This is it! The sequel to the greatest horror movie of all time, and YOU get to play the lead character! REDRUM: The Shining II is a user designed Duke Nukem 3D add-on level that picks up where Stanley Kubrick's The Shining left off. It's time for Duke to infiltrate the Overlook Hotel and "take care" of the Caretaker. New textures, new sounds, new monsters, and a meticulous attention to detail make this a level unlike any you have seen before. A powerful computer is recommended, and the Atomic Edition of Duke3D is REQUIRED.
REDRUM: The Shining II
by Jeroan van Aichen
(from an idea by Bryant Arnett)
Wendy's heart was pounding like cannons going off inside her.
She was still looking over her shoulder every few seconds though she
knew they were miles away and safe. She shifted the noisy gears,
barely noticing the nerve-numbing cold in the cab of the Snowcat.
She couldn't stop shaking, the snow outside forgotten, just the fear
that gripped her and chilled her blood.
Her eyes darted back and forth through the snowstorm outside,
into the trees and the frozen black sky. Any moment she expected to
see him. Him. The massive, black silhouette of him, dark against
the white of the frozen hills, lumbering behind her, screaming...
wanting to finish... wanting blood.
They'd been driving for hours now, seeing the same icy
universe outside beyond the huge windshield of the Cat. She didn't
know where they were or what direction they were heading. She just
knew they were traveling away from the nightmare, away from the
Overlook Hotel, away from the monster... her husband, the monster.
Danny slept, thank God. Quiet finally, on the seat beside
her. Slumbering and forgetting his real life, she hoped, for the
comfort of his dream world. She picked at the thought of how all of
this would affect him... his mind. What had he seen? How could a
seven year old conceive of this horror?
His father, Jack Torrance had lost his mind and become a
murderer, running amok through the dark halls of the Overlook with an
axe, howling for the blood of his only child.
But, they were safe here, now. They barely escaped with
their lives in the Snowcat. Dick Hallorann's Snowcat. Dick Hallorann,
who traveled hours through the black night trying to save them.
Dick...sprawled out now in a pool of his own blood. Blood still hot
and trying to pump through useless veins, instead only finding the
gaping hole in his chest where Jack's axe went in. It poured out
there onto the cold, marble floor of the lobby.
She was collecting and dismissing thoughts absently. Dealing
with them and tossing them out again, things too horrifying, crosses
too heavy to bear. That's when she saw them, twinkling, off to the
left, low on the horizon...the lights of a city.
* * *
The authorities in the little town of Lantis, Colorado
listened to Wendy tell her story through fits, gasps and tears.
Danny sat on Wendy's lap staring at the white walls of the hospital,
sucking his thumb in a daze.
After a couple hours of head scratching, Sheriff Milton Deeds
phoned the whole mess into the larger town of Sidewinder. They'd
know what to do over there. Local law enforcement in Sidewinder
joined up with the Forestry Service and dispatched two helicopters
containing a 20-man SWAT unit, fourteen deputies and enough
ammunition to level a small town.
When everything was in place and ready to go, the police back
in Sidewinder sat and listened to the whole operation on the radio.
They heard the choppers land, the teams take position and then...a
horrifying massacre. The radio cracked and squawked with the screams
of dying men. Explosions, bullets, teargas, grenades, all useless
against the sheer force of Jack Torrance. It was all over in less
than five minutes. The radio quiet except for the cool hiss of white
noise. There were no survivors.
* * *
She could hear them, echoing outside her door. The footsteps
were coming down the hall, tapping deep and hollow against the cool,
tiled floor. Wendy lay in her bed with the hospital whites pulled
up to her chin. Danny slumbered easy next to her. The feet stopped in
front of her room. She could see the shadow of dark shoes blocking
out the tiny crack of light emitting from under the door. A light
"Mrs. Torrance..? Hello..? Mrs. Torrance, uh, it's Stuart
Ullman...from the Overlook?"
