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Level  :  EPIC (parts 1 and 2)     *****Plutonium/Atomic required********
File Name  :  Epic.bat
Included Files  : Epic.bat, Epic1.map, Epic2.map, Epic.art, Epic.doc, StupidTV.voc, Stop.voc, 
Shotat.voc, Chalkdust.voc, Brother.voc, and Disease.voc
Version Number  :  1.00000000000000000000000000000001
Difficulty: Medium-hard
Date Released  :  4-3-97
Author  : Fermion (aka EMRadiation)                                                                                                                             
Resume  :  Vinifera
Gaming Service  :  TEN beta tester, but won't pay for it
Gaming Service Screen Name  :  N/A
E-mail Address  :  Fermion420@msn.com
Story  :  

===========================================================================

Earth Defense Force							         16:53 hours
Official communique'						                              4-3-2005
Patrick Roy, Lieutenant Commander AFA		
Colorado Springs, Colorado

DUKE:

	There has been some terrible developments uncovered by our operatives.  The alien scum 
have established a base on Mercury, and one in Thebes, Egypt -- at the Valley of the Gods, site of the 
great pyramids.  Our operatives tell me that the aliens have discovered the secret of the pyramids -- 
they serve as focus points of the sun's electromagnetic radiation.  There is an energy focusing reactor 
inside one of the pyramids that is focusing, collecting, and redirecting the energy directly to the 
Mercury base, where it is being stored in batteries.  When these batteries have become sufficiently 
full, they will direct a blast aimed at earth, that will be sufficiently powerful to submerge the Earth's 
mantle in magma.
	This is the alien's ultimate goal -- to resurface earth, and colonize it, and allow our solar 
system to become a stronghold.

Mission Statement:
	
	Duke, your mission is imperative to saving our whole solar system.  A stealth ship will take 
you to a remote part of Mercury, where you will be teleported to the alien's base.  You must secure it, 
and leave the reactor and batteries in tact, to aid our energy crisis.  From there, use the alien's 
transporters to get aboard their orbiting ship, which they are using to coordinate the energy transfer 
between the Earth and Mercury bases.  Secure the ship, and maneuver it to the coordinates in the 
proximity of the Satellite Sativa, NCC 420.  The aliens have retrofitted it to be another teleportation 
site.  That will take you near the pyramide in which the sun's radiation is being collected.  Our 
operatives do now know how it is accessible, so you must scour the area, with it's various temples, for 
access.  Once inside, proceed directly to the chamber at the top of the pyramid, and detonated the 
energy focusing device.
	After you have destroyed the source of their power, use another teleporter in the pyramid.  
This is as much information as our operatives could give us.  Where this teleporter takes you is 
unknown, but it is believed to be directed to a site where the aliens are ammassing an army to witness 
the destruction of Earth once the batteries on Mercury are charged.  A rumor is that this army is 
based in San Francisco, with the Warfield Theatre as central command.  Terminate them with 
indiscretion.

Good luck Duke--

you can retire in luxury after this one, I promise.

Lt. Cmdr Patrick Roy

===========================================================================

* Play Information *

*****To play this  map, unzip all files into your Duke3d directory.  
1.  RUN EPIC.BAT
	it is paramount that you do this.  Epic.bat renames all the files so that they will work.  When you 
quit, it will rename everything back, and Duke will play like it did before.
2.  Select LA Meltdown.  
	Skill level doesn't matter -- I didn't enable them.
3.  Enable Jihad mode unlike ever before!!!!!!!

