode, quickly move through the leftmost opening and out onto the subway track. Use your medkit right after the next set of laser tripbombs go off.&lt;br /&gt;
# Shoot your Devastator or RPG at the crack in the wall, and grab the Devastator in the gray compartment in the wall.&lt;br /&gt;
# After the explosions secede, grab everything in the newly formed hole and back out to the next station (forward+left).&lt;br /&gt;
# Jump into the first opening on the right and quick kick it open.&lt;br /&gt;
# Move forwards+left until you get to the dimly lit set of stairs.&lt;br /&gt;
# Manipulate the Mini-Battlelord's AI to shoot the slime canisters as you go up the stairs.&lt;br /&gt;
# Grab the Devastator ammo, Red Access Card, and Atomic Health (if you need it) and head back out through the new hole moving forward+right.&lt;br /&gt;
# Watch for the next door on the left as you head back onto the subway track. It should require a Red Access Card.&lt;br /&gt;
# As you enter the next room, fall into the water and through the opening underwater to reach the Auto Destruct button.&lt;br /&gt;
=== E3L7 - Fahrenheit ===&lt;br /&gt;
# Head forwards through the sliding bin.&lt;br /&gt;
# Use your jetpack to fly over the first wall and the building on the left.&lt;br /&gt;
# Fall onto the firetruck below and duck+jump to clip under the wall blocking the way.&lt;br /&gt;
# Continue through the hole and up the staircase where an Asssault Commander awaits you. Ignore it and fall under him.&lt;br /&gt;
# Jump up behind him to the switch on the right and switch it on.&lt;br /&gt;
# Grab the Yellow Access Card as you jump through the wall opening in front of you.&lt;br /&gt;
# Use your jetpack to fly over any walls in the way going forwards+left.&lt;br /&gt;
# Use the Yellow Access Card next to the first door on the right.&lt;br /&gt;
# Fly up to the higher part of the building and head left through the door on the right.&lt;br /&gt;
# Head into the room on the left and enter the room just in front of you. An Assault Trooper will be in front of the Red Access Card, kill it if you need to.&lt;br /&gt;
# Head back out going right and fly over walls again until you are over a pool of water. Fall into it and turn around.&lt;br /&gt;
# Head forwards ahead of the wall and resurface to the door requiring the Red Access Card.&lt;br /&gt;
# Use the Red Access Card and enter the next room.&lt;br /&gt;
# Blow open the crack in the wall using your RPG or Devastator and head to the Auto Destruct button. Have your pipebombs ready as you press the button.&lt;br /&gt;
=== E3L8 - Hotel Hell ===&lt;br /&gt;
# Turn around and throw a pipebomb at the crack in the wall.&lt;br /&gt;
# Jump into the new hole and press the Auto Destruct button. Have your Devastator ready as you finish the level.&lt;br /&gt;
=== E3L9 - Stadium ===&lt;br /&gt;
# Use your jetpack to go up faster than the elevator.&lt;br /&gt;
# Immediately start firing at the Cycloid Emperor's head and kill it to beat the episode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Any% (Glitchless) =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 19:33.71 [WR] || https://www.youtube.com/watch?v=Zwjs0YvVVjo&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Route ==&lt;br /&gt;
Any% Glitchless is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible using anything except glitches and cheats. Unlike standard Any%, any glitch done during an Any% (Glitchless) run will invalidate it.&lt;br /&gt;
=== E1L1 - Hollywood Holocaust ===&lt;br /&gt;
If you have run this level in standard Any% before, then the route will seem very familiar.&lt;br /&gt;
# Shoot or kick the fan vent in the top of the level, fall down and start moving diagonally forward+right.&lt;br /&gt;
# Jump onto the crate where the Assault Trooper is standing; you do not have to kill it, and then jump into a window diagonally up+left.&lt;br /&gt;
# Head to the poster in the secret room and open it, then grab the steroids.&lt;br /&gt;
# Using the steroids, jump out of a window onto the wall on the other side.&lt;br /&gt;
# Head down the wall and jump forward+left onto the ledge near the Auto Destruct button.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
=== E1L2 - Red Light District ===&lt;br /&gt;
# Head out of the elevator you start the level in and into the shop on the left.&lt;br /&gt;
# Kill the Pig Cop that may be in your way if you wish to.&lt;br /&gt;
# Head right to the red door, grabbing the Atomic Health and Shotgun on the other end if you wish to.&lt;br /&gt;
# Solve the button puzzle, head into the new room and use the elevator on the other end.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# Heading to the right, grab the Blue Access Card and shoot and jump out of the glass window further onto the right of the room.&lt;br /&gt;
# Head forwards to the booth beyond the door requiring the Yellow Access Card, and kill the Pig Cop.&lt;br /&gt;
# Use the Blue Access Card and solve the button puzzle that appears.&amp;lt;br /&amp;gt;(Solution: off; on; on; off)&lt;br /&gt;
# Flip the switch that appears in front of you and run to the pillar just in front of the building that is now falling.&amp;lt;br /&amp;gt;&lt;br /&gt;
# After waiting for the explosions to stop, run diagonally forward+right and grab the Yellow Access Card. A medkit is on the other end near the sewer if you need it.&lt;br /&gt;
# Head back to the red door you passed earlier and use the Yellow Access Card.&lt;br /&gt;
# Ignore the Pig Cop on the right as you enter and head left.&lt;br /&gt;
# Turn and head right into the bar (the first hall you come to on your right beyond the pool table). There will be a cabinet under the wall with liquor bottles.&lt;br /&gt;
# Ignore all enemies and grab the Red Access Card in the cabinet.&lt;br /&gt;
# Head out of the bar, evading the 3 Pig Cops that just spawned, and into the next hall.&lt;br /&gt;
# Use the Red Access Card and, ignoring everything in the new room, shoot the air vent on the right.&lt;br /&gt;
# Jump into the now open air vent (there is a table you can use to jump into it if need be), grab the items in it and shoot/kick the air vent on the other end.&lt;br /&gt;
# Use the Pig Cop standing in front of the ledge and jump onto it. Jump off the Pig Cop onto the ledge and follow it down to the end of the level.&amp;lt;br /&amp;gt;If you have ran Any% before and are using the Megaton Edition, do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; use the Death Row skip as that is a glitch and will invalidate the run.&lt;br /&gt;
# Walk into the end level trap as intended.&lt;br /&gt;
=== E1L3 - Death Row ===&lt;br /&gt;
# Head right and kick the glass window open. Jump into the room, and push the button on the right. A pistol and some ammo is on the other end if you need it.&lt;br /&gt;
# Jump out of the room using the window you just kicked out, and shoot/kick the glass behind the opening curtains.&lt;br /&gt;
# Jump out and head forwards, ignoring the enemies. A medkit is in front of the cell door if you need it.&lt;br /&gt;
# Keep going down the hall until you get near the red door requiring a Blue Access Card. A hole to your left will explode open leading to a new room. Head into it.&lt;br /&gt;
# Jump on the gears to the room ahead of them, and grab the RPG and Blue Access Card near the Assault Trooper firing at you. A +30 Health is on the other end if you need it.&lt;br /&gt;
# Head out of the gear room and back to the red door requiring the Blue Access Card. Use the Card and crouch underneath the Laser Tripbomb.&lt;br /&gt;
# Ignore the Pig Cops and head forwards. Head into the first room on your left and jump over the Laser Tripbomb that just activated. You will need to be quick in this room or you will kill yourself.&lt;br /&gt;
# Grab the Yellow Access Card and jump out just before you get to the slanted part of the floor. This will allow you just enough height not to hit the 2 Laser Tripbombs in front of you.&lt;br /&gt;
# Head left or right to the large room below you. Use the RPG to kill the Pig Cops in the room if you need to.&lt;br /&gt;
# Use the Yellow Access Card on the metal doors in the front of the room. Ignore the 2 Pig Cops on the right.&lt;br /&gt;
# Head forwards through the hall and head left once you get outside. Grab the Red Access Card and head back inside.&lt;br /&gt;
# On the other end of the room on either the left or right, use the Red Access Card. Kill any enemy in your way if you need to.&lt;br /&gt;
# Press/shoot the button ahead of you and head into the room that slid open.&lt;br /&gt;
# Press/shoot the button on the other end to reveal 2 doors behind you. Head into the one on the right (the switch on the inside should be labeled &amp;quot;02&amp;quot;).&lt;br /&gt;
# Kill the Pig Cop if needed and flip the switch off.&lt;br /&gt;
# Head back into the circular room and shoot the button under the air vent.&lt;br /&gt;
# Keep your aim steady and head out of the circular room using the metal doors on your right.&lt;br /&gt;
# Crouch under the Laser Tripbomb and head to the hall on your right, killing any enemies you need to.&lt;br /&gt;
# Once you come to a switch, switch it to the 3rd option. Ignore the enemies you encounter.&lt;br /&gt;
# In the 3rd room, go behind the picture on the right, grab the pipebombs on the end of the hidden hole you just went into, and blow up the end of it.&lt;br /&gt;
# Blow up the new end and continue heading outside via the sewer.&lt;br /&gt;
# Head underwater and go underneath the submarine. Enter it via the opening under it.&lt;br /&gt;
# Kill the enemy in the way of the Auto Destruct button if need be, kick/shoot the glass, and end the level.&lt;br /&gt;
=== E1L4 - Toxic Dump ===&lt;br /&gt;
# Head underwater and solve the button puzzle.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# An opening will start to appear on the left. Wait for it to open enough and head out moving up to the surface and diagonally forward+left.&lt;br /&gt;
# Enter the hole in the wall (grabbing the +30 Health if you need it) and kill the Assault Trooper at the top.&lt;br /&gt;
# Grab the RPG on your left and the Blue Access Card on your right. Jump off the ledge and head to the red door requiring the Blue Access Card on the other end of the area on the left.&lt;br /&gt;
# Use the Blue Access Card and follow the hallway down the the red door on your left.&lt;br /&gt;
# Enter the room and look up behind the pillar in front of you. Shoot the Laser Tripbomb with your RPG or else you risk killing yourself.&lt;br /&gt;
# Shoot the barrel of toxic waste on the conveyor belt and step onto the caution area. Kill the Assault Trooper on the left if you need to, but be sure to switch away from the RPG.&lt;br /&gt;
# Let the claw grab you from above and move you onto the higher conveyor belt. Shoot the barrel of toxic waste in front of you and step onto the caution area.&lt;br /&gt;
# Let the other claw grab you and move you in front of an area sealed off by glass. Kill the Pig Cop behind it and head into the room.&lt;br /&gt;
# Grab the Red Access Card and head back into the main room. Head diagonally forward+left to the room with 2 tiny entrances on the left and right.&lt;br /&gt;
# Use the Red Access Card and let the shrinker behind it hit you. Head into the next room using the entrance on the right and wait in a corner to grow back to full size. Enemies can and will crush you to your death if they can get to you.&lt;br /&gt;
# Kill the Assault Trooper in the room and flip the switch on. Let the shrinker hit you and head back to the other room. Go in to the new hall that opened on the right and wait to grow back to full size.&lt;br /&gt;
# Head underwater moving diagonally forward+left and press/shoot the button in the room past the mines.&lt;br /&gt;
# Head to the surface and wait for the water level to rise enough. Be in front of the toxic waterfall and grab the steroids to the left of it.&lt;br /&gt;
# Using the steroids, head to the small ledge on the other end and jump off the small cliff on the right while moving forwards. This takes you to a teleporter which allows you to skip the rest of the level. [https://www.youtube.com/watch?v=yl88h6xA2qk&amp;amp;t=13m02s TheBlackParrot demonstrates this in this YouTube video.]&lt;br /&gt;
# Open the door in front of you and use the Auto Destruct button on your left.&lt;br /&gt;
The skip used in the last part of the level is not considered a glitch, as no glitches are needed to access it.&lt;br /&gt;
=== E1L5 - The Abyss ===&lt;br /&gt;
# Head down the sewer and onto the narrow ledge on the left.&lt;br /&gt;
# Once you get to the end of the ledge, grab the Blue Access Card and head back to the toxic waste.&lt;br /&gt;
# Go left and use the Blue Access Card. Head down the passageway to the next ledge on the left, killing any enemies you need to.&lt;br /&gt;
# Stay right down the other passage way and jump onto the cliff in front of you. Step in front of the &amp;quot;SAN ANDREAS FAULT&amp;quot; sign to trigger the earthquake.&lt;br /&gt;
# Jump onto one of the falling cliffs (the one of the left that falls quicker has an Atomic Health) and jump down into the stream of toxic waste.&lt;br /&gt;
# Kill the Pig Cop if you need to and head down the passage way. Head to the one on the far left and ignore the Octabrain.&lt;br /&gt;
# Fall into the hole at the end of it and press the hand on the right.&lt;br /&gt;
# Head into the narrow passageway and kill the Octabrain (if you need to) in the next room. Use the hand near it to trigger a staircase slightly beyond it.&amp;lt;br /&amp;gt;Try to press it and jump onto the last part of the staircase to save time.&lt;br /&gt;
# Make sure as you step off the staircase that you trigger the next earthquake. It may not trigger if you move too fast and it will waste time.&lt;br /&gt;
# Press the next hand in front of you and jump on the ledge rising up on the right.&lt;br /&gt;
# Press the hand above it and wait for the shrinker on the far end to hit you. Head into the next area via the small passageway on the floor to the right.&lt;br /&gt;
# Go into the toxic waste and head forwards. Another passageway will be beyond the toxic waste. Grab the Atomic Health if you need it.&lt;br /&gt;
# Follow the next few passageways and kill any enemies in your way if you need to.&lt;br /&gt;
# Once you get to a metal door, open it and head down to the opening door. The Octabrain at the end of it is usually of no threat.&lt;br /&gt;
# Press the button on the right behind the opening door and fall down the hole. If you stay left as you fall down the hole, a small opening with an RPG will be waiting.&lt;br /&gt;
# Head into the boss room in front of you by pressing the button near the doors. 15 RPG ammo is on your left if you need it.&lt;br /&gt;
# Grab the medkit (use your previous one if you have one) and grab the Atomic Health near the Battlelord. Kill it and finish the episode.&lt;br /&gt;
5 RPG ammo is on each corner of the toxic waste, but about 20 total is optimal to kill the Battlelord.&lt;br /&gt;
=== E2L1 - Space Port ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# As you start the level, immediately move diagonally backward+left to enter the teleporter.&lt;br /&gt;
# Grab the RPG and steroids in the ship and head back out into the main hallway.&lt;br /&gt;
# Stay right until you get to the room with an Assault Trooper. Grab the Shotgun if need be and flip the switch off.&lt;br /&gt;
# Head through the passageway where the forcefield was active.&lt;br /&gt;
# Ignore the Assault Trooper on the other end and jump into the &amp;quot;RESTRICTED PERSONNEL&amp;quot; sign.&lt;br /&gt;
# Stay left and follow the vent down to the air vent. Shoot/kick it open, grab the medkit on the right below you if you need it, and grab the Blue Access Card.&lt;br /&gt;
# Head out of the room and into the next main room. Go to the elevator and jump on and off the Assault Trooper to bypass it.&lt;br /&gt;
# Use the Blue Access Card and head to the elevator that opened on the other end. Kill the Assault Enforcer inside it and head up to the next floor.&lt;br /&gt;
# Once you get to the next floor, jump on the crate to your left and onto the ledge above it. Grab the jetpack and shoot the yellow canisters on the other end.&lt;br /&gt;
# Head into the broken elevator through the hole that just appeared and flip the switch on.&lt;br /&gt;
# Head out into the passageway behind you and solve the switch puzzle.&amp;lt;br /&amp;gt;(Solution: off; off; on; off)&lt;br /&gt;
# Jump out into the hole in the center of the main area and fall into the water below.&lt;br /&gt;
# Grab the Red Access Card and head back up to the second floor using your jetpack.&lt;br /&gt;
# Use the Red Access Card in the blue lighted area near the switch puzzle.&lt;br /&gt;
# Enter the new passage way and follow it until you get to the Auto Destruct button.&lt;br /&gt;
=== E2L2 - Incubator ===&lt;br /&gt;
# Be patient and wait for the two rooms to connect. You can glitch the game into leaving the starting forcefields on by hitting one of them too early.&lt;br /&gt;
# Once the forcefields are clear, enter the next hallway and use the steroids you picked up in E2L1.&lt;br /&gt;
# Move down the hallway and enter the next room, ignoring all enemies. A couple of Sentry Drones may hit you in the process, so use a medkit if you need to.&lt;br /&gt;
# Flip the switch in the middle of the room on and head right to the next room.&lt;br /&gt;
# Stay right and wait for the floor to slide down far enough to jump into.&lt;br /&gt;
# Continue staying right and flip the switch off in the blue lighted room on the right.&lt;br /&gt;
# Head back to the previous room and enter the hall on your right. There was a blocked passageway here before, but it is no longer blocked.&lt;br /&gt;
# Go left and ignore the enemies, they are of no threat.&lt;br /&gt;
# Enter the door on the right and grab the Yellow Access Card.&lt;br /&gt;
# Head down the other hallway and again, ignore all enemies.&lt;br /&gt;
# Use the Yellow Access Card on the door on the left and enter the room.&lt;br /&gt;
# Shoot the button on the right part of the main section and leave the room.&lt;br /&gt;
# Jump/jetpack onto the left ledge sliding down and fall into the next area.&lt;br /&gt;
# Grab the medkit and steroids on the left and head forwards and slightly left onto a ledge with an alien switch.&lt;br /&gt;
# Turn it on and head to the metal doors in the area that appears. The enemies are usually of no threat.&lt;br /&gt;
# Enter the small room and use the Auto Destruct button to end the level. The Octabrain attacking you will not kill you if you have enough health.&lt;br /&gt;
=== E2L3 - Warp Factor ===&lt;br /&gt;
# Wait for the elevator to stop and head to the metal door in front of you.&lt;br /&gt;
# Continue in diagonally forward+left and head into the elevator to the left. It will start going down on it's own as it explodes. The back-left corner is a safe spot.&lt;br /&gt;
# Wait for the elevator to stop exploding near you and head out into the next area staying left.&lt;br /&gt;
# As you get to the other end, grab the Blue Access Card. An Atomic Health will be on your left if you need it.&lt;br /&gt;
# Head back up to the previous area and go into the other elevator.&lt;br /&gt;
# Use it and immediately start moving right while crouching. This will allow you to bypass the set of Laser Tripbombs that would usually appear in front of you.&lt;br /&gt;
# Use the Blue Access Card and get the elevator moving down in front of you. Kill the Assault Enforcer behind you as it may cause issues later in the level.&lt;br /&gt;
# Enter the elevator and move up into the next hallway.&lt;br /&gt;
# Head right into the next passageway. You will encounter 2 Sentry Drones, but as long as you have enough health, you will not die.&lt;br /&gt;
# Flip the switch on and wait for the transport to arrive.&lt;br /&gt;
# Enter it, flip the switch inside it and kill any enemy in the way (if you need to) once you get to the other passageway.&lt;br /&gt;
# Once you get to the end of it, grab the devastator ammo on the right and enter the next area.&lt;br /&gt;
# Head forwards until you get to a button puzzle on your left. Solve it and then grab the Yellow Access Card on your left.&amp;lt;br /&amp;gt;(Solution: off; on; off)&lt;br /&gt;
# Go back to the transport and flip the switch in it once more.&lt;br /&gt;
# Head back to the Blue Access Card elevator and go back down.&lt;br /&gt;
# Head right through the metal door at the bottom and go forwards to the small area on the left. A Shrinker will be behind the wall near the button, grab that and head right.&lt;br /&gt;
# Use the Yellow Access Card on the large metal door in the middle of the area past the first opening on the left.&lt;br /&gt;
# Grab the Shrinker ammo sitting in the middle of the two walkways and use the one on the right as it makes you run faster.&lt;br /&gt;
# Head left until you come to the first metal door on the right (not the one you first see in front of you).&lt;br /&gt;
# As you enter the room, there will be a Security screen and a switch on the right. Flip it to the off position and head back down the walkways to the previous area.&lt;br /&gt;
# Enter the opening and into the blue lighted room in the middle. If you were fast enough, you should not have to wait for the path to be clear to enter the elevator. If you miss it, it adds around 15 seconds to the time, so it is very important to be a bit speedy in this level.&lt;br /&gt;
# Head down the elevator and make sure your health is above 50. Grab a +30 Health at the bottom floor if you need it and use the Auto Destruct button to finish the level.&lt;br /&gt;
=== E2L4 - Fusion Station ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Move forward+right to the switch at the other end of the room and switch it on.&lt;br /&gt;
# Follow the passageway on the left, killing the Assault Trooper at the end if you need to (you can also jump+crouch over it).&lt;br /&gt;
# Flip the switch on to the left and head through the door to the left.&lt;br /&gt;
# Use your jetpack and fly up+left to the final area of the level. Grab the 2 Atomic Healths and the jetpack on the small ledge just below it.&lt;br /&gt;
# Enter the metal door and into the final area. Grab the Chaingun as it is the trigger for the Auto Destruct button to appear in the middle.&lt;br /&gt;
# An Atomic Health is in the middle just to the right of the Chaingun, grab that before finishing the level.&lt;br /&gt;
# Pull out your shrinker as you hit the Auto Destruct button as you need to use it during the next level.&lt;br /&gt;
=== E2L5 - Occupied Territory ===&lt;br /&gt;
# Push/shoot the button behind you and head out of the sliding doors using your steroids. (Running into them while using steroids has been known to kill you, be cautious until you get used to running past them).&lt;br /&gt;
# Head left past the doors that are closing (you may need to jump over them) and down the passageway past the 3 Assault Enforcers shooting at you.&lt;br /&gt;
# Ignore them and head into the next room to the other end. The 2 Assault Commanders firing rockets at you usually do not kill you, but may decrease your health.&lt;br /&gt;
# Head diagonally forward+left into the green slime room. 10 Shrinker ammo will be on your left as you enter it, grab that if you need it.&lt;br /&gt;
# Use the walkway on your right and go left once you get to the other end. Avoid the Assault Commander's rockets and shoot the yellow canisters if you want to be cautious.&lt;br /&gt;
# Grab the Red Access Card in the middle area and head back out to the main area moving forward+left. There may be a slew of enemies now after you but you can avoid them if you have enough health and are fast enough. Otherwise, use your Shrinker and try to get rid of those in your way.&lt;br /&gt;
# Use the Red Access Card to extend the walkway to the room to the left.&lt;br /&gt;
# Kill/shrink the Assault Enforcer in the way if you need to, and open the doors to the next room.&lt;br /&gt;
# Stay back and wait for the doors to open enough to shoot your Shrinker at the Battlelord in the room. Aim for its feet, as the blast radius will be enough to shrink it in one shot. (further explained [[Duke Nukem 3D/Game Mechanics and Glitches|here]]).&lt;br /&gt;
# Grab the Blue Access Card at the other end of the room and step on the Battlelord if you need to. A +30 Health will be behind the left pillar if you need it.&lt;br /&gt;
# Head down to the door requiring a Blue Access Card and use it. Enemies may be firing upon you if you left them alone before, so be sure to evade them while the door is opening.&lt;br /&gt;
# Head left and grab the medkit if you need it.&lt;br /&gt;
# Turn around and use your jetpack to fly up until you get to an open room with an Assault Enforcer in it. Kill/shrink it and grab the +30 Health if you need it.&lt;br /&gt;
# Grab the devastator ammo to the left facing the control panel.&lt;br /&gt;
# Go back to the opening and press the left button.&lt;br /&gt;
# Use your jetpack and quickly fly to the right Battlelord and shoot your Shrinker at its feet. Stay out of the range of the left Battlelord. ([https://www.youtube.com/watch?v=EKzl0RERErI&amp;amp;t=5m43s LLCoolDave demonstrates this in this YouTube video])&lt;br /&gt;
# Flip the switch and head to the middle part, then use the Auto Destruct button.&lt;br /&gt;
=== E2L6 - Tiberius Station ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Shoot your Shrinker at the air vent as you spawn and switch to your pistol.&lt;br /&gt;
# Jump through it and shoot your pistol at the button ahead.&lt;br /&gt;
# Jump off the area into the next under the door.&lt;br /&gt;
# Head forward+right to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
# Use your jetpack to fly to the air vent above you and move forward+right to the next one. Shoot it and move to the next room.&lt;br /&gt;
# Shoot the yellow canisters and head towards the pillar in the center of the room.&lt;br /&gt;
# Fall down the hole that appears into the next vent and keep moving forwards to the next air vent.&lt;br /&gt;
# Shoot the air vent and finish the level. The Assault Enforcer behind you can be ignored as you finish the level.&lt;br /&gt;
=== E2L7 - Lunar Reactor ===&lt;br /&gt;
# If you are low on health and still have a medkit, now would be a good time to use it.&lt;br /&gt;
# Head out of the doors moving forward+left to the metal doors at the end of the hall to the left.&lt;br /&gt;
# Ignore all enemies and head into the next room going right.&lt;br /&gt;
# Grab the Devastator ammo and the medkit on the floor to the left and head into the second stall.&lt;br /&gt;
# Grab the Blue Access Card behind the Assault Trooper and head back into the main area, still ignoring all enemies.&lt;br /&gt;
# Move forwards down the hall and use the Blue Access Card.&lt;br /&gt;
# Head left down the next room and shoot your Shrinker at the Battlelord blocking the next set of doors.&lt;br /&gt;
# Moving into the next room, head into the part on the right and fall down into the hole in the middle.&lt;br /&gt;
# Flip the switch on the right and quickly move forwards to the air vent.&lt;br /&gt;
# Shoot/kick it out and fall to the ledge in front of you where the Assault Trooper is standing. You can ignore it.&lt;br /&gt;
# Grab the Yellow Access Card and shoot at the vent closest to the wall (slightly above and left).&lt;br /&gt;
# Use your jetpack to fly up into it and follow it down to the next air vent.&lt;br /&gt;
# Kick/shoot it and follow the stream of toxic waste down to the end.&lt;br /&gt;
# Bring out your RPG and fire it somewhat near the end near the turning gear, close to the crack in the wall.&lt;br /&gt;
# Head through it back to the main room, going forward+left towards the door requiring the Yellow Access Card.&lt;br /&gt;
# Use your medkit if you need to, and head into the next room.&lt;br /&gt;
# If you need to, shoot your Shrinker at the Battlelord at the other end and ignore it. Grab the Devastator ammo in the corner to the right.&lt;br /&gt;
# Fire your RPG at the Assault Enforcer at the bottom of the staircase on the right.&lt;br /&gt;
# Follow the staircase down and ignore the other Assault Enforcer attempting to block it.&lt;br /&gt;
# Head forwards into the next room to the other end and flip the switch on the right.&lt;br /&gt;
# Head right and grab the Devastator ammo on the ledge above you.&lt;br /&gt;
# Move back some and fire your RPG at the top of the generator to blow it up.&lt;br /&gt;
# Move to the set of opening doors on your left and ignore the Assault Commander firing at you.&lt;br /&gt;
# Head down the collapsing hall to the Auto Destruct button, and use a medkit if you need to in order not to die. Another Assault Commander will be waiting in the final room just in front of the Auto Destruct button.&lt;br /&gt;
=== E2L8 - Dark Side ===&lt;br /&gt;
If you have run this level in standard Any% before, then the route will seem very familiar.&lt;br /&gt;
# It is advised not to use your medkit yet if you still have it.&lt;br /&gt;
# Head out of the doors and grab the +30 Health on the right if you need it. Head left to the elevator.&lt;br /&gt;
# Head down the elevator and bring out your Shrinker.&lt;br /&gt;
# Move forwards through the next set of doors and use your jetpack to fly over to the passageway slightly above you and to the left.&lt;br /&gt;
# Flip the switch at the end of it and shrink the Assault Enforcer beside the door.&lt;br /&gt;
# Grab the Shrinker behind the map to the right and wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport to head to the next area.&lt;br /&gt;
# Grab the medkit to the right if you need it and head down the next passageway.&lt;br /&gt;
# Shrink the Assault Enforcer blocking the set of doors and head through them. Step on it if you need to.&lt;br /&gt;
# Go through the next set of doors and ignore the enemies around you. Use your jetpack to fly to the other end.&lt;br /&gt;
# Head through the next passageway and shrink anything that gets in the way.&lt;br /&gt;
# After going through the next set of doors, use your jetpack to fly up and right to the Yellow Access Card. The enemies in that room can be ignored unless they get in the way.&lt;br /&gt;
# Jump down and grab the Devastator to the right, and head back to the transport.&lt;br /&gt;
# Flip the switch in the transport and head back outside.&lt;br /&gt;
# Once you use your jetpack to fly over the wall again, drop down and head to the hall on the right and use the Yellow Access Card.&lt;br /&gt;
# Open the doors and quickly close them again once you are past them to block the Assault Enforcer standing near them.&lt;br /&gt;
# Head left and flip the switch. Kill the Assault Enforcer and grab the +30 Health if you need it, then wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport and shrink the group of Assault Troopers at the end if you need to.&lt;br /&gt;
# Head right down the next passageway, ignoring the enemies.&lt;br /&gt;
# Head through the door on the left and into the next room.&lt;br /&gt;
# Use the open passageway on the right and flip the switch in front of you to head outside.&lt;br /&gt;
# Use your jetpack to fly up to the room above you in the middle, and flip the switch inside. Grab the Atomic Health beside it if you need to.&lt;br /&gt;
# Head back down the hole using the jetpack to cushion the fall, and move opposite of the passageway you were at previously.&lt;br /&gt;
# Shoot your Shrinker at the Battlelord awaiting you and follow the passageway down to the Assault Commander awaiting you.&lt;br /&gt;
# Shoot your RPG behind it at the wall to blow a hole in the wall, and head inside. Enemies can be ignored.&lt;br /&gt;
# The center prism in the middle is a teleporter, touch the front of it to head to the next room.&lt;br /&gt;
# Go to the opposite end and to the right to a pool of water to reach the Auto Destruct button.&lt;br /&gt;
=== E2L9 - Overlord ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Follow the passageway to the surface.&lt;br /&gt;
# Shoot at the circular air vent to open it and use your jetpack to fly into it.&lt;br /&gt;
# Grab the Atomic Health on top of the fan blade if you need it, and carefully fall down to the boss room.&lt;br /&gt;
# Use your Devastator to kill the Overlord and finish the episode. It is behind the large metal doors.&lt;br /&gt;
=== E3L1 - Raw Meat ===&lt;br /&gt;
# Grab the Devastator in the secret compartment to your right (if you want to get it now).&lt;br /&gt;
# Jump off the building when you can and head into the main building.&lt;br /&gt;
# Grab the jetpack in the first room that opens to the left. It is in a secret compartment on the left side of the room.&lt;br /&gt;
# Head into the second room and wait for the table to slide down enough to get into the small room behind it.&lt;br /&gt;
# Grab the steroids on top of the fan blades and flip the switch on.&lt;br /&gt;
# Head out of the room, using the steroids, and go left to the green slime room. The doors there are now open.&lt;br /&gt;
# Jump forward ahead of the slime containers and enter the room behind the doors. 2 Assault Enforcers will be awaiting you, but they can usually be ignored.&lt;br /&gt;
# Grab the Blue Access Card in the compartment to the left and head back out of the green slime room, going left.&lt;br /&gt;
# Use the Blue Access Card on the first set of doors on your right. Ignore the Pig Cop awaiting you and go through, heading right.&lt;br /&gt;
# Head into the kitchen and jump into the sink ahead of you, by this point your steroids should now wear off. Head underwater and grab the 2 +30 Healths if you need them.&lt;br /&gt;
# Flip the switch to the right of the door and grab the Red Access Card at the other end.&lt;br /&gt;
# Surface temporarily to grab the Scuba Gear if you need it for E3L3, and head back where you came from.&lt;br /&gt;
# Resurface from the sink and head down the stairs to the doors requiring the Red Access Card.&lt;br /&gt;
# Kill the Assault Enforcer awaiting you if you need to, and head through the window that is opening to the Auto Destruct button.&lt;br /&gt;
=== E3L2 - Bank Roll ===&lt;br /&gt;
# Move forward+left into the trash bin and grab the medkit.&lt;br /&gt;
# Use the medkit and jump out going backwards+left to behind the trashcans.&lt;br /&gt;
# Shoot the trashcan closest to the trash bin to grab the steroids, and use them upon getting them.&lt;br /&gt;
# Head forwards down the passageway and go right until you are below the office area.&lt;br /&gt;
# Use your jetpack to fly up into it.&lt;br /&gt;
# Grab the steroids, push the button on the front of the desk, grab the Blue Access Card, and jump off.&lt;br /&gt;
# Ignore all enemies and use the Blue Access Card.&lt;br /&gt;
# Quickly move through the area until you get to the desk on the other end. If you move too slowly, the Laser Tripbombs between each opening will activate before you get to the desk.&lt;br /&gt;
# Push/shoot the button behind the desk and grab the jetpack (if you need it) in the secret compartment behind the painting.&lt;br /&gt;
# Head through the doors at the other end of the room, ignoring the Pig Cop, and kill the Assault Enforcer awaiting you inside if you need to.&lt;br /&gt;
# Head behind the desk in the room and press/shoot each of the 3 buttons.&lt;br /&gt;
# Head through the opening on the right and use your jetpack to fly over the gears. Move forward and slightly right until you come to a room containing the Red Access Card.&lt;br /&gt;
# Grab the Red Access Card and quickly leave following the path you came from.&lt;br /&gt;
# Head to the vault door to the left and use the Red Access Card.&lt;br /&gt;
# Open it and shoot a slime container to trigger a series of explosions. A hole will appear on the right, go through that and head left to finish the level.&lt;br /&gt;
=== E3L3 - Flood Zone ===&lt;br /&gt;
# Grab the RPG on your left and head through the passageway to the water below. Grab the Atomic Health on the building ledge to the left you need it.&lt;br /&gt;
# Use your jetpack to fly to the Blue Access Card beyond the building to the left. It will be on a high ledge behind a lower building.&lt;br /&gt;
# Grab the Blue Access Card and fall into the water.&lt;br /&gt;
# Use the Blue Access Card on the door behind you and enter the next room.&lt;br /&gt;
# Swim below+right behind the eggs to grab the Yellow Access Card.&lt;br /&gt;
# Fly back up to the building you flew over previously at the beginning and use the Yellow Access Card on the door in the cliff.&lt;br /&gt;
# Enter the door and follow the staircase down to the ground.&lt;br /&gt;
# Head right to the button ahead of you and press/shoot it. Wait for the red neon sign to start moving up and grab the Red Access Card behind it.&lt;br /&gt;
# Once you grab the Red Access Card, fly up+right to the garage door requiring it.&lt;br /&gt;
# Go through it, and head right down the hole to the Auto Destruct button. Grab the Devastator ammo on your way.&lt;br /&gt;
=== E3L4 - L.A. Rumble ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Head forwards and right through the hole in the wall&lt;br /&gt;
# Use your jetpack to fly up to the office area.&lt;br /&gt;
# Ignore the enemies and press/shoot the button behind the desk to reveal an opening on the right.&lt;br /&gt;
# Head forward+left and grab the Red Access Card.&lt;br /&gt;
# Head to the newly revealed room and use the Red Access Card. Use a medkit if you need to.&lt;br /&gt;
# Use the teleporter to go to the Auto Destruct button.&lt;br /&gt;
=== E3L5 - Movie Set ===&lt;br /&gt;
# Grab the +30 Health if you need it, and head forward+right into the passageway.&lt;br /&gt;
# Grab the Blue Access Card underneath the telephone booth&lt;br /&gt;
# Head back outside until you come to the first set of doors on the left.&lt;br /&gt;
# Use the Blue Access Card and head inside, killing any enemies if you need to.&amp;lt;br /&amp;gt;The level here starts to get a bit hectic with more enemies spawning as you go, proceed with caution if you do not wish to kill them.&lt;br /&gt;
# Head forwards through the door to the right of the door requiring a Red Access Card (labeled &amp;quot;Stage 17B&amp;quot;).&lt;br /&gt;
# Enter Stage 17B and grab the Yellow Access Card on set, and grab the medkit on the other end if you need it.&lt;br /&gt;
# Leave the room the way you came from and use the Yellow Access Card on the door to the right.&lt;br /&gt;
# Enter the set through the left and head to the seat on the right.&lt;br /&gt;
# Grab the Red Access Card and head back to Stage 17B.&lt;br /&gt;
# Use the Red Access Card on the opposite end and flip the switch inside.&lt;br /&gt;
# Head back to the doors requiring the Blue Access Key and quickly move forward+right. The Battlelord can be ignored.&lt;br /&gt;
# Head down the staircase and grab the medkit on the way if you need to.&lt;br /&gt;
# Shoot/kick the glass and use the Auto Destruct button.&lt;br /&gt;
=== E3L6 - Rabid Transit ===&lt;br /&gt;
