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Damn I'm Good Walkthrough by BahumautZero
Version: 1.04 | Updated: 09/24/12
DUKE NUKEM FOREVER - DAMN I'M GOOD WALKTHOUGH / GUIDE V1.04 MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMM7IIIIIIIIIIIIIIINMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMIIIIIIIIIIIIIIIIIIIIIIIINMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMNIIIIIIIIIIIIIIIIIIIIIIIIIIIIMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMIIIIII???????????????IIIIIMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMI???????????????????????MMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMM??????????????????????MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMM????????????????????MMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMM??????????????????7MMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMM?????????????????MMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMM??????????????+MMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMM?????????????MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM???????????MMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMMM+++++++++MMMMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMMMM++++++++++MMMMMMMMMMMMMMMMMMMMMMMMMM MNMMMMMMMMMMMMMMMMMMMMM++++MMMMN?+++MMMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMMM+++MMMMMMMMM++?MMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMM+++MMMMMMMMMMN++MMMMMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMMM+++MMMMMMMMMMM++7MMMMMMMMMMMMMMMMMMMMMM MIIIII??????????????++++MMMMMMMMMMM++++??????????????IIIIMMM MIIIII???????????????+++MMMMMMMMMM+++++??????????????IIIIMMM MOIIII???????????????++++?MMMMMMM+++++???????????????IIIIMMM MMIIII????????????????+++++++++++++++????????????????IIIIMMM MMIIIII?????????????????+M8+++++MM++????????????????IIIIMMMM MMMIIII?????????????????MMMMMMMMMMM?????????????????IIIIMMMM MMMIIIII??????????????+MMMMMMMMMMMMM???????????????IIIIMMMMM MMMMIIIII?????????????MMMMMMMMMMMMMMM?????????????IIIIZMMMMM MMMMMIIIII???????????MMMMMMMMMMMMMMMMM???????????IIIIIMMMMMM MMMMMMIIIII?????????MMMMMMMMMMMMMMMMMMM?????????IIIIIMMMMMMM MMMMMMMIIIII???????NMMMMMMMMMMMMMMMMMMM$???????IIIIIMMMMMMMM MMMMMMMMIIIIII????ZMMMMMMMMMMMMMMMMMMMMMI????IIIIIMMMMMMMMMM MMMMMMMMMMIIIII???MMMMMMMMMMMMMMMMMMMMMMM??IIIIIIMMMMMMMMMMM MMMMMMMMMMMDIIIIIMMMMMMMMMMMMMMMMMMMMMMMMMIIIIIMMMMMMMMMMMMM MMMMMMMMMMMMMMIIMMMMMMMMMMMMMMMMMMMMMMMMMMMIIMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMNMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM Preface: As this is a highest difficulty run I will assume you have collected all ego rewards and have completed the game on Let’s Rock difficulty to unlock the improved freeze ray which will make your time in the second half of the game far less frustrating. Also on a control note I had both sensitivity (horizontal and vertical) settings on two for the whole game, making overshooting your target less likely and movement smoother during the turret sections. This is the first written guide I have posted so please leave any comments, suggestions or alternative strategies and I will update and credit you in the guide if I am able (email: email@example.com). I have also posted this under my regular username Bahumaut on the Xbox360Achievements.org website - Damn I'm Good Guide/Walkthrough as well as posting it on www.neoseeker.com and www.gamefaqs.com. Version 1.04 update: *Several suggestions and notes have been provided by Kuro-chan (email: firstname.lastname@example.org) as well as a few alternate strategies for some sections. I have added these in and credited each inclusion. These additional notes can be found in the following levels: - Mothership battle - The Lady Killer - Part 2 - The Lady Killer - Part 3 - The Duke Dome - Part 1 - The Hive - Part 1 - Queen Bitch - Crash Course - The Duke Burger - Part 3 - Dam Top - The Forkstop - Underground - Part 2 - Final Battle So thanks Kuro-chan for the effort put into your contributions and I hope it helps our fellow gamers out. Common Enemies: Assault Trooper: Weapon - AT Laser (able to fly) Assault Captain: Weapon - Captains Laser (able to fly and teleport) Assault Commander: Weapon - Charge and Missiles (able to fly) Enforcer: Weapon - Enforcer Gun (sometimes uses a shield and fires heatseeking missiles) Berserker Pigcop: Weapon - None (rushes and jumps towards you) Pigcops: Weapon - Pistol, Shotgun and Ripper (will often run towards you) Super Pigcop: Weapon - RPG launcher (will stand in place or move slowly towards you) Pregnators: Weapon - Grabs/ Fluid (locks you into quicktime event or fires ranged projectiles at you) Octababies: Weapon - Teeth/ Claws (will rush at you) Octabrains: Weapon - Debris/ Energy Blasts (will usually sit back and attack from range) DUKE LIVES Stop pissing about and make your way to where the troops are coming up with a strategy. Move up after them and proceed to get knocked on your ass. CHECKPOINT. Move down the now open corridor and pick up the devastator to make your way up into the stadium. Boss Battle - Cycloid Emperor Attacks: Missiles - Strafe and run to avoid Ground Pound - Move out of the way, this is easy to avoid Charge - Keep an eye on his jetpack (flames will appear) and start dodging early to keep safe Lay into him with your devastator while you circle-strafe around him, his missiles are far faster in this difficulty so run instead of just moving if your health is low. Devastator ammo will be dropped from the sky marked by flares (69 ammo, heh) starting after you run out of ammo for the first time. He will begin to charge around the stadium which is easy to avoid, just take your shots when he stops moving and keep your ammo topped up. After wearing him down he will eventually drop. Press X and tap A rapidly to finish off the boss. Enjoy your ‘reward’ and finish talking to your babes. Move out of the room and step into the elevator to finish the level. DAMN IT’S LATE Stroll on down to the set, signing an autograph on the way and step onto the stage. Exit the stage for a CHECKPOINT and punch out the ‘talent’ if you feel like it (achievement). Follow the escaping civilians, as they flee get in your personal elevator and head on up. The power cuts out so open the emergency hatch and climb out the top. Force the doors open and walk up the stairs to find some wannabe on your throne. Snap the picture and take a seat on your throne to finish the level. THE DUKE CAVE Step off the platform and proceed to get cock-blocked by your superiors. After the chat is over head through the door at the rear of the room. CHECKPOINT. Punch out the alien in the door then rip it open. CHECKPOINT. Grab an object and use it to kill the assault trooper crouching in the corridor. Open the door to the gym and give yourself a workout by beating down the two assault troopers inside. Rip open the hatch and climb into the tunnel, avoid the flames and exit into another corridor. Throwable items are on a ledge to the right and you can either punch out or throw items at the two assault troopers. As you go through the next door two more assault troopers will fall from the ceiling. Punch/ throw items at them and keep going. Enable your Duke vision and climb down the pipes to get the jump on two assault troopers. CHECKPOINT. Open the door and grab a bin to throw at the blind assault trooper, beat up the next two assault troopers. Another barrel, another two fatalities. Use the tilting pipe to reach the next area. CHECKPOINT. Kill the guards (more assault troopers) and pick up your first weapon (AT laser). Use this and melee to take out the remaining enemies in the circular room. Open the door to the next room and prepare to be rushed by four enemies, retreat to the circular room if need be to stay alive. Use the toy monster truck to retrieve the battery from the shelf and return the way you came. Put the battery in, grab the steroids and down them along with the beer. CHECKPOINT. Large numbers of enemies will start spawning all around the room. Go nuts until they wear out and then retreat out of the circular room to pick off the last couple of enemies. Don’t let your guard down as two berserker pigcops will rush into the room. Use your gun to kill them off as quick as possible (ammo doesn’t matter here). CHECKPOINT. Head down the new tunnel and pick up your piece. Next is a long corridor with 8 assault troopers one after another. Pick them off with headshots with the pistol or just spam them with your laser (they drop more ammo). Four more enemies are playing around with your turret so show them your guns. Interact with the turret and you will rise up to the surface and the next level. MOTHERSHIP BATTLE This is definitely the easiest of the turret sections (get used to the turrets feeling like they do no damage) so use every spare second you have to fire on the mothership. One piece of advice I can give you is that if you tap the aiming button you still fire at the same rate but your heat doesn't raise as much and you will snap towards targets slightly. You are on a timer for this level, leave it too long and the mothership will just blow your ass up. *********************************Contribution********************************* Kuro-chan has made detailed notes on the wave structure and attack pattern as well as some extra advice which follows below: *Set your