Hint: look for visual clues -- these levels should appeal to your observational and logical abilities.  Some 
switches are not conventional Duke switches -- press anything that looks like it might do something.  I have 
designed these maps so that you shouln't get lost.  There is a linear progression through the map, a technique 
used expertly by the level designers, and not so well used by some user map makers.  In no part of the game 
will you have more than 1 card in possession, and in only 1 part will you be able to find 2 card-locked doors 
in the linear progression.  If something won't open, there is a 100% chance that the switch is REAL close..  
You will be exposed to everything here, so don't run blindly through the level.  Be very deliberate, and 
secure each area before you move on.  When you have secured a room/area, check everything out -- most of 
the power-ups and health are not in immediate view, they will be concealed.  When you are satisfied that you 
have uncovered everything, save and continue.  
	If this game crashes, well, these are 2 big levels.  They will require a lot of memory.  If you are 
having crash problems, go through the trouble point a little more slowly.  Draw enemies towards you, 
instead of fighting them in a large open area.
	When you  have made it through, I would like to hear from you!  I spent so much time on this, all 
to be fun for YOU!!!  So I'd love some feedback -- too easy or too hard, improvements, compliments, 
observations, anything.  This is for you.  Plus, if you have questions about Build, I'd love to share what I've 
learned.  

WALK THROUGH
note: the purpose of this section is for people who are totally stuck, which shouldn't happen, or people who 
want to find all the secrets and proceed through this level as efficiently as possible, or for reading before you 
even play, to get an idea what you are in for  :)   I'd encourage printing this out, as it has 40 steps!