Wendy let out a small cry of relief that only she could hear.
"Yes? Mr.Ullman? Umm, come in. Come in."
The door opened and in walked Ullman, squat and prissy. She
remembered now why she hadn't liked him when she met him up at the
Overlook that first day. He had seemed pleasant enough while he took
her and Jack through the hotel, showing them the various tasks and
duties that would be expected of them during the winter, but every so
often while her head was turned away slightly, she caught his eyes
running up and down her. Eyes that felt slick like a darting tongue
on her legs and thighs. There was something rodent-like about him.
In his teeth, his eyes. Rat's eyes.
"What is it, Mr. Ullman...?"
"Sorry to barge in on you unannounced like this, Mrs.
Something was wrong. He look rattled.
"Wendy, um, look... I'm afraid the first team... the first
team wasn't able to locate your husband. They, uh, ran into some
trouble up there with the blizzard." Wendy turned white as a
"But, the police are calling in a specialist..."
* * *
Duke's fire blazed and crackled, licking the black iron of
the hanging soup pot. It boiled there, beefy and brothy. The small
cabin was warm, oblivious to the snowstorm on the other side of the
windows. Utilitarian in form; a bed, a table with one chair and his
He sat in silence, wearing a blindfold, passing the time
before supper by taking his rifle apart down to the bolts and putting
it back together again from memory. When he was finished, he shoved
jerky into the crag of his mouth and chewed ferociously, enjoying the
salty sinew in his teeth. He got down on his stomach and did 300
clappers. He got up, laughed to himself and cupped his package. He
took a pull off a fifth of Jack Daniels. "I'm the man," he said. A
Government issue cell-phone began a muffled ring in the dark of his
pack. He picked it up and spoke...
It was the Feds. Those wieners always ended up calling him
whenever their diapers got too dirty. Ah, what the hell, he thought,
the pay was decent and he was working for the good ol' U.S. of A. No
better country in the world. And you can't beat the broads...
"Meet me in three hours at Stapleton...and bring cash," Duke said.
* * *
3:45 am. There were three of them. Nukem sat on the hard bench of
the chopper with Gordon Cole Sr. from the Bureau. He was crusty as a
buzzard, an old-school Fed, sharp as they came. He could be trusted.
There was a pilot named Henderson up front. It was a frozen, ball-
shaking ride and Duke couldn't believe the crap he was hearing. A
what?...a caretaker? He imagined some doddering old duffer hunkered
and squinting over his hothouse zinnias, but as Cole filled him in,
he understood why he'd been called.
Something had happened to Jack Torrance up there, Cole
explained. Something not only murderous, but...evil somehow. Cole
couldn't put it in words, it was just a feeling he had and he was
nearly always right. He trusted his gut and he knew that one human
man couldn't have done all this. Nukem dug.
The plan was to drop Nukem a quarter mile west of the hotel.
He'd have to hike it from there. Cole told Duke that he was to
infiltrate the Overlook, call in his position when he got inside and
then radio for back-up.
"I work alone, Gordo," said Nukem from behind his mirrored
"I know, Duke, but this is different...we don't know what
we're dealing with h..."
"Alone." And that was it.
* * *
4:30 am. They were about twenty minutes from the drop sight.
The snowstorm was raging and it now qualified as a full-blown
"Base, come in, this is KF-3, over," said Henderson into his
headset. Nothing. He tried the same thing and then again. He
looked back at Cole and Nukem. "Looks like this storm just humped
us...taken us out of radio range or something. I got dead air."
As the pilot was speaking the word "range," there began a
slow, building shake to the chopper.
"What the hell is this?" said Henderson. Duke and Cole
watched as Henderson tried to steady the craft. "The rotor blades
are icing up!"
The chopper began to spin, slowly at first, then picking up
speed and hurtling out of control into the white night.
"Bail out!" said Nukem, grabbing at three parachutes hanging
"No, wait...I think I can steady her!" screamed Henderson.
