Duke Nukem Zero Hour Weapons

While Duke COULD travel through time kickin’ alien butt with his bare hands, he likes to mix it up. And when Duke says, "mix it up," he’s not talking about beverages. He’s talking about a cold cocktail of pure combat. Take a look below at the staggering number of weapons that fill his arsenal…if this doesn’t get you pumped up, nothing will!  There are three sets of weapons to choose from.  Take your pick!

Standard Weapons
M-40 Pulse Gun AKA ‘Blaster’
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Description: Duke’s standard weapon has been specially developed by the US Military for Special Forces use. Utilizing technology appropriated from the aliens, this is a semi-automatic particle pulse weapon, firing small but deadly energy blasts. Each shot consumes a cased pulse charge, and each clip contains 14 charges. In appearance, the Blaster resembles a large-caliber semi-automatic pistol, and it utilizes the same shell-ejection and reloading procedures as these weapons. Shots travel at such velocity as to be virtually invisible, but leave small scorched craters where they impact. Range has little effect on the power of these shots.

Power-ups: Finding a second such weapon and then using both at once until ammo runs out, after which the second Blaster is discarded.

Effectiveness: The Blaster is equally effective against all enemies except for Sentry Guns and Zombies, both of whom take less damage from it.

Claw 12 Shotgun
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Description: The Close Assault Weapon is a pump-action 12-gauge combat shotgun, which needs to be reloaded after each shot but is devastating at close quarters. At longer ranges, the effect of each shot is reduced dramatically, making this an ideal close-quarters weapon.

Power-ups: Auto-loader - a rotary-feed modification to the actual weapon which allows automatic reloading of shots (doing away with the need to, uh, pump), increasing the rate of fire.

Effectiveness: The shotgun is especially effective against Octabrains and Zombies, but does less damage to Pig Cops and RPVs.

Twin MP-10 SMG's
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Description: A pair of 10mm submachine guns, giving Duke the capability to pump bullets into one target at a horrendous rate or mow down whole rooms full of bad guys. Extended clips mean they do not need to be reloaded as such.

Power-ups: None

Effectiveness: The SMGs are particularly good against Pig Cops.

AGL-9 Grenade Launcher
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Description: A rotary-feed semi-automatic grenade launcher, this fires single grenades which can ricochet of walls before detonation. They will explode either on contact with an enemy, or after a set amount of time.

Power-ups: Gas grenades - boxes of these can be picked up and will be fired in preference to explosive grenades. These detonate to release strangely colored poisonous gas, clouds of which linger for a while before dispersing.

Effectiveness: Grenades do little damage to Riot Pigs, but work especially well against Zombies. Gas grenades fail to work on Riot Pigs.

Pipebomb
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Description: Homemade explosives which are thrown by hand, and then detonated by remote control.

Power-ups: None

Effectiveness: Pipebombs do little damage to Riot Pigs, but work especially well against Zombies.

Alien Freeze-Thrower
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Description: A bizarre alien weapon which freezes anything it hits. Once frozen, Duke must smash the target before they defrost.

Power-ups: Super freeze crystals – once frozen with these, the intense cold causes the target to shatter immediately.

Effectiveness: The Freeze-thrower works best against living enemies, although it may effect drones and other mechanical enemies. Flying creatures will drop to the ground if frozen, causing them to shatter. Boss Monsters are all immune to this weapon.

Alien Scatter Laser
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Description: A weapon Duke will have to loot from the corpses of his alien foes, this bulky laser weapon has multiple barrels, each capable of delivering a searing laser blast. Pulling the trigger on this weapon results in a barrage of rapid bolts, each barrel firing in turn, spraying fire over a wide area. The weapon cannot sustain this rate of fire for long, but while working, it is fearsome.

Power-ups: None

Effectiveness: The Scatter Laser is equally effective against all enemies.

Havoc Multi-Launcher
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Description: A cluster of mini-missile tubes fitted with the latest in smart targeting technology and a handy carrying handle. The Multi-Launcher fires small missiles with armor piercing explosive warheads, each one capable of destroying all but the toughest opponents. Each trigger pull unleashes four such mini-missiles, and the targeting system will automatically guide these for optimum results: faced with a number of enemies, the mini-missiles will spread out to hit as many targets as possible; while all four projectiles will be targeted as one against a single opponent.

