Last updated 7 Aug 1997
This hint page was built by the author of
Fourth Reich. It is intended to be used only by those who get stuck on
a certain part and cannot go any further. For your own sake, don't cheat
(until you win it legitimately, that is). It really takes all the fun out
Outside the Castle
The first part of the level is simply the quest for the first Red
Key. This key opens the front doors of the castle, where the real
adventure starts. Finding the key is much simpler than actually getting
to it, as the beginning is one of the most monster-infested parts of the
level. Strategic shooting, dodging, and seeking shelter is very important
to avoid running out of ammo or getting killed way too early.
Red Key #1: Use this key to open the front doors of the castle.
Inside the Front Doors
Once inside the halls of the Himmelberg Castle, Duke is faced with
doors of every colour, and the keys to each must be found in order.
There's only one path that he can go, and it's a long trek into the heart
of the earth.
Yellow Key #1: After entering the castle, this is the first
key you must find. It's a dangerous journey into the bowels of the
earth to find this one, taking Duke through the prison, an old forgotten
gas chamber, and ancient catacombs far below the island surface.
Duke can't get into the prison through the prison's front door, however...
perhaps there's another way in, through another part of the castle?
A hidden passage maybe?
The Heart of the Empire
Now beyond the second Red Doors, Duke finds himself in a huge chamber
with passages on both sides of a great chasm. Getting across will
require him hunting for a new set of colour keycards.
Blue Key #1: Once the yellow key has been found and Duke has
returned to the halls of the castle, he must again venture outside and
return to the side door that he saw on his first trip outside. Up
here Duke can catch a tan on the patio whilst hunting the first Blue Key.
Red Key #2: Back in the castle, Duke has only one door left
without a key. Getting this key requires Duke to make a trip to a
lonely desert island down through the pipes of an outside fountain.
Blue Key #2: This one is easy to find -- too easy. Hitler's
alien troops attack as soon as Duke touches the keycard.
Down again in the bowels of the island, Duke discovers the central
nervous system of Hitler's empire. Here he must destroy the nuclear
reactor and escape in time to save his skin.
Key #4: This is the last necessary key in the game. It allows
passage into the control room of the huge nuclear reactor. As with
the first red key, getting it is easy but fighting your way to it requires
lots of heavy ammo and quick feet.
Red Key #3: The second Blue Key allows one part of the chasm
to be spanned, allowing Duke another card.
Yellow Key #2: Across the other side of the chasm, Duke discovers
the heart of the Empire, as well as another key hidden cleverly in the
middle of a waterfall. Duke also finds the hidden passage to the
main nuclear reactor that powers the Empirical war machine but cannot get
inside without the second Yellow Key.
Blue Key #3: This key is completely useless for the game.
In all honesty it was originally intended to lead to a second ending to
the level, but due to the fact that I ran out of sectors while building
the level, it's now just the only way into the side room behind Hitler's
throne. Finding the last Blue Key ain't easy though.
The 6-Switch Lock: Once inside the control room, Duke must get
past a series of failsafe mechanisms, including a 6-switch lock that guards
the power switch to the force fields, and then must destroy the reactor.
No fancy meltdown switches or controlled explosions with this one though...
a well-aimed RPG will take the radioactive steam out of it. But Duke
will have to move his ass in order to get into the emergency exit, as explosions
will be right on his heels and the whole place will come crashing down
in seconds. The emergency exit takes him up to the shores of the
island, where a waiting motorboat means the difference between returning
to a hero's welcome and becoming a heap of radioactive goo.
Above the dock door: health.
By the bunker: ammo/health.
Jumping trees by the bunker: ammo.
In the first troop room: ammo/enemies/health.
Above the big library elevator: ammo.
Behind the books: ammo/enemies/health.
Behind the lava falls: ammo/items.
Next to the back door: ammo.
Above the desert island: ammo/enemies/health.
Hidden door on the right side of the chasm: ammo/enemies.
Hidden portal on the left side of the chasm: ammo.
Hidden back door in the meeting room: ammo/health.
Secret panel in the central command: ammo.
Behind the last blue door: ???
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Contents (C) Copr. 1997 the Chaensaw Messiah