"No...we're going down." Nukem said through his teeth while
tossing chutes at Henderson and Cole.
"Henderson's been in tighter corners than this, Duke...he can
handle it!" Cole yelled.
Nukem slipped on his parachute, grabbed his pack and ripped
the side door of the copter open. "Then you boys have a nice little
tea party...I'm outta here." With that he leapt out into the frozen
He tumbled through the stinging air, ice like glass shards
hitting his face and neck, not seeing anything except the endless
paper-white of the storm. He yanked the rip cord and was pulled back
with the force of it. As he heard the chute open above him, his pack
was torn from his hands. He cursed into the muffled freeze. He
floated. Then he heard the helicopter explode in the distance. It
sounded like they had hit a mountain. "See you in Hell, fellas."
He drifted and fell and finally got below the clouds enough
to see a little. Trees and HOLY SHIT!... He felt branches in his
face, pine needles in his mouth and eyes, heard the cloth of the
chute shredding, himself falling, hitting every branch, his skin
being sliced in a million places on his body and then a solid THWACK
as his head careened off an icy stump on the ground.
"Friggin' clearcut...oh, goodnight, Irene." Thought Duke as
he blacked out.
* * *
He awoke with his brain on fire and his ass freezing. His
eyes seared with hot bolts of agony. The scream of the morning sun
made the red backs of his lids feel like they were sliding right out
of his skull. He shook his head to clear it and pulled himself
upright. He looked at his watch. 6:10 am. He'd been out for an
hour and a half. The storm had passed. The sun only made the snow
He brushed himself off and took stock. His pack was gone
leaving him with a single pistol. That was bad. He looked at his
arms and legs and was surprised to find everything was still intact.
Aside from countless tiny cuts all over him, he was A.O.K. He pulled
the waistband of his trousers down and peeked inside. His hammer was
still hanging. "Groovy," he said and began trudging across the
* * *
He'd hiked for a half an hour, moving forward by some inner
compass inside his head, when he spotted it. Up on the mountain,
huge and looming, heavy and coal-black against the blue-white
"It's a brand new day," said Duke. "Time to kick some
He stayed against the trees, hidden in the shadow of the
massive hotel. He moved slowly, looking up into the dim windows,
expecting to see the raving face of Jack Torrance at any moment.
When he reached the front parking lot, he saw the debris and
char of the two choppers that had failed before him. There were
bodies everywhere. Not just shot or blown up, but bodies that looked
as if they'd been torn apart by something. Mangled limbs had been
pulled from torso sockets and thrown aside, intestines hung in
heaping ropes from the trees, heads had been loosed from necks and
crushed like flat, lonely basketballs. Everything dripped red out
onto the white of the snow like some demonic candy cane covering the
hotel grounds. "That's gotta hurt," said Duke.
He carefully approached the front door. When he was certain
he hadn't been seen, he quietly pried it open, pulling it against the
slush that had built up there.
He entered the building and stood there quietly on the cold
tile of the lobby.
It was silent as a tomb. There was something... that didn't
feel right. Something that felt like another planet. The air. It
had an unnatural thickness to it, Duke could feel it sticking to his
face. When he inhaled, it was like breathing in the dust from some
ancient world. As the air nestled inside him, it seemed to tickle
the pink of his lungs like tiny birds flew in his chest.
He looked around him at the old marbled floors. Indian rugs
hung on the walls. The walls seemed to breathe slightly. The dark
mahogany of the front desk creaked and Duke spun around. Nothing
there, but everything seemed to be alive. It looked as if nothing
had changed here since the 1920's. He half-expected to see a flapper
doing the Charleston come tumbling out of one of the many closed
doors in the foyer.
Suddenly, he heard music coming from one of the hallways.
Distant at first, then making itself known loud and clear. It was
one of those big band ballads with a syrupy-voiced boy crooner. Duke
knew the song... 'Midnight, the Stars, and You.'