This level is highly cycle dependent, so try to be as swift as possible.&lt;br /&gt;
# Head left through the rotating doors (be careful not to glitch through them, as they can kill you).&lt;br /&gt;
# Go left towards the subway, but wait for the first set of Laster Tripbombs to explode.&lt;br /&gt;
# Shoot your RPG at each set of remaining Laser Tripbombs to clear them and await the subway. Enter the leading carriage.&lt;br /&gt;
# Kill the Pig Cop at the next stop and continue waiting until you come to a red lighted area in the wall.&lt;br /&gt;
# Jump to the red lighted area and grab the Blue Access Card.&lt;br /&gt;
# Wait for the subway to pass and start running for the last carriage. Jump into it from the left side.&lt;br /&gt;
# At the next stop, use the Blue Access Card to open the sets of doors to the left.&lt;br /&gt;
# Quickly follow the hall down to the next hall on the right and stay left once you enter it.&lt;br /&gt;
# Let the Battlelord spawn to attempt to manipulate its aim if possible towards the slime containers. If you fail to, just shoot one of them.&lt;br /&gt;
# Grab the Atomic Health, Devastator ammo, and the Red Access Card in one motion as you leave through the hole in the wall. All enemies can be ignored.&lt;br /&gt;
# Let the subway go if it is currently idle, and stay behind it.&lt;br /&gt;
# Use the Red Access Card on the first door you come to on the right within the subway.&lt;br /&gt;
# Enter it, jump off the ledge and into the water.&lt;br /&gt;
# Turn around and start swimming into the opening to reach the Auto Destruct button.&lt;br /&gt;
=== E3L7 - Fahrenheit ===&lt;br /&gt;
There is only one step in this level that differs from standard Any%.&lt;br /&gt;
# Head forwards through the sliding bin.&lt;br /&gt;
# Use your jetpack to fly over the first wall and the building on the left.&lt;br /&gt;
# Fall onto the firetruck below and fire your RPG at the crack in the wall.&lt;br /&gt;
# Continue through the hole and up the staircase where an Asssault Commander awaits you. Ignore it and fall under him.&lt;br /&gt;
# Jump up behind him to the switch on the right and switch it on.&lt;br /&gt;
# Grab the Yellow Access Card as you jump through the wall opening in front of you.&lt;br /&gt;
# Use your jetpack to fly over any walls in the way going forwards+left.&lt;br /&gt;
# Use the Yellow Access Card next to the first door on the right.&lt;br /&gt;
# Fly up to the higher part of the building and head left through the door on the right.&lt;br /&gt;
# Head into the room on the left and enter the room just in front of you. An Assault Trooper will be in front of the Red Access Card, kill it if you need to.&lt;br /&gt;
# Head back out going right and fly over walls again until you are over a pool of water. Fall into it and turn around.&lt;br /&gt;
# Head forwards ahead of the wall and resurface to the door requiring the Red Access Card.&lt;br /&gt;
# Use the Red Access Card and enter the next room.&lt;br /&gt;
# Blow open the crack in the wall using your RPG and head to the Auto Destruct button.&lt;br /&gt;
=== E3L8 - Hotel Hell ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
After some discussion, the pipebomb skip used in the standard Any% route is now allowed in Hotel Hell.&lt;br /&gt;
# Turn around and throw a pipebomb at the crack in the wall.&lt;br /&gt;
# Jump into the new hole and press the Auto Destruct button. Have your Devastator ready as you finish the level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Old route:&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head outside and fly up+right. You will land on the Blue Access Card.&lt;br /&gt;
# Head back down and kill any enemies that you need to. Use the Blue Access Card and enter the door.&lt;br /&gt;
# Go forward+right until you come across the first opening on the left.&lt;br /&gt;
# Go through that opening staying on the far side of the hall going left until you come to a set of glass doors.&lt;br /&gt;
# Shoot the glass and move left to the window on the right. A Pig Cop will await you, kill it.&lt;br /&gt;
# As you get closer to the Yellow Access Card on the right (near the picture), an Assault Commander will spawn outside of the window. Try to avoid its rockets as the door behind the picture opens.&lt;br /&gt;
# Grab the Yellow Access Card and head back into the hotel from the glass doors.&lt;br /&gt;
# Head forwards to the elevator on the right at the far side of the room.&lt;br /&gt;
# Use the Yellow Access Card and go up the elevator.&lt;br /&gt;
# Head forward+left through the bar to the pool area and jump onto the ledge. Kill any enemies you feel will be in the way on the ledge ahead of you and fly over to it using your jetpack.&lt;br /&gt;
# Jump through one of the windows that opens and shoot the air vent in the room.&lt;br /&gt;
# Jump through it and fall into the hole with the Auto Destruct button. Use the jetpack to cushion your fall if you need to.&lt;br /&gt;
# Switch to your Devastator weapon as the level ends.&lt;br /&gt;
=== E3L9 - Stadium ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Use your jetpack to go up faster than the elevator.&lt;br /&gt;
# Immediately start firing at the Cycloid Emperor's head and kill it to beat the episode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 27:34.22 [WR] || https://www.youtube.com/watch?v=M7hddDKFXsk&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
100S is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible exploiting any bug/glitch found in the route. All secrets &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be obtained, and all secret levels must also be completed. Cheating will invalidate your run.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The route for 100S is still being heavily optimized. Check the runs for current route details.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100% =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| || || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
100% is typically run on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty, as it is the fastest.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 100%, the goal is to complete the game (all 3 original episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt;) in the fastest time, while also having triggered all of the secrets and having scored all available kills in every level.  Additionally, all secret levels must have been visited and completed to the same extent.  Typing in cheats will invalidate your run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this differs from Max% in that enemy spawn triggers can be avoided!&amp;lt;br /&amp;gt;&lt;br /&gt;
Some levels contain enemies that cannot be killed: for these levels, the tally should only be missing the enemies that are not killable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in 100%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2015-11-23T16:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added additional reference to Kick Open section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating with strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water with a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
Note that pipebombs that are being thrown are not affected by Duke's momentum.&amp;lt;br /&amp;gt;&lt;br /&gt;
The velocity at which pipebombs are thrown is primarily affected by the length of time the fire button is held before the throw.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Further, in the original 1.3D release, pipebombs could be thrown through extremely thick walls into neighbouring sectors if thrown with the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening, Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extra Large Ledge Push ==&lt;br /&gt;
Extra Large Ledge Pushes are performed by intersecting the corner of Duke's hitbox with the outside corner of a ledge (rather than the inside one as in a normal Large Ledge Push).&amp;lt;br /&amp;gt;&lt;br /&gt;
If this is performed accurately, Duke will slide into the floor for a short duration of time, during which time, Duke will be able to clip through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This trick appears visually similar to the Safety Fall glitch, both of which appear to be linked to how Duke 3D handles stair-stepping.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes are known to work without steroids on ledges up to 384 units large, and are also known to work with steroids on ledges up to 576 units large.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ledges of 512 units appear to be too large for one to even begin clipping without steroids -- by the time Duke reaches the wall, he's already visually popped out of the floor.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to a Large Ledge Push, you will know you are close to achieving an Extra Large Ledge Push if Duke does not make a sound upon landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown exactly how large dividing walls can be before they will no longer allow Duke to Extra Large Ledge Push through without being crushed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes definitely allow divides of 64 units without steroids and 128 units with, but further testing for upper limits is required.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is suspected that performing an Extra Large Ledge Push on a ledge which allows Large Ledge Pushes may allow one to survive travelling through larger dividing walls than allowed with simply a Large Ledge Push (as is the case with a Large Ledge Push on a small ledge).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Glitch Exhibition/Challenge Map:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://www.dropbox.com/s/vcco6puycgbrdze/ELLPush.zip?dl=0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this glitch is only possible in Megaton Edition if vertical mouse aim is enabled!&amp;lt;br /&amp;gt;&lt;br /&gt;
If vertical mouse aim is disabled, Megaton will instead act like the original games and cause Duke to lose all velocity when he takes a painful fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important to note that Duke can shrink himself by reflecting the Shrink Ray off a mirror, but other methods of colliding with Duke's own Shrink Ray shot will not shrink him (shooting through teleporters, running faster than the shot &amp;amp; catching up with it).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in with or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mirror Sectors &amp;amp; Clipping ==&lt;br /&gt;
Mirrors in Duke 3D have specialized sectors behind them -- these mirror sectors have special behaviours.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mirror sectors do not render in the normal fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
From outside of the mirror, a reflection will be rendered; from inside, nothing in the mirror sector itself will be rendered (leading to a Hall of Mirrors effect).&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reflection to work in certain versions of the game, the sector needs to be at least as large as the area to be reflected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because mirror sectors are not intended for the player to enter, attempting to clip directly into an unbroken mirror will usually bounce Duke back out.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be easily exploited to buffer ledge pushes and is especially useful when a push is needed at a precise angle adjacent to the mirror.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, the large size of a number of mirror sectors allow them to easily be warped into accidentally.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke came from an overlapping sector, he cannot be returned back simply by resetting his X/Y location.&amp;lt;br /&amp;gt;&lt;br /&gt;
This leads to warps causing Duke to become stuck in the mirror sector, constantly resetting his position while inside.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Note: noclip will allow one to pass through a mirror unaffected by this)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors with Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors with sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors with sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding with the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors with enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically with one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined with some EDuke32 patches [further modified with a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump without having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while with the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting with any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
For a locked door to be kick-openable, the door must:&amp;lt;br /&amp;gt;&lt;br /&gt;
* use &amp;quot;doortile&amp;quot; textures&lt;br /&gt;
* have an Activator within the sector&lt;br /&gt;
* have wall lotags the same as the Activator&lt;br /&gt;
* be a door sector (not simply have a sector effector that raises/lowers the ceiling/floor)&lt;br /&gt;
Kick-openable locked doors contain both an Activator and an ActivatorLocked.&amp;lt;br /&amp;gt;&lt;br /&gt;
See http://wiki.eduke32.com/wiki/Category:Editing_Walls_and_Wall_Effects (specifically the section &amp;quot;Wall Information&amp;quot;) for additional info.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that 2-2 Incubator's Yellow Key Door won't open because it is not a door sector -- it meets all other requirements, but it is not a door sector, having been built with a special sector effector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport with them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Laser Trip Mines can be placed on mirrors, and are one of many types of explosives that will not destroy a mirror.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, the laser from a Laser Trip Mine will be reflected off of a mirror if they intersect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Security Cameras ==&lt;br /&gt;
If you quick kick while looking through a security camera, you can kick things through the camera from its perspective.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially noticeable on the main junction security camera in 2-8 Dark Side.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2015-11-23T15:58:26Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +replaced &amp;quot;with&amp;quot; and &amp;quot;without&amp;quot; shorthands with full words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating with strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water with a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
Note that pipebombs that are being thrown are not affected by Duke's momentum.&amp;lt;br /&amp;gt;&lt;br /&gt;
The velocity at which pipebombs are thrown is primarily affected by the length of time the fire button is held before the throw.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Further, in the original 1.3D release, pipebombs could be thrown through extremely thick walls into neighbouring sectors if thrown with the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening, Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extra Large Ledge Push ==&lt;br /&gt;
Extra Large Ledge Pushes are performed by intersecting the corner of Duke's hitbox with the outside corner of a ledge (rather than the inside one as in a normal Large Ledge Push).&amp;lt;br /&amp;gt;&lt;br /&gt;
If this is performed accurately, Duke will slide into the floor for a short duration of time, during which time, Duke will be able to clip through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This trick appears visually similar to the Safety Fall glitch, both of which appear to be linked to how Duke 3D handles stair-stepping.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes are known to work without steroids on ledges up to 384 units large, and are also known to work with steroids on ledges up to 576 units large.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ledges of 512 units appear to be too large for one to even begin clipping without steroids -- by the time Duke reaches the wall, he's already visually popped out of the floor.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to a Large Ledge Push, you will know you are close to achieving an Extra Large Ledge Push if Duke does not make a sound upon landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown exactly how large dividing walls can be before they will no longer allow Duke to Extra Large Ledge Push through without being crushed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes definitely allow divides of 64 units without steroids and 128 units with, but further testing for upper limits is required.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is suspected that performing an Extra Large Ledge Push on a ledge which allows Large Ledge Pushes may allow one to survive travelling through larger dividing walls than allowed with simply a Large Ledge Push (as is the case with a Large Ledge Push on a small ledge).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Glitch Exhibition/Challenge Map:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://www.dropbox.com/s/vcco6puycgbrdze/ELLPush.zip?dl=0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this glitch is only possible in Megaton Edition if vertical mouse aim is enabled!&amp;lt;br /&amp;gt;&lt;br /&gt;
If vertical mouse aim is disabled, Megaton will instead act like the original games and cause Duke to lose all velocity when he takes a painful fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important to note that Duke can shrink himself by reflecting the Shrink Ray off a mirror, but other methods of colliding with Duke's own Shrink Ray shot will not shrink him (shooting through teleporters, running faster than the shot &amp;amp; catching up with it).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in with or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mirror Sectors &amp;amp; Clipping ==&lt;br /&gt;
Mirrors in Duke 3D have specialized sectors behind them -- these mirror sectors have special behaviours.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mirror sectors do not render in the normal fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
From outside of the mirror, a reflection will be rendered; from inside, nothing in the mirror sector itself will be rendered (leading to a Hall of Mirrors effect).&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reflection to work in certain versions of the game, the sector needs to be at least as large as the area to be reflected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because mirror sectors are not intended for the player to enter, attempting to clip directly into an unbroken mirror will usually bounce Duke back out.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be easily exploited to buffer ledge pushes and is especially useful when a push is needed at a precise angle adjacent to the mirror.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, the large size of a number of mirror sectors allow them to easily be warped into accidentally.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke came from an overlapping sector, he cannot be returned back simply by resetting his X/Y location.&amp;lt;br /&amp;gt;&lt;br /&gt;
This leads to warps causing Duke to become stuck in the mirror sector, constantly resetting his position while inside.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Note: noclip will allow one to pass through a mirror unaffected by this)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors with Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors with sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors with sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding with the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors with enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically with one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined with some EDuke32 patches [further modified with a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump without having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while with the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting with any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
For a locked door to be kick-openable, the door must:&amp;lt;br /&amp;gt;&lt;br /&gt;
* use &amp;quot;doortile&amp;quot; textures&lt;br /&gt;
* have an Activator within the sector&lt;br /&gt;
* have wall lotags the same as the Activator&lt;br /&gt;
* be a door sector (not simply have a sector effector that raises/lowers the ceiling/floor)&lt;br /&gt;
Kick-openable locked doors contain both an Activator and an ActivatorLocked.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that 2-2 Incubator's Yellow Key Door won't open because it is not a door sector -- it meets all other requirements, but it is not a door sector, having been built with a special sector effector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport with them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Laser Trip Mines can be placed on mirrors, and are one of many types of explosives that will not destroy a mirror.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, the laser from a Laser Trip Mine will be reflected off of a mirror if they intersect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Security Cameras ==&lt;br /&gt;
If you quick kick while looking through a security camera, you can kick things through the camera from its perspective.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially noticeable on the main junction security camera in 2-8 Dark Side.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2015-11-23T15:56:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +adjusted some wording in ELLP section +mirror sectors&amp;amp;clipping +note about Overhang Fall Damage Push &amp;amp; vertical mouse aim (thanks to grzdeniek for pointing this out!)+shrink ray reflection note+cameras+kick open door applicability (thanks to King Mamba!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating w/ strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water w/ a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
Note that pipebombs that are being thrown are not affected by Duke's momentum.&amp;lt;br /&amp;gt;&lt;br /&gt;
The velocity at which pipebombs are thrown is primarily affected by the length of time the fire button is held before the throw.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Further, in the original 1.3D release, pipebombs could be thrown through extremely thick walls into neighbouring sectors if thrown w/ the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening, Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extra Large Ledge Push ==&lt;br /&gt;
Extra Large Ledge Pushes are performed by intersecting the corner of Duke's hitbox with the outside corner of a ledge (rather than the inside one as in a normal Large Ledge Push).&amp;lt;br /&amp;gt;&lt;br /&gt;
If this is performed accurately, Duke will slide into the floor for a short duration of time, during which time, Duke will be able to clip through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This trick appears visually similar to the Safety Fall glitch, both of which appear to be linked to how Duke 3D handles stair-stepping.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes are known to work without steroids on ledges up to 384 units large, and are also known to work with steroids on ledges up to 576 units large.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ledges of 512 units appear to be too large for one to even begin clipping without steroids -- by the time Duke reaches the wall, he's already visually popped out of the floor.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to a Large Ledge Push, you will know you are close to achieving an Extra Large Ledge Push if Duke does not make a sound upon landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown exactly how large dividing walls can be before they will no longer allow Duke to Extra Large Ledge Push through without being crushed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes definitely allow divides of 64 units without steroids and 128 units with, but further testing for upper limits is required.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is suspected that performing an Extra Large Ledge Push on a ledge which allows Large Ledge Pushes may allow one to survive travelling through larger dividing walls than allowed with simply a Large Ledge Push (as is the case with a Large Ledge Push on a small ledge).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Glitch Exhibition/Challenge Map:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://www.dropbox.com/s/vcco6puycgbrdze/ELLPush.zip?dl=0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this glitch is only possible in Megaton Edition if vertical mouse aim is enabled!&amp;lt;br /&amp;gt;&lt;br /&gt;
If vertical mouse aim is disabled, Megaton will instead act like the original games and cause Duke to lose all velocity when he takes a painful fall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
It is important to note that Duke can shrink himself by reflecting the Shrink Ray off a mirror, but other methods of colliding with Duke's own Shrink Ray shot will not shrink him (shooting through teleporters, running faster than the shot &amp;amp; catching up with it).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in w/ or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mirror Sectors &amp;amp; Clipping ==&lt;br /&gt;
Mirrors in Duke 3D have specialized sectors behind them -- these mirror sectors have special behaviours.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mirror sectors do not render in the normal fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
From outside of the mirror, a reflection will be rendered; from inside, nothing in the mirror sector itself will be rendered (leading to a Hall of Mirrors effect).&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reflection to work in certain versions of the game, the sector needs to be at least as large as the area to be reflected.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because mirror sectors are not intended for the player to enter, attempting to clip directly into an unbroken mirror will usually bounce Duke back out.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be easily exploited to buffer ledge pushes and is especially useful when a push is needed at a precise angle adjacent to the mirror.&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, the large size of a number of mirror sectors allow them to easily be warped into accidentally.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke came from an overlapping sector, he cannot be returned back simply by resetting his X/Y location.&amp;lt;br /&amp;gt;&lt;br /&gt;
This leads to warps causing Duke to become stuck in the mirror sector, constantly resetting his position while inside.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Note: noclip will allow one to pass through a mirror unaffected by this)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors w/ Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors w/ sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors w/ sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding w/ the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors w/ enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically w/ one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined w/ some EDuke32 patches [further modified w/ a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump w/o having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while w/ the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting w/ any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
For a locked door to be kick-openable, the door must:&amp;lt;br /&amp;gt;&lt;br /&gt;
* use &amp;quot;doortile&amp;quot; textures&lt;br /&gt;
* have an Activator within the sector&lt;br /&gt;
* have wall lotags the same as the Activator&lt;br /&gt;
* be a door sector (not simply have a sector effector that raises/lowers the ceiling/floor)&lt;br /&gt;
Kick-openable locked doors contain both an Activator and an ActivatorLocked.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that 2-2 Incubator's Yellow Key Door won't open because it is not a door sector -- it meets all other requirements, but it is not a door sector, having been built with a special sector effector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport w/ them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Laser Trip Mines can be placed on mirrors, and are one of many types of explosives that will not destroy a mirror.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, the laser from a Laser Trip Mine will be reflected off of a mirror if they intersect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Security Cameras ==&lt;br /&gt;
If you quick kick while looking through a security camera, you can kick things through the camera from its perspective.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially noticeable on the main junction security camera in 2-8 Dark Side.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2015-11-23T10:43:47Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +fixed line break formatting in ELLP section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating w/ strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water w/ a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
Note that pipebombs that are being thrown are not affected by Duke's momentum.&amp;lt;br /&amp;gt;&lt;br /&gt;
The velocity at which pipebombs are thrown is primarily affected by the length of time the fire button is held before the throw.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Further, in the original 1.3D release, pipebombs could be thrown through extremely thick walls into neighbouring sectors if thrown w/ the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening,&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extra Large Ledge Push ==&lt;br /&gt;
Extra Large Ledge Pushes are performed by intersecting the corner of Duke's hitbox with the outside corner of a ledge (rather than the inside one as in a normal Large Ledge Push).&amp;lt;br /&amp;gt;&lt;br /&gt;
If this is performed accurately, Duke will slide into the floor for a short duration of time, during which time, Duke will be able to clip through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This trick appears visually similar to the Safety Fall glitch, both of which appear to be linked to how Duke 3D handles stair-stepping.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes are known to work without steroids on ledges up to 384 units large, and are also known to work with steroids on ledges up to 576 units large.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ledges of 512 units definitely appear to be too large for one to even begin clipping without steroids -- by the time Duke reaches the wall, he's already visually popped out of the floor.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to a Large Ledge Push, you will know you are close to achieving an Extra Large Ledge Push if Duke does not make a sound upon landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown exactly how large dividing walls can be before they will no longer allow Duke to Extra Large Ledge Push through without being crushed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes definitely allow divides of 64 units without steroids and 128 units with, but further testing for upper limits is required.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is suspected that performing an Extra Large Ledge Push on a ledge which allows Large Ledge Pushes may allow one to survive travelling through larger dividing walls than allowed with simply a Large Ledge Push (as is the case with a Large Ledge Push on a small ledge).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Glitch Exhibition/Challenge Map:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://www.dropbox.com/s/vcco6puycgbrdze/ELLPush.zip?dl=0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in w/ or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors w/ Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors w/ sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors w/ sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding w/ the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors w/ enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically w/ one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined w/ some EDuke32 patches [further modified w/ a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump w/o having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while w/ the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting w/ any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport w/ them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2015-11-23T10:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added Extra Large Ledge Push +revised Large Ledge Push&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating w/ strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water w/ a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
Note that pipebombs that are being thrown are not affected by Duke's momentum.&amp;lt;br /&amp;gt;&lt;br /&gt;
The velocity at which pipebombs are thrown is primarily affected by the length of time the fire button is held before the throw.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Further, in the original 1.3D release, pipebombs could be thrown through extremely thick walls into neighbouring sectors if thrown w/ the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening,&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extra Large Ledge Push ==&lt;br /&gt;
Extra Large Ledge Pushes are performed by intersecting the corner of Duke's hitbox with the outside corner of a ledge (rather than the inside one as in a normal Large Ledge Push).&amp;lt;br /&amp;gt;&lt;br /&gt;
If this is performed accurately, Duke will slide into the floor for a short duration of time, during which time, Duke will be able to clip through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This trick appears visually similar to the Safety Fall glitch, both of which appear to be linked to how Duke 3D handles stair-stepping.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes are known to work without steroids on ledges up to 384 units large, and are also known to work with steroids on ledges up to 576 units large.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ledges of 512 units definitely appear to be too large for one to even begin clipping without steroids -- by the time Duke reaches the wall, he's already visually popped out of the floor.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to a Large Ledge Push, you will know you are close to achieving an Extra Large Ledge Push if Duke does not make a sound upon landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown exactly how large dividing walls can be before they will no longer allow Duke to Extra Large Ledge Push through without being crushed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Extra Large Ledge Pushes definitely allow divides of 64 units without steroids and 128 units with, but further testing for upper limits is required.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is suspected that performing an Extra Large Ledge Push on a ledge which allows Large Ledge Pushes may allow one to survive travelling through larger dividing walls than allowed with simply a Large Ledge Push (as is the case with a Large Ledge Push on a small ledge).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Glitch Exhibition/Challenge Map: https://www.dropbox.com/s/vcco6puycgbrdze/ELLPush.zip?dl=0&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in w/ or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors w/ Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors w/ sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors w/ sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding w/ the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors w/ enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically w/ one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined w/ some EDuke32 patches [further modified w/ a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump w/o having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while w/ the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting w/ any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport w/ them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2015-02-13T22:09:45Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: /* Megaton Edition Max% */ +updated Max% IL table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Additional Megaton Edition IL Table Rules =&lt;br /&gt;
If you are planning on adding your runs to the Megaton Edition IL Tables below:&amp;lt;br /&amp;gt;&lt;br /&gt;
* please keep your submission quality source videos on hand -- it might be best to include links to file-shared copies of them with your submissions to this table&lt;br /&gt;
* include the level loading and intermission screens in your source video (as they can always be trimmed later)&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=5MjWAdZkD78 3-1 Raw Meat] || 11.533s (14s) || Piece of Cake || Feb. 5, 2015 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
In 100S, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100% =&lt;br /&gt;
In 100%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and having scored all available kills in the level statistics (i.e. all killable enemies that have spawned by the end of the run should have been killed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this differs from Max% in that enemy spawn triggers can be avoided!&amp;lt;br /&amp;gt;&lt;br /&gt;
Some levels contain enemies that cannot be killed: for these levels, the tally should only be missing the enemies that are not killable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in 100%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || || &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and having reached the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in max%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=mwDN3yBJb9w 1-1 Hollywood Holocaust] || 1:01.800 (1m12s) || Piece of Cake (26 kills) || Feb. 6, 2015 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D</id>