1.  You start in the Mercury Station.  This is a tall, wide cylindrical station, much like the 1 in the 2nd 
episode.  Basically, you want to proceed around and down, until you reach the floor.  DO NOT fall off the 
platforms!  If you do, restart up top.
2.  You start in a room that I stole from one of the Duke maps.  I think it is a marvelous starting point.  In 
the next room, a switch will open the door, but it is auto-closing.  On the other side, ahead, and a little 
above, is a sentry drone.  Shoot it before it gets out of your site -- you'll regret it if it does , when it slams 
you while you are on the platform.  
3.  Proceed on the platform to the conveyor.  The converyor takes you into a dark room, so use those 
Infrared glasses you got in the 2nd room.  The aliens hatchlings there can't get out of the force field -- and if 
you shoot them, there is about an 80% chance they will immediately be squished by the piston.  If one does 
get out, it could shoot you with a shrinker.  Put him out of  his misery.
4.  Go down the elevator into the locker room.  Pretty straightforward, look in all the lockers, there's 
something in each of them.  Like my funky reactor?  Hit the Danger switch by it, and around the corner is a 
secret room that it reveals.  
5.  Proceed across the 2nd platform.  At the opposite side is another drone, kill it before it escapes into the 
center.  This room at the other side is the hyrdodynamic room.  Those waves took forever to perfect -- ever 
seen any prettier?  Shoot the barrels by the water for a health and a slimer.  Underwater, there is a switch 
that opens the flow gate.  To get to that switch, let one of the impellors take you around the corner.  Back 
up top, open the left closet door to get a red card.  The right door doesn't open.  And at the opposite side of 
the at the end is a shutter.  Go down the elevator.
6.  Now you are at the bottom level of the base.  As soon as you leave the elevator, there will be a number 
of respawns.  To most effectively kill them (Fat floaters and drones), run backwards in a circle around the 
main reactory gunning them, and using the reactor's force field as a shield.  If you are running low on ammo, 
behind the 2 battery tanks is ammo.  Killer reactor and batteries, huh?  That is what is receiving the energy 
being extracted in Egypt, and you can follow the pulses to the storage batteries.
7.  There is a small observation station that has a switch.  To the left it opens a shutter where you can put 
your red card in.  To the first panel on the left of the one that opened, is a secret which contains a gun.  The 
switch will open a door on the opposite side.
8.  When you get into that door, you are in a corridor that leads to the 1st teleporter.  How do you like the 
surface of Mercury?  This teleporter takes you to the command ship, that is the liason between the Mercury 
and Egpyt bases.
9.  Follow the forward conveyor to the left.  The 3 connecting conveyors outline the triangular center of the 
ship.  You need to find the double doors leading into the center.  Inside the center is the ship's nuclear 
reactor.  There are 2 switches inside that room -- one lowers the force field around it, the other opens the 
reactor up to reveal a card.  One switch is above, where the platforms take you.
10.  Outside the triangular room, opposite the conveyor, are 2 doors.  One is locked.  The other, which is 
labelled 'Holodeck', is open.  Go in there and exterminate.  There is a secret at the top of the building, which 
a hidden escalator takes you to.  Meet your temporary girlfriend.
11.  Now, with that card, go back where you teleported in to, where you can use the card (duh).  That gets 
you onto the bridge.  Kill them, and check out the lowering battle shields.  Nice.  Bummer that my 
parallaxing self-screwed up, it fluctuated between looking right an not, unfortunately it decided to be in the 
screwed-up mode when I finished.  There are 4 things you should do on the bridge:
	a)Get the 'roids, behind one of the monitors
	b)Get the health concealed in the crack when you blow up the fire extinguisher
	c)Throw the switch with the monitor by it.  That shows you that you opened the door that was 
locked below
	d)Open the door with the x-texture in the short corridor between the door that you used the card to 
open and the bridge.  That leads you down under the corridor, and back up the opposite side.  Find the other 
escalator to take you to the secret area with a shrinker.
12.  Next go back to the door that you activated with the switch.  That's the crew quarters, where you will 
find a swim tank, and an activated replicator.  Go through the curtain to get to the dock.
13.  In the space dock, a switch by the 'Reception' gets you into space.  There you'll see the Satellite Sativa.
14.  Inside the satellite, check the box for ammo, and throw the switch to get the portable medkit.  The 
Elevator gets you to the top.  There is a 2nd teleporter there, but a combination of 4 switches will make it 
available.  Throw the outer 2, and get outta there!
15.  Now you are in the first of the 2 troop transporters, connecting Mercury and Egypt.  The door is one I 
made up, and takes you to the transport corridor.  However, the transport module is broken -- both literally 
and figuratively.  Literally -- you have to get through it to get to the other end.  Figuratively -- it won't work 
properly.  To my chagrin, in Build, you cannot have more than 1 Locater track set, otherwise they will 
conflict with each other.  My other Locator track is the one that sets the Recon cop's flight.  Now, to get 