"Work's done, Jacky boy." he said out loud crossing the
lobby, "Come out and play."
He cocked his gun and was swallowed by the black of the
copyright 1997 Bryant Arnett
all rights reserved
Redrum: The Shining II
A Total Conversion level for Duke Nukem 3D Atomic Edition
Created by Bryant Arnett
October 18, 1997 (ver. 1.01)
II. Installation and Usage
III. Playing the game
V. Technical and design notes
VI. Legal stuff
This is it! The sequel to the greatest horror movie of all time, and
YOU get to play the lead character! REDRUM: The Shining II is a
user designed Duke Nukem 3D add-on level that picks up where Stanley
Kubrick's The Shining left off. It's time for Duke to infiltrate the
Overlook Hotel and "take care" of the Caretaker. New textures, new
sounds, new monsters, and a meticulous attention to detail make this
a level unlike any you have seen before. A powerful computer is
recommended, and the Atomic Edition of Duke3D is REQUIRED.
II. Installation and Usage:
You must have Duke Nukem 3D version 1.4 or higher. This means that
you must have the Atomic Edition, or the original Duke Nukem 3D
game (1.3D) with the Plutonium Pak upgrade. Duke Nukem 3D can be
obtained from 3D Realms Software (http://www.3DREALMS.com).
Redrum: The Shining II was not created nor is it supported by 3D
This package should contain the following files:
For DOS installation, simply copy these files into your
DUKE3D directory. If you have ART files in your Duke directory
(files that end with the .ART extension), you should rename them
or move them to another location. The Shining II will not function
properly if these files are present. When you start the level, you
will be given the option to automatically back them up, but you may
want to do it yourself first.
To run The Shining II, type REDRUM at the DOS prompt and hit enter.
That's all there is to it. For multiplayer, you must start the level
in the same way, but select the multiplayer option when prompted,
then setup your multiplayer game in the usual way and select REDRUM:
The Shining II after Duke begins.
I cannot figure out how to make this level work using the Mac version
of Duke. You might try renaming the file REDRUM.CON to GAME.CON and
drag it and the REDRUM.GRP file together onto the Duke3D application.
This is sort of what the Mac readme file says to do, but I couldn't
get it to work. If you figure it out, please let me know.
III. Playing the Game
This is not a normal Duke Nukem level. There is NOT a ton of
ammo and health and monsters strewn all about. You must try and
survive with a minimum of resources and you will need to really
search to find health, weapons or ammo. The object of the game
is to find REDRUM. When you do, press it like a switch. Eventually
you will gain access to Room 237 and the caretaker's apartment. Room
237 is the only "Guestroom" (rooms with numbers) that can be entered.
Other doors may or may not open.
* Play Information *
Episode and Level # : E1L1
Single Player : Yes
DukeMatch Level : Yes (8 player)
Co-Op Level : Yes (8 Player)
Difficulty Settings : Not implemented
* Construction *
Build Time : 9 months
Editors used : Build 1.4, Editart 1.4, Deluxe Paint II,
Photoshop 4.0, TrueSpace 2, LView Pro,
Sound Forge 4, Avid AudioVision
Known Bugs : There is a serious bug in the lobby restrooms.
From inside, when you open the door
WATCH OUT! It will crush you to death
against the wall. You must stand to the
side. If anyone can solve this, please
let me know.
Level construction, artwork, sound, and CON hacking by me, Bryant
Arnett. I also played the part of Jack Torrance.
Special thanks to:
Ko Maruyama for creating many wonderful textures and the logo.
Jeroan van Aichen for the awesome story.
Jess "Wakko" Harnell for providing the voice of Jack.
Carl Bartoles for modelling the palm tree and providing an endless
outpouring of nicotine and good humor to feed my addictions.
Scott "Scooter" McClain for technical assistance and the endless use
of his computer.
Jeroan van Aichen, Brian Huston, Keith Wheeler, and Brian Siano for
Mark Oates for ideas and inspiration.