		<title>Duke Nukem 3D</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D"/>
				<updated>2015-02-06T20:13:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: /* Categories */ +added 100% categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/DukeNukem3D.html}}&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Duke_Nukem_3D/IL|IL]] - Individual Level&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/IL#Any%|Any %]] - Complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/IL#100S|100S]] - Complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/IL#100%|100%]] - Complete the level in the fastest time, while having triggered all of the secrets and having scored all available kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/IL#Max%|Max %]] - Complete the level in the fastest time, while having triggered all of the secrets and having reached the maximum number of kills possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/RTA|RTA]] - Real-Time Attack&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/RTA#Any%|Any %]] - Complete every episode of the game in the fastest time by defeating each episode's boss monster.  Different subcategories for various game expansions.&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/RTA#Any%_(Glitchless)|Any % (Glitchless)]] - Without using any glitches, complete every episode of the game in the fastest time by defeating each episode's boss monster.  Different subcategories for various game expansions.&lt;br /&gt;
:[[Duke_Nukem_3D/RTA#100S|100S]] - Complete every episode of the game and obtain all secrets, including secret levels, in the fastest time by defeating each episode's boss monster.  Different subcategories for various game expansions.&lt;br /&gt;
:[[Duke_Nukem_3D/RTA#100%|100%]] - Complete every episode of the game by defeating each episode's boss monster in the fastest time, while having triggered all secrets, having killed all available enemies, and having visited all secret levels.  Different subcategories for various game expansions.&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Duke_Nukem_3D/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Explains how the game works, specific techniques, and various glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Casual Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/DOSBox Plutonium Pak V1.4 and V1.5 Patch Installation|DOSBox Plutonium Pak V1.4 and V1.5 Patch Installation]] - How to install the V1.4 and V1.5 Patches in DOSBox &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Additional Resources|Additional Resources]] - Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/RTA</id>
		<title>Duke Nukem 3D/RTA</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/RTA"/>
				<updated>2015-02-06T20:11:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +renamed 100S/100% to just 100S +added 100% category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RTA (or Real Time Attack) is a group of categories that is timed in a single-segment. Runs usually follow a real timer rather than the in-game timer, as the in-game timer is faster and does not count the time spent in menu and loading screens.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the following categories, you are allowed to use your own episode route. You can go in order, or go completely out of order - you only need to complete the first/original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt;. Other subcategories may include the fourth episode, &amp;lt;i&amp;gt;The Birth&amp;lt;/i&amp;gt;, or other expansion packs.&lt;br /&gt;
= Any% =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| Cubeface21 || 09:23.41 [WR] || http://www.twitch.tv/cubeface21/v/3614341&lt;br /&gt;
|-&lt;br /&gt;
| Softman25 || 10:39.17 || http://www.twitch.tv/softman25/c/4938403&lt;br /&gt;
|-&lt;br /&gt;
| ezormer || 10:43.14 || http://www.twitch.tv/ezormer/c/4955039&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 11:13.73 || https://www.youtube.com/watch?v=SxJe8R-jFSg&lt;br /&gt;
|-&lt;br /&gt;
| LLCoolDave || 11:31.80 || https://www.youtube.com/watch?v=EKzl0RERErI&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
[https://www.youtube.com/watch?v=Szd2EGyBVow Softman25's Any% Tutorial]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Route ==&lt;br /&gt;
Any% is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible exploiting any bug/glitch found in the route. Cheating will invalidate your run.&lt;br /&gt;
=== E1L1 - Hollywood Holocaust ===&lt;br /&gt;
# Shoot or kick the fan vent in the top of the level, fall down and start moving diagonally forward+right.&lt;br /&gt;
# Jump onto the crate where the Assault Trooper is standing; you do not have to kill it, and then jump into a window diagonally up+left.&lt;br /&gt;
# Head to the poster in the secret room and open it, then grab the steroids.&lt;br /&gt;
# Using the steroids, jump out of a window onto the wall on the other side.&lt;br /&gt;
# Head down the wall and jump forward+left onto the ledge.&lt;br /&gt;
# Turn around and jump+duck at the small ledge in the corner to clip onto a secret area high above you.&lt;br /&gt;
# Grab the jetpack and fall to the Auto-Destruct button; use the jetpack to break your fall.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
&lt;br /&gt;
There is a backup route for this level (some choose this route by default):&lt;br /&gt;
# If you fail the clip, head back down and into the doors.&lt;br /&gt;
# Wedge yourself tightly in the corner between the left door and the wall. Keep moving backwards against the corner.&lt;br /&gt;
# Close the doors, and you should clip up to the jetpack.&lt;br /&gt;
# Grab the jetpack and fall to the Auto-Destruct button; use the jetpack to break your fall.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
=== E1L2 - Red Light District ===&lt;br /&gt;
# Run past the enemies and next to the vent as you leave the elevator.&lt;br /&gt;
# Use your jetpack to get on top of the ledge and follow it down to the neon sign.&lt;br /&gt;
# Jump up-foward-left and move right once you're next to the wall. As you land, duck and jump. This should allow you to clip under the door requiring the Yellow Access Card.&lt;br /&gt;
# Ignore the Pig Cop on the right as you enter and head left.&lt;br /&gt;
# Turn and head right into the bar (the first hall you come to on your right beyond the pool table). There will be a cabinet under the wall with liquor bottles.&lt;br /&gt;
# Ignore all enemies and grab the Red Access Card in the cabinet.&lt;br /&gt;
# Head out of the bar, evading the 3 Pig Cops that just spawned, and into the next hall.&lt;br /&gt;
# Use the Red Access Card and, ignoring everything in the new room, shoot the air vent on the right.&lt;br /&gt;
# Jump into the now open air vent (there is a table you can use to jump into it if need be) or use your jetpack to fly into it, grab the items in it and shoot/kick the air vent on the other end.&lt;br /&gt;
# Use your jetpack to fly onto the ledge across from you, all enemies can be ignored.&lt;br /&gt;
# Before you get to the end level area, use your jetpack to bypass the cell doors that appear.&lt;br /&gt;
# As the Pig Cop voice clip starts playing, press the Auto Destruct button and quickly bring up a menu that still allows the voice clip to be played (F1 is usually used)&lt;br /&gt;
# Wait for the clip to end, and leave the menu. This skips E1L3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E1L3 - &amp;lt;i&amp;gt;Death Row&amp;lt;/i&amp;gt; is skipped in this route.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== E1L4 - Toxic Dump ===&lt;br /&gt;
# Head underwater and solve the button puzzle.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# An opening will start to appear on the left. Wait for it to open enough and head out moving up to the surface, aiming between the corner between the two plants.&lt;br /&gt;
# Use your jetpack to fly up to the highest point the level will allow you, and move next to the door requiring the Blue Access Card.&lt;br /&gt;
# Turn off your jetpack and duck+jump under the door to clip into the next room.&lt;br /&gt;
# Enter the red door on the left and continue moving forward+left until you get to the area that requires the Red Access Card.&lt;br /&gt;
# Use the Landing Crouch Jump (also known as Jump/Duck/Jump) clip on the right passageway, and head right into the next room.&lt;br /&gt;
# Flip the switch on, it's usually safe to ignore the Assault Trooper.&lt;br /&gt;
# Use the Landing Crouch Jump clip on the passageway you just left. (This may take a few attempts to get, try jumping as you get to the last shadow from the beams overhead).&lt;br /&gt;
# Head right into the previous room and into the new room on the right.&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head underwater moving diagonally forward+left and move towards the room past the mines on the right.&lt;br /&gt;
# Move up against the corner between the rock wall and the metal wall, and head up using your jetpack.&lt;br /&gt;
# You will end up at a teleporter that takes you straight to the Auto Destruct button.&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2 &amp;lt;i&amp;gt;(extends into E1L5)&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head underwater moving diagonally forward+left and move towards the puddle of sludge ahead of you on the left.&lt;br /&gt;
# Use your jetpack to fly up to the surface and grab the steroids on the ledge next to the sludge waterfall.&lt;br /&gt;
# Turn around towards the enemies and use your jetpack to fly forward+right against the wall. This should take you to a teleporter that takes you straight to the Auto Destruct button. [http://www.twitch.tv/softman25/c/4938687 Softman25 demonstrates this in this Twitch highlight at 1:40]&lt;br /&gt;
=== E1L5 - The Abyss ===&lt;br /&gt;
# Head down the sewer and onto the ledge on the right. &amp;lt;i&amp;gt;(E1L4 Route 2 users, use your steroids now).&amp;lt;/i&amp;gt;&lt;br /&gt;
# Jump off the ledge towards the door requiring the Blue Access Card. Duck+jump to clip under it and move past the enemies.&lt;br /&gt;
# Use your jetpack to fly towards the &amp;quot;SAN ANDREAS FAULT&amp;quot; sign, and step on it to trigger the earthquake (or move upwards and completely ignore it).&lt;br /&gt;
# Fly towards the falling cliffs and you should clip upwards against them (or move above them if you ignored triggering the earthquake).&lt;br /&gt;
# Fall down to the next area in the wall, using your jetpack to break your fall.&lt;br /&gt;
# Fly down the stairs and aim yourself at the wall overhanging the area at the end of the stairs.&lt;br /&gt;
# Fly upwards, aiming at the square in the overhanging wall.&lt;br /&gt;
# Once you feel you have enough height, fall and quickly begin moving forwards to clip behind the wall under the overhang. &amp;lt;i&amp;gt;(E1L4 Route 2 users, you have more of a height window)&amp;lt;/i&amp;gt;.&lt;br /&gt;
# Head through the teleporter and into the next room behind the metal door. Grab the armor and +30 Health if you need it.&lt;br /&gt;
# Press the button on the right behind the opening door and fall down the hole. If you stay left as you fall down the hole, a small opening with an RPG will be waiting if you failed to grab one previously.&lt;br /&gt;
# Head into the boss room in front of you by pressing the button near the doors. 15 RPG ammo is on your left if you need it before you enter the boss room.&lt;br /&gt;
# Grab the medkit and grab the Atomic Health near the Battlelord. Kill it and finish the episode.&lt;br /&gt;
5 RPG ammo is on each corner of the toxic waste, and about 20 total is optimal to kill the Battlelord.&lt;br /&gt;
=== E2L1 - Spaceport ===&lt;br /&gt;
# As you start the level, immediately move diagonally backward+left to enter the teleporter.&lt;br /&gt;
# Grab the RPG and steroids in the ship and head back out into the main hallway.&lt;br /&gt;
# Stay right until you get to the room with an Assault Trooper. Grab the Shotgun if need be and flip the switch off.&lt;br /&gt;
# Head through the passageway where the forcefield was active.&lt;br /&gt;
# Ignore the Assault Trooper on the other end and jump into the &amp;quot;RESTRICTED PERSONNEL&amp;quot; sign.&lt;br /&gt;
# Stay left and follow the vent down to the air vent. Shoot/kick it open, grab the medkit on the right below you if you need it, and grab the Blue Access Card.&lt;br /&gt;
# Head out of the room and into the next main room. Go to the elevator and jump on and off the Assault Trooper to bypass it.&lt;br /&gt;
# Use the Blue Access Card and head to the elevator that opened on the other end. Kill the Assault Enforcer inside it and head up to the next floor.&lt;br /&gt;
# Once you get to the next floor, jump on the crate to your left and onto the ledge above it. Grab the jetpack and shoot the yellow canisters on the other end.&lt;br /&gt;
# Head into the broken elevator through the hole that just appeared and flip the switch on.&lt;br /&gt;
# Head out into the passageway behind you and solve the switch puzzle.&amp;lt;br /&amp;gt;(Solution: off; off; on; off)&lt;br /&gt;
# Jump out into the hole in the center of the main area and fall into the water below.&lt;br /&gt;
# Grab the Red Access Card and head back up to the second floor using your jetpack.&lt;br /&gt;
# Use the Red Access Card in the blue lighted area near the switch puzzle.&lt;br /&gt;
# Enter the new passage way and follow it until you get to the Auto Destruct button.&lt;br /&gt;
=== E2L2 - Incubator ===&lt;br /&gt;
# Be patient and wait for the two rooms to connect. You can glitch the game into leaving the starting forcefields on by hitting one of them too early.&lt;br /&gt;
# Once the forcefields are clear, enter the next hallway and use the steroids you picked up in E2L1.&lt;br /&gt;
# Move down the hallway and enter the next room, ignoring all enemies. A couple of Sentry Drones may hit you in the process, so use a medkit if you need to.&lt;br /&gt;
# Flip the switch in the middle of the room on and head right to the next room.&lt;br /&gt;
# Stay right and wait for the floor to slide down far enough to jump into.&lt;br /&gt;
# Continue staying right and flip the switch off in the blue lighted room on the right.&lt;br /&gt;
# Head back to the previous room and enter the hall on your right. There was a blocked passageway here before, but it is no longer blocked.&lt;br /&gt;
# Go right and ignore the enemies, they are of no threat.&lt;br /&gt;
# Clip into the small crack in the wall by moving towards the wall on the left and slowly turning left. It has been reported that aiming up may help chances of getting the clip a small bit, and that moving only left &amp;lt;i&amp;gt;at first&amp;lt;/i&amp;gt; may also help. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=4m04s (TheBlackParrot demonstrates this in this YouTube video)]&lt;br /&gt;
# Grab the medkit and steroids on the left and head forwards and slightly left onto a ledge with an alien switch.&lt;br /&gt;
# Turn it on and head to the metal doors in the area that appears. The enemies are usually of no threat.&lt;br /&gt;
# Enter the small room and use the Auto Destruct button to end the level. The Octabrain attacking you will not kill you if you have enough health.&lt;br /&gt;
=== E2L3 - Warp Factor ===&lt;br /&gt;
# Wait for the elevator to stop and head to the metal door in front of you.&lt;br /&gt;
# Continue in diagonally forward+right and head down the elevator.&lt;br /&gt;
# Immediately start moving left against the elevator wall while crouching. This will allow you to bypass the set of Laser Tripbombs that would usually appear in front of you.&lt;br /&gt;
# Move forwards past the Assault Enforcer shooting you, and grab the Shrinker on the first area on the left. It will be behind the wall past the screen.&lt;br /&gt;
# Continue down the hall until you get to the first opening on the left.&lt;br /&gt;
# Head down to the next room (it should be lit blue inside), and clip behind the forcefield by jumping and ducking at the same time.&lt;br /&gt;
# Head down the elevator in the center of the room and head right to the Auto Destruct button. +30 Healths encircle the room if you need some.&lt;br /&gt;
=== E2L4 - Fusion Station ===&lt;br /&gt;
# Move forward+right to the switch at the other end of the room and switch it on.&lt;br /&gt;
# Follow the passageway on the left, killing the Assault Trooper at the end if you need to (you can also jump+crouch over it).&lt;br /&gt;
# Flip the switch on to the left and head through the door to the left.&lt;br /&gt;
# Use your jetpack and fly up+left to the final area of the level. Grab the 2 Atomic Healths and the jetpack on the small ledge just below it.&lt;br /&gt;
# Enter the metal door and into the final area. Grab the Chaingun as it is the trigger for the Auto Destruct button to appear in the middle.&lt;br /&gt;
# An Atomic Health is in the middle just to the right of the Chaingun, grab that before finishing the level.&lt;br /&gt;
# Pull out your shrinker as you hit the Auto Destruct button as you need to use it during the next level.&lt;br /&gt;
=== E2L5 - Occupied Territory === &lt;br /&gt;
# Push/shoot the button behind you and head out of the sliding doors using your steroids. (Running into them while using steroids has been known to kill you, be cautious until you get used to running past them).&lt;br /&gt;
# Head left past the doors that are closing (you may need to jump over them) and down the passageway past the 3 Assault Enforcers shooting at you.&lt;br /&gt;
# Ignore them and head into the next room to the other end. The 2 Assault Commanders firing rockets at you usually do not kill you, but may decrease your health.&lt;br /&gt;
# Open the doors on the farthest end and wait for them to open enough to jump out of. (This upcoming clip requires the steroids to still be in effect).&lt;br /&gt;
# Stand on the caution tape and jump towards the doors in front of you (they require a Blue Access Card).&lt;br /&gt;
# Duck + jump at the same time as you land to clip under them into the next room. (It has been reported that crouching at the rightmost corner and ducking + jumping also works (Softman25)).&lt;br /&gt;
# Turn around until you see the white lights against the wall and fly up.&lt;br /&gt;
# Use your Shrinker to get the Assault Enforcer out of the way, or kill it if need be. Grab the +30 Health if you need it.&lt;br /&gt;
# Head left and grab the Devastator ammo, and back to where you were.&lt;br /&gt;
# Press the switch on the right and &amp;lt;i&amp;gt;quickly&amp;lt;/i&amp;gt; fly towards the right opening that slides open in front of you.&lt;br /&gt;
# Aim your Shrinker at the Mini-Battlelord's feet to get rid of it, and flip the switch.&lt;br /&gt;
# Move right to the Auto Destruct button.&lt;br /&gt;
=== E2L6 - Tiberius Station ===&lt;br /&gt;
# Shoot your Shrinker at the air vent as you spawn and switch to your pistol.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1&amp;lt;/b&amp;gt;&lt;br /&gt;
# Jump through it and shoot your pistol at the button ahead (or press it).&lt;br /&gt;
# Jump off the area into the next under the door.&lt;br /&gt;
# Head forward+right to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2&amp;lt;/b&amp;gt;&lt;br /&gt;
# Jump through it and shoot the air vent on the right at the other side of the next room.&lt;br /&gt;
# Head through it and move right until you get the next air vent. Shoot it and head through it.&lt;br /&gt;
# Head forward to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Use your jetpack to fly to the air vent above you and move forward+right to the next one. Shoot it and move to the next room.&lt;br /&gt;
# Shoot the yellow canisters and head towards the pillar in the center of the room.&lt;br /&gt;
# Fall down the hole that appears into the next vent and keep moving forwards to the next air vent.&lt;br /&gt;
# Shoot the air vent and finish the level. The Assault Enforcer behind you can be ignored as you finish the level.&lt;br /&gt;
=== E2L7 - Lunar Reactor ===&lt;br /&gt;
# If you are low on health and still have a medkit, now would be a good time to use it.&lt;br /&gt;
# Head out of the doors moving forward+left to the metal doors at the end of the hall to the left.&lt;br /&gt;
# Ignore all enemies and head into the next room going right.&lt;br /&gt;
# Grab the Devastator ammo, steroids, and medkit on the floor to the left and head into the second stall.&lt;br /&gt;
# Grab the Blue Access Card behind the Assault Trooper and head back into the main area, still ignoring all enemies.&lt;br /&gt;
# Move forwards down the hall and use the Blue Access Card.&lt;br /&gt;
# Move right until you get to the middle of the grate. Stay against the wall on the right.&lt;br /&gt;
# Jump + duck to clip under it, and head right into the air vent, killing any slimes you need to.&lt;br /&gt;
# As you get to the brightly lit section of the air vent, shoot the first tile and fly out to the area in front of you using your jetpack.&lt;br /&gt;
# Grab the Yellow Access Card and head back into the air vent, going back the way you came.&lt;br /&gt;
# Head down the stream of sludge to the other end and blow up the crack in the wall using the RPG (if you have one) or the Devastator.&lt;br /&gt;
# Head through it and move forwards to the door requiring the Yellow Access Card.&lt;br /&gt;
# Use your medkit if you need to, and head into the next room.&lt;br /&gt;
# If you need to, shoot your Shrinker at the Battlelord at the other end and ignore it. Grab the Devastator ammo in the corner to the right.&lt;br /&gt;
# Fire your RPG at the Assault Enforcer at the bottom of the staircase on the right. (Use your jetpack to avoid spawning any further enemies).&lt;br /&gt;
# Follow the staircase down and ignore the other Assault Enforcer attempting to block it.&lt;br /&gt;
# Head forwards into the next room to the other end and flip the switch on the right.&lt;br /&gt;
# Head right and grab the Devastator ammo on the ledge above you.&lt;br /&gt;
# Move back some and fire your RPG (or Devastator) at the top of the generator to blow it up.&lt;br /&gt;
# Move to the set of opening doors on your left and ignore the Assault Commander firing at you.&lt;br /&gt;
# Head down the collapsing hall to the Auto Destruct button, and use a medkit if you need to in order not to die. Another Assault Commander will be waiting in the final room just in front of the Auto Destruct button.&lt;br /&gt;
=== E2L8 - Dark Side ===&lt;br /&gt;
# It is advised not to use your medkit yet if you still have it.&lt;br /&gt;
# Head out of the doors and grab the +30 Health on the right if you need it. Head left to the elevator.&lt;br /&gt;
# Head down the elevator and bring out your Shrinker.&lt;br /&gt;
# Move forwards through the next set of doors and use your jetpack to fly over to the passageway slightly above you and to the left.&lt;br /&gt;
# Flip the switch at the end of it and shrink the Assault Enforcer beside the door.&lt;br /&gt;
# Grab the Shrinker behind the map to the right and wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport to head to the next area.&lt;br /&gt;
# Grab the medkit to the right if you need it and head down the next passageway.&lt;br /&gt;
# Shrink the Assault Enforcer blocking the set of doors and head through them. Step on it if you need to.&lt;br /&gt;
# Go through the next set of doors and ignore the enemies around you. Use your jetpack to fly to the other end.&lt;br /&gt;
# Head through the next passageway and shrink anything that gets in the way.&lt;br /&gt;
# After going through the next set of doors, use your jetpack to fly up and right to the Yellow Access Card. The enemies in that room can be ignored unless they get in the way.&lt;br /&gt;
# Jump down and grab the Devastator to the right, and head back to the transport.&lt;br /&gt;
# Flip the switch in the transport and head back outside.&lt;br /&gt;
# Once you use your jetpack to fly over the wall again, drop down and head to the hall on the right and use the Yellow Access Card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1 (very unsafe, use for WR attempts!)&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Route 1 follows the Xbox 360 IL strat. This was recently discovered to be possible in Megaton. [http://www.twitch.tv/softman25/c/4938403 Softman25 demonstrates the route in this Twitch highlight]&lt;br /&gt;
# Open the doors and head into the next room.&lt;br /&gt;
# Flip the switch and fly upwards into an air vent in the ceiling. You should come to a secret area.&lt;br /&gt;
# Leave the area through the opening on the left and use your steroids.&lt;br /&gt;
# Head forwards and move past the door on your left.&lt;br /&gt;
# Turn around and face the door, and jump + duck at it to clip under it. (It has been reported that you could also fire an RPG at the enemies behind the door to help increase your chances of doing the clip).&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2 (marathon-safe strat)&amp;lt;/b&amp;gt;&lt;br /&gt;
# Open the doors and quickly close them again once you are past them to block the Assault Enforcer standing near them.&lt;br /&gt;
# Head left and flip the switch. Kill the Assault Enforcer and grab the +30 Health if you need it, then wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport and shrink the group of Assault Troopers at the end if you need to.&lt;br /&gt;
# Use your steroids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Head right down the next passageway, ignoring the enemies.&lt;br /&gt;
# Head through the door on the left and into the next room.&lt;br /&gt;
# Move forward+right towards the opening in the cliff. Stay behind the forcefield and clip behind it. Keep moving upwards+left and slowly move your mouse left against the forcefield, similar to the Incubator clip. (This may take a few attempts at first. It is instant death if it fails.)&lt;br /&gt;
# Shoot your RPG behind it at the wall to blow a hole in the wall, and head inside. Enemies can be ignored.&lt;br /&gt;
# The center prism in the middle is a teleporter, touch the front of it to head to the next room.&lt;br /&gt;
# Go to the opposite end and to the right to a pool of water to reach the Auto Destruct button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate route for super crazy persons&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# It's tough to explain in words, so I won't, but essentially, it's a damage overhang clip into a DM teleporter that saves about 40 seconds of the level. [https://www.youtube.com/watch?v=FN9JfHvkllI See this link to see it demonstrated]&lt;br /&gt;
# If you perform the clip and have enough steroids to make it to the forcefield clip - do so. You will need to grab a Devastator from Overlord. (When you enter Overlord arena, 90 degrees left into the niche on the wall, underwater)&lt;br /&gt;
# If you perform the clip 'late' on your steroids, fly up in the large concrete arena and turn off the forcefield 'like normal' - also grabbing the Devastator there.&lt;br /&gt;
&lt;br /&gt;
=== E2L9 - Overlord ===&lt;br /&gt;
# Follow the passageway to the surface.&lt;br /&gt;
# Shoot at the circular air vent to open it and use your jetpack to fly into it.&lt;br /&gt;
# Grab the Atomic Health on top of the fan blade if you need it, and carefully fall down to the boss room.&lt;br /&gt;
# Use your Devastator to kill the Overlord and finish the episode. It is behind the large metal doors.&lt;br /&gt;
=== E3L1 - Raw Meat ===&lt;br /&gt;
# Grab the Devastator in the secret compartment to your right (if you want to get it now).&lt;br /&gt;
# Jump off the building when you can and head into the main building.&lt;br /&gt;
# Grab the jetpack in the first room that opens to the left. It is in a secret compartment on the left side of the room.&lt;br /&gt;
# Head into the second room and wait for the table to slide down enough to get into the small room behind it.&lt;br /&gt;
# Grab the steroids on top of the fan blades and flip the switch on.&lt;br /&gt;
# Head out of the room, using the steroids, and go left to the green slime room. The doors there are now open.&lt;br /&gt;
# Behind the wall in the room is an opening in the building. Jump out of it and use your jetpack to gain some height after you jump out. Be against the brick wall in front of you.&lt;br /&gt;
# After you feel you gained enough height, fall and jump + duck as you land. You should clip under the door.&lt;br /&gt;
# Kill the Assault Enforcer awaiting you if you need to, and head through the window that is opening to the Auto Destruct button.&lt;br /&gt;
=== E3L2 - Bank Roll ===&lt;br /&gt;
# Move forward+left into the trash bin and grab the medkit.&lt;br /&gt;
# Use the medkit and jump out going backwards+left to behind the trashcans.&lt;br /&gt;
# Shoot the trashcan closest to the trash bin to grab the steroids, and use them upon getting them.&lt;br /&gt;
# Head forwards down the passageway and go right until you are below the office area.&lt;br /&gt;
# Use your jetpack to fly up into it.&lt;br /&gt;
# Grab the steroids, push the button on the front of the desk, grab the Blue Access Card, and jump off.&lt;br /&gt;
# Ignore all enemies and use the Blue Access Card.&lt;br /&gt;
# Quickly move through the area until you get to the desk on the other end. If you move too slowly, the Laser Tripbombs between each opening will activate before you get to the desk.&lt;br /&gt;
# Push/shoot the button behind the desk and grab the jetpack (if you need it) in the secret compartment behind the painting.&lt;br /&gt;
# Head through the doors at the other end of the room, ignoring the Pig Cop, and kill the Assault Enforcer awaiting you inside if you need to.&lt;br /&gt;
# Aim your Devastator at a slight left angle against the small section of the front wall on the right of the vault door, and shoot it. Crouch if you need to. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=0m40s TheBlackParrot demonstrates this in this YouTube video]&lt;br /&gt;
# Head back to the previous room and out through the hole that is now in the wall.&lt;br /&gt;
# Continue moving forwards past the enemies and head to the Auto Destruct button.&lt;br /&gt;
=== E3L3 - Flood Zone ===&lt;br /&gt;
# Grab the RPG on your left and head through the passageway. Grab the Atomic Health on the building ledge to the left you need it.&lt;br /&gt;
# Get your RPG ready and head down to the door beyond the cliff underwater.&lt;br /&gt;
# Crouch and move backwards against it as you fire your RPG at a downwards angle. This should clip you into the next room. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=0m54s TheBlackParrot demonstrates this in this YouTube video]&lt;br /&gt;
# Press the button on your right and head back out.&lt;br /&gt;
# Remain under the neon sign as it slides upwards, and grab the Red Access Card once you can get to it.&lt;br /&gt;
# Head upwards on top of the building you're in front of using your jetpack. (Stay on the right side)&lt;br /&gt;
# Use the Red Access Card on the garage door and head forward+right.&lt;br /&gt;
# Grab the Devastator ammo and fall down the hole to the Auto Destruct button.&lt;br /&gt;
=== E3L4 - L.A. Rumble ===&lt;br /&gt;
# Head forwards and right through the hole in the wall&lt;br /&gt;
# Use your jetpack to fly up to the office area.&lt;br /&gt;
# Ignore the enemies and press/shoot the button behind the desk to reveal an opening on the right.&lt;br /&gt;
# Head forward+left and grab the Red Access Card.&lt;br /&gt;
# Head to the newly revealed room and use the Red Access Card. Use a medkit if you need to.&lt;br /&gt;
# Use the teleporter to go to the Auto Destruct button.&lt;br /&gt;
=== E3L5 - Movie Set ===&lt;br /&gt;
# Move forwards+left right as you spawn and turn a bit if you need to see where you're going.&lt;br /&gt;
# Jump + duck to clip under the door and head down the stairs.&lt;br /&gt;
# Grab the medkit, and kick/shoot the glass to finish the level.&lt;br /&gt;
=== E3L6 - Rabid Transit ===&lt;br /&gt;
# Use your medkit.&lt;br /&gt;
# Move forward+left and clip through the revolving door. (You can accidentally die here, be cautious).&lt;br /&gt;
# Move left against the wall and wait for the first set of laser tripbombs to explode.&lt;br /&gt;
# Right after they explode, quickly move through the leftmost opening and out onto the subway track. Use your medkit right after the next set of laser tripbombs go off.&lt;br /&gt;
# Shoot your Devastator or RPG at the crack in the wall, and grab the Devastator in the gray compartment in the wall.&lt;br /&gt;
# After the explosions secede, grab everything in the newly formed hole and back out to the next station (forward+left).&lt;br /&gt;
# Jump into the first opening on the right and quick kick it open.&lt;br /&gt;
# Move forwards+left until you get to the dimly lit set of stairs.&lt;br /&gt;
# Manipulate the Mini-Battlelord's AI to shoot the slime canisters as you go up the stairs.&lt;br /&gt;
# Grab the Devastator ammo, Red Access Card, and Atomic Health (if you need it) and head back out through the new hole moving forward+right.&lt;br /&gt;
# Watch for the next door on the left as you head back onto the subway track. It should require a Red Access Card.&lt;br /&gt;
# As you enter the next room, fall into the water and through the opening underwater to reach the Auto Destruct button.&lt;br /&gt;
=== E3L7 - Fahrenheit ===&lt;br /&gt;
# Head forwards through the sliding bin.&lt;br /&gt;
# Use your jetpack to fly over the first wall and the building on the left.&lt;br /&gt;
# Fall onto the firetruck below and duck+jump to clip under the wall blocking the way.&lt;br /&gt;
# Continue through the hole and up the staircase where an Asssault Commander awaits you. Ignore it and fall under him.&lt;br /&gt;
# Jump up behind him to the switch on the right and switch it on.&lt;br /&gt;
# Grab the Yellow Access Card as you jump through the wall opening in front of you.&lt;br /&gt;
# Use your jetpack to fly over any walls in the way going forwards+left.&lt;br /&gt;
# Use the Yellow Access Card next to the first door on the right.&lt;br /&gt;
# Fly up to the higher part of the building and head left through the door on the right.&lt;br /&gt;
# Head into the room on the left and enter the room just in front of you. An Assault Trooper will be in front of the Red Access Card, kill it if you need to.&lt;br /&gt;
# Head back out going right and fly over walls again until you are over a pool of water. Fall into it and turn around.&lt;br /&gt;
# Head forwards ahead of the wall and resurface to the door requiring the Red Access Card.&lt;br /&gt;
# Use the Red Access Card and enter the next room.&lt;br /&gt;
# Blow open the crack in the wall using your RPG or Devastator and head to the Auto Destruct button. Have your pipebombs ready as you press the button.&lt;br /&gt;
=== E3L8 - Hotel Hell ===&lt;br /&gt;
# Turn around and throw a pipebomb at the crack in the wall.&lt;br /&gt;
# Jump into the new hole and press the Auto Destruct button. Have your Devastator ready as you finish the level.&lt;br /&gt;
=== E3L9 - Stadium ===&lt;br /&gt;
# Use your jetpack to go up faster than the elevator.&lt;br /&gt;
# Immediately start firing at the Cycloid Emperor's head and kill it to beat the episode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Any% (Glitchless) =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 19:33.71 [WR] || https://www.youtube.com/watch?v=Zwjs0YvVVjo&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Route ==&lt;br /&gt;
Any% Glitchless is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible using anything except glitches and cheats. Unlike standard Any%, any glitch done during an Any% (Glitchless) run will invalidate it.&lt;br /&gt;
=== E1L1 - Hollywood Holocaust ===&lt;br /&gt;
If you have run this level in standard Any% before, then the route will seem very familiar.&lt;br /&gt;
# Shoot or kick the fan vent in the top of the level, fall down and start moving diagonally forward+right.&lt;br /&gt;
# Jump onto the crate where the Assault Trooper is standing; you do not have to kill it, and then jump into a window diagonally up+left.&lt;br /&gt;
# Head to the poster in the secret room and open it, then grab the steroids.&lt;br /&gt;
# Using the steroids, jump out of a window onto the wall on the other side.&lt;br /&gt;
# Head down the wall and jump forward+left onto the ledge near the Auto Destruct button.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
=== E1L2 - Red Light District ===&lt;br /&gt;
# Head out of the elevator you start the level in and into the shop on the left.&lt;br /&gt;
# Kill the Pig Cop that may be in your way if you wish to.&lt;br /&gt;
# Head right to the red door, grabbing the Atomic Health and Shotgun on the other end if you wish to.&lt;br /&gt;
# Solve the button puzzle, head into the new room and use the elevator on the other end.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# Heading to the right, grab the Blue Access Card and shoot and jump out of the glass window further onto the right of the room.&lt;br /&gt;
# Head forwards to the booth beyond the door requiring the Yellow Access Card, and kill the Pig Cop.&lt;br /&gt;
# Use the Blue Access Card and solve the button puzzle that appears.&amp;lt;br /&amp;gt;(Solution: off; on; on; off)&lt;br /&gt;
# Flip the switch that appears in front of you and run to the pillar just in front of the building that is now falling.&amp;lt;br /&amp;gt;&lt;br /&gt;
# After waiting for the explosions to stop, run diagonally forward+right and grab the Yellow Access Card. A medkit is on the other end near the sewer if you need it.&lt;br /&gt;
# Head back to the red door you passed earlier and use the Yellow Access Card.&lt;br /&gt;
# Ignore the Pig Cop on the right as you enter and head left.&lt;br /&gt;
# Turn and head right into the bar (the first hall you come to on your right beyond the pool table). There will be a cabinet under the wall with liquor bottles.&lt;br /&gt;
# Ignore all enemies and grab the Red Access Card in the cabinet.&lt;br /&gt;
# Head out of the bar, evading the 3 Pig Cops that just spawned, and into the next hall.&lt;br /&gt;
# Use the Red Access Card and, ignoring everything in the new room, shoot the air vent on the right.&lt;br /&gt;
# Jump into the now open air vent (there is a table you can use to jump into it if need be), grab the items in it and shoot/kick the air vent on the other end.&lt;br /&gt;
# Use the Pig Cop standing in front of the ledge and jump onto it. Jump off the Pig Cop onto the ledge and follow it down to the end of the level.&amp;lt;br /&amp;gt;If you have ran Any% before and are using the Megaton Edition, do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; use the Death Row skip as that is a glitch and will invalidate the run.&lt;br /&gt;
# Walk into the end level trap as intended.&lt;br /&gt;
=== E1L3 - Death Row ===&lt;br /&gt;