through the module, you have to throw 2 switches that bring down the front and back fields.  Then, go 
through it and to the other end, and into the opposite dock.
16.  In the opposite dock is the 3rd teleporter that takes you to Egypt.  This one is 1-way -- no going back!
17.  Now, you are in the middle of a giant flooded valley -- the Nile's tributary.  This is the big underwater 
area.  Lots of octabrains.  There should be a sumberged coffin, in which there is some stuff to help you on 
the way.  The coffin's lid has some other stuff.  Proceed around the temple in the middle of the flood plain, 
underwater.  There is no reason to get inside the temple yet.  On the opposite side, you'll see a big box.  On 
top of it, above water, are the pipebombs (clever, eh?)  Blow it apart to get the card.
18.  Back near where you teleported in mid-air, there is an under water cave, that is barred.  That card gets 
you inside.  Follow the cave to a submerged throne, and above that, you can resurface.  
19.  Now you are in a new mountainous area, with an oasis/garden, and a sacrificial altar.  There are 5 things 
to do here:
	a)blow up the crack and get into the treasure chamber.  
	b)find the secret cave in the mountain, which leads to a crypt.  Get shrunk and follow the path to 
the RPG.  Walk into a wall to get teleported back to the oasis.
	c)Throw the hand switch under the arch, but then get out from under it!  Like this falling effect?  
Squish!
	d)Throw the other hand switch to get to the altar.  There's the next card, in a mess.  Ride the 
lowering door up to get some goodies.
	e)The sitting pharoahs you can walk through for another secret.
20.  You've got the card, so go back into the well, the way you came, and get to the temple.  There are lots 
of shooters here, so be expedient.  You'll see 3 hand prints on a wall, the middle one activates a secret.  The 
card activates a shutter, behind which is a switch that raises the land bridge separating the pyramid.
21.  On the other side by the pyramid, extinguish the heavy artliller, find the pyramid's entrance, and throw 
the level-ending switch.  Look at all the kills!  Notice that you didn't find 1 of the secrets?  I don't know 
where it is!!!!  I must have accidentally labelled a tiny sector as a secret by accident, which isn't a secret.
22.  OK, you are half way through.  Enjoying the ride so far?  Well, we're just getting warm!  Now, you start 
the 2nd half inside the pyramid.  Turn around--you'll see that bars have lowered behind you.  In reality, 
before this was 2 maps, this was a silent teleporter -- from the outside to the inside, no bars.  It was 
hitchless, you could barely tell that you were teleporting, because the entrance and outside of both pyramids 
(inside and outside) looked identical.  Bummer for this big cut, but it was a logical place to do it at.  Now, 
follow the hallway into the pyramid.  This large area is divided into 4 areas, which you must follow in order 
of succession.  
23. First, turn left, and go upstairs.  In the drawers, in the middle, they open up to reveal an atomic.  Next, 
go back down and left again, and clean the slate.
24.  Now across where the hanging females are, is a big double-door.  Open that, and behold!  There are 2 
ways you can get across this astronomical experience to the opposite side, where you see a hand switch on a 
granite slab.
	a)hard way (try this first): hop on the orbiting star, earth, and moon in the right sequence.  If you 
fall off into the lava, a short ramp takes you back to the doors to try again.
	b)easy way, if you can't make the jumps: follow the very thin edge to the left of the doors that leads 
you around the perimeter of the room, where you can follow to the granite switch.
25.  That switch opened the entrance to the next room, to the right of the pyramid's entrance if you were in 
the hallway.  That is downstairs.  Remember Indy Jones Temple of Doom?  In my opinion, a better Jones 
rip-off than the one in the game.  Trigger the laster beam, which will blow Indy up and reveal a hole.  Go 
into it, and press TAB to get the automap on, because it is completely dark.  Soon you will see a 3-way 
intersection.  Follow the right way, and you will get to a pit.  Obviously, don't go into it, but by the edge is a 
pipe bomb you will need.  Go back and into the path you haven't been down, and use the bomb to blow up 
the lasers.  You will come to an exit.
26.  When you jump out of the tunnel, you will see to your left slotted walls.  In one of the slots, you'll see 
the yellow card.  Behind those walls, the floor is automatically raising, as you jump out of the tunnel.  Get 
around the wall, get the card, and get back before you are flattened.  You can either get back in the tunnel 
and crawl to the Indy room, or jump on the block outside the tunned, to the top of the wall that marks the 
boundaries of that room, and to the other side.  
27.  Use the card to open the door that leads you up a ramp, to a silent-teleporter elevator.  Then, you are 
about to enter the main chamber where the energy-focusing device has been placed by the aliens, at the apex 
of the pyramid.
28. In this top room of the pyramid, there are 4 things to do:
	a)  Go around the perimeter hallway, dispose of the alien scum, until you find the lizard trooper.  
By him is a red hand switch that you'll trigger.
	b)  Check out the Pharoah's burial chamber.  Behind the barrels is some ammo.
	c)  Detonate the reactor!   Remember your mission?  How about that effect?
	d)  Get the red card behind the face, and use it to get to the next teleportation room.