Jim Brain for digital photographic assistance.
Alex M. for showing me how to import LARGE textures.
Rooster Duck for discovering the answer to a sound riddle.
Jonah Bishop for creating the Map Editing FAQ.
The publishers of www.dukeworld.com for an outstanding Duke site.
The members of the Alt.Movies.Kubrick newsgroup who gave me
encouragment and some enlightening discussion about the movie.
My wife for having the patience to stick with me through my
insanity. "All work and no play makes Bryant a dull boy."
The people at 3D Realms for making Duke and giving us Build.
And especially Stanley Kubrick for making the film.
V. Technical and Design Notes
Work on this level began in February of 1997. When I started working
on it, I figured it might take me two or three months. Well, now it
is nine months later and I have been to hell and back. In the
beginning I formed an idea in my head of what I wanted the level to
do and be, but I had no idea what would really be involved in getting
it there. I worked on it a couple of hours a night, but also had
periods of several weeks at a time where I would not work at all, or
some days where I worked for 10-15 hours straight. I really hate to
think of how many hours I must have spent, so I refuse to do any such
calculation. I really am going to take a serious break when this
thing is done.
I made an error several months ago by announcing on some Internet
newsgroups and forums that I was nearing completion and the release
was imminent. Well, I think I may have kept a lot of people waiting
for a long time, and for that I sincerely apologize. I think I made
the announcement as a means of *forcing* myself to really finish.
Many people sent e-mails of encouragement, and this really gave me
the incentive to go on and finish, so to those people: Thank you! To
everyone else, thanks also to you for waiting so patiently.
* * *
I have loved Stanley Kubrick's "The Shining" since I first saw it
when I was 17 years old. It made in indelible impression on me in
many ways. From the soaring camera work and technical excellence, to
the horrifying and disturbing imagery, and especially for the
priceless and inventive dialogue, this film has been on my list of
Great Films ever since.
When I began work on this project, I assumed the film was all shot at
some hotel someplace, so my very first plan was to get a map of the
real location. I already knew it wasn't the Timberline Lodge in Mt.
Hood, Oregon (the Timberline was used for the exterior establishing
shots only and NOT for the interiors, which I discovered when some
friends of mine went there and reported back), but I did figure it
was some hotel *somewhere*. Despite my interest in the technical end
of making movies, somehow I missed the news that the film was done
entirely on a sound stage. Wow! That sure says a lot for the
lighting and set design! I was astonished at this discovery. It
meant that everything would have to be extracted directly from the
The process of mapping out the Overlook took about a million viewings
of the videotape in slow motion as I meticulously sketched every
square inch of the hotel as it is seen in the movie. Incredibly, the
way it is photographed, you end up seeing many of the areas in their
entirety. There are only a very few walls in the Lobby or in the
Colorado Lounge that are not visible at some point during the film.
This meant that it was possible to do these areas with a very high
level of accuracy. There are areas I did not do quite as accurately
because I was doing them from memory (there is not a TV and VCR near
my computer!). There are a few places in the hotel that I decided not
to create, like the boiler room or the SnowKat garage, because they
were not terribly important. I added other parts of the hotel which
were NOT seen in the film as a means of connecting the various
sections together, and to give the hotel a more complete feel.
Deciding how to connect some of the major parts was extremely
difficult, and the film, I believe, makes a deliberate attempt to
confuse and disorient the viewer, so I quickly gave up and connected
things the way it seemed best.