Vertical and Horizontal Sensitivity to 1 for this battle. That will make it a lot easier to destroy Attack Ships with as few shots as necessary. *The Mothership does not attack until you fire the first shot (hit or miss, does not matter). *It is important to note that one attack from an Attack Ship's laser will completely take out your ego, so they should get immediate priority over the Mothership, regardless of how low it's health bar is. *There is no actual pattern to 'how' the ships arrive. They will approach from either the left or the right. *If you need to shorten the amount of time it takes to kill the Mothership, ignore the final attacks before each break (Except for the dropships). Since an attack will not kill you in one hit, you can allow for your ego to recharge as you fire away. I define the attacks as follows: Dropship - Will drop off Assault Troopers. Dispose of the troopers only and get back to firing at the Mothership ASAP. Solo - One Attack Ship will fly down at you from either the left or right side. The ship attacks you with a laser beam. Wing - Three Attack Ships will fly down at you from either the left or right side. Only the ship in the middle will attack you, so target that one. The enemy attack pattern (they always appear one at a time). Between each wave is a small break. Wave 1) Dropship, Dropship (If you do too much damage to the Mothership early on, the 2nd dropship may not appear.) Wave 2) 4 x Solo, 1 x Wing Wave 3) Wing, Dropship (With Attack Ships as escort, ignore them), Wing, Solo, Wing, Solo. (At this point, the waves of Attack Ships come in pretty tight, so there will be no time for an ego recharge.) Wave 4) 5 x Wing ~ Mothership fires on you. You are dead now. ****************************************************************************** Enemy dropships release assault troopers towards you and attack ships bombard your turret with laser fire. Aim for the middle ships as they fly towards you as the others do nothing. Tactics are, blow up a ship, take a few shots, recharge and hit the next ship and so on. There’s nothing else I can really tell you as it’s a matter of practice and skill. If all else fails buy a bigger TV so you can see the ships earlier (kidding). After the ship blows and things go downhill, you wake and crawl into a vent. Follow the linear path to the next level. THE LADY KILLER Start by exiting the vent to find you are on top of a lift with a woman who is not coping with stress too well. Rescue both her and yourself by grabbing the brake and slowing the descent of the lift. Force open the doors to find yourself the size of a toy (so many things are wrong about this). Push the trolley out of the way and use the kid's RC car to follow the hallway. Follow the path as it circles around the large room until you reach the ground floor. Carefully make your way around the thin ledge and use the ramp and golden statue to clear the gap. Roll under the door for a CHECKPOINT. You will enter a darkened room, follow the path to exit out another half closed security door to see yet another person being killed by an assault trooper. However this is when they start to notice you so avoid the trooper as best you can and jump the large gap to reach a dead end and the end of the level. THE LADY KILLER - Part 2 Cross the room with the two assault troopers and slip under the security door to find another that is just a little too low for your car. Hop out and crouch under the door to find a set of roulette tables and some dead EDF troopers. Grab the pistol ammo if you need it and jump up onto the table. Cross over and make your way to the door switch. *********************************Contribution********************************* A word of warning from Kuro-chan: Probably a good thing to note that on your way over to pressing the door switch to open the door and allow your toy car through (in the plant box), you will get ambushed by Rats. Since the box you jump into is full of leaves and cover, it is possible not to even notice rats until they are attacking you. They took me by surprise the 1st time I played, and there is not telling how long a person will wait between playthrough that they could just as easily forget. I just thought it might not be a bad idea to note. ****************************************************************************** Press it for a CHECKPOINT and the door will open up. Climb back in your car and follow the trail using the obviously placed ramps to progress. Once you crash land and lose your wheels push the trolley over to the switch and climb over the couches to open the gate. Restore yourself to full size and quickly grab your trusty shotgun as you and your babes are about to be ambushed. Assault captains will start teleporting in so use your shotgun to dispense some pain. The pillars crumble if they are shot enough so don't rely on them too much. Rush the enemies instead if you can as it makes it far easier to hit them with the shotgun instead of flailing wildly and wasting ammo. If the captains remain flying use your pistol to make them crash to the ground. Once the final one eats lead the twins will be captured and Duke will be most displeased (read: pissed). Use the ammo stockpile on the ground if you haven't already and force up the security mesh. CHECKPOINT. A difficult section will occur here (if you don't know the trick), jump over the pit and then as soon as you hear the berserker pigcops spawn run back the way you came and clear the pit. The pigcops will hop up and down on the spot and remain in the same location. Use the pistol to pick them off like ducks at a shooting gallery (four in total if you use this trick or six if you don't). *********************************Contribution********************************* An alternate way of dealing with the pigcops has been provided by Kuro-chan: In the tunnel where the pig cops spawn, I like to pick up a vase before I jump over the pit, kill the first one (easily, I might add), and make a run for the other end where the slot machines are. ****************************************************************************** Once they have ceased to be jump the pile of rubble blocking your way. CHECKPOINT. If you move forward and to the right after clearing the rubble there is a stash of ammo that will be very useful for what is ahead. A berserker pigcop will attempt to rush you so use your shotgun to send him on his way. After a few more shakes rock the building a spotlight will shine down showing you where the next waves of enemies will spawn (there is also a beer hidden in the central area to make life easier later, I wouldn't use it now because it is useless after the berserker pigcops as you want to be able to see where to aim - and you will need it in Lady Killer Part Three). Wave 1) Berserker Pigcops x 2 Wave 2) Shotgun Pigcops x 2 Wave 3) Assault Troopers x 2 Wave 4) Assault Captains x 2 Wave 5) Assault Captains x 2 Rush the two waves with your shotgun and they should pose little threat. The next three are easiest with the same tactics (just more dangerous) race up to them and blast them when you can. Unfortunately there isn't much I can tell you to make this fight easier. If you have at least 20 shotgun ammo you should be golden - I had 14 remaining at the end of this fight (take advantage of executions when you can as they make it far easier). There is some more shotgun ammo to the left of the glowing golden door when you are done. After passing back through the area with the switch you will arrive in the room with the car to be won. CHECKPOINT. Some steroids will be right in front of you as you enter. *********************************Contribution********************************* Alternate strategy from Kuro-chan: In the room with the Steroids (and 7 waves of troops), I found there were 2 Steroids pickups (in front of you, and also on the other side of the room). Also, if you bring one of the large garbage pails in with you from the previous room, they will either kill or setup for execution anything attacking you. I find it convenient against the berserk pigcops especially, given how easily they can kill you if they get too close. Just before entering the room, you can pickup large metal trash cans and keep picking them up during battle. Assuming you are good with your aim, it should make for some easy kills and help to thin out their numbers. I tended to make use of the AT Laser as well (between throws) since you do not have to worry about reloading it during battle. ****************************************************************************** Wave 1) Assault Troopers x 2 Wave 2) Berserker Pigcop Wave 3) Assault Captains x 2 Wave 4) Berserker Pigcop Wave 5) Assault Captains x 2 Wave 6) Berserker Pigcop Wave 7) Berserker Pigcops x 2 I would wait until at least wave five before using the steroids to wrap up the fight. Dodge the laser fire (easy to dodge) and put a shotgun shell in the assault captains and troopers brains in the first few waves and backpedal fire for the pigcops. When the second berserker pigcop spawns use the steroids and race around killing everything. The duration should be more than enough to see you through the rest of the fight. There is some shotgun ammo to the right of the golden door so top yourself up before moving on. Sprint jump across the gap to reach the end of the level. THE