29.  Now, you are in the alien's domain.  Directly to the left of where you teleported into is an elevator.  Go 
to the top, throw the alien switch.  That will lower the computers, to reveal 2 switches opposite of each 
other.  In the monitor, you will see the door that it opened below.
30.  Once you are through that door, you'll be by an RV.  Of course this was inspired by Area 51, but I 
wanted an RV you could go into.  So, I did it.  In the RV's fridge is the next card. 
31.  Back in the main alien room, you will use the card to get to the second of the main alien transporters.  
This is a 2-way train that WILL work, since I don't have any other Locator tracksin the second map.  This 
will take you to an office.......in San Francisco!  
32.  Open the file cabinet with the switch on the desk.  Go down the stairs, and dispose of the excess organic 
matter, while taking care to use the cover of the boxes to keep from getting nailed by the laser cannons.  
Nice forklift!  There is a secret here -- one of the crates that reaches to the ceiling can be opened.  Also, 
jump up to the crates where a switch is.  Back in the office, that opened the safe, with an access card, which 
will get you out of Patrick Roy's Stanley Cup Storage :)  (F**K Detroit)
33.  Now, you are into the hilly streets of SF.  There are a lot of options, but I recommend a simple 
approach which will maximize the tourist in you.  Right ahead of you when you open the warehouse's door 
is a shut-down ex-club.  Before you head into there, you'll want to use that RPG you just got on the lizards 
shooting at you from the balcony, and the tank at the bottom of the hill.  Blow an entrance into the club.  It's 
dark, so use those glasses you got way back when.  Be careful not to blow the chicks up, and the C-9's.  Or, 
hell, get your kill count up!  There's a ticket counter, flip the lights on.  You'll see another switch, which 
opens a secret, which is back in the main room.  Be quick in getting into it.  There you will find a secret FBI 
surveillance room, keeping track of activity going on in the Warfield Theatre.  Go down the elevator, and 
get the goodies.  You can't get out the gate, you have to go back the way you came in, but be careful, there's 
some respawns.
34.  Next, proceed down the streets.  Case Anastasio's Fresh Produce and Page's Uncanny Electronics first.  
Then go into Gertrude's Licka Sto, where you will find another card, and some heavy ammo.  Both of this 
store's doors are automatic, and only one let's you in, and the other only lets you out.  When you exit, get 
that big gun ready for the tanks.  With them out of the way, case Fermion's Lethal Implements, but please 
obey the message!  With the card you will want to get into Mike's Meat Inferno.
35.  In the meat shop, go into the carcass room.  Behind one is a switch that opens up the meat disposal.  
SAVE NOW and get the roids.  The disposal has conveyors leading to a sewer, with 3 crushers between.  
Use your roids to run as fast as possible by the crushers into the sewer.
36.  Wow!  The neatest sewer ever!  At one end, a pipe bomb.  At the other, a crack.  You know how to 
resolve this.  Now you are in a small room with an elevator.  Take that up, and you will be going across a 
raised bridge across the street that you might have noticed earlier.  Flip the switch by the door and that'll 
take you to a nice little room......
37.  OK, looks like my kind of room.  Keg, and what is that behind the curtain?  Oh my.........slightly 
incriminating  =)   You can exit the easy way on the other side, neat how you end up back in the street by 
opening some doors that you couldn't from the outside.  And don't forget the card by the bong.
38.  Right on!  You are now ready for probably the biggest single stand you have ever witnessed!  You can 
now get into the Warfield.  One of the phones is a secret.  Head up the ramp, and hit the restrooms first, and 
stock up.  You're gonna need it.  Then head into the theatre.  Phish is playing!  Don't go on stage yet, go to 
the upper deck and get more ammo, then the bar, then through the doors to the right that take you up to the 
balcony.  Now, you are ready........
39.  Jihad!!!!!!!!  When you jump on stage, that causes 3 things to happen:  2 fat floaters spawn, the curtains 
draw back, and the stage lowers......this is almost Kiss!  Now, when the stage lowers all the way, you will 
find 3 minibosses, and 1 of the other 2 bosses.  Unfortunatley in Build, you can only make the regular boss a 
miniboss.  A miniboss looks just like a boss, but he is easier to kill, and doesn't make the level end after you 
kill him.  When you make the episode 2 and 3 bosses into minibosses, they don't cause the level to end, but 
now it only takes one shot to kill them.  So kill the episode 2 and 3 minibosses first, so they won't be 
launching missile attacks.  And you can't make the Queen a miniboss at all, I was looking forward to seeing 
how fighting her in the Warfield would go, too bad.  Anyway, the bosses on stage will plaster the many 
dancers at the edge of the stage, trying to nail you.  Each time a dancer is killed, a respawn will appear near 
stage, so keep you eyes out for them.  You will have to run all around the theatre to keep from being in 
crossfire, so use the terrain to your advantage.
40.  When you have rid the solar system of alien scum for the final time, you can go through the exit curtain 
to the right side of the stage, and there will be the exit.  Good job Duke!  My 40 step plan to stress relief.