# Head right and kick the glass window open. Jump into the room, and push the button on the right. A pistol and some ammo is on the other end if you need it.&lt;br /&gt;
# Jump out of the room using the window you just kicked out, and shoot/kick the glass behind the opening curtains.&lt;br /&gt;
# Jump out and head forwards, ignoring the enemies. A medkit is in front of the cell door if you need it.&lt;br /&gt;
# Keep going down the hall until you get near the red door requiring a Blue Access Card. A hole to your left will explode open leading to a new room. Head into it.&lt;br /&gt;
# Jump on the gears to the room ahead of them, and grab the RPG and Blue Access Card near the Assault Trooper firing at you. A +30 Health is on the other end if you need it.&lt;br /&gt;
# Head out of the gear room and back to the red door requiring the Blue Access Card. Use the Card and crouch underneath the Laser Tripbomb.&lt;br /&gt;
# Ignore the Pig Cops and head forwards. Head into the first room on your left and jump over the Laser Tripbomb that just activated. You will need to be quick in this room or you will kill yourself.&lt;br /&gt;
# Grab the Yellow Access Card and jump out just before you get to the slanted part of the floor. This will allow you just enough height not to hit the 2 Laser Tripbombs in front of you.&lt;br /&gt;
# Head left or right to the large room below you. Use the RPG to kill the Pig Cops in the room if you need to.&lt;br /&gt;
# Use the Yellow Access Card on the metal doors in the front of the room. Ignore the 2 Pig Cops on the right.&lt;br /&gt;
# Head forwards through the hall and head left once you get outside. Grab the Red Access Card and head back inside.&lt;br /&gt;
# On the other end of the room on either the left or right, use the Red Access Card. Kill any enemy in your way if you need to.&lt;br /&gt;
# Press/shoot the button ahead of you and head into the room that slid open.&lt;br /&gt;
# Press/shoot the button on the other end to reveal 2 doors behind you. Head into the one on the right (the switch on the inside should be labeled &amp;quot;02&amp;quot;).&lt;br /&gt;
# Kill the Pig Cop if needed and flip the switch off.&lt;br /&gt;
# Head back into the circular room and shoot the button under the air vent.&lt;br /&gt;
# Keep your aim steady and head out of the circular room using the metal doors on your right.&lt;br /&gt;
# Crouch under the Laser Tripbomb and head to the hall on your right, killing any enemies you need to.&lt;br /&gt;
# Once you come to a switch, switch it to the 3rd option. Ignore the enemies you encounter.&lt;br /&gt;
# In the 3rd room, go behind the picture on the right, grab the pipebombs on the end of the hidden hole you just went into, and blow up the end of it.&lt;br /&gt;
# Blow up the new end and continue heading outside via the sewer.&lt;br /&gt;
# Head underwater and go underneath the submarine. Enter it via the opening under it.&lt;br /&gt;
# Kill the enemy in the way of the Auto Destruct button if need be, kick/shoot the glass, and end the level.&lt;br /&gt;
=== E1L4 - Toxic Dump ===&lt;br /&gt;
# Head underwater and solve the button puzzle.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# An opening will start to appear on the left. Wait for it to open enough and head out moving up to the surface and diagonally forward+left.&lt;br /&gt;
# Enter the hole in the wall (grabbing the +30 Health if you need it) and kill the Assault Trooper at the top.&lt;br /&gt;
# Grab the RPG on your left and the Blue Access Card on your right. Jump off the ledge and head to the red door requiring the Blue Access Card on the other end of the area on the left.&lt;br /&gt;
# Use the Blue Access Card and follow the hallway down the the red door on your left.&lt;br /&gt;
# Enter the room and look up behind the pillar in front of you. Shoot the Laser Tripbomb with your RPG or else you risk killing yourself.&lt;br /&gt;
# Shoot the barrel of toxic waste on the conveyor belt and step onto the caution area. Kill the Assault Trooper on the left if you need to, but be sure to switch away from the RPG.&lt;br /&gt;
# Let the claw grab you from above and move you onto the higher conveyor belt. Shoot the barrel of toxic waste in front of you and step onto the caution area.&lt;br /&gt;
# Let the other claw grab you and move you in front of an area sealed off by glass. Kill the Pig Cop behind it and head into the room.&lt;br /&gt;
# Grab the Red Access Card and head back into the main room. Head diagonally forward+left to the room with 2 tiny entrances on the left and right.&lt;br /&gt;
# Use the Red Access Card and let the shrinker behind it hit you. Head into the next room using the entrance on the right and wait in a corner to grow back to full size. Enemies can and will crush you to your death if they can get to you.&lt;br /&gt;
# Kill the Assault Trooper in the room and flip the switch on. Let the shrinker hit you and head back to the other room. Go in to the new hall that opened on the right and wait to grow back to full size.&lt;br /&gt;
# Head underwater moving diagonally forward+left and press/shoot the button in the room past the mines.&lt;br /&gt;
# Head to the surface and wait for the water level to rise enough. Be in front of the toxic waterfall and grab the steroids to the left of it.&lt;br /&gt;
# Using the steroids, head to the small ledge on the other end and jump off the small cliff on the right while moving forwards. This takes you to a teleporter which allows you to skip the rest of the level. [https://www.youtube.com/watch?v=yl88h6xA2qk&amp;amp;t=13m02s TheBlackParrot demonstrates this in this YouTube video.]&lt;br /&gt;
# Open the door in front of you and use the Auto Destruct button on your left.&lt;br /&gt;
The skip used in the last part of the level is not considered a glitch, as no glitches are needed to access it.&lt;br /&gt;
=== E1L5 - The Abyss ===&lt;br /&gt;
# Head down the sewer and onto the narrow ledge on the left.&lt;br /&gt;
# Once you get to the end of the ledge, grab the Blue Access Card and head back to the toxic waste.&lt;br /&gt;
# Go left and use the Blue Access Card. Head down the passageway to the next ledge on the left, killing any enemies you need to.&lt;br /&gt;
# Stay right down the other passage way and jump onto the cliff in front of you. Step in front of the &amp;quot;SAN ANDREAS FAULT&amp;quot; sign to trigger the earthquake.&lt;br /&gt;
# Jump onto one of the falling cliffs (the one of the left that falls quicker has an Atomic Health) and jump down into the stream of toxic waste.&lt;br /&gt;
# Kill the Pig Cop if you need to and head down the passage way. Head to the one on the far left and ignore the Octabrain.&lt;br /&gt;
# Fall into the hole at the end of it and press the hand on the right.&lt;br /&gt;
# Head into the narrow passageway and kill the Octabrain (if you need to) in the next room. Use the hand near it to trigger a staircase slightly beyond it.&amp;lt;br /&amp;gt;Try to press it and jump onto the last part of the staircase to save time.&lt;br /&gt;
# Make sure as you step off the staircase that you trigger the next earthquake. It may not trigger if you move too fast and it will waste time.&lt;br /&gt;
# Press the next hand in front of you and jump on the ledge rising up on the right.&lt;br /&gt;
# Press the hand above it and wait for the shrinker on the far end to hit you. Head into the next area via the small passageway on the floor to the right.&lt;br /&gt;
# Go into the toxic waste and head forwards. Another passageway will be beyond the toxic waste. Grab the Atomic Health if you need it.&lt;br /&gt;
# Follow the next few passageways and kill any enemies in your way if you need to.&lt;br /&gt;
# Once you get to a metal door, open it and head down to the opening door. The Octabrain at the end of it is usually of no threat.&lt;br /&gt;
# Press the button on the right behind the opening door and fall down the hole. If you stay left as you fall down the hole, a small opening with an RPG will be waiting.&lt;br /&gt;
# Head into the boss room in front of you by pressing the button near the doors. 15 RPG ammo is on your left if you need it.&lt;br /&gt;
# Grab the medkit (use your previous one if you have one) and grab the Atomic Health near the Battlelord. Kill it and finish the episode.&lt;br /&gt;
5 RPG ammo is on each corner of the toxic waste, but about 20 total is optimal to kill the Battlelord.&lt;br /&gt;
=== E2L1 - Space Port ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# As you start the level, immediately move diagonally backward+left to enter the teleporter.&lt;br /&gt;
# Grab the RPG and steroids in the ship and head back out into the main hallway.&lt;br /&gt;
# Stay right until you get to the room with an Assault Trooper. Grab the Shotgun if need be and flip the switch off.&lt;br /&gt;
# Head through the passageway where the forcefield was active.&lt;br /&gt;
# Ignore the Assault Trooper on the other end and jump into the &amp;quot;RESTRICTED PERSONNEL&amp;quot; sign.&lt;br /&gt;
# Stay left and follow the vent down to the air vent. Shoot/kick it open, grab the medkit on the right below you if you need it, and grab the Blue Access Card.&lt;br /&gt;
# Head out of the room and into the next main room. Go to the elevator and jump on and off the Assault Trooper to bypass it.&lt;br /&gt;
# Use the Blue Access Card and head to the elevator that opened on the other end. Kill the Assault Enforcer inside it and head up to the next floor.&lt;br /&gt;
# Once you get to the next floor, jump on the crate to your left and onto the ledge above it. Grab the jetpack and shoot the yellow canisters on the other end.&lt;br /&gt;
# Head into the broken elevator through the hole that just appeared and flip the switch on.&lt;br /&gt;
# Head out into the passageway behind you and solve the switch puzzle.&amp;lt;br /&amp;gt;(Solution: off; off; on; off)&lt;br /&gt;
# Jump out into the hole in the center of the main area and fall into the water below.&lt;br /&gt;
# Grab the Red Access Card and head back up to the second floor using your jetpack.&lt;br /&gt;
# Use the Red Access Card in the blue lighted area near the switch puzzle.&lt;br /&gt;
# Enter the new passage way and follow it until you get to the Auto Destruct button.&lt;br /&gt;
=== E2L2 - Incubator ===&lt;br /&gt;
# Be patient and wait for the two rooms to connect. You can glitch the game into leaving the starting forcefields on by hitting one of them too early.&lt;br /&gt;
# Once the forcefields are clear, enter the next hallway and use the steroids you picked up in E2L1.&lt;br /&gt;
# Move down the hallway and enter the next room, ignoring all enemies. A couple of Sentry Drones may hit you in the process, so use a medkit if you need to.&lt;br /&gt;
# Flip the switch in the middle of the room on and head right to the next room.&lt;br /&gt;
# Stay right and wait for the floor to slide down far enough to jump into.&lt;br /&gt;
# Continue staying right and flip the switch off in the blue lighted room on the right.&lt;br /&gt;
# Head back to the previous room and enter the hall on your right. There was a blocked passageway here before, but it is no longer blocked.&lt;br /&gt;
# Go left and ignore the enemies, they are of no threat.&lt;br /&gt;
# Enter the door on the right and grab the Yellow Access Card.&lt;br /&gt;
# Head down the other hallway and again, ignore all enemies.&lt;br /&gt;
# Use the Yellow Access Card on the door on the left and enter the room.&lt;br /&gt;
# Shoot the button on the right part of the main section and leave the room.&lt;br /&gt;
# Jump/jetpack onto the left ledge sliding down and fall into the next area.&lt;br /&gt;
# Grab the medkit and steroids on the left and head forwards and slightly left onto a ledge with an alien switch.&lt;br /&gt;
# Turn it on and head to the metal doors in the area that appears. The enemies are usually of no threat.&lt;br /&gt;
# Enter the small room and use the Auto Destruct button to end the level. The Octabrain attacking you will not kill you if you have enough health.&lt;br /&gt;
=== E2L3 - Warp Factor ===&lt;br /&gt;
# Wait for the elevator to stop and head to the metal door in front of you.&lt;br /&gt;
# Continue in diagonally forward+left and head into the elevator to the left. It will start going down on it's own as it explodes. The back-left corner is a safe spot.&lt;br /&gt;
# Wait for the elevator to stop exploding near you and head out into the next area staying left.&lt;br /&gt;
# As you get to the other end, grab the Blue Access Card. An Atomic Health will be on your left if you need it.&lt;br /&gt;
# Head back up to the previous area and go into the other elevator.&lt;br /&gt;
# Use it and immediately start moving right while crouching. This will allow you to bypass the set of Laser Tripbombs that would usually appear in front of you.&lt;br /&gt;
# Use the Blue Access Card and get the elevator moving down in front of you. Kill the Assault Enforcer behind you as it may cause issues later in the level.&lt;br /&gt;
# Enter the elevator and move up into the next hallway.&lt;br /&gt;
# Head right into the next passageway. You will encounter 2 Sentry Drones, but as long as you have enough health, you will not die.&lt;br /&gt;
# Flip the switch on and wait for the transport to arrive.&lt;br /&gt;
# Enter it, flip the switch inside it and kill any enemy in the way (if you need to) once you get to the other passageway.&lt;br /&gt;
# Once you get to the end of it, grab the devastator ammo on the right and enter the next area.&lt;br /&gt;
# Head forwards until you get to a button puzzle on your left. Solve it and then grab the Yellow Access Card on your left.&amp;lt;br /&amp;gt;(Solution: off; on; off)&lt;br /&gt;
# Go back to the transport and flip the switch in it once more.&lt;br /&gt;
# Head back to the Blue Access Card elevator and go back down.&lt;br /&gt;
# Head right through the metal door at the bottom and go forwards to the small area on the left. A Shrinker will be behind the wall near the button, grab that and head right.&lt;br /&gt;
# Use the Yellow Access Card on the large metal door in the middle of the area past the first opening on the left.&lt;br /&gt;
# Grab the Shrinker ammo sitting in the middle of the two walkways and use the one on the right as it makes you run faster.&lt;br /&gt;
# Head left until you come to the first metal door on the right (not the one you first see in front of you).&lt;br /&gt;
# As you enter the room, there will be a Security screen and a switch on the right. Flip it to the off position and head back down the walkways to the previous area.&lt;br /&gt;
# Enter the opening and into the blue lighted room in the middle. If you were fast enough, you should not have to wait for the path to be clear to enter the elevator. If you miss it, it adds around 15 seconds to the time, so it is very important to be a bit speedy in this level.&lt;br /&gt;
# Head down the elevator and make sure your health is above 50. Grab a +30 Health at the bottom floor if you need it and use the Auto Destruct button to finish the level.&lt;br /&gt;
=== E2L4 - Fusion Station ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Move forward+right to the switch at the other end of the room and switch it on.&lt;br /&gt;
# Follow the passageway on the left, killing the Assault Trooper at the end if you need to (you can also jump+crouch over it).&lt;br /&gt;
# Flip the switch on to the left and head through the door to the left.&lt;br /&gt;
# Use your jetpack and fly up+left to the final area of the level. Grab the 2 Atomic Healths and the jetpack on the small ledge just below it.&lt;br /&gt;
# Enter the metal door and into the final area. Grab the Chaingun as it is the trigger for the Auto Destruct button to appear in the middle.&lt;br /&gt;
# An Atomic Health is in the middle just to the right of the Chaingun, grab that before finishing the level.&lt;br /&gt;
# Pull out your shrinker as you hit the Auto Destruct button as you need to use it during the next level.&lt;br /&gt;
=== E2L5 - Occupied Territory ===&lt;br /&gt;
# Push/shoot the button behind you and head out of the sliding doors using your steroids. (Running into them while using steroids has been known to kill you, be cautious until you get used to running past them).&lt;br /&gt;
# Head left past the doors that are closing (you may need to jump over them) and down the passageway past the 3 Assault Enforcers shooting at you.&lt;br /&gt;
# Ignore them and head into the next room to the other end. The 2 Assault Commanders firing rockets at you usually do not kill you, but may decrease your health.&lt;br /&gt;
# Head diagonally forward+left into the green slime room. 10 Shrinker ammo will be on your left as you enter it, grab that if you need it.&lt;br /&gt;
# Use the walkway on your right and go left once you get to the other end. Avoid the Assault Commander's rockets and shoot the yellow canisters if you want to be cautious.&lt;br /&gt;
# Grab the Red Access Card in the middle area and head back out to the main area moving forward+left. There may be a slew of enemies now after you but you can avoid them if you have enough health and are fast enough. Otherwise, use your Shrinker and try to get rid of those in your way.&lt;br /&gt;
# Use the Red Access Card to extend the walkway to the room to the left.&lt;br /&gt;
# Kill/shrink the Assault Enforcer in the way if you need to, and open the doors to the next room.&lt;br /&gt;
# Stay back and wait for the doors to open enough to shoot your Shrinker at the Battlelord in the room. Aim for its feet, as the blast radius will be enough to shrink it in one shot. (further explained [[Duke Nukem 3D/Game Mechanics and Glitches|here]]).&lt;br /&gt;
# Grab the Blue Access Card at the other end of the room and step on the Battlelord if you need to. A +30 Health will be behind the left pillar if you need it.&lt;br /&gt;
# Head down to the door requiring a Blue Access Card and use it. Enemies may be firing upon you if you left them alone before, so be sure to evade them while the door is opening.&lt;br /&gt;
# Head left and grab the medkit if you need it.&lt;br /&gt;
# Turn around and use your jetpack to fly up until you get to an open room with an Assault Enforcer in it. Kill/shrink it and grab the +30 Health if you need it.&lt;br /&gt;
# Grab the devastator ammo to the left facing the control panel.&lt;br /&gt;
# Go back to the opening and press the left button.&lt;br /&gt;
# Use your jetpack and quickly fly to the right Battlelord and shoot your Shrinker at its feet. Stay out of the range of the left Battlelord. ([https://www.youtube.com/watch?v=EKzl0RERErI&amp;amp;t=5m43s LLCoolDave demonstrates this in this YouTube video])&lt;br /&gt;
# Flip the switch and head to the middle part, then use the Auto Destruct button.&lt;br /&gt;
=== E2L6 - Tiberius Station ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Shoot your Shrinker at the air vent as you spawn and switch to your pistol.&lt;br /&gt;
# Jump through it and shoot your pistol at the button ahead.&lt;br /&gt;
# Jump off the area into the next under the door.&lt;br /&gt;
# Head forward+right to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
# Use your jetpack to fly to the air vent above you and move forward+right to the next one. Shoot it and move to the next room.&lt;br /&gt;
# Shoot the yellow canisters and head towards the pillar in the center of the room.&lt;br /&gt;
# Fall down the hole that appears into the next vent and keep moving forwards to the next air vent.&lt;br /&gt;
# Shoot the air vent and finish the level. The Assault Enforcer behind you can be ignored as you finish the level.&lt;br /&gt;
=== E2L7 - Lunar Reactor ===&lt;br /&gt;
# If you are low on health and still have a medkit, now would be a good time to use it.&lt;br /&gt;
# Head out of the doors moving forward+left to the metal doors at the end of the hall to the left.&lt;br /&gt;
# Ignore all enemies and head into the next room going right.&lt;br /&gt;
# Grab the Devastator ammo and the medkit on the floor to the left and head into the second stall.&lt;br /&gt;
# Grab the Blue Access Card behind the Assault Trooper and head back into the main area, still ignoring all enemies.&lt;br /&gt;
# Move forwards down the hall and use the Blue Access Card.&lt;br /&gt;
# Head left down the next room and shoot your Shrinker at the Battlelord blocking the next set of doors.&lt;br /&gt;
# Moving into the next room, head into the part on the right and fall down into the hole in the middle.&lt;br /&gt;
# Flip the switch on the right and quickly move forwards to the air vent.&lt;br /&gt;
# Shoot/kick it out and fall to the ledge in front of you where the Assault Trooper is standing. You can ignore it.&lt;br /&gt;
# Grab the Yellow Access Card and shoot at the vent closest to the wall (slightly above and left).&lt;br /&gt;
# Use your jetpack to fly up into it and follow it down to the next air vent.&lt;br /&gt;
# Kick/shoot it and follow the stream of toxic waste down to the end.&lt;br /&gt;
# Bring out your RPG and fire it somewhat near the end near the turning gear, close to the crack in the wall.&lt;br /&gt;
# Head through it back to the main room, going forward+left towards the door requiring the Yellow Access Card.&lt;br /&gt;
# Use your medkit if you need to, and head into the next room.&lt;br /&gt;
# If you need to, shoot your Shrinker at the Battlelord at the other end and ignore it. Grab the Devastator ammo in the corner to the right.&lt;br /&gt;
# Fire your RPG at the Assault Enforcer at the bottom of the staircase on the right.&lt;br /&gt;
# Follow the staircase down and ignore the other Assault Enforcer attempting to block it.&lt;br /&gt;
# Head forwards into the next room to the other end and flip the switch on the right.&lt;br /&gt;
# Head right and grab the Devastator ammo on the ledge above you.&lt;br /&gt;
# Move back some and fire your RPG at the top of the generator to blow it up.&lt;br /&gt;
# Move to the set of opening doors on your left and ignore the Assault Commander firing at you.&lt;br /&gt;
# Head down the collapsing hall to the Auto Destruct button, and use a medkit if you need to in order not to die. Another Assault Commander will be waiting in the final room just in front of the Auto Destruct button.&lt;br /&gt;
=== E2L8 - Dark Side ===&lt;br /&gt;
If you have run this level in standard Any% before, then the route will seem very familiar.&lt;br /&gt;
# It is advised not to use your medkit yet if you still have it.&lt;br /&gt;
# Head out of the doors and grab the +30 Health on the right if you need it. Head left to the elevator.&lt;br /&gt;
# Head down the elevator and bring out your Shrinker.&lt;br /&gt;
# Move forwards through the next set of doors and use your jetpack to fly over to the passageway slightly above you and to the left.&lt;br /&gt;
# Flip the switch at the end of it and shrink the Assault Enforcer beside the door.&lt;br /&gt;
# Grab the Shrinker behind the map to the right and wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport to head to the next area.&lt;br /&gt;
# Grab the medkit to the right if you need it and head down the next passageway.&lt;br /&gt;
# Shrink the Assault Enforcer blocking the set of doors and head through them. Step on it if you need to.&lt;br /&gt;
# Go through the next set of doors and ignore the enemies around you. Use your jetpack to fly to the other end.&lt;br /&gt;
# Head through the next passageway and shrink anything that gets in the way.&lt;br /&gt;
# After going through the next set of doors, use your jetpack to fly up and right to the Yellow Access Card. The enemies in that room can be ignored unless they get in the way.&lt;br /&gt;
# Jump down and grab the Devastator to the right, and head back to the transport.&lt;br /&gt;
# Flip the switch in the transport and head back outside.&lt;br /&gt;
# Once you use your jetpack to fly over the wall again, drop down and head to the hall on the right and use the Yellow Access Card.&lt;br /&gt;
# Open the doors and quickly close them again once you are past them to block the Assault Enforcer standing near them.&lt;br /&gt;
# Head left and flip the switch. Kill the Assault Enforcer and grab the +30 Health if you need it, then wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport and shrink the group of Assault Troopers at the end if you need to.&lt;br /&gt;
# Head right down the next passageway, ignoring the enemies.&lt;br /&gt;
# Head through the door on the left and into the next room.&lt;br /&gt;
# Use the open passageway on the right and flip the switch in front of you to head outside.&lt;br /&gt;
# Use your jetpack to fly up to the room above you in the middle, and flip the switch inside. Grab the Atomic Health beside it if you need to.&lt;br /&gt;
# Head back down the hole using the jetpack to cushion the fall, and move opposite of the passageway you were at previously.&lt;br /&gt;
# Shoot your Shrinker at the Battlelord awaiting you and follow the passageway down to the Assault Commander awaiting you.&lt;br /&gt;
# Shoot your RPG behind it at the wall to blow a hole in the wall, and head inside. Enemies can be ignored.&lt;br /&gt;
# The center prism in the middle is a teleporter, touch the front of it to head to the next room.&lt;br /&gt;
# Go to the opposite end and to the right to a pool of water to reach the Auto Destruct button.&lt;br /&gt;
=== E2L9 - Overlord ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Follow the passageway to the surface.&lt;br /&gt;
# Shoot at the circular air vent to open it and use your jetpack to fly into it.&lt;br /&gt;
# Grab the Atomic Health on top of the fan blade if you need it, and carefully fall down to the boss room.&lt;br /&gt;
# Use your Devastator to kill the Overlord and finish the episode. It is behind the large metal doors.&lt;br /&gt;
=== E3L1 - Raw Meat ===&lt;br /&gt;
# Grab the Devastator in the secret compartment to your right (if you want to get it now).&lt;br /&gt;
# Jump off the building when you can and head into the main building.&lt;br /&gt;
# Grab the jetpack in the first room that opens to the left. It is in a secret compartment on the left side of the room.&lt;br /&gt;
# Head into the second room and wait for the table to slide down enough to get into the small room behind it.&lt;br /&gt;
# Grab the steroids on top of the fan blades and flip the switch on.&lt;br /&gt;
# Head out of the room, using the steroids, and go left to the green slime room. The doors there are now open.&lt;br /&gt;
# Jump forward ahead of the slime containers and enter the room behind the doors. 2 Assault Enforcers will be awaiting you, but they can usually be ignored.&lt;br /&gt;
# Grab the Blue Access Card in the compartment to the left and head back out of the green slime room, going left.&lt;br /&gt;
# Use the Blue Access Card on the first set of doors on your right. Ignore the Pig Cop awaiting you and go through, heading right.&lt;br /&gt;
# Head into the kitchen and jump into the sink ahead of you, by this point your steroids should now wear off. Head underwater and grab the 2 +30 Healths if you need them.&lt;br /&gt;
# Flip the switch to the right of the door and grab the Red Access Card at the other end.&lt;br /&gt;
# Surface temporarily to grab the Scuba Gear if you need it for E3L3, and head back where you came from.&lt;br /&gt;
# Resurface from the sink and head down the stairs to the doors requiring the Red Access Card.&lt;br /&gt;
# Kill the Assault Enforcer awaiting you if you need to, and head through the window that is opening to the Auto Destruct button.&lt;br /&gt;
=== E3L2 - Bank Roll ===&lt;br /&gt;
# Move forward+left into the trash bin and grab the medkit.&lt;br /&gt;
# Use the medkit and jump out going backwards+left to behind the trashcans.&lt;br /&gt;
# Shoot the trashcan closest to the trash bin to grab the steroids, and use them upon getting them.&lt;br /&gt;
# Head forwards down the passageway and go right until you are below the office area.&lt;br /&gt;
# Use your jetpack to fly up into it.&lt;br /&gt;
# Grab the steroids, push the button on the front of the desk, grab the Blue Access Card, and jump off.&lt;br /&gt;
# Ignore all enemies and use the Blue Access Card.&lt;br /&gt;
# Quickly move through the area until you get to the desk on the other end. If you move too slowly, the Laser Tripbombs between each opening will activate before you get to the desk.&lt;br /&gt;
# Push/shoot the button behind the desk and grab the jetpack (if you need it) in the secret compartment behind the painting.&lt;br /&gt;
# Head through the doors at the other end of the room, ignoring the Pig Cop, and kill the Assault Enforcer awaiting you inside if you need to.&lt;br /&gt;
# Head behind the desk in the room and press/shoot each of the 3 buttons.&lt;br /&gt;
# Head through the opening on the right and use your jetpack to fly over the gears. Move forward and slightly right until you come to a room containing the Red Access Card.&lt;br /&gt;
# Grab the Red Access Card and quickly leave following the path you came from.&lt;br /&gt;
# Head to the vault door to the left and use the Red Access Card.&lt;br /&gt;
# Open it and shoot a slime container to trigger a series of explosions. A hole will appear on the right, go through that and head left to finish the level.&lt;br /&gt;
=== E3L3 - Flood Zone ===&lt;br /&gt;
# Grab the RPG on your left and head through the passageway to the water below. Grab the Atomic Health on the building ledge to the left you need it.&lt;br /&gt;
# Use your jetpack to fly to the Blue Access Card beyond the building to the left. It will be on a high ledge behind a lower building.&lt;br /&gt;
# Grab the Blue Access Card and fall into the water.&lt;br /&gt;
# Use the Blue Access Card on the door behind you and enter the next room.&lt;br /&gt;
# Swim below+right behind the eggs to grab the Yellow Access Card.&lt;br /&gt;
# Fly back up to the building you flew over previously at the beginning and use the Yellow Access Card on the door in the cliff.&lt;br /&gt;
# Enter the door and follow the staircase down to the ground.&lt;br /&gt;
# Head right to the button ahead of you and press/shoot it. Wait for the red neon sign to start moving up and grab the Red Access Card behind it.&lt;br /&gt;
# Once you grab the Red Access Card, fly up+right to the garage door requiring it.&lt;br /&gt;
# Go through it, and head right down the hole to the Auto Destruct button. Grab the Devastator ammo on your way.&lt;br /&gt;
=== E3L4 - L.A. Rumble ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Head forwards and right through the hole in the wall&lt;br /&gt;
# Use your jetpack to fly up to the office area.&lt;br /&gt;
# Ignore the enemies and press/shoot the button behind the desk to reveal an opening on the right.&lt;br /&gt;
# Head forward+left and grab the Red Access Card.&lt;br /&gt;
# Head to the newly revealed room and use the Red Access Card. Use a medkit if you need to.&lt;br /&gt;
# Use the teleporter to go to the Auto Destruct button.&lt;br /&gt;
=== E3L5 - Movie Set ===&lt;br /&gt;
# Grab the +30 Health if you need it, and head forward+right into the passageway.&lt;br /&gt;
# Grab the Blue Access Card underneath the telephone booth&lt;br /&gt;
# Head back outside until you come to the first set of doors on the left.&lt;br /&gt;
# Use the Blue Access Card and head inside, killing any enemies if you need to.&amp;lt;br /&amp;gt;The level here starts to get a bit hectic with more enemies spawning as you go, proceed with caution if you do not wish to kill them.&lt;br /&gt;
# Head forwards through the door to the right of the door requiring a Red Access Card (labeled &amp;quot;Stage 17B&amp;quot;).&lt;br /&gt;
# Enter Stage 17B and grab the Yellow Access Card on set, and grab the medkit on the other end if you need it.&lt;br /&gt;
# Leave the room the way you came from and use the Yellow Access Card on the door to the right.&lt;br /&gt;
# Enter the set through the left and head to the seat on the right.&lt;br /&gt;
# Grab the Red Access Card and head back to Stage 17B.&lt;br /&gt;
# Use the Red Access Card on the opposite end and flip the switch inside.&lt;br /&gt;
# Head back to the doors requiring the Blue Access Key and quickly move forward+right. The Battlelord can be ignored.&lt;br /&gt;
# Head down the staircase and grab the medkit on the way if you need to.&lt;br /&gt;
# Shoot/kick the glass and use the Auto Destruct button.&lt;br /&gt;
=== E3L6 - Rabid Transit ===&lt;br /&gt;
This level is highly cycle dependent, so try to be as swift as possible.&lt;br /&gt;
# Head left through the rotating doors (be careful not to glitch through them, as they can kill you).&lt;br /&gt;
# Go left towards the subway, but wait for the first set of Laster Tripbombs to explode.&lt;br /&gt;
# Shoot your RPG at each set of remaining Laser Tripbombs to clear them and await the subway. Enter the leading carriage.&lt;br /&gt;
# Kill the Pig Cop at the next stop and continue waiting until you come to a red lighted area in the wall.&lt;br /&gt;
# Jump to the red lighted area and grab the Blue Access Card.&lt;br /&gt;
# Wait for the subway to pass and start running for the last carriage. Jump into it from the left side.&lt;br /&gt;
# At the next stop, use the Blue Access Card to open the sets of doors to the left.&lt;br /&gt;
# Quickly follow the hall down to the next hall on the right and stay left once you enter it.&lt;br /&gt;
# Let the Battlelord spawn to attempt to manipulate its aim if possible towards the slime containers. If you fail to, just shoot one of them.&lt;br /&gt;
# Grab the Atomic Health, Devastator ammo, and the Red Access Card in one motion as you leave through the hole in the wall. All enemies can be ignored.&lt;br /&gt;
# Let the subway go if it is currently idle, and stay behind it.&lt;br /&gt;
# Use the Red Access Card on the first door you come to on the right within the subway.&lt;br /&gt;
# Enter it, jump off the ledge and into the water.&lt;br /&gt;
# Turn around and start swimming into the opening to reach the Auto Destruct button.&lt;br /&gt;
=== E3L7 - Fahrenheit ===&lt;br /&gt;
There is only one step in this level that differs from standard Any%.&lt;br /&gt;
# Head forwards through the sliding bin.&lt;br /&gt;
# Use your jetpack to fly over the first wall and the building on the left.&lt;br /&gt;
# Fall onto the firetruck below and fire your RPG at the crack in the wall.&lt;br /&gt;
# Continue through the hole and up the staircase where an Asssault Commander awaits you. Ignore it and fall under him.&lt;br /&gt;
# Jump up behind him to the switch on the right and switch it on.&lt;br /&gt;
# Grab the Yellow Access Card as you jump through the wall opening in front of you.&lt;br /&gt;
# Use your jetpack to fly over any walls in the way going forwards+left.&lt;br /&gt;
# Use the Yellow Access Card next to the first door on the right.&lt;br /&gt;
# Fly up to the higher part of the building and head left through the door on the right.&lt;br /&gt;
# Head into the room on the left and enter the room just in front of you. An Assault Trooper will be in front of the Red Access Card, kill it if you need to.&lt;br /&gt;
# Head back out going right and fly over walls again until you are over a pool of water. Fall into it and turn around.&lt;br /&gt;
# Head forwards ahead of the wall and resurface to the door requiring the Red Access Card.&lt;br /&gt;
# Use the Red Access Card and enter the next room.&lt;br /&gt;
# Blow open the crack in the wall using your RPG and head to the Auto Destruct button.&lt;br /&gt;
=== E3L8 - Hotel Hell ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
After some discussion, the pipebomb skip used in the standard Any% route is now allowed in Hotel Hell.&lt;br /&gt;
# Turn around and throw a pipebomb at the crack in the wall.&lt;br /&gt;
# Jump into the new hole and press the Auto Destruct button. Have your Devastator ready as you finish the level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Old route:&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head outside and fly up+right. You will land on the Blue Access Card.&lt;br /&gt;
# Head back down and kill any enemies that you need to. Use the Blue Access Card and enter the door.&lt;br /&gt;
# Go forward+right until you come across the first opening on the left.&lt;br /&gt;
# Go through that opening staying on the far side of the hall going left until you come to a set of glass doors.&lt;br /&gt;
# Shoot the glass and move left to the window on the right. A Pig Cop will await you, kill it.&lt;br /&gt;
# As you get closer to the Yellow Access Card on the right (near the picture), an Assault Commander will spawn outside of the window. Try to avoid its rockets as the door behind the picture opens.&lt;br /&gt;
# Grab the Yellow Access Card and head back into the hotel from the glass doors.&lt;br /&gt;
# Head forwards to the elevator on the right at the far side of the room.&lt;br /&gt;
# Use the Yellow Access Card and go up the elevator.&lt;br /&gt;
# Head forward+left through the bar to the pool area and jump onto the ledge. Kill any enemies you feel will be in the way on the ledge ahead of you and fly over to it using your jetpack.&lt;br /&gt;
# Jump through one of the windows that opens and shoot the air vent in the room.&lt;br /&gt;
# Jump through it and fall into the hole with the Auto Destruct button. Use the jetpack to cushion your fall if you need to.&lt;br /&gt;
# Switch to your Devastator weapon as the level ends.&lt;br /&gt;
=== E3L9 - Stadium ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Use your jetpack to go up faster than the elevator.&lt;br /&gt;
# Immediately start firing at the Cycloid Emperor's head and kill it to beat the episode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 27:34.22 [WR] || https://www.youtube.com/watch?v=M7hddDKFXsk&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
100S is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible exploiting any bug/glitch found in the route. All secrets &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be obtained, and all secret levels must also be completed. Cheating will invalidate your run.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The route for 100S is still being heavily optimized. Check the runs for current route details.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100% =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| || || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
100% is typically run on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty, as it is the fastest.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 100%, the goal is to complete the game (all 3 original episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt;) in the fastest time, while also having triggered all of the secrets and having scored all available kills in every level.  Additionally, all secret levels must have been visited and completed to the same extent.  Typing in cheats will invalidate your run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this differs from Max% in that enemy spawn triggers can be avoided!&amp;lt;br /&amp;gt;&lt;br /&gt;