LADY KILLER - Part 3 As soon as you round the corner two assault troopers will be waiting to blast you. Run up and bring them some pain. Jump over the fallen statue to find another corridor with more assault troopers inside. If you don't jump over the column they will just run back and forth with the column blocking most of their fire. Take care of them with the pistol and follow the corridor to come face to face with yourself. This is the first puzzle of the game so it's pretty easy. First rotate the Duke figure until his immovable arm is next to the building directly to your left. Then raise his other arm as high as you can and press the alien attack button (RT). Exit the panel and jump up the now lowered buildings to the right and circle around until you reach the figure. Jump onto his lower arm and climb up his shoulders then jump across the gap to reach the upper level (and punch out the guy who wouldn't shut up during it - I wish). CHECKPOINT. A shotgun pigcop will rush through the door, so make him see double (as if he wasn't already) by blasting him in the face. Climb in to the air vent and drop down. When you land you will see a wall of activated trip mines, a pistol and an ammo crate behind you. Use the pistol to shoot out the barrier and repeat this process as you walk down the corridor. Once you create the wall of flames, follow the on screen hint and shoot the fire extinguisher. Repeat this tactic until you reach a pile of trip mines and a CHECKPOINT. Open the door to be accosted by four berserker pigcops (your ally will help a little). *********************************Contribution********************************* A little tidbit of information from Kuro-chan: In the final room where the Assault Commander shows up and turns the EDF guys into Pigcops, you can stick Laser Tripmines on them before they attack you, severely weakening them. ****************************************************************************** And get ready to face your first assault commander (plus his two shotgun henchmen). There are is a beer in this room and if you still have the other one from the earlier part of this mission you should be fine. As he spawns drink the beer and take out his two henchmen. After that fire away until the beer wears off. Grab the beer on the right of the area (easiest access) and resume firing. After this one wears out you should only need a few more hits to finish him off. Walk through the doors and talk things over with General Graves before things fade out and the level ends. VEGAS IN RUINS Start off by picking up the ripper which is sitting in front of the halo power armour and approach the fire fight. 1) Ripper and Shotgun Pigcops x 3 2) Assault Captains x 2 3) Berserker Pigcops x 3 Use the turret to kill off the first two waves and then back off and let the EDF troops deal with the charging pigcops, shoot them if you want (or let your allies kill them) and kill any that head directly towards you. Restock your ammo at an EDF crate before continuing. A few pigcops will make a stand on the road ahead. Feel free to burn some ammo as they use rippers and pistols so you should be back to full at the end of combat. When the bridge is shot out from under you just fall off, this will keep you safe from the drop ship fire. Circle round again and pick off the two flying Assault Captains and continue on. CHECKPOINT. When you drop into the next area more pigcops spawn. Wave 1) Pistol pigcop, Ripper Pigcop and RPG Super Pigcop Wave 2) Assault Captains x 2 The Ripper and the pistol carrying ones will come directly at you so hide in the small bridge room and unload the ripper on them when they come knocking. After killing the first two pigcops off a few more teleporting Assault Captains will arrive. Just be careful of the RPG pig squatting on the bus roof. He doesn’t move but he packs a wallop. Be aware that the captains can and will teleport next to or even right in front of you if you shoot at them. After killing them just poke your head out and take pot-shots at the big piggy until he bites the dust. Pick up the steroids in the EDF box (right path) and move on. Next will be four unarmed pigcops, don't bother with the turret as they will overwhelm you too fast (although do take careful note of the red barrels hidden under their drop point), just let rip and do some fancy footwork to keep out of reach (Don't even try the pipe bombs as they roll everywhere and the pigcops just aren't damaged much by them). If you still have any ammo left, good for you otherwise go back and pick up a captains weapon so you have something at least. After this you will find a "strategically placed" RPG (boss fight.... duh), so grab it and drop down into the pit of despair (not literally). CHECKPOINT. After a bit of ball scratching on your allies behalf, pigcops will be dropped in with you. Wave 1) Ripper Pigcops x 3 Wave 2) Ripper Pigcop and Assault Captains x 2 Wave 3) Ripper Pigcops x 2 and Super Pigcops x 2 There is a truck near a wall which provides excellent cover for this section so make use of it. Fire off your RPG as there is ammo everywhere. Make sure to pick up a ripper when you can for the berserk pigcops (explosions in face = not good) and restock when everything’s dead. CHECKPOINT. Boss Battle - Battlelord: Attacks: Homing Missile/ Grenade - Get behind cover or sprint to avoid this Machine Gun - Strafe behind cover this does generally slow damage to Duke Stomp - Avoid getting close to the Battlelord as this is what kills players In comparison to the waves beforehand this boss is actually relatively easy (despite his appearance) and is mostly a simple game of ring around the rosy (central pillar in this case). He has three main attacks: a homing missile, a rapid fire machine gun blast and a stomp if you get too close. As a boss he is only weak to missiles and explosives (forget the explosives here though). Essentially just circle round the pillar taking locked on shots whenever you can. Remember to run if you are hit by the missile as he will immediately follow that with his machine gun fire and avoid getting close at all costs, that stomp can screw you over. Try to lure him so he is locked in his machine gun firing stance when you make a run for the ammo crate (don't go for the one in the container as it is too exposed, only use the one in the water) After enough circling you will stun him, just run up and press X and get ready to tap A as fast as you can (you don't want to do that again do you?). While he's reeling walk up to his 'nads and press X to pummel home your point. After the boss is kaput walk over to the pipe cover and it will burst open providing you with your exit to the level. THE DUKE DOME Jump over the electrical pool using the pallets in the water. Shoot the fire extinguisher on the corpse that is hanging from the pipe above. An EDF crate containing beer and a pipe bomb can be found in the shipping container underneath the two people who talk to you as you enter the area. A dumpster will be lowered for Duke to get in (sucks to be those guys though), so hop aboard the bullet train (excuse the lame joke). Quickly pick up the RPG and ripper off the floor. You will see a pigcop climb up to a window above and to the left of you as well as an assault captain who appears in front of you. Use the ripper to take out the pigcop by shooting the red barrel in the window he entered and then shoot the assault captain. Another assault captain will jump up on the scaffolding to your right, take care of him and then use the EDF crate to reload. Four assault captains will arrive in a truck that smashes through the wall (next to some convenient explosive tanks). Use the cover on the left to stay alive and reload after killing them. Two barrel throwing pigcops will spawn from the right of the room next so shoot the barrels and watch them splat. Prioritise the pigcops as they will attempt to throw pipe bombs in the dumpster, messing you up badly. The explosions will also weaken the remaining two pigcops which makes them easy targets for your ripper. The crane will move up a level and three assault captains plus a ripper pigcop will attack you. Time your shot on the red barrel to weaken them all and then mow them down. Another wave of the same will spawn after killing the first, after killing them you will move on. CHECKPOINT. Don't relax just yet as explosions will soon rock your container, a pigcop with an RPG is sitting on the roof so take him out. An assault captain will jump down landing on your ammo crate while another assault captain spawns in the parking structure. Duck back into cover, pick him off and then pick yourself up. Reload from the EDF crate and continue on your merry way, collecting the shotgun as you go. CHECKPOINT. Shotgun and Ripper wielding pigcops are waiting for you ahead and they're desecrating a statue of your buff self meaning it's time to make some piggies squeal. Move around the entry to this area and aggressively take them down when they are in shotgun range. Watch out for the shotgun toting pigcop (it might be worth using a couple of RPG rounds as that shotgun hurts in this difficulty). I would definitely recommend taking a shotgun for the next section if you don't have one already. Once you're done shoot the red barrel to lower a container and snag the two trip mines in the EDF crate inside. Drop