A detailed guide to the Map Stats (26) in Duke Nukem Forever, covering enemies, weapons, and items found within this challenging platforming and puzzle-heavy level.
This section details the enemies, weapons, and items encountered in Map Stats (26) of Duke Nukem Forever. There are no special Achievements or Ego Boosts in this level.
The level is characterized by a significant amount of ground to cover, featuring numerous platforms and puzzles. It begins with opening a door to reveal a room with open steam pipes. Players must time their movements to avoid the hot air vents. The path forward is initially blocked by alien infestation, prompting a detour to the left towards a glowing valve. Turning this valve once to the left releases steam, which deflates nearby pods.
Before proceeding, a detour to the left through an open door leads to a small room containing a Ripper, two Pistols on the floor, a Holoduke inside a locker, and a Pipe Bomb inside an EDF crate.
Returning to the pipe room, players will find more pods blocking the way. If the pipes do not connect properly to steam the pods, players must manipulate levers. The first glowing lever is to the right; pulling it down unlocks a mechanism, allowing it to be rotated 90 degrees to connect to the next pipe. Another lever is located in the far corner of the room. After pulling it down and rotating it until it locks, players can duck under the pipe. A third lever is found by heading left. Pulling this lever down and rotating the pipe another 90 degrees (two rotations total on the same pipe) allows players to duck under it. Returning to the original valve, if done correctly, the steam will flatten the pods, enabling passage up a short set of stairs.
CHECKPOINT
Proceed through the corridor, using a high-ammo weapon, Freeze Ray, or melee attacks on the puff bombs. An RPG Launcher and a Railgun are available on a crate ahead. Continue forward, break through the boards covering a door, and prepare for combat.
Enemy Waves:
- Ripper Pigcop, Shotgun Pigcop
- Ripper Pigcops x 2 (one goes berserk), Shotgun Pigcop
- Ripper Pigcop, Pistol Pigcop
- Assault Trooper Captain x 2
- Assault Trooper Captain, RPG Super Pigcop
- RPG Super Pigcop
The enemy waves will overlap. Players can retreat to recover Ego if needed. After defeating all enemies, a door to the left offers a Railgun.
Smash the board blocking a small crank, which causes a ladder to fall. Climb the ladder and proceed through the door. A barrel can be grabbed and thrown at an RPG Super Pigcop ambushing in the next room. Lockers to the left contain a Beer and a Pipe Bomb. Move to the area where the RPG Super Pigcop was defeated, then backtrack as a Pipe Bomb is thrown. A Ripper Pigcop will appear. In the subsequent room, an EDF soldier lies on the floor with a Ripper beside him. Open the door, eliminate a Rat, and step on the shrink pod.
CHECK POINT
Jump down and face an ambush of eight rats (brown, grey, and black, eventually turning red).
There are two open vents. The right vent contains an EDF crate with a Laser Trip Mine and a Pipe Bomb. Unscrew the nuts on the unopened vent, allowing the plate to fall. Continue along the shaft, smash the vent below, and ride it to a larger shaft. Walk to the other end, stopping before the vertical shaft. Shoot the puff bombs, then melee the broom clogging the fan to ascend. A Ripper and three Laser Trip Mines can be collected along the way.
Players will emerge outside the large machine seen during the initial enemy encounters. Melee the nearby vent and interact with an object to open "Access Panel 57".
CHECKPOINT
This section involves platforming. Climb a pipe, jump onto a spinning gear, then onto the next platform. Climb another pipe, jump onto a spinning gear, and proceed through the 'door' to the left. Fall through a hole, shoot a device to break the circuit and stop the fan. Climb under the fan and fall into another hole.
CHECKPOINT
Melee the vent and enter the machine's core. Climb onto the moving gear, jump right onto the middle of the machine, and move through a hole in the next gear. Navigate three more moving gears, prioritizing balance to avoid falling and dying. Reach a small, non-spinning platform. From here, jump onto three more gears, then to the left onto the pipes.
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