Some levels contain enemies that cannot be killed: for these levels, the tally should only be missing the enemies that are not killable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in 100%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2015-02-06T19:42:34Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: /* Max% */ +verb tense change to be grammatically consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Additional Megaton Edition IL Table Rules =&lt;br /&gt;
If you are planning on adding your runs to the Megaton Edition IL Tables below:&amp;lt;br /&amp;gt;&lt;br /&gt;
* please keep your submission quality source videos on hand -- it might be best to include links to file-shared copies of them with your submissions to this table&lt;br /&gt;
* include the level loading and intermission screens in your source video (as they can always be trimmed later)&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=5MjWAdZkD78 3-1 Raw Meat] || 11.533s (14s) || Piece of Cake || Feb. 5, 2015 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
In 100S, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100% =&lt;br /&gt;
In 100%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and having scored all available kills in the level statistics (i.e. all killable enemies that have spawned by the end of the run should have been killed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this differs from Max% in that enemy spawn triggers can be avoided!&amp;lt;br /&amp;gt;&lt;br /&gt;
Some levels contain enemies that cannot be killed: for these levels, the tally should only be missing the enemies that are not killable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in 100%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || || &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and having reached the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in max%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=nfEu1sKKTqE 1-1 Hollywood Holocaust] || 1:10.743 (1m23s) || Piece of Cake (26 kills) || Feb. 27, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2015-02-06T19:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +100% category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Additional Megaton Edition IL Table Rules =&lt;br /&gt;
If you are planning on adding your runs to the Megaton Edition IL Tables below:&amp;lt;br /&amp;gt;&lt;br /&gt;
* please keep your submission quality source videos on hand -- it might be best to include links to file-shared copies of them with your submissions to this table&lt;br /&gt;
* include the level loading and intermission screens in your source video (as they can always be trimmed later)&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=5MjWAdZkD78 3-1 Raw Meat] || 11.533s (14s) || Piece of Cake || Feb. 5, 2015 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
In 100S, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100% =&lt;br /&gt;
In 100%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and having scored all available kills in the level statistics (i.e. all killable enemies that have spawned by the end of the run should have been killed).&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that this differs from Max% in that enemy spawn triggers can be avoided!&amp;lt;br /&amp;gt;&lt;br /&gt;
Some levels contain enemies that cannot be killed: for these levels, the tally should only be missing the enemies that are not killable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in 100%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || || &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (# of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in max%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=nfEu1sKKTqE 1-1 Hollywood Holocaust] || 1:10.743 (1m23s) || Piece of Cake (26 kills) || Feb. 27, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2015-02-06T14:07:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: /* Megaton Edition Any% Table */ +changed url protocol to be consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Additional Megaton Edition IL Table Rules =&lt;br /&gt;
If you are planning on adding your runs to the Megaton Edition IL Tables below:&amp;lt;br /&amp;gt;&lt;br /&gt;
* please keep your submission quality source videos on hand -- it might be best to include links to file-shared copies of them with your submissions to this table&lt;br /&gt;
* include the level loading and intermission screens in your source video (as they can always be trimmed later)&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=5MjWAdZkD78 3-1 Raw Meat] || 11.533s (14s) || Piece of Cake || Feb. 5, 2015 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
In 100S, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in max%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=nfEu1sKKTqE 1-1 Hollywood Holocaust] || 1:10.743 (1m23s) || Piece of Cake (26 kills) || Feb. 27, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2015-02-06T13:13:31Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: /* Megaton Edition Any% Table */ +updated Any% IL table to include grzdeniek's awesome E3L1 run&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Additional Megaton Edition IL Table Rules =&lt;br /&gt;
If you are planning on adding your runs to the Megaton Edition IL Tables below:&amp;lt;br /&amp;gt;&lt;br /&gt;
* please keep your submission quality source videos on hand -- it might be best to include links to file-shared copies of them with your submissions to this table&lt;br /&gt;
* include the level loading and intermission screens in your source video (as they can always be trimmed later)&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=5MjWAdZkD78 3-1 Raw Meat] || 11.533s (14s) || Piece of Cake || Feb. 5, 2015 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
In 100S, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in max%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=nfEu1sKKTqE 1-1 Hollywood Holocaust] || 1:10.743 (1m23s) || Piece of Cake (26 kills) || Feb. 27, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2015-01-23T02:22:25Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added more pipebomb notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating w/ strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water w/ a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
Note that pipebombs that are being thrown are not affected by Duke's momentum.&amp;lt;br /&amp;gt;&lt;br /&gt;
The velocity at which pipebombs are thrown is primarily affected by the length of time the fire button is held before the throw.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Further, in the original 1.3D release, pipebombs could be thrown through extremely thick walls into neighbouring sectors if thrown w/ the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening,&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It appears to be possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in w/ or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors w/ Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors w/ sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors w/ sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding w/ the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors w/ enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically w/ one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined w/ some EDuke32 patches [further modified w/ a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump w/o having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while w/ the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting w/ any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport w/ them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/RTA</id>
		<title>Duke Nukem 3D/RTA</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/RTA"/>
				<updated>2014-09-05T00:42:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added Video Tutorial section to Any% with link to Softman25's video tutorial +added some extra line breaks to separate the sections visually a little more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RTA (or Real Time Attack) is a group of categories that is timed in a single-segment. Runs usually follow a real timer rather than the in-game timer, as the in-game timer is faster and does not count the time spent in menu and loading screens.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the following categories, you are allowed to use your own episode route. You can go in order, or go completely out of order - you only need to complete the first/original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt;. Other subcategories may include the fourth episode, &amp;lt;i&amp;gt;The Birth&amp;lt;/i&amp;gt;, or other expansion packs.&lt;br /&gt;
= Any% =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| Cubeface21 || 09:29.51 [WR] || http://www.twitch.tv/cubeface21/c/4969447&lt;br /&gt;
|-&lt;br /&gt;
| Softman25 || 10:39.17 || http://www.twitch.tv/softman25/c/4938403&lt;br /&gt;
|-&lt;br /&gt;
| ezormer || 10:43.14 || http://www.twitch.tv/ezormer/c/4955039&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 11:13.73 || https://www.youtube.com/watch?v=SxJe8R-jFSg&lt;br /&gt;
|-&lt;br /&gt;
| LLCoolDave || 11:31.80 || https://www.youtube.com/watch?v=EKzl0RERErI&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
[https://www.youtube.com/watch?v=Szd2EGyBVow Softman25's Any% Tutorial]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Route ==&lt;br /&gt;
Any% is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible exploiting any bug/glitch found in the route. Cheating will invalidate your run.&lt;br /&gt;
=== E1L1 - Hollywood Holocaust ===&lt;br /&gt;
# Shoot or kick the fan vent in the top of the level, fall down and start moving diagonally forward+right.&lt;br /&gt;
# Jump onto the crate where the Assault Trooper is standing; you do not have to kill it, and then jump into a window diagonally up+left.&lt;br /&gt;
# Head to the poster in the secret room and open it, then grab the steroids.&lt;br /&gt;
# Using the steroids, jump out of a window onto the wall on the other side.&lt;br /&gt;
# Head down the wall and jump forward+left onto the ledge.&lt;br /&gt;
# Turn around and jump+duck at the small ledge in the corner to clip onto a secret area high above you.&lt;br /&gt;
# Grab the jetpack and fall to the Auto-Destruct button; use the jetpack to break your fall.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
&lt;br /&gt;
There is a backup route for this level (some choose this route by default):&lt;br /&gt;
# If you fail the clip, head back down and into the doors.&lt;br /&gt;
# Wedge yourself tightly in the corner between the left door and the wall. Keep moving backwards against the corner.&lt;br /&gt;
# Close the doors, and you should clip up to the jetpack.&lt;br /&gt;
# Grab the jetpack and fall to the Auto-Destruct button; use the jetpack to break your fall.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
=== E1L2 - Red Light District ===&lt;br /&gt;
# Run past the enemies and next to the vent as you leave the elevator.&lt;br /&gt;
# Use your jetpack to get on top of the ledge and follow it down to the neon sign.&lt;br /&gt;
# Jump up-foward-left and move right once you're next to the wall. As you land, duck and jump. This should allow you to clip under the door requiring the Yellow Access Card.&lt;br /&gt;
# Ignore the Pig Cop on the right as you enter and head left.&lt;br /&gt;
# Turn and head right into the bar (the first hall you come to on your right beyond the pool table). There will be a cabinet under the wall with liquor bottles.&lt;br /&gt;
# Ignore all enemies and grab the Red Access Card in the cabinet.&lt;br /&gt;
# Head out of the bar, evading the 3 Pig Cops that just spawned, and into the next hall.&lt;br /&gt;
# Use the Red Access Card and, ignoring everything in the new room, shoot the air vent on the right.&lt;br /&gt;
# Jump into the now open air vent (there is a table you can use to jump into it if need be) or use your jetpack to fly into it, grab the items in it and shoot/kick the air vent on the other end.&lt;br /&gt;
# Use your jetpack to fly onto the ledge across from you, all enemies can be ignored.&lt;br /&gt;
# Before you get to the end level area, use your jetpack to bypass the cell doors that appear.&lt;br /&gt;
# As the Pig Cop voice clip starts playing, press the Auto Destruct button and quickly bring up a menu that still allows the voice clip to be played (F1 is usually used)&lt;br /&gt;
# Wait for the clip to end, and leave the menu. This skips E1L3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E1L3 - &amp;lt;i&amp;gt;Death Row&amp;lt;/i&amp;gt; is skipped in this route.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== E1L4 - Toxic Dump ===&lt;br /&gt;
# Head underwater and solve the button puzzle.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# An opening will start to appear on the left. Wait for it to open enough and head out moving up to the surface, aiming between the corner between the two plants.&lt;br /&gt;
# Use your jetpack to fly up to the highest point the level will allow you, and move next to the door requiring the Blue Access Card.&lt;br /&gt;
# Turn off your jetpack and duck+jump under the door to clip into the next room.&lt;br /&gt;
# Enter the red door on the left and continue moving forward+left until you get to the area that requires the Red Access Card.&lt;br /&gt;
# Use the Landing Crouch Jump (also known as Jump/Duck/Jump) clip on the right passageway, and head right into the next room.&lt;br /&gt;
# Flip the switch on, it's usually safe to ignore the Assault Trooper.&lt;br /&gt;
# Use the Landing Crouch Jump clip on the passageway you just left. (This may take a few attempts to get, try jumping as you get to the last shadow from the beams overhead).&lt;br /&gt;
# Head right into the previous room and into the new room on the right.&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head underwater moving diagonally forward+left and move towards the room past the mines on the right.&lt;br /&gt;
# Move up against the corner between the rock wall and the metal wall, and head up using your jetpack.&lt;br /&gt;
# You will end up at a teleporter that takes you straight to the Auto Destruct button.&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2 &amp;lt;i&amp;gt;(extends into E1L5)&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head underwater moving diagonally forward+left and move towards the puddle of sludge ahead of you on the left.&lt;br /&gt;
# Use your jetpack to fly up to the surface and grab the steroids on the ledge next to the sludge waterfall.&lt;br /&gt;
# Turn around towards the enemies and use your jetpack to fly forward+right against the wall. This should take you to a teleporter that takes you straight to the Auto Destruct button. [http://www.twitch.tv/softman25/c/4938687 Softman25 demonstrates this in this Twitch highlight at 1:40]&lt;br /&gt;
=== E1L5 - The Abyss ===&lt;br /&gt;
# Head down the sewer and onto the ledge on the right. &amp;lt;i&amp;gt;(E1L4 Route 2 users, use your steroids now).&amp;lt;/i&amp;gt;&lt;br /&gt;
# Jump off the ledge towards the door requiring the Blue Access Card. Duck+jump to clip under it and move past the enemies.&lt;br /&gt;
# Use your jetpack to fly towards the &amp;quot;SAN ANDREAS FAULT&amp;quot; sign, and step on it to trigger the earthquake (or move upwards and completely ignore it).&lt;br /&gt;
# Fly towards the falling cliffs and you should clip upwards against them (or move above them if you ignored triggering the earthquake).&lt;br /&gt;
# Fall down to the next area in the wall, using your jetpack to break your fall.&lt;br /&gt;
# Fly down the stairs and aim yourself at the wall overhanging the area at the end of the stairs.&lt;br /&gt;
# Fly upwards, aiming at the square in the overhanging wall.&lt;br /&gt;
# Once you feel you have enough height, fall and quickly begin moving forwards to clip behind the wall under the overhang. &amp;lt;i&amp;gt;(E1L4 Route 2 users, you have more of a height window)&amp;lt;/i&amp;gt;.&lt;br /&gt;
# Head through the teleporter and into the next room behind the metal door. Grab the armor and +30 Health if you need it.&lt;br /&gt;
# Press the button on the right behind the opening door and fall down the hole. If you stay left as you fall down the hole, a small opening with an RPG will be waiting if you failed to grab one previously.&lt;br /&gt;
# Head into the boss room in front of you by pressing the button near the doors. 15 RPG ammo is on your left if you need it before you enter the boss room.&lt;br /&gt;
# Grab the medkit and grab the Atomic Health near the Battlelord. Kill it and finish the episode.&lt;br /&gt;
5 RPG ammo is on each corner of the toxic waste, and about 20 total is optimal to kill the Battlelord.&lt;br /&gt;
=== E2L1 - Spaceport ===&lt;br /&gt;
# As you start the level, immediately move diagonally backward+left to enter the teleporter.&lt;br /&gt;
# Grab the RPG and steroids in the ship and head back out into the main hallway.&lt;br /&gt;
# Stay right until you get to the room with an Assault Trooper. Grab the Shotgun if need be and flip the switch off.&lt;br /&gt;
# Head through the passageway where the forcefield was active.&lt;br /&gt;
# Ignore the Assault Trooper on the other end and jump into the &amp;quot;RESTRICTED PERSONNEL&amp;quot; sign.&lt;br /&gt;
# Stay left and follow the vent down to the air vent. Shoot/kick it open, grab the medkit on the right below you if you need it, and grab the Blue Access Card.&lt;br /&gt;
# Head out of the room and into the next main room. Go to the elevator and jump on and off the Assault Trooper to bypass it.&lt;br /&gt;
# Use the Blue Access Card and head to the elevator that opened on the other end. Kill the Assault Enforcer inside it and head up to the next floor.&lt;br /&gt;
# Once you get to the next floor, jump on the crate to your left and onto the ledge above it. Grab the jetpack and shoot the yellow canisters on the other end.&lt;br /&gt;
# Head into the broken elevator through the hole that just appeared and flip the switch on.&lt;br /&gt;
# Head out into the passageway behind you and solve the switch puzzle.&amp;lt;br /&amp;gt;(Solution: off; off; on; off)&lt;br /&gt;
# Jump out into the hole in the center of the main area and fall into the water below.&lt;br /&gt;
# Grab the Red Access Card and head back up to the second floor using your jetpack.&lt;br /&gt;
# Use the Red Access Card in the blue lighted area near the switch puzzle.&lt;br /&gt;
# Enter the new passage way and follow it until you get to the Auto Destruct button.&lt;br /&gt;
=== E2L2 - Incubator ===&lt;br /&gt;
# Be patient and wait for the two rooms to connect. You can glitch the game into leaving the starting forcefields on by hitting one of them too early.&lt;br /&gt;
# Once the forcefields are clear, enter the next hallway and use the steroids you picked up in E2L1.&lt;br /&gt;
# Move down the hallway and enter the next room, ignoring all enemies. A couple of Sentry Drones may hit you in the process, so use a medkit if you need to.&lt;br /&gt;
# Flip the switch in the middle of the room on and head right to the next room.&lt;br /&gt;
# Stay right and wait for the floor to slide down far enough to jump into.&lt;br /&gt;
# Continue staying right and flip the switch off in the blue lighted room on the right.&lt;br /&gt;
# Head back to the previous room and enter the hall on your right. There was a blocked passageway here before, but it is no longer blocked.&lt;br /&gt;
# Go right and ignore the enemies, they are of no threat.&lt;br /&gt;
# Clip into the small crack in the wall by moving towards the wall on the left and slowly turning left. It has been reported that aiming up may help chances of getting the clip a small bit, and that moving only left &amp;lt;i&amp;gt;at first&amp;lt;/i&amp;gt; may also help. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=4m04s (TheBlackParrot demonstrates this in this YouTube video)]&lt;br /&gt;
# Grab the medkit and steroids on the left and head forwards and slightly left onto a ledge with an alien switch.&lt;br /&gt;
# Turn it on and head to the metal doors in the area that appears. The enemies are usually of no threat.&lt;br /&gt;
# Enter the small room and use the Auto Destruct button to end the level. The Octabrain attacking you will not kill you if you have enough health.&lt;br /&gt;
=== E2L3 - Warp Factor ===&lt;br /&gt;
# Wait for the elevator to stop and head to the metal door in front of you.&lt;br /&gt;
# Continue in diagonally forward+right and head down the elevator.&lt;br /&gt;
# Immediately start moving left against the elevator wall while crouching. This will allow you to bypass the set of Laser Tripbombs that would usually appear in front of you.&lt;br /&gt;
# Move forwards past the Assault Enforcer shooting you, and grab the Shrinker on the first area on the left. It will be behind the wall past the screen.&lt;br /&gt;
# Continue down the hall until you get to the first opening on the left.&lt;br /&gt;
# Head down to the next room (it should be lit blue inside), and clip behind the forcefield by jumping and ducking at the same time.&lt;br /&gt;
# Head down the elevator in the center of the room and head right to the Auto Destruct button. +30 Healths encircle the room if you need some.&lt;br /&gt;
=== E2L4 - Fusion Station ===&lt;br /&gt;
# Move forward+right to the switch at the other end of the room and switch it on.&lt;br /&gt;
# Follow the passageway on the left, killing the Assault Trooper at the end if you need to (you can also jump+crouch over it).&lt;br /&gt;
# Flip the switch on to the left and head through the door to the left.&lt;br /&gt;
# Use your jetpack and fly up+left to the final area of the level. Grab the 2 Atomic Healths and the jetpack on the small ledge just below it.&lt;br /&gt;
# Enter the metal door and into the final area. Grab the Chaingun as it is the trigger for the Auto Destruct button to appear in the middle.&lt;br /&gt;
# An Atomic Health is in the middle just to the right of the Chaingun, grab that before finishing the level.&lt;br /&gt;
# Pull out your shrinker as you hit the Auto Destruct button as you need to use it during the next level.&lt;br /&gt;
=== E2L5 - Occupied Territory === &lt;br /&gt;
# Push/shoot the button behind you and head out of the sliding doors using your steroids. (Running into them while using steroids has been known to kill you, be cautious until you get used to running past them).&lt;br /&gt;
# Head left past the doors that are closing (you may need to jump over them) and down the passageway past the 3 Assault Enforcers shooting at you.&lt;br /&gt;
# Ignore them and head into the next room to the other end. The 2 Assault Commanders firing rockets at you usually do not kill you, but may decrease your health.&lt;br /&gt;
# Open the doors on the farthest end and wait for them to open enough to jump out of. (This upcoming clip requires the steroids to still be in effect).&lt;br /&gt;
# Stand on the caution tape and jump towards the doors in front of you (they require a Blue Access Card).&lt;br /&gt;
# Duck + jump at the same time as you land to clip under them into the next room. (It has been reported that crouching at the rightmost corner and ducking + jumping also works (Softman25)).&lt;br /&gt;
# Turn around until you see the white lights against the wall and fly up.&lt;br /&gt;
# Use your Shrinker to get the Assault Enforcer out of the way, or kill it if need be. Grab the +30 Health if you need it.&lt;br /&gt;
# Head left and grab the Devastator ammo, and back to where you were.&lt;br /&gt;
# Press the switch on the right and &amp;lt;i&amp;gt;quickly&amp;lt;/i&amp;gt; fly towards the right opening that slides open in front of you.&lt;br /&gt;
# Aim your Shrinker at the Mini-Battlelord's feet to get rid of it, and flip the switch.&lt;br /&gt;
# Move right to the Auto Destruct button.&lt;br /&gt;
=== E2L6 - Tiberius Station ===&lt;br /&gt;
# Shoot your Shrinker at the air vent as you spawn and switch to your pistol.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1&amp;lt;/b&amp;gt;&lt;br /&gt;
# Jump through it and shoot your pistol at the button ahead (or press it).&lt;br /&gt;
# Jump off the area into the next under the door.&lt;br /&gt;
# Head forward+right to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2&amp;lt;/b&amp;gt;&lt;br /&gt;
# Jump through it and shoot the air vent on the right at the other side of the next room.&lt;br /&gt;
# Head through it and move right until you get the next air vent. Shoot it and head through it.&lt;br /&gt;
# Head forward to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Use your jetpack to fly to the air vent above you and move forward+right to the next one. Shoot it and move to the next room.&lt;br /&gt;
# Shoot the yellow canisters and head towards the pillar in the center of the room.&lt;br /&gt;
# Fall down the hole that appears into the next vent and keep moving forwards to the next air vent.&lt;br /&gt;
# Shoot the air vent and finish the level. The Assault Enforcer behind you can be ignored as you finish the level.&lt;br /&gt;
=== E2L7 - Lunar Reactor ===&lt;br /&gt;
# If you are low on health and still have a medkit, now would be a good time to use it.&lt;br /&gt;
# Head out of the doors moving forward+left to the metal doors at the end of the hall to the left.&lt;br /&gt;
# Ignore all enemies and head into the next room going right.&lt;br /&gt;
# Grab the Devastator ammo, steroids, and medkit on the floor to the left and head into the second stall.&lt;br /&gt;
# Grab the Blue Access Card behind the Assault Trooper and head back into the main area, still ignoring all enemies.&lt;br /&gt;
# Move forwards down the hall and use the Blue Access Card.&lt;br /&gt;
# Move right until you get to the middle of the grate. Stay against the wall on the right.&lt;br /&gt;
# Jump + duck to clip under it, and head right into the air vent, killing any slimes you need to.&lt;br /&gt;
# As you get to the brightly lit section of the air vent, shoot the first tile and fly out to the area in front of you using your jetpack.&lt;br /&gt;
# Grab the Yellow Access Card and head back into the air vent, going back the way you came.&lt;br /&gt;
# Head down the stream of sludge to the other end and blow up the crack in the wall using the RPG (if you have one) or the Devastator.&lt;br /&gt;
# Head through it and move forwards to the door requiring the Yellow Access Card.&lt;br /&gt;
# Use your medkit if you need to, and head into the next room.&lt;br /&gt;
# If you need to, shoot your Shrinker at the Battlelord at the other end and ignore it. Grab the Devastator ammo in the corner to the right.&lt;br /&gt;
# Fire your RPG at the Assault Enforcer at the bottom of the staircase on the right. (Use your jetpack to avoid spawning any further enemies).&lt;br /&gt;
# Follow the staircase down and ignore the other Assault Enforcer attempting to block it.&lt;br /&gt;
# Head forwards into the next room to the other end and flip the switch on the right.&lt;br /&gt;
# Head right and grab the Devastator ammo on the ledge above you.&lt;br /&gt;
# Move back some and fire your RPG (or Devastator) at the top of the generator to blow it up.&lt;br /&gt;
# Move to the set of opening doors on your left and ignore the Assault Commander firing at you.&lt;br /&gt;
# Head down the collapsing hall to the Auto Destruct button, and use a medkit if you need to in order not to die. Another Assault Commander will be waiting in the final room just in front of the Auto Destruct button.&lt;br /&gt;
=== E2L8 - Dark Side ===&lt;br /&gt;
# It is advised not to use your medkit yet if you still have it.&lt;br /&gt;
# Head out of the doors and grab the +30 Health on the right if you need it. Head left to the elevator.&lt;br /&gt;
# Head down the elevator and bring out your Shrinker.&lt;br /&gt;
# Move forwards through the next set of doors and use your jetpack to fly over to the passageway slightly above you and to the left.&lt;br /&gt;
# Flip the switch at the end of it and shrink the Assault Enforcer beside the door.&lt;br /&gt;
# Grab the Shrinker behind the map to the right and wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport to head to the next area.&lt;br /&gt;
# Grab the medkit to the right if you need it and head down the next passageway.&lt;br /&gt;
# Shrink the Assault Enforcer blocking the set of doors and head through them. Step on it if you need to.&lt;br /&gt;
# Go through the next set of doors and ignore the enemies around you. Use your jetpack to fly to the other end.&lt;br /&gt;
# Head through the next passageway and shrink anything that gets in the way.&lt;br /&gt;
# After going through the next set of doors, use your jetpack to fly up and right to the Yellow Access Card. The enemies in that room can be ignored unless they get in the way.&lt;br /&gt;
# Jump down and grab the Devastator to the right, and head back to the transport.&lt;br /&gt;
# Flip the switch in the transport and head back outside.&lt;br /&gt;
# Once you use your jetpack to fly over the wall again, drop down and head to the hall on the right and use the Yellow Access Card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Route 1 (very unsafe, use for WR attempts!)&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Route 1 follows the Xbox 360 IL strat. This was recently discovered to be possible in Megaton. [http://www.twitch.tv/softman25/c/4938403 Softman25 demonstrates the route in this Twitch highlight]&lt;br /&gt;
# Open the doors and head into the next room.&lt;br /&gt;
# Flip the switch and fly upwards into an air vent in the ceiling. You should come to a secret area.&lt;br /&gt;
# Leave the area through the opening on the left and use your steroids.&lt;br /&gt;
# Head forwards and move past the door on your left.&lt;br /&gt;
# Turn around and face the door, and jump + duck at it to clip under it. (It has been reported that you could also fire an RPG at the enemies behind the door to help increase your chances of doing the clip).&lt;br /&gt;
&amp;lt;b&amp;gt;Route 2 (marathon-safe strat)&amp;lt;/b&amp;gt;&lt;br /&gt;
# Open the doors and quickly close them again once you are past them to block the Assault Enforcer standing near them.&lt;br /&gt;
# Head left and flip the switch. Kill the Assault Enforcer and grab the +30 Health if you need it, then wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport and shrink the group of Assault Troopers at the end if you need to.&lt;br /&gt;
# Use your steroids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Head right down the next passageway, ignoring the enemies.&lt;br /&gt;
# Head through the door on the left and into the next room.&lt;br /&gt;
# Move forward+right towards the opening in the cliff. Stay behind the forcefield and clip behind it. Keep moving upwards+left and slowly move your mouse left against the forcefield, similar to the Incubator clip. (This may take a few attempts at first. It is instant death if it fails.)&lt;br /&gt;
# Shoot your RPG behind it at the wall to blow a hole in the wall, and head inside. Enemies can be ignored.&lt;br /&gt;
# The center prism in the middle is a teleporter, touch the front of it to head to the next room.&lt;br /&gt;
# Go to the opposite end and to the right to a pool of water to reach the Auto Destruct button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alternate route for super crazy persons&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# It's tough to explain in words, so I won't, but essentially, it's a damage overhang clip into a DM teleporter that saves about 40 seconds of the level. [https://www.youtube.com/watch?v=FN9JfHvkllI See this link to see it demonstrated]&lt;br /&gt;
# If you perform the clip and have enough steroids to make it to the forcefield clip - do so. You will need to grab a Devastator from Overlord. (When you enter Overlord arena, 90 degrees left into the niche on the wall, underwater)&lt;br /&gt;
# If you perform the clip 'late' on your steroids, fly up in the large concrete arena and turn off the forcefield 'like normal' - also grabbing the Devastator there.&lt;br /&gt;
&lt;br /&gt;
=== E2L9 - Overlord ===&lt;br /&gt;
# Follow the passageway to the surface.&lt;br /&gt;
# Shoot at the circular air vent to open it and use your jetpack to fly into it.&lt;br /&gt;
# Grab the Atomic Health on top of the fan blade if you need it, and carefully fall down to the boss room.&lt;br /&gt;
# Use your Devastator to kill the Overlord and finish the episode. It is behind the large metal doors.&lt;br /&gt;
=== E3L1 - Raw Meat ===&lt;br /&gt;
# Grab the Devastator in the secret compartment to your right (if you want to get it now).&lt;br /&gt;
# Jump off the building when you can and head into the main building.&lt;br /&gt;
# Grab the jetpack in the first room that opens to the left. It is in a secret compartment on the left side of the room.&lt;br /&gt;
# Head into the second room and wait for the table to slide down enough to get into the small room behind it.&lt;br /&gt;
# Grab the steroids on top of the fan blades and flip the switch on.&lt;br /&gt;
# Head out of the room, using the steroids, and go left to the green slime room. The doors there are now open.&lt;br /&gt;
# Behind the wall in the room is an opening in the building. Jump out of it and use your jetpack to gain some height after you jump out. Be against the brick wall in front of you.&lt;br /&gt;
# After you feel you gained enough height, fall and jump + duck as you land. You should clip under the door.&lt;br /&gt;
# Kill the Assault Enforcer awaiting you if you need to, and head through the window that is opening to the Auto Destruct button.&lt;br /&gt;
=== E3L2 - Bank Roll ===&lt;br /&gt;
# Move forward+left into the trash bin and grab the medkit.&lt;br /&gt;
# Use the medkit and jump out going backwards+left to behind the trashcans.&lt;br /&gt;
# Shoot the trashcan closest to the trash bin to grab the steroids, and use them upon getting them.&lt;br /&gt;
# Head forwards down the passageway and go right until you are below the office area.&lt;br /&gt;
# Use your jetpack to fly up into it.&lt;br /&gt;
# Grab the steroids, push the button on the front of the desk, grab the Blue Access Card, and jump off.&lt;br /&gt;
# Ignore all enemies and use the Blue Access Card.&lt;br /&gt;
# Quickly move through the area until you get to the desk on the other end. If you move too slowly, the Laser Tripbombs between each opening will activate before you get to the desk.&lt;br /&gt;
# Push/shoot the button behind the desk and grab the jetpack (if you need it) in the secret compartment behind the painting.&lt;br /&gt;
# Head through the doors at the other end of the room, ignoring the Pig Cop, and kill the Assault Enforcer awaiting you inside if you need to.&lt;br /&gt;
# Aim your Devastator at a slight left angle against the small section of the front wall on the right of the vault door, and shoot it. Crouch if you need to. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=0m40s TheBlackParrot demonstrates this in this YouTube video]&lt;br /&gt;
# Head back to the previous room and out through the hole that is now in the wall.&lt;br /&gt;
# Continue moving forwards past the enemies and head to the Auto Destruct button.&lt;br /&gt;
=== E3L3 - Flood Zone ===&lt;br /&gt;
# Grab the RPG on your left and head through the passageway. Grab the Atomic Health on the building ledge to the left you need it.&lt;br /&gt;
# Get your RPG ready and head down to the door beyond the cliff underwater.&lt;br /&gt;
# Crouch and move backwards against it as you fire your RPG at a downwards angle. This should clip you into the next room. [https://www.youtube.com/watch?v=SxJe8R-jFSg&amp;amp;t=0m54s TheBlackParrot demonstrates this in this YouTube video]&lt;br /&gt;
# Press the button on your right and head back out.&lt;br /&gt;
# Remain under the neon sign as it slides upwards, and grab the Red Access Card once you can get to it.&lt;br /&gt;
# Head upwards on top of the building you're in front of using your jetpack. (Stay on the right side)&lt;br /&gt;
# Use the Red Access Card on the garage door and head forward+right.&lt;br /&gt;
# Grab the Devastator ammo and fall down the hole to the Auto Destruct button.&lt;br /&gt;
=== E3L4 - L.A. Rumble ===&lt;br /&gt;
# Head forwards and right through the hole in the wall&lt;br /&gt;
# Use your jetpack to fly up to the office area.&lt;br /&gt;
# Ignore the enemies and press/shoot the button behind the desk to reveal an opening on the right.&lt;br /&gt;
# Head forward+left and grab the Red Access Card.&lt;br /&gt;
# Head to the newly revealed room and use the Red Access Card. Use a medkit if you need to.&lt;br /&gt;
# Use the teleporter to go to the Auto Destruct button.&lt;br /&gt;
=== E3L5 - Movie Set ===&lt;br /&gt;
# Move forwards+left right as you spawn and turn a bit if you need to see where you're going.&lt;br /&gt;
# Jump + duck to clip under the door and head down the stairs.&lt;br /&gt;
# Grab the medkit, and kick/shoot the glass to finish the level.&lt;br /&gt;
=== E3L6 - Rabid Transit ===&lt;br /&gt;
# Use your medkit.&lt;br /&gt;
# Move forward+left and clip through the revolving door. (You can accidentally die here, be cautious).&lt;br /&gt;
# Move left against the wall and wait for the first set of laser tripbombs to explode.&lt;br /&gt;
# Right after they explode, quickly move through the leftmost opening and out onto the subway track. Use your medkit right after the next set of laser tripbombs go off.&lt;br /&gt;
# Shoot your Devastator or RPG at the crack in the wall, and grab the Devastator in the gray compartment in the wall.&lt;br /&gt;
# After the explosions secede, grab everything in the newly formed hole and back out to the next station (forward+left).&lt;br /&gt;
# Jump into the first opening on the right and quick kick it open.&lt;br /&gt;
# Move forwards+left until you get to the dimly lit set of stairs.&lt;br /&gt;
# Manipulate the Mini-Battlelord's AI to shoot the slime canisters as you go up the stairs.&lt;br /&gt;
# Grab the Devastator ammo, Red Access Card, and Atomic Health (if you need it) and head back out through the new hole moving forward+right.&lt;br /&gt;
# Watch for the next door on the left as you head back onto the subway track. It should require a Red Access Card.&lt;br /&gt;
# As you enter the next room, fall into the water and through the opening underwater to reach the Auto Destruct button.&lt;br /&gt;
=== E3L7 - Fahrenheit ===&lt;br /&gt;