down and circle around the back of the demountable buildings to find a ladder to climb, do so and smash a glass panel to drop down into the building. Stock up on explosives and weapons before activating the switch as things are about to get messy. *********************************Contribution********************************* Some helpful advice from Kuro-chan: Take advantage of the unlimited Pipebombs and Laser Tripmines that are available. In the campaign you can have more than 4 of each explosive type deployed. You can spam the whole area with both types of explosives and watch everything blow up. Setup laser traps inside the building you are in so when enemies drop down they will blow themselves up, instead of you. ****************************************************************************** Wave 1) Assault captain, Shotgun and Ripper Pigcop - via yard Wave 2) Shotgun and Ripper Pigcop - via roof Wave 3) Shotgun and Ripper Pigcop - via roof Wave 4) Ripper and Pistol Pigcops x 4 - via yard Wave 5) Super Pigcop and Ripper Pigcops x 2 - via yard Wave 6) Berserker Pigcops x 4 - via yard The first lot will spawn outside and are easy to take out with a ripper (don't forget the assault captain can teleport inside), the next wave is where the fun begins so throw down a few trip mines on the floor in anticipation. Two pigcops will drop in from above and will proceed to massacre you without those trip mines (with them they lock in place and are easy to kill, take out the shotgun wielding pigcop first and then concentrate on the ripper pigcop if you run low on health just dance around as you shoot to regain some (ripper pigcops suck with moving targets). The same thing will happen again so rinse and repeat, after this another attack will come from the yard there’s plenty of cover and a ripper or railgun to choose from so go to town. CHECKPOINT. A super pigcop will burst through the fence, concentrate your fire and bring him down fast. This leaves you with two ripper wielding pigcops remaining. After wiping the floor with those two a group of berserker pigcops jumps over the fence rushing towards your building. After it tips over chuck a few trip mines down and pull out your trusty shotgun as they aren’t gone yet. Finish them off and finally you can take a breath. Retrieve the steroids and trip mine from the EDF crate in the shipping container and if you like an RPG launcher through the hole the super pigcop made in the fence. Pick your hardware, press the gate button and then manually override the gate. Drop down to start part two. THE DUKE DOME - Part 2 Use the four blue barrels to weigh down the balancing shipping container so you can jump across (there is a EDF crate behind some breakable boxes in one of the containers with steroids in it). Don’t miss the EDF crate on the scaffolding with a shotgun and trip mine inside. Drop down for another... CHECKPOINT. Circle around the lot and two assault captains will spawn above you. They have no reinforcements so just play it cool (as in don't spray the place) and conserve what ammo you can. Climb up to the crane and walk along the arm (Duke doesn't follow safety signs). Drop down and shoot out the red barrels in the container (a pistol is in the small room next to it). Jump in and drop out of the newly cleared container and grab an RPG from the ute/ truck in preparation. Climb up the ladder and follow the path until you find the battery the crane needs to be operated. What's that noise? An attack ship will fly in and start blasting Duke and the surrounding area, so use that time to scurry into the small building at the bottom where you are safe from enemy fire (it also has a launcher inside). Use your RPG to put an overly large ding in the pilots ride. If you run out of ammo there are 3 locations. The small building at the base, the back of the ute and on top of the scaffolding, there is also an EDF supply crate against the fence but it is very exposed and risky to refill there (unfortunately you will have to as the ship takes at least twenty shots). Now wasn't that convenient the crashing ship opened a new path for you by dropping a girder down as a ramp. Run up to the crane and insert the battery. CHECKPOINT. Use the crane to tear the wall a new one (ignore the assault captains and just break the wall). Adjust the crane arm to make a bridge to the hole and jump on in for a glimpse of the next areas boss and the end of the level. THE HIVE Get Duke up off his ass and moving, if you continued on in the campaign you should have some kickass weaponry to start this level off (if not you get a pistol (ooh, fear the pistol). Advance along the linear path until you reach a CHECKPOINT. If you look left after your first manual open door there is a dead EDF soldier with some pipe bombs and a ripper. Pick up another dead EDF soldier's shotgun and pipe bombs on the path ahead and get ready, at the next door an octabrain will fly into your face, three shots from the shotgun will kill it but ... damn. *********************************Contribution********************************* Some notes on Octobrains from Kuro-chan: Octobrains do not appear to have a headshot weakness, so I would only consider the Pistol at medium to long range (and you have lots of room to strafe). Otherwise, I would go in with the Shotgun and/or Ripper. Octobrains only need to hit 3 times to kill you. ****************************************************************************** Move through the door and enjoy the sights if you feel so inclined, another CHECKPOINT will arrive before you move through the next door. If you want added security there is a launcher on the platform to your left before you confront your two babes again, after that mess retreat up to the platform and pick off the octababies (if you are out of reach they stand still for easy kills). *********************************Contribution********************************* A little prevention is better than the cure suggest Kuro-chan: While rather inhuman, you may want to consider shooting every chick along the way (After watching the Holsom Twins explode). The ones before them are safe. The smallest of shots will take one out, so this works better with a Ripper / Pistol. It is either that or waste a lot of ammo dealing with hordes of Octobabies. ****************************************************************************** After dropping down you will see another door protected by spines (this means you need a round bug-like creature to open it. The corridor full of octabrains will not attack on the way up the corridor but there are some octababies along the way. When you reach the bug a CHECKPOINT will happen. Melee it to get it to roll up and push it down the corridor. As you may have guessed the octabrains are up and about (two to start with) so use your shotgun and pipe bombs to take them down. Make sure you don’t push the bug down before killing the first two octabrains, as when the bug reaches the bottom two more spawn and attack. There is a trick to take advantage of here. The octabrains can’t shoot through the v shaped area where the door is so run out, take a shot or two and retreat until they are dead or just use your ripper. Slot the bug in and walk through the door to enter part 2. THE HIVE - Part 2 Triple melee the webbed bodies for ammo and explosives (one will drop a railgun if you prefer), and ready your ripper for the octabrain in the next room. Don’t waste too much ammo though (you can go back to restock before you drop down) as two more appear when you drop down from the ledge. Same drill so use your pipe bombs or ripper to kill them before they kill you. Jump up and ... great another bug locked door. Continue up the path and melee the webbed corpse. CHECKPOINT. Same situation as before, the octabrains will not attack until you steal their bug friend. Before you rescue it take careful note of the explosives pile (any ideas?). As you push the bug down the path a single octabrain will break out before the doorway. It takes 3 pipe bombs to kill an octabrain so I would advise a slow and steady approach by killing one, restock, etc. As you move forward two will burst out together so unload the shotgun or spam your pipe bombs to kill them quick. When the bug drops down get ready because three will spawn at the same time when you follow (Note: you can actually force them to spawn while you are still on the ledge which is a far safer bet as you can run back to safety to restock on bombs). Spam your pipe bombs and use what you’ve got. After they are finally dead you can move on until the next CHECKPOINT, if you look to your right there is a webbed corpse which provides ripper ammo and a launcher (not too great against octabrains as they return the favour). Continue on until you see the pregnator hatch, carefully move forward and kill them as quick as possible (if you are quick you can stop them spawning altogether). CHECKPOINT. Next you run into a whole room full of pregnators, stay on the high ground and kill as many as you can before resorting to getting into close range. After you’ve killed enough of them an octabrain will spawn (you saved some pipe bombs right?). Three pipe bombs and the octabrain is toast (just be careful about the pregnators as they can lock you in place while the octabrain blasts you). Continue into the next room and move