Power-ups: Heat-seeking missiles - these will be fired in preference to normal missiles, and will actively change course to follow moving targets. Those with especially high heat profiles - vehicles and large enemies - will be especially vulnerable.

Effectiveness: The Multi-launcher is equally effective against all enemies. Heatseekers are especially effective against RPVs and Boss Monsters.

CTX-90 Tripbomb
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Description: Powerful anti-personnel charges placed at will and detonated by laser tripwires.

Power-ups: Super Tripbomb – this larger tripbomb has two beam sources, making it impossible to jump over the beam.

Effectiveness: Tripbombs do little damage to Riot Pigs, but work especially well against Zombies.

M-64 Pulse Cannon
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Description: Designed by the Pentagon to combat the alien menace, this is another weapon utilizing alien technology. The Pulse Cannon fires blasts of phased particle pulses capable of obliterating whole crowds of enemies. This weapon uses the same ammo packs as the basic Blaster, but expends far more rounds per single shot.

Power-ups: None

Effectiveness: The Pulse Cannon is equally effective against all enemies.

Alternate Weapons
As you might guess, technocracy changes in the epochs through which Duke must travel. As a result, some eras have weapons specific to them. Take a gander below at some of the weaponry from the past and future across which you can look forward to stumbling.

'Peacekeeper' .45 Revolver
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Description: The classic cowboy’s weapon, this is a long-barreled heavy-caliber revolver. It is a powerful weapon but needs to be reloaded after every six shots.

Power-ups: ‘Scumstopper’ Magnum rounds - these heavy-grain bullets pack a massive punch and will be fired in preference to normal ammo once picked up.

Effectiveness: The Peacekeeper is particularly good against Pig Cops and Zombies. ‘Scumstopper’ rounds do more damage to everyone, especially Octabrains.

Sawed-off Shotgun
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Description: A double-barreled 12-gauge shotgun with the barrels sawed off, this has devastating stopping power at point-blank range. However at longer ranges it becomes virtually useless. It has to be reloaded after every shot.

Power-ups: None (explosive shells would be too dangerous in this weapon).

Effectiveness: The sawed-off shotgun does more damage than the standard shotgun at short range, and is especially effective against Octabrains and Zombies. However effectiveness decreases rapidly with range, and it does less damage to Pig Cops and RPVs.

Lever Action .30-30 Rifle
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Description: Another classic cowboy’s weapon, this is a lever-action rifle with a long range and impressive stopping power. It needs to be reloaded after each shot, but the rapid lever-action allows an impressive rate of fire.

Power-ups: None.

Effectiveness: The .30-30 is particularly good against Pig Cops and Octabrains.

Gatling Gun
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Description: A powerful multiple-barreled weapon operated by a hand-turned rotary crank and fed with ammunition belts.

Power-ups: None.

Effectiveness: The Gatling Gun is equally effective against all enemies.

Voltaic Projector (aka Volt Cannon)
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Description: Inspired by the work of several Victorian scientists eager to fight the bizarre creatures now stalking the streets of London, a nameless inventor has produced the Volt Cannon. A bulky and noisy weapon, it harnesses a large number of Voltaic Cells to create large voltages which can be discharged at enemies, frying them in a barrage of raw electrical power.

Power-ups: None

Effectiveness: Equally effective against all enemies, this is especially good against RPVs and will destroy Sentry Drones and Sentry Guns instantly.

Dynamite
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Description: A bundle of sticks of dynamite with a handy fuse. Light and throw.

Power-ups: None

Effectiveness: Dynamite does little damage to Riot Pigs, but work especially well against Zombies.

Bomb
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Description: A cannonball-type explosive with a handy fuse. Light and throw.

Power-ups: None

Effectiveness: Bombs do little damage to Riot Pigs, but work especially well against Zombies.

Multiplayer Only Weapons
When Dukematching, you’re going to love using the weapons just listed off…but we’ve decided to kick it up to "11," as they say. Take a gander at this utterly butt-owning piece of armament that can easily take you from last place to first in one, show-stopping frag.

Time Vortex

Description: A hi-tech hand grenade with flashing lights. Twist, throw, and run away.

Power-ups: None

Effectiveness: After a suitable pause the Time Vortex detonates, but rather than exploding to kill people it will suck everyone near by in (including you if you're not careful), strip them of all their items, and after a 3-second pause deposits them in a different place. Their items meanwhile are left behind in the original location once the Vortex fades.