# Head forwards through the sliding bin.&lt;br /&gt;
# Use your jetpack to fly over the first wall and the building on the left.&lt;br /&gt;
# Fall onto the firetruck below and duck+jump to clip under the wall blocking the way.&lt;br /&gt;
# Continue through the hole and up the staircase where an Asssault Commander awaits you. Ignore it and fall under him.&lt;br /&gt;
# Jump up behind him to the switch on the right and switch it on.&lt;br /&gt;
# Grab the Yellow Access Card as you jump through the wall opening in front of you.&lt;br /&gt;
# Use your jetpack to fly over any walls in the way going forwards+left.&lt;br /&gt;
# Use the Yellow Access Card next to the first door on the right.&lt;br /&gt;
# Fly up to the higher part of the building and head left through the door on the right.&lt;br /&gt;
# Head into the room on the left and enter the room just in front of you. An Assault Trooper will be in front of the Red Access Card, kill it if you need to.&lt;br /&gt;
# Head back out going right and fly over walls again until you are over a pool of water. Fall into it and turn around.&lt;br /&gt;
# Head forwards ahead of the wall and resurface to the door requiring the Red Access Card.&lt;br /&gt;
# Use the Red Access Card and enter the next room.&lt;br /&gt;
# Blow open the crack in the wall using your RPG or Devastator and head to the Auto Destruct button. Have your pipebombs ready as you press the button.&lt;br /&gt;
=== E3L8 - Hotel Hell ===&lt;br /&gt;
# Turn around and throw a pipebomb at the crack in the wall.&lt;br /&gt;
# Jump into the new hole and press the Auto Destruct button. Have your Devastator ready as you finish the level.&lt;br /&gt;
=== E3L9 - Stadium ===&lt;br /&gt;
# Use your jetpack to go up faster than the elevator.&lt;br /&gt;
# Immediately start firing at the Cycloid Emperor's head and kill it to beat the episode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Any% (Glitchless) =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 19:33.71 [WR] || https://www.youtube.com/watch?v=Zwjs0YvVVjo&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Route ==&lt;br /&gt;
Any% Glitchless is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible using anything except glitches and cheats. Unlike standard Any%, any glitch done during an Any% (Glitchless) run will invalidate it.&lt;br /&gt;
=== E1L1 - Hollywood Holocaust ===&lt;br /&gt;
If you have run this level in standard Any% before, then the route will seem very familiar.&lt;br /&gt;
# Shoot or kick the fan vent in the top of the level, fall down and start moving diagonally forward+right.&lt;br /&gt;
# Jump onto the crate where the Assault Trooper is standing; you do not have to kill it, and then jump into a window diagonally up+left.&lt;br /&gt;
# Head to the poster in the secret room and open it, then grab the steroids.&lt;br /&gt;
# Using the steroids, jump out of a window onto the wall on the other side.&lt;br /&gt;
# Head down the wall and jump forward+left onto the ledge near the Auto Destruct button.&lt;br /&gt;
# Shoot or kick the glass and finish the level.&lt;br /&gt;
=== E1L2 - Red Light District ===&lt;br /&gt;
# Head out of the elevator you start the level in and into the shop on the left.&lt;br /&gt;
# Kill the Pig Cop that may be in your way if you wish to.&lt;br /&gt;
# Head right to the red door, grabbing the Atomic Health and Shotgun on the other end if you wish to.&lt;br /&gt;
# Solve the button puzzle, head into the new room and use the elevator on the other end.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# Heading to the right, grab the Blue Access Card and shoot and jump out of the glass window further onto the right of the room.&lt;br /&gt;
# Head forwards to the booth beyond the door requiring the Yellow Access Card, and kill the Pig Cop.&lt;br /&gt;
# Use the Blue Access Card and solve the button puzzle that appears.&amp;lt;br /&amp;gt;(Solution: off; on; on; off)&lt;br /&gt;
# Flip the switch that appears in front of you and run to the pillar just in front of the building that is now falling.&amp;lt;br /&amp;gt;&lt;br /&gt;
# After waiting for the explosions to stop, run diagonally forward+right and grab the Yellow Access Card. A medkit is on the other end near the sewer if you need it.&lt;br /&gt;
# Head back to the red door you passed earlier and use the Yellow Access Card.&lt;br /&gt;
# Ignore the Pig Cop on the right as you enter and head left.&lt;br /&gt;
# Turn and head right into the bar (the first hall you come to on your right beyond the pool table). There will be a cabinet under the wall with liquor bottles.&lt;br /&gt;
# Ignore all enemies and grab the Red Access Card in the cabinet.&lt;br /&gt;
# Head out of the bar, evading the 3 Pig Cops that just spawned, and into the next hall.&lt;br /&gt;
# Use the Red Access Card and, ignoring everything in the new room, shoot the air vent on the right.&lt;br /&gt;
# Jump into the now open air vent (there is a table you can use to jump into it if need be), grab the items in it and shoot/kick the air vent on the other end.&lt;br /&gt;
# Use the Pig Cop standing in front of the ledge and jump onto it. Jump off the Pig Cop onto the ledge and follow it down to the end of the level.&amp;lt;br /&amp;gt;If you have ran Any% before and are using the Megaton Edition, do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; use the Death Row skip as that is a glitch and will invalidate the run.&lt;br /&gt;
# Walk into the end level trap as intended.&lt;br /&gt;
=== E1L3 - Death Row ===&lt;br /&gt;
# Head right and kick the glass window open. Jump into the room, and push the button on the right. A pistol and some ammo is on the other end if you need it.&lt;br /&gt;
# Jump out of the room using the window you just kicked out, and shoot/kick the glass behind the opening curtains.&lt;br /&gt;
# Jump out and head forwards, ignoring the enemies. A medkit is in front of the cell door if you need it.&lt;br /&gt;
# Keep going down the hall until you get near the red door requiring a Blue Access Card. A hole to your left will explode open leading to a new room. Head into it.&lt;br /&gt;
# Jump on the gears to the room ahead of them, and grab the RPG and Blue Access Card near the Assault Trooper firing at you. A +30 Health is on the other end if you need it.&lt;br /&gt;
# Head out of the gear room and back to the red door requiring the Blue Access Card. Use the Card and crouch underneath the Laser Tripbomb.&lt;br /&gt;
# Ignore the Pig Cops and head forwards. Head into the first room on your left and jump over the Laser Tripbomb that just activated. You will need to be quick in this room or you will kill yourself.&lt;br /&gt;
# Grab the Yellow Access Card and jump out just before you get to the slanted part of the floor. This will allow you just enough height not to hit the 2 Laser Tripbombs in front of you.&lt;br /&gt;
# Head left or right to the large room below you. Use the RPG to kill the Pig Cops in the room if you need to.&lt;br /&gt;
# Use the Yellow Access Card on the metal doors in the front of the room. Ignore the 2 Pig Cops on the right.&lt;br /&gt;
# Head forwards through the hall and head left once you get outside. Grab the Red Access Card and head back inside.&lt;br /&gt;
# On the other end of the room on either the left or right, use the Red Access Card. Kill any enemy in your way if you need to.&lt;br /&gt;
# Press/shoot the button ahead of you and head into the room that slid open.&lt;br /&gt;
# Press/shoot the button on the other end to reveal 2 doors behind you. Head into the one on the right (the switch on the inside should be labeled &amp;quot;02&amp;quot;).&lt;br /&gt;
# Kill the Pig Cop if needed and flip the switch off.&lt;br /&gt;
# Head back into the circular room and shoot the button under the air vent.&lt;br /&gt;
# Keep your aim steady and head out of the circular room using the metal doors on your right.&lt;br /&gt;
# Crouch under the Laser Tripbomb and head to the hall on your right, killing any enemies you need to.&lt;br /&gt;
# Once you come to a switch, switch it to the 3rd option. Ignore the enemies you encounter.&lt;br /&gt;
# In the 3rd room, go behind the picture on the right, grab the pipebombs on the end of the hidden hole you just went into, and blow up the end of it.&lt;br /&gt;
# Blow up the new end and continue heading outside via the sewer.&lt;br /&gt;
# Head underwater and go underneath the submarine. Enter it via the opening under it.&lt;br /&gt;
# Kill the enemy in the way of the Auto Destruct button if need be, kick/shoot the glass, and end the level.&lt;br /&gt;
=== E1L4 - Toxic Dump ===&lt;br /&gt;
# Head underwater and solve the button puzzle.&amp;lt;br /&amp;gt;(Solution: on; off; on)&lt;br /&gt;
# An opening will start to appear on the left. Wait for it to open enough and head out moving up to the surface and diagonally forward+left.&lt;br /&gt;
# Enter the hole in the wall (grabbing the +30 Health if you need it) and kill the Assault Trooper at the top.&lt;br /&gt;
# Grab the RPG on your left and the Blue Access Card on your right. Jump off the ledge and head to the red door requiring the Blue Access Card on the other end of the area on the left.&lt;br /&gt;
# Use the Blue Access Card and follow the hallway down the the red door on your left.&lt;br /&gt;
# Enter the room and look up behind the pillar in front of you. Shoot the Laser Tripbomb with your RPG or else you risk killing yourself.&lt;br /&gt;
# Shoot the barrel of toxic waste on the conveyor belt and step onto the caution area. Kill the Assault Trooper on the left if you need to, but be sure to switch away from the RPG.&lt;br /&gt;
# Let the claw grab you from above and move you onto the higher conveyor belt. Shoot the barrel of toxic waste in front of you and step onto the caution area.&lt;br /&gt;
# Let the other claw grab you and move you in front of an area sealed off by glass. Kill the Pig Cop behind it and head into the room.&lt;br /&gt;
# Grab the Red Access Card and head back into the main room. Head diagonally forward+left to the room with 2 tiny entrances on the left and right.&lt;br /&gt;
# Use the Red Access Card and let the shrinker behind it hit you. Head into the next room using the entrance on the right and wait in a corner to grow back to full size. Enemies can and will crush you to your death if they can get to you.&lt;br /&gt;
# Kill the Assault Trooper in the room and flip the switch on. Let the shrinker hit you and head back to the other room. Go in to the new hall that opened on the right and wait to grow back to full size.&lt;br /&gt;
# Head underwater moving diagonally forward+left and press/shoot the button in the room past the mines.&lt;br /&gt;
# Head to the surface and wait for the water level to rise enough. Be in front of the toxic waterfall and grab the steroids to the left of it.&lt;br /&gt;
# Using the steroids, head to the small ledge on the other end and jump off the small cliff on the right while moving forwards. This takes you to a teleporter which allows you to skip the rest of the level. [https://www.youtube.com/watch?v=yl88h6xA2qk&amp;amp;t=13m02s TheBlackParrot demonstrates this in this YouTube video.]&lt;br /&gt;
# Open the door in front of you and use the Auto Destruct button on your left.&lt;br /&gt;
The skip used in the last part of the level is not considered a glitch, as no glitches are needed to access it.&lt;br /&gt;
=== E1L5 - The Abyss ===&lt;br /&gt;
# Head down the sewer and onto the narrow ledge on the left.&lt;br /&gt;
# Once you get to the end of the ledge, grab the Blue Access Card and head back to the toxic waste.&lt;br /&gt;
# Go left and use the Blue Access Card. Head down the passageway to the next ledge on the left, killing any enemies you need to.&lt;br /&gt;
# Stay right down the other passage way and jump onto the cliff in front of you. Step in front of the &amp;quot;SAN ANDREAS FAULT&amp;quot; sign to trigger the earthquake.&lt;br /&gt;
# Jump onto one of the falling cliffs (the one of the left that falls quicker has an Atomic Health) and jump down into the stream of toxic waste.&lt;br /&gt;
# Kill the Pig Cop if you need to and head down the passage way. Head to the one on the far left and ignore the Octabrain.&lt;br /&gt;
# Fall into the hole at the end of it and press the hand on the right.&lt;br /&gt;
# Head into the narrow passageway and kill the Octabrain (if you need to) in the next room. Use the hand near it to trigger a staircase slightly beyond it.&amp;lt;br /&amp;gt;Try to press it and jump onto the last part of the staircase to save time.&lt;br /&gt;
# Make sure as you step off the staircase that you trigger the next earthquake. It may not trigger if you move too fast and it will waste time.&lt;br /&gt;
# Press the next hand in front of you and jump on the ledge rising up on the right.&lt;br /&gt;
# Press the hand above it and wait for the shrinker on the far end to hit you. Head into the next area via the small passageway on the floor to the right.&lt;br /&gt;
# Go into the toxic waste and head forwards. Another passageway will be beyond the toxic waste. Grab the Atomic Health if you need it.&lt;br /&gt;
# Follow the next few passageways and kill any enemies in your way if you need to.&lt;br /&gt;
# Once you get to a metal door, open it and head down to the opening door. The Octabrain at the end of it is usually of no threat.&lt;br /&gt;
# Press the button on the right behind the opening door and fall down the hole. If you stay left as you fall down the hole, a small opening with an RPG will be waiting.&lt;br /&gt;
# Head into the boss room in front of you by pressing the button near the doors. 15 RPG ammo is on your left if you need it.&lt;br /&gt;
# Grab the medkit (use your previous one if you have one) and grab the Atomic Health near the Battlelord. Kill it and finish the episode.&lt;br /&gt;
5 RPG ammo is on each corner of the toxic waste, but about 20 total is optimal to kill the Battlelord.&lt;br /&gt;
=== E2L1 - Space Port ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# As you start the level, immediately move diagonally backward+left to enter the teleporter.&lt;br /&gt;
# Grab the RPG and steroids in the ship and head back out into the main hallway.&lt;br /&gt;
# Stay right until you get to the room with an Assault Trooper. Grab the Shotgun if need be and flip the switch off.&lt;br /&gt;
# Head through the passageway where the forcefield was active.&lt;br /&gt;
# Ignore the Assault Trooper on the other end and jump into the &amp;quot;RESTRICTED PERSONNEL&amp;quot; sign.&lt;br /&gt;
# Stay left and follow the vent down to the air vent. Shoot/kick it open, grab the medkit on the right below you if you need it, and grab the Blue Access Card.&lt;br /&gt;
# Head out of the room and into the next main room. Go to the elevator and jump on and off the Assault Trooper to bypass it.&lt;br /&gt;
# Use the Blue Access Card and head to the elevator that opened on the other end. Kill the Assault Enforcer inside it and head up to the next floor.&lt;br /&gt;
# Once you get to the next floor, jump on the crate to your left and onto the ledge above it. Grab the jetpack and shoot the yellow canisters on the other end.&lt;br /&gt;
# Head into the broken elevator through the hole that just appeared and flip the switch on.&lt;br /&gt;
# Head out into the passageway behind you and solve the switch puzzle.&amp;lt;br /&amp;gt;(Solution: off; off; on; off)&lt;br /&gt;
# Jump out into the hole in the center of the main area and fall into the water below.&lt;br /&gt;
# Grab the Red Access Card and head back up to the second floor using your jetpack.&lt;br /&gt;
# Use the Red Access Card in the blue lighted area near the switch puzzle.&lt;br /&gt;
# Enter the new passage way and follow it until you get to the Auto Destruct button.&lt;br /&gt;
=== E2L2 - Incubator ===&lt;br /&gt;
# Be patient and wait for the two rooms to connect. You can glitch the game into leaving the starting forcefields on by hitting one of them too early.&lt;br /&gt;
# Once the forcefields are clear, enter the next hallway and use the steroids you picked up in E2L1.&lt;br /&gt;
# Move down the hallway and enter the next room, ignoring all enemies. A couple of Sentry Drones may hit you in the process, so use a medkit if you need to.&lt;br /&gt;
# Flip the switch in the middle of the room on and head right to the next room.&lt;br /&gt;
# Stay right and wait for the floor to slide down far enough to jump into.&lt;br /&gt;
# Continue staying right and flip the switch off in the blue lighted room on the right.&lt;br /&gt;
# Head back to the previous room and enter the hall on your right. There was a blocked passageway here before, but it is no longer blocked.&lt;br /&gt;
# Go left and ignore the enemies, they are of no threat.&lt;br /&gt;
# Enter the door on the right and grab the Yellow Access Card.&lt;br /&gt;
# Head down the other hallway and again, ignore all enemies.&lt;br /&gt;
# Use the Yellow Access Card on the door on the left and enter the room.&lt;br /&gt;
# Shoot the button on the right part of the main section and leave the room.&lt;br /&gt;
# Jump/jetpack onto the left ledge sliding down and fall into the next area.&lt;br /&gt;
# Grab the medkit and steroids on the left and head forwards and slightly left onto a ledge with an alien switch.&lt;br /&gt;
# Turn it on and head to the metal doors in the area that appears. The enemies are usually of no threat.&lt;br /&gt;
# Enter the small room and use the Auto Destruct button to end the level. The Octabrain attacking you will not kill you if you have enough health.&lt;br /&gt;
=== E2L3 - Warp Factor ===&lt;br /&gt;
# Wait for the elevator to stop and head to the metal door in front of you.&lt;br /&gt;
# Continue in diagonally forward+left and head into the elevator to the left. It will start going down on it's own as it explodes. The back-left corner is a safe spot.&lt;br /&gt;
# Wait for the elevator to stop exploding near you and head out into the next area staying left.&lt;br /&gt;
# As you get to the other end, grab the Blue Access Card. An Atomic Health will be on your left if you need it.&lt;br /&gt;
# Head back up to the previous area and go into the other elevator.&lt;br /&gt;
# Use it and immediately start moving right while crouching. This will allow you to bypass the set of Laser Tripbombs that would usually appear in front of you.&lt;br /&gt;
# Use the Blue Access Card and get the elevator moving down in front of you. Kill the Assault Enforcer behind you as it may cause issues later in the level.&lt;br /&gt;
# Enter the elevator and move up into the next hallway.&lt;br /&gt;
# Head right into the next passageway. You will encounter 2 Sentry Drones, but as long as you have enough health, you will not die.&lt;br /&gt;
# Flip the switch on and wait for the transport to arrive.&lt;br /&gt;
# Enter it, flip the switch inside it and kill any enemy in the way (if you need to) once you get to the other passageway.&lt;br /&gt;
# Once you get to the end of it, grab the devastator ammo on the right and enter the next area.&lt;br /&gt;
# Head forwards until you get to a button puzzle on your left. Solve it and then grab the Yellow Access Card on your left.&amp;lt;br /&amp;gt;(Solution: off; on; off)&lt;br /&gt;
# Go back to the transport and flip the switch in it once more.&lt;br /&gt;
# Head back to the Blue Access Card elevator and go back down.&lt;br /&gt;
# Head right through the metal door at the bottom and go forwards to the small area on the left. A Shrinker will be behind the wall near the button, grab that and head right.&lt;br /&gt;
# Use the Yellow Access Card on the large metal door in the middle of the area past the first opening on the left.&lt;br /&gt;
# Grab the Shrinker ammo sitting in the middle of the two walkways and use the one on the right as it makes you run faster.&lt;br /&gt;
# Head left until you come to the first metal door on the right (not the one you first see in front of you).&lt;br /&gt;
# As you enter the room, there will be a Security screen and a switch on the right. Flip it to the off position and head back down the walkways to the previous area.&lt;br /&gt;
# Enter the opening and into the blue lighted room in the middle. If you were fast enough, you should not have to wait for the path to be clear to enter the elevator. If you miss it, it adds around 15 seconds to the time, so it is very important to be a bit speedy in this level.&lt;br /&gt;
# Head down the elevator and make sure your health is above 50. Grab a +30 Health at the bottom floor if you need it and use the Auto Destruct button to finish the level.&lt;br /&gt;
=== E2L4 - Fusion Station ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Move forward+right to the switch at the other end of the room and switch it on.&lt;br /&gt;
# Follow the passageway on the left, killing the Assault Trooper at the end if you need to (you can also jump+crouch over it).&lt;br /&gt;
# Flip the switch on to the left and head through the door to the left.&lt;br /&gt;
# Use your jetpack and fly up+left to the final area of the level. Grab the 2 Atomic Healths and the jetpack on the small ledge just below it.&lt;br /&gt;
# Enter the metal door and into the final area. Grab the Chaingun as it is the trigger for the Auto Destruct button to appear in the middle.&lt;br /&gt;
# An Atomic Health is in the middle just to the right of the Chaingun, grab that before finishing the level.&lt;br /&gt;
# Pull out your shrinker as you hit the Auto Destruct button as you need to use it during the next level.&lt;br /&gt;
=== E2L5 - Occupied Territory ===&lt;br /&gt;
# Push/shoot the button behind you and head out of the sliding doors using your steroids. (Running into them while using steroids has been known to kill you, be cautious until you get used to running past them).&lt;br /&gt;
# Head left past the doors that are closing (you may need to jump over them) and down the passageway past the 3 Assault Enforcers shooting at you.&lt;br /&gt;
# Ignore them and head into the next room to the other end. The 2 Assault Commanders firing rockets at you usually do not kill you, but may decrease your health.&lt;br /&gt;
# Head diagonally forward+left into the green slime room. 10 Shrinker ammo will be on your left as you enter it, grab that if you need it.&lt;br /&gt;
# Use the walkway on your right and go left once you get to the other end. Avoid the Assault Commander's rockets and shoot the yellow canisters if you want to be cautious.&lt;br /&gt;
# Grab the Red Access Card in the middle area and head back out to the main area moving forward+left. There may be a slew of enemies now after you but you can avoid them if you have enough health and are fast enough. Otherwise, use your Shrinker and try to get rid of those in your way.&lt;br /&gt;
# Use the Red Access Card to extend the walkway to the room to the left.&lt;br /&gt;
# Kill/shrink the Assault Enforcer in the way if you need to, and open the doors to the next room.&lt;br /&gt;
# Stay back and wait for the doors to open enough to shoot your Shrinker at the Battlelord in the room. Aim for its feet, as the blast radius will be enough to shrink it in one shot. (further explained [[Duke Nukem 3D/Game Mechanics and Glitches|here]]).&lt;br /&gt;
# Grab the Blue Access Card at the other end of the room and step on the Battlelord if you need to. A +30 Health will be behind the left pillar if you need it.&lt;br /&gt;
# Head down to the door requiring a Blue Access Card and use it. Enemies may be firing upon you if you left them alone before, so be sure to evade them while the door is opening.&lt;br /&gt;
# Head left and grab the medkit if you need it.&lt;br /&gt;
# Turn around and use your jetpack to fly up until you get to an open room with an Assault Enforcer in it. Kill/shrink it and grab the +30 Health if you need it.&lt;br /&gt;
# Grab the devastator ammo to the left facing the control panel.&lt;br /&gt;
# Go back to the opening and press the left button.&lt;br /&gt;
# Use your jetpack and quickly fly to the right Battlelord and shoot your Shrinker at its feet. Stay out of the range of the left Battlelord. ([https://www.youtube.com/watch?v=EKzl0RERErI&amp;amp;t=5m43s LLCoolDave demonstrates this in this YouTube video])&lt;br /&gt;
# Flip the switch and head to the middle part, then use the Auto Destruct button.&lt;br /&gt;
=== E2L6 - Tiberius Station ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Shoot your Shrinker at the air vent as you spawn and switch to your pistol.&lt;br /&gt;
# Jump through it and shoot your pistol at the button ahead.&lt;br /&gt;
# Jump off the area into the next under the door.&lt;br /&gt;
# Head forward+right to the next door, ignoring the 3 Assault Troopers firing at you.&lt;br /&gt;
# Use your jetpack to fly to the air vent above you and move forward+right to the next one. Shoot it and move to the next room.&lt;br /&gt;
# Shoot the yellow canisters and head towards the pillar in the center of the room.&lt;br /&gt;
# Fall down the hole that appears into the next vent and keep moving forwards to the next air vent.&lt;br /&gt;
# Shoot the air vent and finish the level. The Assault Enforcer behind you can be ignored as you finish the level.&lt;br /&gt;
=== E2L7 - Lunar Reactor ===&lt;br /&gt;
# If you are low on health and still have a medkit, now would be a good time to use it.&lt;br /&gt;
# Head out of the doors moving forward+left to the metal doors at the end of the hall to the left.&lt;br /&gt;
# Ignore all enemies and head into the next room going right.&lt;br /&gt;
# Grab the Devastator ammo and the medkit on the floor to the left and head into the second stall.&lt;br /&gt;
# Grab the Blue Access Card behind the Assault Trooper and head back into the main area, still ignoring all enemies.&lt;br /&gt;
# Move forwards down the hall and use the Blue Access Card.&lt;br /&gt;
# Head left down the next room and shoot your Shrinker at the Battlelord blocking the next set of doors.&lt;br /&gt;
# Moving into the next room, head into the part on the right and fall down into the hole in the middle.&lt;br /&gt;
# Flip the switch on the right and quickly move forwards to the air vent.&lt;br /&gt;
# Shoot/kick it out and fall to the ledge in front of you where the Assault Trooper is standing. You can ignore it.&lt;br /&gt;
# Grab the Yellow Access Card and shoot at the vent closest to the wall (slightly above and left).&lt;br /&gt;
# Use your jetpack to fly up into it and follow it down to the next air vent.&lt;br /&gt;
# Kick/shoot it and follow the stream of toxic waste down to the end.&lt;br /&gt;
# Bring out your RPG and fire it somewhat near the end near the turning gear, close to the crack in the wall.&lt;br /&gt;
# Head through it back to the main room, going forward+left towards the door requiring the Yellow Access Card.&lt;br /&gt;
# Use your medkit if you need to, and head into the next room.&lt;br /&gt;
# If you need to, shoot your Shrinker at the Battlelord at the other end and ignore it. Grab the Devastator ammo in the corner to the right.&lt;br /&gt;
# Fire your RPG at the Assault Enforcer at the bottom of the staircase on the right.&lt;br /&gt;
# Follow the staircase down and ignore the other Assault Enforcer attempting to block it.&lt;br /&gt;
# Head forwards into the next room to the other end and flip the switch on the right.&lt;br /&gt;
# Head right and grab the Devastator ammo on the ledge above you.&lt;br /&gt;
# Move back some and fire your RPG at the top of the generator to blow it up.&lt;br /&gt;
# Move to the set of opening doors on your left and ignore the Assault Commander firing at you.&lt;br /&gt;
# Head down the collapsing hall to the Auto Destruct button, and use a medkit if you need to in order not to die. Another Assault Commander will be waiting in the final room just in front of the Auto Destruct button.&lt;br /&gt;
=== E2L8 - Dark Side ===&lt;br /&gt;
If you have run this level in standard Any% before, then the route will seem very familiar.&lt;br /&gt;
# It is advised not to use your medkit yet if you still have it.&lt;br /&gt;
# Head out of the doors and grab the +30 Health on the right if you need it. Head left to the elevator.&lt;br /&gt;
# Head down the elevator and bring out your Shrinker.&lt;br /&gt;
# Move forwards through the next set of doors and use your jetpack to fly over to the passageway slightly above you and to the left.&lt;br /&gt;
# Flip the switch at the end of it and shrink the Assault Enforcer beside the door.&lt;br /&gt;
# Grab the Shrinker behind the map to the right and wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport to head to the next area.&lt;br /&gt;
# Grab the medkit to the right if you need it and head down the next passageway.&lt;br /&gt;
# Shrink the Assault Enforcer blocking the set of doors and head through them. Step on it if you need to.&lt;br /&gt;
# Go through the next set of doors and ignore the enemies around you. Use your jetpack to fly to the other end.&lt;br /&gt;
# Head through the next passageway and shrink anything that gets in the way.&lt;br /&gt;
# After going through the next set of doors, use your jetpack to fly up and right to the Yellow Access Card. The enemies in that room can be ignored unless they get in the way.&lt;br /&gt;
# Jump down and grab the Devastator to the right, and head back to the transport.&lt;br /&gt;
# Flip the switch in the transport and head back outside.&lt;br /&gt;
# Once you use your jetpack to fly over the wall again, drop down and head to the hall on the right and use the Yellow Access Card.&lt;br /&gt;
# Open the doors and quickly close them again once you are past them to block the Assault Enforcer standing near them.&lt;br /&gt;
# Head left and flip the switch. Kill the Assault Enforcer and grab the +30 Health if you need it, then wait for the transport to arrive.&lt;br /&gt;
# Flip the switch in the transport and shrink the group of Assault Troopers at the end if you need to.&lt;br /&gt;
# Head right down the next passageway, ignoring the enemies.&lt;br /&gt;
# Head through the door on the left and into the next room.&lt;br /&gt;
# Use the open passageway on the right and flip the switch in front of you to head outside.&lt;br /&gt;
# Use your jetpack to fly up to the room above you in the middle, and flip the switch inside. Grab the Atomic Health beside it if you need to.&lt;br /&gt;
# Head back down the hole using the jetpack to cushion the fall, and move opposite of the passageway you were at previously.&lt;br /&gt;
# Shoot your Shrinker at the Battlelord awaiting you and follow the passageway down to the Assault Commander awaiting you.&lt;br /&gt;
# Shoot your RPG behind it at the wall to blow a hole in the wall, and head inside. Enemies can be ignored.&lt;br /&gt;
# The center prism in the middle is a teleporter, touch the front of it to head to the next room.&lt;br /&gt;
# Go to the opposite end and to the right to a pool of water to reach the Auto Destruct button.&lt;br /&gt;
=== E2L9 - Overlord ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Follow the passageway to the surface.&lt;br /&gt;
# Shoot at the circular air vent to open it and use your jetpack to fly into it.&lt;br /&gt;
# Grab the Atomic Health on top of the fan blade if you need it, and carefully fall down to the boss room.&lt;br /&gt;
# Use your Devastator to kill the Overlord and finish the episode. It is behind the large metal doors.&lt;br /&gt;
=== E3L1 - Raw Meat ===&lt;br /&gt;
# Grab the Devastator in the secret compartment to your right (if you want to get it now).&lt;br /&gt;
# Jump off the building when you can and head into the main building.&lt;br /&gt;
# Grab the jetpack in the first room that opens to the left. It is in a secret compartment on the left side of the room.&lt;br /&gt;
# Head into the second room and wait for the table to slide down enough to get into the small room behind it.&lt;br /&gt;
# Grab the steroids on top of the fan blades and flip the switch on.&lt;br /&gt;
# Head out of the room, using the steroids, and go left to the green slime room. The doors there are now open.&lt;br /&gt;
# Jump forward ahead of the slime containers and enter the room behind the doors. 2 Assault Enforcers will be awaiting you, but they can usually be ignored.&lt;br /&gt;
# Grab the Blue Access Card in the compartment to the left and head back out of the green slime room, going left.&lt;br /&gt;
# Use the Blue Access Card on the first set of doors on your right. Ignore the Pig Cop awaiting you and go through, heading right.&lt;br /&gt;
# Head into the kitchen and jump into the sink ahead of you, by this point your steroids should now wear off. Head underwater and grab the 2 +30 Healths if you need them.&lt;br /&gt;
# Flip the switch to the right of the door and grab the Red Access Card at the other end.&lt;br /&gt;
# Surface temporarily to grab the Scuba Gear if you need it for E3L3, and head back where you came from.&lt;br /&gt;
# Resurface from the sink and head down the stairs to the doors requiring the Red Access Card.&lt;br /&gt;
# Kill the Assault Enforcer awaiting you if you need to, and head through the window that is opening to the Auto Destruct button.&lt;br /&gt;
=== E3L2 - Bank Roll ===&lt;br /&gt;
# Move forward+left into the trash bin and grab the medkit.&lt;br /&gt;
# Use the medkit and jump out going backwards+left to behind the trashcans.&lt;br /&gt;
# Shoot the trashcan closest to the trash bin to grab the steroids, and use them upon getting them.&lt;br /&gt;
# Head forwards down the passageway and go right until you are below the office area.&lt;br /&gt;
# Use your jetpack to fly up into it.&lt;br /&gt;
# Grab the steroids, push the button on the front of the desk, grab the Blue Access Card, and jump off.&lt;br /&gt;
# Ignore all enemies and use the Blue Access Card.&lt;br /&gt;
# Quickly move through the area until you get to the desk on the other end. If you move too slowly, the Laser Tripbombs between each opening will activate before you get to the desk.&lt;br /&gt;
# Push/shoot the button behind the desk and grab the jetpack (if you need it) in the secret compartment behind the painting.&lt;br /&gt;
# Head through the doors at the other end of the room, ignoring the Pig Cop, and kill the Assault Enforcer awaiting you inside if you need to.&lt;br /&gt;
# Head behind the desk in the room and press/shoot each of the 3 buttons.&lt;br /&gt;
# Head through the opening on the right and use your jetpack to fly over the gears. Move forward and slightly right until you come to a room containing the Red Access Card.&lt;br /&gt;
# Grab the Red Access Card and quickly leave following the path you came from.&lt;br /&gt;
# Head to the vault door to the left and use the Red Access Card.&lt;br /&gt;
# Open it and shoot a slime container to trigger a series of explosions. A hole will appear on the right, go through that and head left to finish the level.&lt;br /&gt;
=== E3L3 - Flood Zone ===&lt;br /&gt;
# Grab the RPG on your left and head through the passageway to the water below. Grab the Atomic Health on the building ledge to the left you need it.&lt;br /&gt;
# Use your jetpack to fly to the Blue Access Card beyond the building to the left. It will be on a high ledge behind a lower building.&lt;br /&gt;
# Grab the Blue Access Card and fall into the water.&lt;br /&gt;
# Use the Blue Access Card on the door behind you and enter the next room.&lt;br /&gt;
# Swim below+right behind the eggs to grab the Yellow Access Card.&lt;br /&gt;
# Fly back up to the building you flew over previously at the beginning and use the Yellow Access Card on the door in the cliff.&lt;br /&gt;
# Enter the door and follow the staircase down to the ground.&lt;br /&gt;
# Head right to the button ahead of you and press/shoot it. Wait for the red neon sign to start moving up and grab the Red Access Card behind it.&lt;br /&gt;
# Once you grab the Red Access Card, fly up+right to the garage door requiring it.&lt;br /&gt;
# Go through it, and head right down the hole to the Auto Destruct button. Grab the Devastator ammo on your way.&lt;br /&gt;
=== E3L4 - L.A. Rumble ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Head forwards and right through the hole in the wall&lt;br /&gt;
# Use your jetpack to fly up to the office area.&lt;br /&gt;
# Ignore the enemies and press/shoot the button behind the desk to reveal an opening on the right.&lt;br /&gt;
# Head forward+left and grab the Red Access Card.&lt;br /&gt;
# Head to the newly revealed room and use the Red Access Card. Use a medkit if you need to.&lt;br /&gt;
# Use the teleporter to go to the Auto Destruct button.&lt;br /&gt;
=== E3L5 - Movie Set ===&lt;br /&gt;
# Grab the +30 Health if you need it, and head forward+right into the passageway.&lt;br /&gt;
# Grab the Blue Access Card underneath the telephone booth&lt;br /&gt;
# Head back outside until you come to the first set of doors on the left.&lt;br /&gt;
# Use the Blue Access Card and head inside, killing any enemies if you need to.&amp;lt;br /&amp;gt;The level here starts to get a bit hectic with more enemies spawning as you go, proceed with caution if you do not wish to kill them.&lt;br /&gt;
# Head forwards through the door to the right of the door requiring a Red Access Card (labeled &amp;quot;Stage 17B&amp;quot;).&lt;br /&gt;
# Enter Stage 17B and grab the Yellow Access Card on set, and grab the medkit on the other end if you need it.&lt;br /&gt;
# Leave the room the way you came from and use the Yellow Access Card on the door to the right.&lt;br /&gt;
# Enter the set through the left and head to the seat on the right.&lt;br /&gt;
# Grab the Red Access Card and head back to Stage 17B.&lt;br /&gt;
# Use the Red Access Card on the opposite end and flip the switch inside.&lt;br /&gt;
# Head back to the doors requiring the Blue Access Key and quickly move forward+right. The Battlelord can be ignored.&lt;br /&gt;
# Head down the staircase and grab the medkit on the way if you need to.&lt;br /&gt;
# Shoot/kick the glass and use the Auto Destruct button.&lt;br /&gt;
=== E3L6 - Rabid Transit ===&lt;br /&gt;
This level is highly cycle dependent, so try to be as swift as possible.&lt;br /&gt;
# Head left through the rotating doors (be careful not to glitch through them, as they can kill you).&lt;br /&gt;
# Go left towards the subway, but wait for the first set of Laster Tripbombs to explode.&lt;br /&gt;
# Shoot your RPG at each set of remaining Laser Tripbombs to clear them and await the subway. Enter the leading carriage.&lt;br /&gt;
# Kill the Pig Cop at the next stop and continue waiting until you come to a red lighted area in the wall.&lt;br /&gt;
# Jump to the red lighted area and grab the Blue Access Card.&lt;br /&gt;
# Wait for the subway to pass and start running for the last carriage. Jump into it from the left side.&lt;br /&gt;
# At the next stop, use the Blue Access Card to open the sets of doors to the left.&lt;br /&gt;
# Quickly follow the hall down to the next hall on the right and stay left once you enter it.&lt;br /&gt;
# Let the Battlelord spawn to attempt to manipulate its aim if possible towards the slime containers. If you fail to, just shoot one of them.&lt;br /&gt;
# Grab the Atomic Health, Devastator ammo, and the Red Access Card in one motion as you leave through the hole in the wall. All enemies can be ignored.&lt;br /&gt;
# Let the subway go if it is currently idle, and stay behind it.&lt;br /&gt;
# Use the Red Access Card on the first door you come to on the right within the subway.&lt;br /&gt;
# Enter it, jump off the ledge and into the water.&lt;br /&gt;
# Turn around and start swimming into the opening to reach the Auto Destruct button.&lt;br /&gt;
=== E3L7 - Fahrenheit ===&lt;br /&gt;