	

This package includes the 11 files listed above. 
Epic.bat -- the file that makes everything work properly
Epic.doc -- this file
Epic.art -- art stolen from Powerslave, a mildly amusing shooter that uses the Build engine
Chalkdust, Brother, and Disease voc's -- these are Phish tunes.  Brother was taken from a live show, the 
other from Phish CD's.
Shotat, StupidTV, and Stop voc's -- 1 time sounds I put in, from Beavis and Butthead and the Simpsons.

	I have been working on these 2 maps (1 originally that got too big to load) for 6 months.  I have 
strived for realism.  I have used almost every kind of trick Duke offers, and made up a few too.  As I have 
learned new tricks, and ways to improve, I have constantly gone back in these maps and made changes.  
You will see one of the most carefully made maps in existance.  I have scrutinizingly shaded, aligned 
textures, added activation; one-time; and ambient SFX, to make this map consistent with the quality of the 
original duke levels.

Episode and Level #  :  E1l1 and E1l2
Single Player  :  Jihad!
DukeMatch Level  :  no
Team Play  :  no



* Construction *

Base  :  New level from scratch
Editor(s) used  :  Build 
Known Bugs  :  Damn parallaxing, it is correct some days, and incorrect others.  This is the only 
known bug, and I've play tested this one to the dirt.

	Please do not use this map as the base construction for anything else.  If you see something 
you would like to use, load it up in Build, and see how I did it.  I am happy to help fellow Builder's by 
e-mail.
	This was designed on a laptop, believe it or not.  It's the only computer I have.  It's an IBM 
Thinkpad 365 ED, with 24 megs RAM, and a Cyrix 90 that works as good as a higher power 
Pentium.  It's a great laptop, although it doesn't allow drivers to work in DOS, so I have to play and 
design these levels in Windows.
	I'd like to thank myself, and myself, and myself.  I had to struggle through this to get 
everything to work.  I did all the play testing.  I basically had no help in making this.  I had to learn 
each trick without help from another person.   That aside, I'd like to thank a few others:  myself,  
Brett Gmoser's MapFaq 11, the guy who made Egypt.map for the textures (I got his permission a 
long time ago, I believe it is the same guy who made Layre), my parents for getting me this laptop for 
my graduation present, Lazer for this authoring template, Jim Rasmussen for using his computer 
and for giving me the tools to put these custom voc's in, myself, and YOU for playing this, and being 
patient with the large download, and myself, Phish for the great tunes, and Stephen Hawking and 
Patrick Roy and the Colorado Avalanche for the inspiration, and myself.  I'd also like to take this 
opportunity to personally thank ethanol and tetrahydrocannabinol.  And yeah id for making the 
most sensorily stimulating game until Shadow Warrior comes out.  And not really Build, because it 
really isn't as good as it could be, with conflicts, parallax problems, crashes, ambient SFX dropout, 
fighting sectors, etc.

* Where to get this MAP file *

WWW sites  :  The LAZER'S BEAM at http://members.aol.com/lazer711/index.html 
plus many many others
	       
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