on to the next level. QUEEN BITCH Drop down and pick up the launcher as well as some explosives, arc a pipe bomb onto the bouncing pod and detonate it to blow open the doors. Restock your explosives and continue onwards until you say hello to ... Queen Bitch. Boss Battle - Queen Bitch Until you damage her she won’t move and just sits there with her guard up. When you’re stocked and ready to go lob a pipe bomb at one of the jump platforms (the left was my favourite when I beat her on this difficulty). Then when it goes behind her shield detonate it. And now begins the killing, followed by light salad. She will spawn pregnators regularly until she reaches just under 1/3 health and then she will spawn octabrains (fair warning). She has two attacks, a slow charge energy ball (like the octabrains) and smashing you with her arms. This in combination with the pregnators ability to hold you in place can lead to some infuriating deaths and too many visits to the loading screen. There is an ammo crate on the left side (protected) and an explosives crate on the right (open) so when you need bombs you must run across grabbing them on the way, stop for a second next to the crumbling wall and then run back to safety, all the while not getting stopped by the pregnators. To damage her you must throw a bomb behind her shield, then as she’s dazed from the explosion unload your RPG ammo into her boobs (why yes she does have three breasts). The steps are as follows: 1) Kill the pregnator 2) Lob the bomb (2 chances, if you fail to stun her return to 1) 3) Fire all 5 missiles at her (no guidance necessary) while moving towards and away from her (this stops hits from the newly spawned pregnator). And repeat, grabbing explosives as required. It all sounds so simple right? Then the octabrains come into the picture (Do not shoot them with the launcher if you haven’t worked that out yet). When they appear the Queen Bitch no longer hides behind her shield but rather shoots her energy ball at you if you come out of cover. All you can do is: 1) Spam grenades at the octabrain, killing it 2) Take 2 or 3 missile shots 3) Grab more explosives and ammo Until she finally falls, race and jump up to her head and press the X button, tap A repeatedly and congratulations, you’ve just killed the Queen Bitch on Damn, I’m Good difficulty. *********************************Contribution********************************* Another detailed strategy has been suggested by Kuro-chan: Notes: - Weapons on Choice: Ripper and RPG - The easiest way to bring her down to 1/4 - 1/3 of her health is to take advantage of the only cover available in the room; on the left side by the ammo crate. Fully stock up, and follow this simple procedure. (while staying in cover unless otherwise stated) 1) Back up enough, and lob a pipbomb at the jump pad. Aim your crosshairs just below the pad and it should hit. 2) Mentally count to '3', meanwhile you are at the far edge of the cover, ready to jump out. 3) Blow up the pipebomb, get the RPG out and let all the shots out. You should get at least 4, maybe all 5 shots in, depending on how well you can time it. 4) Escape back to your cover, restock on ammo and "WAIT" for the Queen Bitch to lob an Impregnator egg at you. Wait for it to hatch, then with either a full magazine of the Ripper or an RPG, take it out. Reload if necessary. 5) Rinse and Repeat. When necessary, take a detour to pickup Pipebombs after unloading the RPG on the Queen Bitch. After the Queen Bitch's HP is down to where she changes tactics and throws Octobrains at you, make the Octobrains a priority in the battle, taking advantage of Pipebombs and the Ripper. After you kill one, stock up on ammo if needed and use strafing tactics to throw an RPG at a time at the Queen Bitch. Repeat until she dies. ****************************************************************************** DUKE NUKEM'S TITTY CITY Condom - Men’s Restroom Vibrator - Staff Locker Room Popcorn - Security Room and Staff Locker Room Grab the stuff and head to the champagne lounge CRASH COURSE Enjoy the freedom of not having to kill things for a few seconds until the helicopter crashes for a CHECKPOINT. Use the gap in the railing and tentacle as a path, jumping across the gaps and shooting at the explosive pods. Shoot the eye guarding the path and grab the railgun before breaking through the pods to the platform below. Two waves of three assault captains will arrive via dropship shortly so grab the ripper or use the railgun to lay waste to them. Once they are dead a piece of the building will be knocked over creating a new path. Climb up (shooting the eye) for a CHECKPOINT. Spring onto the jump pad and climb the ladder to reach the most hated turret section in the game. Start firing flat out on the first wave of three gunships and use the tapping trick as much as you can to kill them off. Then three assault troopers will arrive by drop ship. After another set of three gun ships three more assault troopers will be dropped in. Next is the most frustrating section in turret history. Twelve gun ships will rush you in pairs (for four waves and then four singles) until you are dead, no regeneration time or way of surviving their weapons unless you are damn good with that turret. I swear at times it feels like its firing blanks as the amount of hits you are expected to get in order to kill even one gun ship let alone two is ridiculous. Believe me the only way to survive this section is to master the zoom tap trick you can see used in various crash course videos on youtube if you are having some difficulty. After barely surviving the barrage, two assault captains will spawn and start firing. Take these guys out and a final gun ship will fly in from the left side (close range) and start firing at you. Weaken the ship until it flees and you have a few seconds to breathe before it comes back with explosive ordinance. Shoot it down for the last time to leave the accursed turret behind. WHATEVER YOU DO DON'T FALL OFF WHEN GETTING OFF THE TURRET. I did and hated myself for it as I had to do the whole bloody turret section again, thanks very much for that Duke Nukem Forever. *********************************Contribution********************************* Some more helpful alternate advice from Kuro-chan: I had originally followed your tactics and suggestions for the Turret segment, but found I was doing lousy. I made an effort to study how the waves attacked, different ways of attacking the incoming Attack Ships, etc. I ended up developing this strategy: 1) Set your Vertical and Horizontal Sensitivity to 1 for this battle. This reduces the risk of overshooting the enemy. 2) Wait until the ships are almost in range of shooting at you. I found that the turret has either a limited range or a 'threshold' where firing at a ship that is too far away does not do enough damage to be effective. I found that by the time they are ready to shoot at you, it does not take a lot of ammo to destroy one. You can even fire at full automatic without your turret overheating, so long as you wait for them to get close enough. 3) Aim for the nose of the ship. "Something" about it either seems to disrupt their ability to fire or screws up the aim. I found when I went for the nose of the ship, they hit me a lot less. During the 12-ship wave, I had enough of a gap between hits that my Ego actually recharged. That helped me out a LOT! ****************************************************************************** Jump over the teetering walkway for a CHECKPOINT and follow it to the next platform to find a ripper and a jump pad. Use the jump pad (flying over the explosive pods) to reach another ledge and a CHECKPOINT. Move along the platform to see a dangling devastator and an ammo crate. You know what this means right? A gun ship will fly down and begin pelting you with machine gun fire. Use the columns/ tentacles as cover and blast away at the ship. Once you have done some damage it will start firing explosive blasts at you so keep out of the radius if you can. After a while it will go into a strafing run, moving to the far right side and then across the length of the platform. Overall it is an easy fight (especially considering what you've just been through) just don't get cocky as the explosives can come more than one at a time. When the gun ship falls you will get a CHECKPOINT and two assault troopers will appear and begin blasting. Just shoot them with the devastator and then change back to your normal weapon if you wish. After killing the first two a third assault trooper will appear and initiate an event. Tap A rapidly and then punch the dirtbag in the face until his head explodes (apparently Duke's fists can do that). Ride the corpse (Ew) down until you break through the roof of the Duke Burger. THE DUKE BURGER Pick yourself up (again) and head to the area behind the tentacles, in a room you will find a shotgun, pistol ammo and a pipe bomb on a dead EDF soldier. Make your way back down the hallway until you reach the restrooms. Step on the shrink pad and go through the small hole left of the cubicles. Grow again and pull the power lever. Smash the planks out of the way and then travel back to Smallville. Now that the way is clear, jump up the furniture to the hole in the wall and work your way forwards until you exit the level. THE DUKE BURGER - Part 2 Fall