There is only one step in this level that differs from standard Any%.&lt;br /&gt;
# Head forwards through the sliding bin.&lt;br /&gt;
# Use your jetpack to fly over the first wall and the building on the left.&lt;br /&gt;
# Fall onto the firetruck below and fire your RPG at the crack in the wall.&lt;br /&gt;
# Continue through the hole and up the staircase where an Asssault Commander awaits you. Ignore it and fall under him.&lt;br /&gt;
# Jump up behind him to the switch on the right and switch it on.&lt;br /&gt;
# Grab the Yellow Access Card as you jump through the wall opening in front of you.&lt;br /&gt;
# Use your jetpack to fly over any walls in the way going forwards+left.&lt;br /&gt;
# Use the Yellow Access Card next to the first door on the right.&lt;br /&gt;
# Fly up to the higher part of the building and head left through the door on the right.&lt;br /&gt;
# Head into the room on the left and enter the room just in front of you. An Assault Trooper will be in front of the Red Access Card, kill it if you need to.&lt;br /&gt;
# Head back out going right and fly over walls again until you are over a pool of water. Fall into it and turn around.&lt;br /&gt;
# Head forwards ahead of the wall and resurface to the door requiring the Red Access Card.&lt;br /&gt;
# Use the Red Access Card and enter the next room.&lt;br /&gt;
# Blow open the crack in the wall using your RPG and head to the Auto Destruct button.&lt;br /&gt;
=== E3L8 - Hotel Hell ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
After some discussion, the pipebomb skip used in the standard Any% route is now allowed in Hotel Hell.&lt;br /&gt;
# Turn around and throw a pipebomb at the crack in the wall.&lt;br /&gt;
# Jump into the new hole and press the Auto Destruct button. Have your Devastator ready as you finish the level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Old route:&amp;lt;/b&amp;gt;&lt;br /&gt;
# Head outside and fly up+right. You will land on the Blue Access Card.&lt;br /&gt;
# Head back down and kill any enemies that you need to. Use the Blue Access Card and enter the door.&lt;br /&gt;
# Go forward+right until you come across the first opening on the left.&lt;br /&gt;
# Go through that opening staying on the far side of the hall going left until you come to a set of glass doors.&lt;br /&gt;
# Shoot the glass and move left to the window on the right. A Pig Cop will await you, kill it.&lt;br /&gt;
# As you get closer to the Yellow Access Card on the right (near the picture), an Assault Commander will spawn outside of the window. Try to avoid its rockets as the door behind the picture opens.&lt;br /&gt;
# Grab the Yellow Access Card and head back into the hotel from the glass doors.&lt;br /&gt;
# Head forwards to the elevator on the right at the far side of the room.&lt;br /&gt;
# Use the Yellow Access Card and go up the elevator.&lt;br /&gt;
# Head forward+left through the bar to the pool area and jump onto the ledge. Kill any enemies you feel will be in the way on the ledge ahead of you and fly over to it using your jetpack.&lt;br /&gt;
# Jump through one of the windows that opens and shoot the air vent in the room.&lt;br /&gt;
# Jump through it and fall into the hole with the Auto Destruct button. Use the jetpack to cushion your fall if you need to.&lt;br /&gt;
# Switch to your Devastator weapon as the level ends.&lt;br /&gt;
=== E3L9 - Stadium ===&lt;br /&gt;
&amp;lt;i&amp;gt;This follows the standard Any% route, as no glitches are performed in it.&amp;lt;/i&amp;gt;&lt;br /&gt;
# Use your jetpack to go up faster than the elevator.&lt;br /&gt;
# Immediately start firing at the Cycloid Emperor's head and kill it to beat the episode.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100% =&lt;br /&gt;
== Runs ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Runner !! Time !! Video link&lt;br /&gt;
|-&lt;br /&gt;
| TheBlackParrot || 34:38.20 [WR] || https://www.youtube.com/watch?v=AnKYPdITfc4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Route ==&lt;br /&gt;
Any% is run entirely on the &amp;lt;i&amp;gt;Piece of Cake&amp;lt;/i&amp;gt; difficulty.&lt;br /&gt;
The goal of this category is to finish the original 3 episodes: &amp;lt;i&amp;gt;L.A. Meltdown&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;Lunar Apocalypse&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;Shrapnel City&amp;lt;/i&amp;gt; in the quickest time possible exploiting any bug/glitch found in the route. All secrets &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be obtained, and all secret levels must also be completed. Cheating will invalidate your run.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Enemies do not count towards 100%, unlike Max%.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
The route for 100%/100S is still being heavily optimized. Check the runs for current route details.&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2014-08-04T01:27:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +Additional Megaton Edition IL Table Rules +max% difficulty stipulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Additional Megaton Edition IL Table Rules =&lt;br /&gt;
If you are planning on adding your runs to the Megaton Edition IL Tables below:&amp;lt;br /&amp;gt;&lt;br /&gt;
* please keep your submission quality source videos on hand -- it might be best to include links to file-shared copies of them with your submissions to this table&lt;br /&gt;
* include the level loading and intermission screens in your source video (as they can always be trimmed later)&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=rUKVmuejBcc 3-1 Raw Meat] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/r4xzrrfxk1yytol/pogoDuke3DMegaton_1_3_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 12.463s (15s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
In 100S, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that in max%, you cannot play on &amp;quot;Damn, I'm Good!&amp;quot; difficulty, as levels on this difficulty have no maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=nfEu1sKKTqE 1-1 Hollywood Holocaust] || 1:10.743 (1m23s) || Piece of Cake (26 kills) || Feb. 27, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D</id>
		<title>Duke Nukem 3D</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D"/>
				<updated>2014-08-04T01:05:54Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +new categories links +new categories formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/DukeNukem3D.html}}&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Duke_Nukem_3D/IL|IL]] - Individual Level&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/IL#Any%|Any %]] - Complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/IL#100S|100S]] - Complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/IL#Max%|Max %]] - Complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/RTA|RTA]] - Real-Time Attack&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/RTA#Any%|Any %]] - Complete every episode of the game in the fastest time by defeating each episode's boss monster.  Different subcategories for various game expansions.&amp;lt;br /&amp;gt;&lt;br /&gt;
:[[Duke_Nukem_3D/RTA#Any%_(Glitchless)|Any % (Glitchless)]] - Without using any glitches, complete every episode of the game in the fastest time by defeating each episode's boss monster.  Different subcategories for various game expansions.&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Duke_Nukem_3D/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Explains how the game works, specific techniques, and various glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Casual Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/DOSBox Plutonium Pak V1.4 and V1.5 Patch Installation|DOSBox Plutonium Pak V1.4 and V1.5 Patch Installation]] - How to install the V1.4 and V1.5 Patches in DOSBox &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Additional Resources|Additional Resources]] - Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2014-08-04T01:03:19Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +100S capitalization fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=rUKVmuejBcc 3-1 Raw Meat] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/r4xzrrfxk1yytol/pogoDuke3DMegaton_1_3_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 12.463s (15s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100S =&lt;br /&gt;
In 100S, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100S ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100S IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=nfEu1sKKTqE 1-1 Hollywood Holocaust] || 1:10.743 (1m23s) || Piece of Cake (26 kills) || Feb. 27, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL</id>
		<title>Duke Nukem 3D/IL</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/IL"/>
				<updated>2014-08-04T00:56:45Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Individual Level Rules =&lt;br /&gt;
* you must start every level from scratch&lt;br /&gt;
* no deaths/death exits (they can make level timing a mess, even for real-time timing)&lt;br /&gt;
* play on any of the 4 main difficulty settings, whichever is the fastest (Note that this specifically excludes /S0 DNSKILL1, which cannot be accessed normally.)&lt;br /&gt;
* for the Megaton Edition, you should have the level stats hud element enabled, as it can be helpful with verification (Options -&amp;gt; Game Options -&amp;gt; Level Stats should be set to on)&lt;br /&gt;
* you must follow normal SDA rules&lt;br /&gt;
&lt;br /&gt;
= Timing =&lt;br /&gt;
IL runs are timed in real-time, not game time (although both are provided in the below table).&amp;lt;br /&amp;gt;&lt;br /&gt;
Be careful not to throw away otherwise good runs by pausing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Timing always begins on the first frame of the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Depending on the type of level exit used, timing ends at different points:&amp;lt;br /&amp;gt;&lt;br /&gt;
* for Nuke button exits, timing ends on the frame when Duke's weapon disappears as he begins to punch the exit button (this is also the frame Duke's fist first appears, and also the frame when the nuke button first becomes fully open).&lt;br /&gt;
* for levels that don't end on a Nuke button, timing ends on the final frame of the level before the intermission.&lt;br /&gt;
&lt;br /&gt;
= Any% =&lt;br /&gt;
In any%, the goal is to complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Atomic Edition v1.5 Table ==&lt;br /&gt;
Available [http://speeddemosarchive.com/DukeNukem3D.html here]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Any% Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=MfKgJTzVZ1s 1-1 Hollywood Holocaust] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/lx3etowyag4owbj/pogoDuke3DMegaton_1_1_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 8.074s (10s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=JzKLbEOiAeE 1-2 Red Light District] || 23.300s (28s) || Piece of Cake || Mar. 4, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.youtube.com/watch?v=rUKVmuejBcc 3-1 Raw Meat] &amp;lt;sup&amp;gt;[https://www.dropbox.com/s/r4xzrrfxk1yytol/pogoDuke3DMegaton_1_3_1_src_XQ.mp4 2]&amp;lt;/sup&amp;gt; || 12.463s (15s) || Piece of Cake || Feb. 24, 2014 || pogokeen&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Any% IL Table: ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Any% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= 100s =&lt;br /&gt;
In 100s, the goal is to complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition 100s ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 1-1 Hollywood Holocaust || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. 100s IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach 100s IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter 100s IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Max% =&lt;br /&gt;
In max%, the goal is to complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible in a level.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition Max% ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Episode 1: L.A. Meltdown !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.youtube.com/watch?v=nfEu1sKKTqE 1-1 Hollywood Holocaust] || 1:10.743 (1m23s) || Piece of Cake (26 kills) || Feb. 27, 2014 || grzdeniek&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 Red Light District || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 Death Row || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 Toxic Dump || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 The Abyss || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 1-6 Launch Facility || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Extra Level: 1-7 Faces of Death || N/A || N/A || N/A || Impossible due to level design.&lt;br /&gt;
|-&lt;br /&gt;
! Episode 2: Lunar Apocalypse !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Spaceport || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Incubator || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Warp Factor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Fusion Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 Occupied Territory || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Tiberius Station || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Lunar Reactor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-8 Dark Side || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-9 Overlord || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-10 Spin Cycle || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 2-11 Lunatic Fringe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Episode 3: Shrapnel City !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Raw Meat || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Bank Roll || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Flood Zone || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 L.A. Rumble || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Movie Set || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Rabid Transit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Fahrenheit || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Hotel Hell || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Stadium || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Tier Drops || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-11 Freeway || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/o Expansion: !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
! Episode 4: The Birth !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 4-1 It's Impossible || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-2 Duke-Burger || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-3 Shop-N-Bag || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-4 Babe Land || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-5 Pigsty || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 Going Postal || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 XXX-Stacy || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-8 Critical Mass || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-9 Derelict || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 4-10 The Queen || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 4-11 Area 51 || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time w/ Expansion: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke It Out in D.C. Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke It Out in D.C. !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Hell to the Chief || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Memorial Service || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Nuked Files || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 Smithsonian Terror || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Capitol Punishment || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Metro Mayhem || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 Brown Water || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-8 Dread October || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-9 Nuke Proof || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-10 Top Secret || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke Caribbean: Life's a Beach Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke Caribbean: Life's a Beach !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 3-1 Caribbean Catastrophe || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-2 Market Melee || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-3 Mr. Splashy's || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-4 The Wavemistress || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 Lost Lagoon || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-6 Voodoo Caves || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 3-7 The Alien Remains || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Secret Level: 3-8 A Full House || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Megaton Edition: Duke: Nuclear Winter Max% IL Table ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Real-Time (In-Game Time) !! Skill (Maximum # of Kills) !! Date !! Player&lt;br /&gt;
|-&lt;br /&gt;
! Duke: Nuclear Winter !! !! !! !!&lt;br /&gt;
|-&lt;br /&gt;
| 2-1 Deja Vu || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-2 Where It All Began || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-3 Land of Forgotten Toys || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-4 Santa's Corporate HQ || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-5 The Backdoor || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-6 Christmas Village || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| 2-7 Here Comes Santa Claws || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Total Time: !! !! !! !!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= Notes =&lt;br /&gt;
# Above table formats are loosely based off of the [https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm Duke3D Done Quick IL Table]&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources</id>
		<title>Duke Nukem 3D/Additional Resources</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources"/>
				<updated>2014-07-01T19:30:46Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added links to King Mamba 48's XBOX 360 speedrun leaderboard demo videos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke3D SDA threads:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke_nukem_3d_megaton_edition.html&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke_nukem_3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Some of the information in the &amp;quot;Game Mechanics and Glitches&amp;quot; page is based on prior work from Joe Lennox's website, Red-Stars.net, which has a good write-up of a lot of the Duke speedrunning tricks, and also some per level speedrunning notes:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/content/Duke_Nukem_3D/&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Wikia Duke Nukem wiki contains quite a bit of useful info:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://dukenukem.wikia.com/wiki/Duke_Nukem_3D&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke R.T.C.M (Resources for Total Conversions and Modifications) is a well-maintained website full of info, documentation, and downloads for pretty much all of the Build Engine games.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.dukertcm.com/&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave's version of the Duke3D Done Quick project (circa Dec. 30, 2004) (distinct from the earlier Kineox version)&amp;lt;br /&amp;gt;&lt;br /&gt;
JFDuke3D .dmos of the runs are available on the archive:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito's Glitch City map, a challenge map with a focus on Duke glitches:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/games/duke3d/GLITCH.MAP&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=rJ1UQ0elpYY&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can find the source code for Duke Nukem 3D Megaton Edition here:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://github.com/TermiT/duke3d-megaton&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Chocolate Duke source and dissection notes can also be useful:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://fabiensanglard.net/duke3d/index.php&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can find video of the XBOX 360 Duke3D speedrun leaderboard demos here (Huge thanks to King Mamba 48 for recording and uploading these!):&amp;lt;br /&amp;gt;&lt;br /&gt;
Any%: http://www.youtube.com/watch?v=QxraCgpbkiM&amp;lt;br /&amp;gt;&lt;br /&gt;
100s: http://www.youtube.com/watch?v=o5s01R4xQyc&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, if you haven't seen it already, you should definitely watch LLCoolDave's most recent AGDQ2014 run of Duke Nukem 3D: Megaton Edition (which includes a glitch exhibition):&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=RxdUFOKG3r4&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2014-06-08T20:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +small edit: better description of the Mini Battlelord shrink bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating w/ strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water w/ a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There appears to be multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
In the original 1.3D release, pipebombs could also be thrown through extremely thick walls into neighbouring sectors if thrown w/ the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening,&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It appears to be possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in w/ or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors w/ Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors w/ sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors w/ sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding w/ the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors w/ enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically w/ one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined w/ some EDuke32 patches [further modified w/ a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump w/o having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while w/ the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting w/ any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport w/ them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is hit with enough explosives and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
While the Mini Battlelord is in this state, its collision area will be basically non-existent -- auto-aim will no longer target them and hitscan weapons will not hit them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2014-06-08T19:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added &amp;quot;Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas&amp;quot; section, based on Youtl's suggestion and LLCoolDave's explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating w/ strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water w/ a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There appears to be multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
In the original 1.3D release, pipebombs could also be thrown through extremely thick walls into neighbouring sectors if thrown w/ the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening,&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It appears to be possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in w/ or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors w/ Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors w/ sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors w/ sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding w/ the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors w/ enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically w/ one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined w/ some EDuke32 patches [further modified w/ a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump w/o having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while w/ the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting w/ any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport w/ them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray vs. the Mini Battlelord / Understanding Enemy Collision Areas ==&lt;br /&gt;
The Shrink Ray is a weapon which fires projectiles that shrink enemies within a blast radius.&amp;lt;br /&amp;gt;&lt;br /&gt;
All enemies within this blast radius will be shrunk, but the radius is extremely small, making it hard to shrink multiple enemies at once.&amp;lt;br /&amp;gt;&lt;br /&gt;
The projectile's spherical blast radius must intersect an enemy's collision area in order for them to be shrunk.&amp;lt;br /&amp;gt;&lt;br /&gt;
Most enemies have their collision areas located at their feet (with the exception of some bosses).&amp;lt;br /&amp;gt;&lt;br /&gt;
The Mini Battlelord is such a large sprite that if the Shrink Ray hits most areas of its body (including the auto-aim target), the Shrink Ray blast radius will be too far away and will not intersect the Mini Battlelord's collision area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because of this, the Mini Battlelord can be difficult to shrink, unless the shot is aimed close to its feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a useful glitch: any Mini Battlelord that has been shrunk will continue to not attack even after returning to normal size (until it is shot again and re-activated).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is useful to note that enemies will take more damage from explosives when the explosion is closer to their collision area's origin.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially useful for the boss enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, the Battlelord boss takes more damage at its head than at its feet; functioning as if its collision area's origin is located at its head.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources</id>
		<title>Duke Nukem 3D/Additional Resources</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources"/>
				<updated>2014-06-05T19:41:55Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added Duke R.T.C.M. to the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke3D SDA threads:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke_nukem_3d_megaton_edition.html&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke_nukem_3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Some of the information in the &amp;quot;Game Mechanics and Glitches&amp;quot; page is based on prior work from Joe Lennox's website, Red-Stars.net, which has a good write-up of a lot of the Duke speedrunning tricks, and also some per level speedrunning notes:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/content/Duke_Nukem_3D/&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Wikia Duke Nukem wiki contains quite a bit of useful info:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://dukenukem.wikia.com/wiki/Duke_Nukem_3D&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke R.T.C.M (Resources for Total Conversions and Modifications) is a well-maintained website full of info, documentation, and downloads for pretty much all of the Build Engine games.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.dukertcm.com/&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave's version of the Duke3D Done Quick project (circa Dec. 30, 2004) (distinct from the earlier Kineox version)&amp;lt;br /&amp;gt;&lt;br /&gt;
JFDuke3D .dmos of the runs are available on the archive:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito's Glitch City map, a challenge map with a focus on Duke glitches:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/games/duke3d/GLITCH.MAP&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=rJ1UQ0elpYY&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can find the source code for Duke Nukem 3D Megaton Edition here:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://github.com/TermiT/duke3d-megaton&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Chocolate Duke source and dissection notes can also be useful:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://fabiensanglard.net/duke3d/index.php&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, if you haven't seen it already, you should definitely watch LLCoolDave's most recent AGDQ2014 run of Duke Nukem 3D: Megaton Edition (which includes a glitch exhibition):&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=RxdUFOKG3r4&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D</id>
		<title>Duke Nukem 3D</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D"/>
				<updated>2014-06-05T19:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added patch installation guide link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/DukeNukem3D.html}}&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Duke_Nukem_3D/IL any %|IL Any %]] - Complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/IL 100S|IL 100S]] - Complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/IL max %|IL Max %]] - Complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/RTA|RTA]] - Complete every episode of the game in the fastest time by defeating each episode's boss monster.  Different subcategories for various game expansions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Duke_Nukem_3D/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Explains how the game works, specific techniques, and various glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Casual Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/DOSBox Plutonium Pak V1.4 and V1.5 Patch Installation|DOSBox Plutonium Pak V1.4 and V1.5 Patch Installation]] - How to install the V1.4 and V1.5 Patches in DOSBox &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Additional Resources|Additional Resources]] - Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/DOSBox_Plutonium_Pak_V1.4_and_V1.5_Patch_Installation</id>
		<title>Duke Nukem 3D/DOSBox Plutonium Pak V1.4 and V1.5 Patch Installation</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/DOSBox_Plutonium_Pak_V1.4_and_V1.5_Patch_Installation"/>
				<updated>2014-06-05T19:31:59Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= DOSBox Plutonium Pak (V1.4) Patch Installation Instructions =&lt;br /&gt;
&lt;br /&gt;
As of version 0.74, DOSBox does not support file timestamp operations properly. For this reason, file operations in DOSBox will update the timestamp to the current date rather than maintain the original file's timestamp, which is an undesired behaviour for archive files/installers. Further, the latest DOSBox Daum version (Jan. 27, 2014) despite improving this, does not seem to handle time zones properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Duke3D Plutonium Pak patch requires that the timestamps for the Duke3D files be set to 04-19-1996 1:30PM, otherwise the patch will immediately fail.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Thankfully, we can use any file timestamp utility to manually change the timestamps for all of the Duke3D files.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In a unix shell (or cygwin/mingw on Windows), change to the directory where Duke3D is installed, then run:&amp;lt;br /&amp;gt;&lt;br /&gt;
  touch -d &amp;quot;1996-04-19 13:30:00&amp;quot; ./*&lt;br /&gt;
Note: if you do not wish to update the timestamps on all files within the present working directory, you should instead manually choose which files to set.  (All Duke3D related files should have this date though.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Alternatively, you can also install Duke3D and the Plutonium Pak in FreeDOS.&amp;lt;br /&amp;gt;&lt;br /&gt;
The game installs and runs perfectly under VirtualBox running FreeDOS (save for music, which is harder to setup in VirtualBox).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, you could also move the files out of the virtual machine and into DOSBox after the installation; this method is far more involved though.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
= DOSBox V1.5 Patch Installation Instructions =&lt;br /&gt;
The patch included in the self-extracting PPACK15.EXE (version 2, available [http://dukertcm.com/knowledge-base/downloads-rtcm/duke3d-patchs/ here]) works with timestamp 10-21-1996 1:40PM.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
In a unix shell (or cygwin/mingw on Windows), change to the directory where Duke3D is installed, then run:&amp;lt;br /&amp;gt;&lt;br /&gt;
  touch -d &amp;quot;1996-10-21 13:40:00&amp;quot; ./*&lt;br /&gt;
Again, note: if you do not wish to update the timestamps on all files within the present working directory, you should instead manually choose which files to set.  (All Duke3D related files should patch properly with this date though.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
3D Realms patch notes for V1.5:&amp;lt;br /&amp;gt;&lt;br /&gt;
 NOTE:&lt;br /&gt;
 &lt;br /&gt;
 Save games and configuration files from older versions of Duke 3D&lt;br /&gt;
 will be deleted if they exist.  They are not compatible with the&lt;br /&gt;
 new version of the game, and you will need to reconfigure after&lt;br /&gt;
 installation.&lt;br /&gt;
 &lt;br /&gt;
 -----------------------------------&lt;br /&gt;
 December 11, 1996&lt;br /&gt;
 &lt;br /&gt;
 Here is a quick list of the changes from v1.4 to v1.5.&lt;br /&gt;
 &lt;br /&gt;
 1. The major bug was fixing a memory corruption error that definitely&lt;br /&gt;
    caused the 'slowdown' bug.  This bug probably fixed various other&lt;br /&gt;
    things like some random crashes, and save/load problems.  While it&lt;br /&gt;
    might not fix everything, memory corruption is the worst possible&lt;br /&gt;
    bug, and this one was fixed and the slowdown/massive caching&lt;br /&gt;
    seemed to go away.  If you still experience lots of disk caching&lt;br /&gt;
    when playing the game, load SmartDrv at DOS before you play the&lt;br /&gt;
    game.  Typing &amp;quot;smartdrv 4000&amp;quot; works well.&lt;br /&gt;
    NOTE: You will need more than 8 megs to do this.&lt;br /&gt;
 &lt;br /&gt;
 2. Fixed a bug where the game would pop up the &amp;quot;Mighty Foot&amp;quot; weapon,&lt;br /&gt;
    when other weapons were available.  Really annoying.&lt;br /&gt;
 &lt;br /&gt;
 3. Fixed the bug where if you save a game, exit to DOS and reload&lt;br /&gt;
    from the main menu, you got E1L1 music, no matter what level&lt;br /&gt;
    it was.&lt;br /&gt;
 &lt;br /&gt;
 Thanks to many people online that tested special versions for us,&lt;br /&gt;
 or helped provide more information very quickly.  It enabled us to&lt;br /&gt;
 get this patch done as fast as we did.&lt;br /&gt;
 &lt;br /&gt;
 --The Duke Nukem Team&lt;br /&gt;
&lt;br /&gt;
= Additional Resources =&lt;br /&gt;
&lt;br /&gt;
Patch related downloads: http://dukertcm.com/knowledge-base/downloads-rtcm/duke3d-patchs/&amp;lt;br /&amp;gt;&lt;br /&gt;
Detailed patch info: http://dukertcm.com/knowledge-base/documents-online/setup-patch-guide-duke3d.html&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources</id>
		<title>Duke Nukem 3D/Additional Resources</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources"/>
				<updated>2014-04-12T02:52:50Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: +added the latest Duke3D SDA thread  +changed ordering of resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Duke3D SDA threads:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke_nukem_3d_megaton_edition.html&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke_nukem_3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Some of the information in the &amp;quot;Game Mechanics and Glitches&amp;quot; page is based on prior work from Joe Lennox's website, Red-Stars.net, which has a good write-up of a lot of the Duke speedrunning tricks, and also some per level speedrunning notes:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/content/Duke_Nukem_3D/&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Wikia Duke Nukem wiki contains quite a bit of useful info:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://dukenukem.wikia.com/wiki/Duke_Nukem_3D&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave's version of the Duke3D Done Quick project (circa Dec. 30, 2004) (distinct from the earlier Kineox version)&amp;lt;br /&amp;gt;&lt;br /&gt;
JFDuke3D .dmos of the runs are available on the archive:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito's Glitch City map, a challenge map with a focus on Duke glitches:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/games/duke3d/GLITCH.MAP&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=rJ1UQ0elpYY&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can find the source code for Duke Nukem 3D Megaton Edition here:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://github.com/TermiT/duke3d-megaton&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Chocolate Duke source and dissection notes can also be useful:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://fabiensanglard.net/duke3d/index.php&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, if you haven't seen it already, you should definitely watch LLCoolDave's most recent AGDQ2014 run of Duke Nukem 3D: Megaton Edition (which includes a glitch exhibition):&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=RxdUFOKG3r4&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches</id>
		<title>Duke Nukem 3D/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Game_Mechanics_and_Glitches"/>
				<updated>2014-04-12T02:22:27Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Movement =&lt;br /&gt;
&lt;br /&gt;
== Strafe-40 and Strafe-50 ==&lt;br /&gt;