There were other parts of the hotel that I wanted to add but couldn't
because of limitations of the Duke engine. A few months ago I
suddenly ran into the brick wall limit of sectors that are allowed,
and I was still quite a ways from being done. This meant that I had
to remove some stuff in order to just barely finish adding the stuff
that *needed* to be there. This hurt a lot because I had a staircase
leading to a third floor (near the caretaker's quarters) already
built and I had started adding a coffee shop, (the "Lookin' Over
Inn") just for fun. I ended up removing lots of details, and one
major thing that I unfortunately "saved for last" - namely the Maze,
ended up being far less spectacular than I had envisioned. In some
ways I sort of gave up on the maze in hopes that someday they will
release something to convert Duke 3D levels into Duke Nukem Forever
levels, and I can continue this work (please, 3D Realms, please,
The artwork and sounds in this level are a combination of stuff
lifted directly from the film, stuff I created myself or with the
help of friends, and some images I got from the Timberline Lodge web
page (www.teleport.com/~timlodge/). Most of the sounds were taken
straight from the film (even the typing and storage locker door
sounds), but many of them I also created from scratch. For the
graphics, I had the help of Ko Maruyama who is an excellent artist
and did all the things that I couldn't do in a million years.
You will see some pots and pans hanging in the Overlook's kitchen.
These are a photo of some real pots and pans hanging in the huge
and cavernous kitchens of the Pasadena Ritz-Carlton Hotel. I snuck
into the hotel hoping to steal some good textures, but the cook
kicked me out. This was too bad because this kitchen was almost
exactly like the Overlook kitchen and I could have got some great
stuff. I'll just have to be more careful next time!
* * *
If you would like to add on or make modifications to this level,
please contact me so that we can work together. I am planning to
keep upgrading the package (there is plenty of room for more
sprites!), so please let me know if you want to be a part of future
versions. If you make modifications, please contact me rather than
distributing them so that there will be only one "official" version.
To extract the MAP and ART files use the following command:
KEXTRACT REDRUM.GRP REDRUM.MAP TILES*.ART REDRUM*.CON
This will extract the files:
so be sure not to overwrite any existing .ART files you may have.
Also, as long as these ART files are present in your DUKE directory,
the rest of your Duke game will be messed up.
The batch file used to launch the level makes extensive use of the
CHOICE command. If you don't see a multiple choice menu when you
start up REDRUM, then you don't have the CHOICE.COM file in your DOS
path. This file is usually found in the WINDOWS\COMMAND directory,
or in a DOS directory, but I have seen some computers that don't have
it. If you don't have it, you can still run the demos by using the
proper command line options:
Demo #1 recreates a few choice camera angles from the film.
Use the command line: duke3d /xredrum.con /gredrum.grp /m /dredrum1
Demo #2 shows the solution to the level complete with secret areas.
If you get stuck, take a look at this demo.
Use the command line: duke3d /xredrum.con /gredrum.grp /dredrum2
If you want to play without monsters, use the command line:
duke3d /xredrum.con /gredrum.grp /l1 /nm /m
If you don't have the CHOICE command, you should rename or back up
any ART files you have before using the above command line options.
* * *
Well, that's all. I hope you enjoy REDRUM: The Shining II. Please
send me E-Mail with your comments or suggestions. After all, the
only reason I did this is because I am obviously starving for
VI. Legal Stuff
This package - REDRUM: The Shining II - was created by Bryant Arnett
copyright 1997, All Rights Reserved
This package was not made nor is it supported by 3D Realms, the
creators of Duke Nukem.
Images and sounds from the motion picture "The Shining" are copyright
1980 Stanley Kubrick, Warner Bros. Hawk Films - All Rights Reserved
Images from the Timberline Lodge web site
(http://www.teleport.com/~timlodge/) are copyright their respective
authors and creators - All rights reserved
This package (REDRUM.ZIP and all included files) are offered as
"freeware". This means that you are free to distribute it an its
original unaltered form as long as you do not charge any fee other
than to cover reasonable duplication and distribution expenses. In
other words, it cannot be duplicated and sold for purposes of profit
without express written permission from the author.
If you extract any part of this package and claim it to be your own
creation, I will hunt you down and torture you without mercy. It has
happened to me before, and I won't stand for it again.
This package was created as a tribute to Stanley Kubrick's great film
"The Shining" and it is being offered as a free work of art to the
fans, all over the world, of Kubrick and his movies.