through the roof (if you dodge the resize plate you can shoot open a gap and find beer and a RPG launcher), go back, resize and stock up on pipe bombs and ammo. Kick down the double doors and prepare to be pin cushioned by tiny bullets as around 6 tiny pigcops will spawn and begin blasting you. Conserve your ammo and re-enact the Broadway play stomp. After that’s done climb through the hole dividing the areas and shrink again. Watch out as more undersized pigcops will burst out of the cups and packages on the floor (ripper and shotgun). Use your ripper to take them out to avoid that shotgun. There will be more ammo as you move into the darkened area. Return to the light and climb up the pigcop figure to reach the counter. Another pigcop (pistol) will spawn but can’t reach you so just shotgun him in the head from the safety of high ground. On the floor of this area is a railgun so if you want it grab it. Climb up the pipe and wander along the shelf, step out onto the tentacle and jump off (get ready for some alien shrinking fun). CHECKPOINT. Melee the swarm of rats, take out the explosive growths in preparation and when you’re ready move close to the exit door. As soon as the assault captains x 3 spawn run to the rear of the area and bunker yourself amongst the arcade machines. The aliens will walk towards you, shrinking themselves in the process, allowing you to introduce them to your friend Mr. Shotgun. CHECKPOINT. Grab some of the ammo or weaponry on the floor if you wish and then travel through the door. You will see two shelving units on opposite sides of the room, climb up the one on the left (watch out for the mousetrap on the boxes) and get your ripper ready. As you step onto the shelf pigcops (ripper and pistol) will spawn on the opposite side, use the cans or boxes for cover and drop ‘em. As you climb to the next level another two pigcops (ripper and pistol) will be readying to throw cans at you, step behind the cover and shoot them in the head. Walk onto the box at the end (replenishing your ripper ammo) and make the leap to the opposite side. Climb the pipe, walk along the shelf and smash open the grate to see an assload of electrified water. CHECKPOINT. This is probably the closest Duke Nukem Forever gets to puzzling so lets get to it. Fall off the boxes and keep an eye out for mousetraps (they hurt on this difficulty). If you move to the right of the area, the swarm of mice will take care of the traps for you. Jump up the red lifting device and onto the table, into the icebox and bounce your way onwards using the egg flips/ spatulas. Fall in the sink and jump over to the start button on the wall. Force open the dishwasher door to come to another CHECKPOINT. Knock over the broom and be ready to take cover behind the Heinz can on the lower shelf. When the pigcops spawn take cover and keep an eye on the top shelf, another pigcop (ripper) will appear and try to shoot over your cover. Two more pigs (shotgun and pistol) will drop from the roof and another ripper wielding pig will appear on the top shelf. If you find yourself running low on ammo, there is a pistol behind the large can or a RPG launcher further along the shelf, so grab either and finish making the piggies squeal. Climb to the next level up and don’t try to run-jump across to the other side, turn around and use the other shelf to make it safely across. Grab the ammo from the dead pigcops and jump up to the next ledge. As you move along the ledge to the hotplate, the shelf behind you will fall, creating a ramp to the top level (don’t try to run across the hotplate). Climb the ramp for another CHECKPOINT and jump across the top of the heat lamp (carefully as it will swing like a pendulum). Climb down and cautiously make your way along the bottom shelf, meleeing any mousetraps. A pigcop (pistol) will appear on some boxes opposite so pick him off and run-jump across to the other side. Climb upwards once again to find a set of burners with a hotplate covered in burger buns. Roll the can onto one side of the burner, then quickly jump off and onto a bun. Jump down onto the overturned trolley and onto the corpse, Switch on and ride the waffle toaster and swing down to find another hotplate. (smell the sizzle). Jump across and finally flick the power switch to turn off the electricity in the room. Follow her to the now open door, jump up to the grate and move along the vent to finish the level. THE DUKE BURGER - Part 3 Drop out of the vent, grow up again and take the ladder to the roof. Time to begin a rooftop showdown!. great. Grab the ammo and trip mines and the shrink ray (and the shotgun if you don’t have it) from under the dead scientist and grab the holoduke from inside the building. I won’t lie, this part is a real bastard. Wave 1) Berserker Pigcops x 2 Wave 2) Berserker Pigcops x 2 Wave 3) Berserker Pigcop, Pistol Pigcop x 2 Wave 4) Berserker Pigcops x 3 Wave 5) Berserker Pigcops x 3 Wave 6) Shotgun and Pistol Pigcops x 3 CHECKPOINT - Gee, thanks Wave 7) Enforcer Wave 8) Enforcer, Berserker Pigcops x 2 Wave 9) Enforcer x 2, Berserker Pigcop Wave 10) Enforcer x 2, Berserker Pigcop CHECKPOINT - Slightly easier to reach this time Wave 11) Assault Commanders x 2 *********************************Contribution********************************* A quick note from Kuro-chan about setting up for the first waves: Pipebombs are your friends for the first part of the waves. I find it is better to lay 2 pipebombs when the berserker pigcops show up and ambush them. 1 will not be enough to kill them. The best time to ambush them is right after they get dropped off. Have your 2 pipebombs ready for when they drop and blow them up at once. If you need to take cover, a decent spot can be the roof. The pigcops will either have to climb the stairs or jump up. Either one gives you a small window to do some free damage (it seems). *** Note from the Editor: I personally avoided the roof as they repeatedly pincer attacked me there but that was just my personal experience. If it works for you then go for it! *** ****************************************************************************** Pigcops can and will use the door in the building so be wary of it. For the first wave I would suggest using two trip mines on the entrance to take out the first pigcop and then shotgun down the second. Second wave drop 3 pipe bombs at the door and once again shotgun the second pigcop. Use the interludes to grab more explosives. You should have enough trip mines left to kill the next berserker and shotgun down the two pistol wielding pigcops. Drop some more trip mines. then rinse and repeat and yet again do the same with pipe bombs for the fifth wave. Run around like a crazed man with the shotgun or use the shrink/shotgun combo to kill off the next few waves, dropping pipe bombs like a mentally deranged Santa. Finally the CHECKPOINT happens and shortly afterwards your first enforcer appears. You now have a choice, you can kill him normally (risky but you get his weapon - he takes 6 shots with the shotgun at close range) or shrink and step on him (safer but no weapon). Make your choice and act accordingly. PS: when you die/reload the checkpoint all the ammo and weaponry will respawn so pick up some shotgun ammo and explosives, you're going to need them. Use your shrink gun and trip mines to make this as painless as possible (those berserker pigcops are still a pain anyway). Once you've reached the final CHECKPOINT you can make this last fight a breeze if you have the following: shrink gun ammo, shotgun ammo and the holoduke. Use the holoduke, run out and shrink an assault commando and shotgun kill it in one hit. Repeat for the second and congratulations to you, you just beat an absolute bastard of a level. THE MIGHTY FOOT For the first section you don't really have to fire a shot as the enemies can't do enough damage to actually kill you. Shoot if you feel like and the pilot will say they are moving to the secondary drop point. CHECKPOINT. When you arrive concentrate fire on the towers first, then proceed to mop up any enemies on the ground. This section is pretty tame so just have fun (Make sure to shoot out the drop ships though). Once you land you will find an EDF crate with a couple of pipe bombs in it in the other building. Jump in the monster truck and a CHECKPOINT will go off. Follow the trail until you enter a cave to finish this level. THE MIGHTY FOOT - Part 2 Follow the trail until you reach the highway (the enemies aren't much of a threat to the truck so you can normally ignore them). Bowl down any pigcops in the way and keep going until you run out of gas (this thing has worse mileage than a V8 supercar). CHECKPOINT. Ahead you will see a railgun and ripper lying against a barricade as well as an EDF ammo crate to your right. Wave 1) Ripper and Shotgun Pigcops x 3 Wave 2) Pistol, Shotgun and Ripper Pigcops x 4 Wave 3) Berserker Pigcop and Enforcers x 2 When the pigcops arrive, wait for the pigcops with shotguns to leap over the barricade and fill them full of lead. Keep a wary eye out for pipe bombs being thrown and use the cover to stay alive. Lean out and use your pistol or railgun to kill off the pigs on the other side. After the container is destroyed backpedal as enforcers are about to come out from behind the overturned truck. Kill off the berserker pigcop as quick as you can