Similarly to Doom, Duke3D handles Duke's movement such that strafe running (forward/backward + strafing), a.k.a. Strafe-40, causes Duke to move faster.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again similarly to Doom, Duke3D also allows for Duke to run even faster by double strafe running, a.k.a. Strafe-50.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be performed by holding down forward/backward + strafe + the strafe-on modifier (typically alt) + a turn key.&amp;lt;br /&amp;gt;&lt;br /&gt;
These techniques are named after the Doom strafe running techniques -- the 40 and 50 in the names refer to Doom engine units, not Build engine units.&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D and 1.5 (and presumably also 1.4), you cannot turn while the strafe-on modifier is held -- even mouse horizontal movement will strafe instead of turning.&amp;lt;br /&amp;gt;&lt;br /&gt;
In the Megaton Edition, the strafe-on modifier does not affect mouse turning.  Thus, strafe-50 is no longer limited to mainly running in straight lines.&amp;lt;br /&amp;gt;&lt;br /&gt;
Strafe-50 can now be curved and weaved around corners without alternating w/ strafe-40, and can also be performed more easily and consistently for long periods of time.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is especially true if one remaps the control buttons so that there is no need to release the mouse in order to press the turn keys.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Underwater Swimming Movement ==&lt;br /&gt;
Swimming underwater causes Duke to move more slowly than swimming above the water's surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
Submerged, Duke moves somewhere between 1.4 and 1.5 times slower than he would at the water's surface (tested in version 1.3D).&amp;lt;br /&amp;gt;&lt;br /&gt;
Using steroids does not appear to change this speed multiplier (i.e. Duke will still move slower underwater while on steroids than at the water's surface while on steroids).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Jetpack Movement and Steroids ==&lt;br /&gt;
Jetpack movement is very similar to underwater swimming movement in Duke3D, but there are some differences.&amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike swimming underwater, using a jetpack does not usually hinder horizontal movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note though, jetpack movement hinders steroid movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, it can be useful to let Duke fall in order to allow him to move faster horizontally.&amp;lt;br /&amp;gt;&lt;br /&gt;
If a certain elevation is required, Duke's jetpack can be toggled on and off while using steroids to achieve a slightly faster movement speed.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is worth noting that Duke cannot submerge into water if he has his jetpack turned on, but he is able to surface from underwater while using a jetpack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Full-Height Jump from Water ==&lt;br /&gt;
Jumping after surfacing from water with the correct momentum, especially while moving into sector boundaries, will cause Duke to jump out of the water w/ a full-height jump instead of simply bobbing at the surface of the water.&amp;lt;br /&amp;gt;&lt;br /&gt;
Movement on the surface of the water can cause Duke3D to realize Duke is in water and reset his jump to bobbing.&amp;lt;br /&amp;gt;&lt;br /&gt;
For this reason, hammering jump to catch an early frame after surfacing can improve the chances of a successful full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Duke 1.3D, full-height jumps from water were automatic, as Duke would automatically jump upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it has been observed in 1.3D that Duke can very rarely glitch and become stuck on top of the water, unable to submerge until he makes a full-height jump.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown whether the &amp;quot;unable to submerge&amp;quot; glitch has been fixed in later versions, potentially as part of the other water movement changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Video tutorial:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=iqQ3pbVYc3I&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Safety Falls ==&lt;br /&gt;
Stair-stepping causes fall damage to be avoided.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you are falling a long distance, moving into a ledge such that you collide with its corner and stair-step onto it can save you from taking any damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Hazards =&lt;br /&gt;
&lt;br /&gt;
== The Void of Space ==&lt;br /&gt;
If Duke enters a sector tagged as having no atmosphere, Duke will immediately die.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be seen in 1-8 Dark Side by clipping out of the dome immediately by the starting area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Originally, before leaving any space craft or station, Duke was supposed to require a Space Suit (which functioned similarly to scuba gear), but this idea was scrapped.&amp;lt;br /&amp;gt;&lt;br /&gt;
This means that any sector tagged as having no atmosphere is usually untraversable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Clipping =&lt;br /&gt;
&lt;br /&gt;
== Projectile Clipping ==&lt;br /&gt;
Projectiles fired along certain lines while Duke spans multiple sectors can be forced to pass through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be useful to trigger explosives or destruction that can open up areas and allow skipping segments of levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
Missing the proper setup to clip explosive projectiles typically leads to Duke's demise.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pipebomb Clipping ==&lt;br /&gt;
In addition to the ability to throw pipebombs through small cracks and openings, pipebombs can be pushed through certain solid walls (particularly those which are child sectors).&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is tight against a wall, he can drop a pipebomb through the wall if it is thrown without any velocity.&amp;lt;br /&amp;gt;&lt;br /&gt;
There appears to be multiple methods available to accomplish this:&amp;lt;br /&amp;gt;&lt;br /&gt;
* after beginning to throw the pipebomb, crouch or uncrouch just as the pipebomb is being placed&lt;br /&gt;
* crouch and aim at a slight angle up&lt;br /&gt;
* rapidly hammer the fire button&lt;br /&gt;
In the original 1.3D release, pipebombs could also be thrown through extremely thick walls into neighbouring sectors if thrown w/ the proper angle to the wall.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Water Surfacing Clip ==&lt;br /&gt;
Duke3D expects that there will be enough vertical and horizontal space in a sector above an underwater sector to safely house Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
If there is not, Duke will typically immediately die upon surfacing.&amp;lt;br /&amp;gt;&lt;br /&gt;
This behaviour is potentially the cause of the somewhat useful clip out of water in 2-1 Spaceport through the force-fields at the bottom of the Red Key chute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Landing Crouch Jump (also known as Jump/Duck/Jump) ==&lt;br /&gt;
By crouch jumping while landing from a jump or fall in the direction of a small opening,&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke can slide into vertical spaces smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Small Ledge Push ==&lt;br /&gt;
Duke's collision resolution while on small ledges is volatile.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke crouch jumps while moving towards a wall while on a small ledge, Duke will clip into the wall, and potentially through it into a neighbouring sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When Duke is forcing against a wall while on a small ledge, Duke will be pushed backward a small amount without forcing him back so far as to knock him off the ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
This causes Duke to visibly jitter backwards and forwards while the movement keys are held.&amp;lt;br /&amp;gt;&lt;br /&gt;
This jitter is related to two clipping bugs in Duke3D, and its presence is an indicator that a clip (or imminent squash death) may be possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 224 build units for Small Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Large Ledge Push ==&lt;br /&gt;
Large Ledge Pushes are completed by crouch jumping while landing from a jump or fall during which the corner of Duke's hitbox collides perfectly into the corner between a wall and the surface of a ledge.&amp;lt;br /&amp;gt;&lt;br /&gt;
A ledge must be smaller than 320 build units for Large Ledge Pushes to be possible on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Large Ledge Pushes allow for Duke to clip through thicker walls than a Small Ledge Push would allow.&amp;lt;br /&amp;gt;&lt;br /&gt;
Performing Large Ledge Pushes while applying strafe-40 allows Duke to clip through walls of sizes 64 build units or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
It appears to be possible to perform a large ledge push on ledges smaller than 224 build units, but if the large ledge push is missed, this can easily prove fatal depending on the wall thickness (as a Small Ledge Push will typically occur instead on improper landing).&amp;lt;br /&amp;gt;&lt;br /&gt;
When attempting a Large Ledge Push, you will know if you are close to achieving one if Duke does not make a sound on landing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overhang Fall Damage Push (Megaton Only) ==&lt;br /&gt;
In the Megaton Edition, if Duke slides past an overhang while falling and takes fall damage upon landing, he can crouch jump during the landing to clip through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Similarly to the Shrink Ray Clip, this appears to be limited to doorways (particularly vertically opening ones) and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
This may be related to Duke's vertical velocity upon landing -- sometimes, if Duke is not falling far enough, he may not be able to clip even while taking fall damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shrink Ray Clip ==&lt;br /&gt;
When Duke is shrunk using a Shrink Ray, Duke can toggle on and off crouching and force himself into normally impassable doorways and certain sprite barriers (like grates).&amp;lt;br /&amp;gt;&lt;br /&gt;
Because Duke's movement speed is significantly reduced when shrunk, this often results in clipping into walls and dieing.&amp;lt;br /&amp;gt;&lt;br /&gt;
While unshrinking, Duke can still perform this clip.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke waits until he begins to return to normal size or uses Steroids, his movement speed will be faster during unshrinking, allowing him to clip through thicker doorways.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Generic Clip ==&lt;br /&gt;
When Duke is forced with proper momentum into force-fields, small sectors, between walls, against slopes, and into corners and seams, Duke will sometimes clip through them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Many clips can be affected by Duke's sector to sector movement immediately prior -- some clips seem to be easier to perform if Duke has just immediately entered the sector where the clip will be attempted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although these generic clips do not necessarily fit in w/ or look like the other clips documented here, they appear to share similar preconditions and prerequisites.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Clips and Movement Speed ==&lt;br /&gt;
Movement speed affects the thickness of wall that Duke can clip through.&amp;lt;br /&amp;gt;&lt;br /&gt;
In order to survive clips through thicker walls (or underwater walls), using some combination of strafe-40/50, steroids, and/or the knockback of explosives may be necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acute Corner Glide ==&lt;br /&gt;
When a sector's walls form an acute angle, Duke can be forced slightly into spaces horizontally smaller than he should normally be able to move into.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is performed by moving towards the corner and slowly rotating Duke's aim.&amp;lt;br /&amp;gt;&lt;br /&gt;
Eventually, when the correct angle is met, Duke will suddenly slide a small amount into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you continue to rotate, and slide against the other wall a small amount out of the corner, you will still maintain a position slightly out from where you normally should be.&amp;lt;br /&amp;gt;&lt;br /&gt;
Returning back in the other direction and doing the same rotation, will allow you to force yourself even deeper into the corner.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can force Duke into the wall and can allow Duke to clip into neighbouring sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
If the corner area Duke resides in is small enough, Duke will begin to exhibit a similar jittering back and forth as he does on small ledges.&amp;lt;br /&amp;gt;&lt;br /&gt;
In this case though, the jittering and clip probably owe significantly to the fact the two walls of the acute angled corner both try to disallow Duke from entering either of them, constantly bouncing him back and forth.&amp;lt;br /&amp;gt;&lt;br /&gt;
Although distinct and different from a Doom glide, this sliding trick feels similar in its execution, hence the name.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sectors w/ Sloped Floors/Ceilings ==&lt;br /&gt;
Sectors w/ sloped surfaces behave a little strangely, sometimes allowing Duke onto them in cases where he normally shouldn't be able to (esp. if they are in motion).&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, sectors w/ sloped floors that are moving vertically, when pushed against, can cause Duke to clip to the top of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Note:''' 1-5 The Abyss contains every of the above types of clips (save for the Water Surfacing Clip).  It is a useful level for practice.&lt;br /&gt;
&lt;br /&gt;
== Rotating Objects ==&lt;br /&gt;
Objects and sectors that rotate can be pushed into and cause Duke to clip to the top or bottom of them.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Death Row, this is especially useful if one falls down the giant gear shaft, as it can be used to clip back up to safety before falling to one's death at the bottom of the pit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, rotating objects and sectors can squish Duke into walls, sometimes causing him to clip or warp into neighbouring or overlapping sectors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, rotating doors do not move properly if Duke is standing on top of them (the game probably assumes that an actor is wedged in them, when really one is just colliding w/ the top of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be exploited to force rotating doors to rotate in the wrong directions, and force them through walls and sectors they should never have collided with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotating doors which have sectors w/ enough open vertical space can thus be used to create tunnels through walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sadly, rotating doors the wrong way doesn't seem to have much use in any of the original 3 episodes nor the Atomic Edition expansion beyond:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sector Crushing ==&lt;br /&gt;
By rotating doors so that they collide and overlap certain other sectors, the engine will sometimes crush the relevant sectors (sometimes squishing or trapping Duke or enemies in the process).&amp;lt;br /&amp;gt;&lt;br /&gt;
The exact setup requirements for this to happen are uncertain -- there are quite a few levels where rotating doors into other sectors will not cause any sector crushing.&amp;lt;br /&amp;gt;&lt;br /&gt;
Sector crushing can be performed in 4-1 It's Impossible in the projector conference room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=25Suq8tvVqU&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, sadly, sector crushing does not appear to be useful for sequence breaking any of the original 3 episodes nor the Atomic Edition expansion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warps ==&lt;br /&gt;
In Duke3D, maps can be built with overlapping (but disconnected) sectors (same x and y locations, but spanning different z locations).&amp;lt;br /&amp;gt;&lt;br /&gt;
Due to the way sector resolution is performed, clipping glitches can cause Duke3D to resolve an actor's current sector to be another different sector that overlaps the same space.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke (and various enemies) can exploit this, and warp from one area to another.&amp;lt;br /&amp;gt;&lt;br /&gt;
(Aside: Later Build engine games would add Room over Room support which would allow two sectors to be connected vertically w/ one another, simultaneously rendering both sectors from either one.&amp;lt;br /&amp;gt;&lt;br /&gt;
Duke3D does not allow this [except for the EDuke32 source port, which adds ROR support for user levels, mods, and conversions].&amp;lt;br /&amp;gt;&lt;br /&gt;
I don't believe Megaton allows ROR either, being based primarily on JonoF's JFDuke3D combined w/ some EDuke32 patches [further modified w/ a variety of additional changes and work].)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Train/Locomotive Sector Death Warp ==&lt;br /&gt;
If a locomoting sector exists on a map, dieing by being squished/clipping will cause Duke to teleport to the locomoting sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Oasiz demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=DZUwWsIx2i8&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This glitch is not particularly useful, but somewhat interesting...&amp;lt;br /&amp;gt;&lt;br /&gt;
A user level could potentially exploit this, perhaps for a simple secret exit?&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Level Transitioning =&lt;br /&gt;
&lt;br /&gt;
== Exit Trigger Buffering ==&lt;br /&gt;
By using the game menus, multiple exit triggers can be buffered to trigger at the same time, which causes Duke3D to skip levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
The only known level this can be performed in is 1-2 Red Light District, which allows skipping directly to 1-4 Toxic Dump w/o having to play 1-3 Death Row.&amp;lt;br /&amp;gt;&lt;br /&gt;
To perform the trick, skip past the floor trigger that traps Duke, to the end of the hallway where the level exit button lies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wait for the &amp;quot;Duke captured&amp;quot; ending to trigger, and while the audio plays, hit the level exit button.&amp;lt;br /&amp;gt;&lt;br /&gt;
Press F1 to bring up the help menu and wait for the audio to finish (in-game time will still pass for a short while w/ the help menu up).&amp;lt;br /&amp;gt;&lt;br /&gt;
If you paused long enough, both triggers should now be lined up, and when leaving the help menu, both should trigger immediately at the same time.&amp;lt;br /&amp;gt;&lt;br /&gt;
After the intermission menu ends, you should be brought into 1-4, instead of 1-3.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that some other menus will work too, depending on which version of the game you are running.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, it is possible, albeit difficult, to line up both triggers to naturally end at the same time without buffering.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Silos911 originally discovered this trick, you can check out his video tutorial here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=3EFEJD3h6X4&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Exits ==&lt;br /&gt;
Some levels in Duke3D contain deathmatch-only exits, provided when the normal exit in a level wouldn't be appropriate for deathmatch games.&amp;lt;br /&amp;gt;&lt;br /&gt;
These exits are intended to be inaccessible outside of deathmatch, but, using a variety of tricks, can often be accessed in single-player and coop.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be especially useful in boss levels, as fighting the boss is often slower than breaking into the deathmatch exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=fXmS_uEWSNo&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Level Ordering ==&lt;br /&gt;
Using deathmatch exits can provide strange level ordering, and can also allow one to reach levels that were previously unreachable from an episode (for instance, 1-7 Faces of Death).&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be explained through the mechanics of the four level exit types in Duke3D:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Normal Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Normal Exit Nuke Button will typically advance directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Normal Exit Nuke Button has an additional check though:&amp;lt;br /&amp;gt;&lt;br /&gt;
If, while using a Normal Exit Nuke Button, the level_number counter ever surpasses the 11th level (exceeds a value of 10), then it resets back to level 1.&amp;lt;br /&amp;gt;&lt;br /&gt;
This was most likely added for deathmatch purposes to loop back at the end of an episode.&amp;lt;br /&amp;gt;&lt;br /&gt;
This limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secret Exit Nuke Button'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A Secret Exit Nuke Button will jump to whatever level is specified by the map maker in its lotag.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, all secret levels end with a Secret Exit Nuke Button (but these are usually treated differently, as per the Exit from Secret Level section below).&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, using a Secret Exit Nuke Button typically causes Duke3D to believe it is entering a secret level, and thus, Duke3D stores the value of the level that you are leaving for later use.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: it stores this in the ud.from_bonus variable.  ud.from_bonus is set to ud.level_number+1, since ud.level_number uses a base index of 0, while ud.from_bonus uses a base index of 1 [0 is reserved])&amp;lt;br /&amp;gt;&lt;br /&gt;
If no level (i.e. level 0) is specified in the Secret Exit Nuke Button's lotag, or if the level specified exceeds level 11, the game repeats the current level, but treats it as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, this limits the number of levels any episode can have to 11 -- this limitation is changed in certain source ports (like EDuke32).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Level Exit Countdown Timer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
When a Level Exit Countdown Timer finally fires, it typically advances directly to the next level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that a Level Exit Countdown Timer will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Exit from Secret Level'''&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke3D believes we are on a secret level (because we last used a Secret Exit Nuke Button), it will treat exiting a level differently.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead of doing what it normally would for any type of level exit, it will attempt to continue onward from the level which led us to the secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
(technical: ud.level_number is set to ud.from_bonus, but, since we are advancing by one, there is no need to adjust for the base index difference)&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that Duke3D has returned to the normal level past the one it had stored, it no longer needs to remember that level and clears that storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
This also ensures that Duke3D will treat the new level as a normal level.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that any Exit from a Secret Level will not check if it is advancing past any limits -- thus, it can allow one to advance past level 11.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The combination of all these mechanics allow players to reach strange levels in odd arrangements, thanks to a variety of interesting facts:&amp;lt;br /&amp;gt;&lt;br /&gt;
# Deathmatch Exits are always Normal Exit Nuke Buttons.&amp;lt;br /&amp;gt;Deathmatch Exits from boss levels thus allow one to advance into secret levels without telling Duke3D to treat them as secret levels.&amp;lt;br /&amp;gt;This is thanks to secret levels always being placed after the end of an episode (always being designated with the greatest number designations within an episode).&amp;lt;br /&amp;gt;&lt;br /&gt;
# Secret levels always end in Secret Exit Nuke Buttons.&amp;lt;br /&amp;gt;These Secret Exit Nuke Buttons are properly set to point back to the level you would typically advance to next, despite this value usually not being used.&amp;lt;br /&amp;gt;Due to this, exiting a secret level while Duke3D is treating it as a normal level will cause Duke3D to treat the normal level it returns to as a secret level.&amp;lt;br /&amp;gt;&lt;br /&gt;
# Advancing the level counter past the end of an episode will cause Duke3D to load the next episode's levels.&amp;lt;br /&amp;gt;(note that this functionality is different in some source ports [like EDuke32])&amp;lt;br /&amp;gt;&lt;br /&gt;
These facts, combined with the mechanics of the 4 exit types, cause Duke3D to exhibit strange deathmatch level ordering.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke didn't treat secret levels specially, the deathmatch level loop would not be organized in such a strange fashion.&amp;lt;br /&amp;gt;&lt;br /&gt;
The order appears to be somewhat intentional: it is probably a work-around to ensure that secret levels would appear at the end of the deathmatch loop (without requiring their secret exits to be hit).&amp;lt;br /&amp;gt;&lt;br /&gt;
This deathmatch loop allows for one to potentially marathon run episode 2 indefinitely.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Death Exits ==&lt;br /&gt;
Traditionally disallowed in IL runs, dieing while triggering the level exit allows you to start the next level with full health.&amp;lt;br /&amp;gt;&lt;br /&gt;
Death stops the in-game timer, so dieing screws up the in-game time for any run.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, in some versions of the game, dieing or freezing solid will not just stop the in-game timer, but also abruptly end any demo recording.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Object Interactions =&lt;br /&gt;
&lt;br /&gt;
== Switch Pressing ==&lt;br /&gt;
Switches (and other usable objects) can be operated from long distances and through some walls.&amp;lt;br /&amp;gt;&lt;br /&gt;
Wall thickness and angle affects how far away an object can still be activated from.&amp;lt;br /&amp;gt;&lt;br /&gt;
In particular, windows, especially those that open/close from triggers/buttons, often allow Duke to use objects through them (for instance, the 2-9 Overlord deathmatch exit).&amp;lt;br /&amp;gt;&lt;br /&gt;
Some walls are specially tagged to swallow use actions and disallow players from activating buttons beyond them.&amp;lt;br /&amp;gt;&lt;br /&gt;
These walls are recognizable by the fact that Duke will not make any normal use noises when the use key is pressed on them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Push switches can also be shot to activate/deactivate them.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kick Open ==&lt;br /&gt;
Duke's Mighty Foot can kick open doors and activate switches that normally cannot be activated by shooting w/ any other weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
Even some locked doors can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
Notably, the locked Yellow Key door on 1-3 Death Row and the locked Blue Key Doors on 3-6 Rabid Transit can be kicked open.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleporter Activation ==&lt;br /&gt;
Teleporters are normally activated when Duke initially crosses the threshold into the teleporter sector.&amp;lt;br /&amp;gt;&lt;br /&gt;
When trapped within the confines of a teleporter, if Duke fires any weapon that causes the teleporter to activate, Duke can move into the location the projectiles are teleporting from and teleport w/ them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Easy weapons to perform this with are the pistol, shotgun, Ripper chaingun, and the freezethrower.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Double Keycard Insertion ==&lt;br /&gt;
If two keypads are mounted vertically adjacent to one another, they can both be activated using the same single keycard by jumping/falling, activating a keypad, and while Duke is scanning the card, ramming the use key as you pass by the other pads.&amp;lt;br /&amp;gt;&lt;br /&gt;
This has no use in the original 3 episodes nor in the Atomic Edition expansion, as no level stacks keycards in this manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Laser Trip Mines ==&lt;br /&gt;
Placing Laser Trip Mines can be useful to safely slow rapid descent and protect Duke from falling to his death.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, placing Laser Trip Mines uses similar code as using a keycard on a keypad, but Laser Trip Mines do not allow unlocking keypads.&amp;lt;br /&amp;gt;&lt;br /&gt;
You cannot use Laser Trip Mines on keypads or on most doors which are not currently in the process of opening.&amp;lt;br /&amp;gt;&lt;br /&gt;
If you get the proper angle, you can attempt to place a Laser Trip Mine on a keypad, but it will not be placed despite the placing animation playing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Enemy Tricks and Info =&lt;br /&gt;
&lt;br /&gt;
== Riding Flying Enemies ==&lt;br /&gt;
Most flying enemies, when stood on, will continue to move upwards towards Duke's vertical position.&amp;lt;br /&amp;gt;&lt;br /&gt;
This allows one to scale large vertical climbs by riding on top of these enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
Particularly, the Assault Commander is most useful for this, as Assault Commanders will fly very straight upwards while attempting to attack Duke.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sentry Drone Jumping ==&lt;br /&gt;
Sentry Drones, despite being extremely volatile, can sometimes be jumped onto and off of to help reach high platforms.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito demonstrates this here:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=dC3cNUInFmc&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Protozoid Slimers ==&lt;br /&gt;
Protozoid Slimers will eat various different types of enemies, living or dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
They will always move towards the player's current view location, not necessarily towards Duke (esp. noticeable when viewing through a security camera).&amp;lt;br /&amp;gt;&lt;br /&gt;
In 1.3D, Duke cannot kick Protozoid Slimers off of his face, he must press the fire button while holding a gun.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note that there is a glitch: Duke does not actually have to fire the weapon to kill the slimers, but simply attempt to fire the weapon.&amp;lt;br /&amp;gt;&lt;br /&gt;
If Duke is switching weapons, he will not be able to fire, but attempting to fire will still kill any slimer attached to his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, if Duke is out of ammo, this glitch allows him to pull out a gun he has no ammo for, quickly attempt to fire it before it is automatically put away, and, in doing so, kill any slimer on his face.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kicking slimers attached to your face was made possible in later versions, resulting in slimers being less annoying and also less potentially fatal to those without ammunition or armaments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Other Info =&lt;br /&gt;
&lt;br /&gt;
== Skill Modes ==&lt;br /&gt;
Duke has 5 skill modes:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S0: DNSKILL1'''&amp;lt;br /&amp;gt;&lt;br /&gt;
A hidden skill mode that is not available in the main menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
It can be accessed either by using the command-line /s0 parameter when loading a particular level or by typing the DNSKILL1 cheat.&amp;lt;br /&amp;gt;&lt;br /&gt;
Some enemies that show up in &amp;quot;Piece of Cake&amp;quot; do not show up in this difficulty (as they have a lotag greater than 0).&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has the fewest enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S1: DNSKILL2 &amp;quot;Piece of Cake&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This mode has a reduced number of enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S2: DNSKILL3 &amp;quot;Let's Rock&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
More enemies than &amp;quot;Piece of Cake&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S3: DNSKILL4 &amp;quot;Come Get Some&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even more enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''/S4: DNSKILL5 &amp;quot;Damn, I'm Good&amp;quot;'''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this skill mode, enemies respawn seconds after death unless their corpse is destroyed.&amp;lt;br /&amp;gt;&lt;br /&gt;
This can be accomplished by gibbing their corpse with an explosion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Because enemies respawn, this skill mode does not have a maximum number of kills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, typing cheats while in this mode will not work, instead typing them results in the text &amp;quot;YOU'RE TOO GOOD TO BE CHEATING!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Despite it being possible for enemies to be tagged to appear only on &amp;quot;Damn, I'm Good&amp;quot; difficulty, it is atypical for levels to do this.&amp;lt;br /&amp;gt;&lt;br /&gt;
Instead, at this difficulty, it is the norm for levels to share exactly the same enemies as in &amp;quot;Come Get Some&amp;quot;.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources</id>
		<title>Duke Nukem 3D/Additional Resources</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D/Additional_Resources"/>
				<updated>2014-04-12T02:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: Created page with &amp;quot;Some of the information in the &amp;quot;Game Mechanics and Glitches&amp;quot; page is based on prior work from Joe Lennox's website, Red-Stars.net, which has a good write-up of a lot of the Du...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some of the information in the &amp;quot;Game Mechanics and Glitches&amp;quot; page is based on prior work from Joe Lennox's website, Red-Stars.net, which has a good write-up of a lot of the Duke speedrunning tricks, and also some per level speedrunning notes:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/content/Duke_Nukem_3D/&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Wikia Duke Nukem wiki contains quite a bit of useful info:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://dukenukem.wikia.com/wiki/Duke_Nukem_3D&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Original Duke3D SDA threads:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke_nukem_3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
https://forum.speeddemosarchive.com/post/duke3d_speedrun.html&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
LLCoolDave's version of the Duke3D Done Quick project (circa Dec. 30, 2004) (distinct from the earlier Kineox version)&amp;lt;br /&amp;gt;&lt;br /&gt;
JFDuke3D .dmos of the runs are available on the archive:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://web.archive.org/web/20041230163614/http://www.metroid2002.com/llcooldave/duke3D/recordlist.htm&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Fernito's Glitch City map, a challenge map with a focus on Duke glitches:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.red-stars.net/games/duke3d/GLITCH.MAP&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=rJ1UQ0elpYY&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
You can find the source code for Duke Nukem 3D Megaton Edition here:&amp;lt;br /&amp;gt;&lt;br /&gt;
https://github.com/TermiT/duke3d-megaton&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The Chocolate Duke source and dissection notes can also be useful:&amp;lt;br /&amp;gt;&lt;br /&gt;
http://fabiensanglard.net/duke3d/index.php&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, if you haven't seen it already, you should definitely watch LLCoolDave's most recent AGDQ2014 run of Duke Nukem 3D: Megaton Edition (which includes a glitch exhibition):&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.youtube.com/watch?v=RxdUFOKG3r4&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Duke_Nukem_3D</id>
		<title>Duke Nukem 3D</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Duke_Nukem_3D"/>
				<updated>2014-04-12T02:03:23Z</updated>
		
		<summary type="html">&lt;p&gt;Pogokeen: Created page with &amp;quot;Category:PC Category:Games {{sda run|http://speeddemosarchive.com/DukeNukem3D.html}}  = Categories = IL Any % - Complete the level in the fa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/DukeNukem3D.html}}&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Duke_Nukem_3D/IL any %|IL Any %]] - Complete the level in the fastest time possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/IL 100S|IL 100S]] - Complete the level in the fastest time, while having triggered all of the secrets.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/IL max %|IL Max %]] - Complete the level in the fastest time, while having triggered all of the secrets and reaching the maximum number of kills possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/RTA|RTA]] - Complete every episode of the game in the fastest time by defeating each episode's boss monster.  Different subcategories for various game expansions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Duke_Nukem_3D/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Explains how the game works, specific techniques, and various glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Casual Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Duke_Nukem_3D/Additional Resources|Additional Resources]] - Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>Pogokeen</name></author>	</entry>

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