and use the monster truck as cover and shoot the enforcers with the railgun in order to win this fight. Travel towards the building and circle around the back. Jump up the wire reels and fall through the broken glass panel. Grab the gas CHECKPOINT and trip mines then exit the building. Fill the truck up and climb back in. Drive down the highway weaving to avoid the holes until you run out of road. Drive into the air to complete this level. GHOST TOWN Follow the linear path (this section doesn't pose much of a threat so just follow the trail). One piece of advice is when you make a long jump and see a bridge in front of you, don't smash the thing when you pass under it as if you do it will make your trip over it shortly a pain. Drive slowly over the bridge and then floor it over the ravine to... run out of gas again. CHECKPOINT. As you walk down the street a pistol pigcop will race out of the saloon on the right, back up and take him out. There is some ripper ammo behind the bar inside. Just be careful when you go in as there are three pigcops above with rippers. Pigcops will continue to spawn all around the surrounding area so you can either make a stand in the saloon, the empty building across the road or retreat back down the street. Once you kill the pigcops an enforcer will spawn in the barn at the end of the street. Use your railgun to pick him off if you can. A few more pigcops will spawn, kill them and you will then get a CHECKPOINT. Now, checkpoints tend to happen before something nasty happens yes? An assault commander will burst out of the barn and you will most likely be out of railgun ammo at this point. Another pair of berserker pigcops will also spawn, get rid of them with explosives or a barrage of ripper fire and then concentrate on the assault commander. I would suggest using the house across from the saloon as your base while you pick away at his health. After you kill him you can restock from the dead pigs and a CHECKPOINT will ensure you don't have to do that fight again. Head for the barn and complete the puzzle inside to claim your next gas can. Drop down and leave the bar, a CHECKPOINT will inform you that you are about to be attacked. Sprint down the main street, hide behind the truck and fill it up. Race down the street and splat the pigs, take the ramp behind the barn and drive into the cave to finish this level. HIGHWAY BATTLE Follow the path until you find a pair of pigcops guarding a large sign, smash into the sign and boost over your new ramp to reach the highway once more. CHECKPOINT. Boost past the three semis with pigcops throwing barrels at you. Drop off the end of the highway and scoot out of the way of the falling trucks. Drive on for another CHECKPOINT, drop ships will fly in front of you and boulders will roll down from the canyon walls. Dodge as best you can and keep going. Boost over the final ravine to finish the level. HIGHWAY BATTLE - Part 2 Jump out of the truck for a CHECKPOINT, Take note of the two rail guns propped up against the rock on the right. A pig on a turret and three pistol wielding pigcops will attack you as soon as you move past the rock. Kill the pistol pigcops and kill the turret pigcop with the railgun (more will spawn and replace him so kill those as well). When you move up to the 'caution' sign another two pistol pigcops will spawn as well as a berserker pigcop (there is a shotgun and railgun inside the hut behind the caution sign). This area can be quite tricky as reinforcing pigcops will jump on the turret occasionally to make your life miserable as well as more waves when you make your way around the path. There is a RPG launcher on your left hand side before you walk into the shade. After crossing the rickety bridge a CHECKPOINT will occur and a drop ship will fly overhead. Hop on the turret and take out the first wave of pigcops (no berserkers so you should be okay). As soon as the last one falls leave the turret and get to cover to your right. A drop ship will fly over again and blow you to hell if you're in the open. Grab the RPG launcher and blast away (refilling at the crate outside). Play peek-a-boo until the gunship explodes for another CHECKPOINT. Enter the mine and use the cart to move to the next area. After your little ride, grab the gas. Pregnators and octababies will spawn, make them sorry they were born. Climb up the newly accessible scaffolding and find another mine cart to ride. Enjoy the rollercoaster and another crash landing. Cap the pigcops messing with your ride and fill her up. Take the ramps out, enter the cave and move on to the next level. DAM TOP Follow the linear path until you drive through the drop ship, splashdown and climb the nearby ladder. Head to the left for two EDF crates and then have a happy little chat with your commander in chief. CHECKPOINT. Meet up with the EDF forces and lure the pigcops into getting killed by them. Grab the RPG launcher straight ahead from where you enter this section. Maim and kill your way to the end of the dam wall (use the RPG and the ammo crates to make this easy). When you reach the end you will encounter a CHECKPOINT. Boss Battle - Battlelord: *********************************Contribution********************************* Another helpful piece of advice from Kuro-chan before we start: - The Battlelord on this level was the toughest boss for me to fight. It took a while for me to realize that he actually takes breaks in-between his attacks, giving you a few seconds to do stuff with impunity. ****************************************************************************** This battle proceeds in about 3 phases. Phase 1) He climbs onto the dam and stands there firing at you. Backpedal to the taxi and ammo crate at the far end of the wall, arc the missiles over the taxi and take him down to nothing. If you are too close at 1/2 - 1/3rd health he will enter phase 2 (unless you run to the far end of the wall to start with). The Battlelord will run towards you and follow you all the way to the other end of the wall and then stop and shoot at you. Retreat to the far end of the dam (if you didn't already) at the end there is an overturned van and ammo crate to get him down to empty. When he goes down sprint all the way down to meet him and press X then tap A rapidly to move onto phase 3. *********************************Contribution********************************* Continued from above information: - I found for stage 3, it is better to play the waiting game with the Battlelord and only go for explosives when he stops shooting, giving you 'just' enough time to sprint to the Explosives Cache, grab stuff and run back to cover. From there, lay pipe bombs at his feet and blow them all up at once when you get a chance. ****************************************************************************** As soon as you complete this retreat all the way back to where you came from and hide behind the metal van (this is the best safe spot from his missiles). The risky element comes from reloading. Either use the explosives reload or sprint to the crate by passing behind the taxi, grab the ammo and sprint back to safety before the approaching missile hits. To hit him lean out on the right side of the van and he won't be able to hit you so lock on and fire. Once you do this 4 times he will fall. Once again press X and then tap A to finish this boss off. Bungie down to the base of the dam, head through the door by the guard to complete the level. THE SHRUNK MACHINE Descend to the floor and then take the left path. This leads to a shotgun and a webbed corpse. Grab the RPG if you wish as well as the beer. Be careful when you turn around as the tentacles will be waiting to grab you, smack the eye and return to the right path. Meet the bickering soldier and engineers and grab the freeze ray. Welcome to one of the most useful weapons in the game. If you have completed the game on Let's Rock difficulty you can access the Duke 3D freeze ray game extra setting. This is far more effective on enemies and you can turn off the extra to regain ammo for the freeze ray. It can also two hit kill a boss later so enjoy it while you have it. Pass through the open door to reach a CHECKPOINT. The next room will be full of pigcops, use your new toy (while staying in the entrance tunnel) to freeze, execute the enemies and regain your ego in one fell swoop. There are around seven or eight pigcops with rippers, pistols and shotguns who will run in and attack you. When you think the room is clear, undo the cheat to regenerate your ammo then move ahead while keeping on your toes. When you move towards the double doors a shotgun wielding pigcop will burst out. Two more berserker pigcops will also spawn in the other room. Retreat into the entry tunnel to freeze and smash them. This just leaves the two pigcops on the balcony, freeze one and shoot it to kill it, repeat with the other and a CHECKPOINT will happen. Two enforcers will break through the door to the right of the entrance. Freeze them (the freeze gun will knock the shield out of the enforcers hand) and you are done. I strongly advise you to hold on to the freeze gun for as long as you can from now on as it makes things so much easier. Wait for the engineer to open the locked door and walk down the stairs to finish the level. THE SHRUNK MACHINE - Part 2 This level is really easy and is mostly platforming so you should be fine as you have your freeze ray. Just take it slow and execute any enemies you come across and smack any fuses you find. When you get to the enforcer I hope you kept that freeze ray. Circle around the box firing as fast as the gun will allow, after about 120 shots he will finally freeze, just finish him off with your secondary weapon. Enter the elevator and press the button to finish the level. A strategy for dealing with the enforcer was suggested by Alexey Vdovichenko below: "When an enforcer boss comes from the elevator at the end of "The Shrunk Machine", I found the safest place is under the table rightside of the box (looking to the elevator). From there I could empty all my weapons into the boss and remain undetected. Sucker punch." THE FORKSTOP Walk out of the elevator and smash the wooden crate blocking the hole in the fence. Re-enlarge yourself and open the double doors and grab the stuff in the EDF crate at the top of the stairs. Walk into the control room and flick the switch on the wall. Open the roller door and climb up the ladder on the left. A delightful electrical display will be waiting for you. Stream one: time the short gap in the bolts and walk through. Stream two: Follow the bolt as it moves forward and it will arc back behind you so step away when you are clear. Stream three: If you are on full health just run through it and you should be fine. Proceed to the next ladder for a CHECKPOINT. Smash the crate or move the barrel to jump through the fence. Two octabrains will rise up out of the water and start attacking you. Freeze, shoot or explode them (there are two trip mines, a pipe bomb and a ripper in the small area here) and smash the crates to move on. Walk along the dam edge to the next CHECKPOINT, note the rail gun sitting there just begging to be used, pigcops will run out from a roller door at the end of the path and mount the turret. Use the rail gun to snipe the one on the turret and deal with the others however you wish. Stay frosty as six octabrains will rise up out of the water in succession. Aren't you glad you still have the freeze gun? Freeze them and watch them smash on the ground. When the last one falls the Octaking will burst out of the water. Boss Battle - Octaking: The only way to damage this guy is the turret (or possibly the RPG that is hidden to the right when facing the turret). Lay into him with the turret as quick as you can as the more damage you do the less attacks you have to dodge in the end. He will begin by slowly throwing dumpsters at you. Once you have damaged him significantly (about half health) he will start rapidly firing psychic blasts at you. At full ego you can take a maximum of 3 hits from these before dying so two is OK and then exit the turret and either just crouch/ walk backwards slightly or run to the tentacle on the far right to regain your ego. Run back to the turret and repeat until the Octaking pisses itself and buggers off. Open the roller door to proceed to the next mission. THE FORKSTOP - Part 2 Depending on your driving skills there are two approaches to this first section, walk down the corridors shooting the spawning pigcops or use the forklift to drive like a bat out of hell into any and all pork chops foolish enough to get in the way of your massive prong(s). For any fellow freeze gun enthusiasts there is one just a little bit on from the entrance to the level. The first hallway contains four shotgun and pistol pigcops and at the end an EDF crate with some trip mines. After passing under the walkway and turning the corner, three shotgun and ripper pigcops are waiting for you. As you approach the end of this hallway a shotgun pigcop will drop down and rush at you, take him out in whatever manner pleases you and use the busted forklift to scale the fence. There is an RPG against the wall to the right as you drop down. The next section will feel a bit deserted as you enter the dark room. Do a bit of "house keeping" first by destroying the crates in the area (this gives the enemies later no cover from your bullets). Enter the door to the right and follow the path to the control room door (there is a room with an EDF crate with a holoduke on the way as well as a locker with steroids and two pipe bombs). If you go to the right when you reach it and jump over the debris there is another EDF crate sitting there with a trip mine inside. Open the door CHECKPOINT and flip the switch inside. Get yourself ready before you open the door again as a shotgun and pistol pigcop will be waiting for you. A large amount of pigcops will also spawn in the darkened room so use the door into it as a choke point to take out any pigcops who try to rush in (keep an eye out for thrown pipe bombs though). Once the first four pigcops (two waves of two) are dead move out and then duck back to safety as more appear on the walkway at the back of the room. These pigcops seem particularly pipe bomb spam happy so be careful. If you leave the safety of the corridor be warned there will be pigcops on the overhang behind you as you exit. There will be one pigcop in front as you exit and two on the balcony behind you so act accordingly. After those three are dead another wave will spawn in the same place as the last (one in front and three behind). Kill them off (I used the freeze gun and shotgun combo) and yet again another wave will spawn. There will be a berserker pigcop to look out for as well as two gunners in front of you. Once again another wave approaches with two berserker pigcops (you should have plenty of time to hit them as they get stuck in the door) and a super pigcop. Run around the area spraying him with your weapon of choice (he fires too fast to make sniping possible) until he is no more. I would advise doing the companion barrel part (use the forklift to reach the barrel and place it on the heart icon on the floor next to a door before the end of the level) to stock up for the next level as its going to be rough. I strongly suggest getting the shrink ray for the Octaking fight ahead but at least pick up the holoduke and beer. GENERATOR ROOM Step out of the elevator and just follow the path until you meet up with the general. After that pep talk walk into the main generator room and use the ladder to reach a control panel. After manoeuvring the pipes into a makeshift bridge and walking across you will be accosted by a pair of pregnators. Squash the bugs and climb up the ramp to the generator that is shooting out electricity. You will notice there is a gap in the railing that lets you fall down onto a tentacle so do this. Another pair of pregnators will be waiting for you after you drop down, so take care of them. Climb up to the next generator and use the tentacle to reach the metal walkway and crane operator. CHECKPOINT. Climb on the platform and prepare to be bombarded by assault troopers and captains. Wave 1) Assault captain, Assault troopers x 2 Wave 2) Assault captain, Assault troopers x 2 Wave 3) Assault captain, Assault trooper Wave 4) Assault captain Your only cover is the small enclosure on the right so hide in here and take them out as best you can. After the last one finally falls a CHECKPOINT will mark the arrival of the Octaking. Boss Battle - Octaking (Round Two) This is probably the hardest boss fight in the game and hopefully you've come prepared from the companion barrel room (Holoduke and beer). A devastator and spare beer are next to the control box and should be used during the battle. The octaking has two phases: Phase 1) Spawns octabrains and slowly fires energy balls at you. Phase 2) Destroys all the cover with thrown objects (they can still damage you) and then shoots energy balls rapidly, leading the shots in the direction you are heading. Method A - Commonly given as advice Start by grabbing the devastator, get in some shots as he rises and chug your first beer as the octabrains fly towards you. Strafe back and forth along the edge shooting off as many rockets as you can at him until your ego is nearly depleted. Once it is low use your holoduke, reload and fire off as much as you can (some people say to use steroids but I would advise you save them until his second phase if you are near death). After the holoduke fades (one full devastator clip + ammo crate reload) if you are lucky you will have weakened him enough for him to enter phase two once you have killed the floating octabrains. Retreat back into the small frame and start throwing pipe bombs at the octabrains. Use your second beer to keep Duke safe and just keep chucking those bombs. Once the final octabrain falls fire off some more devastator rounds at the octaking just to make sure he has entered phase two (otherwise more octabrains will continue to spawn). He will start by destroying the cover on the platform so use this time to get in some free hits. Once he has thrown the fan/propeller get ready to start dodging (run a direction until he fires the blast and then double back as he leads his shots). Only attempt to grab ammo if you are at full health. If he wings you and you are nearly dead, swallow the steroids to give yourself another chance (just remember you will move faster so don't run into the blasts). With a lot of luck and skill the Octaking is no more, well done for finishing one of the most gruelling challenges in Duke Nukem Forever. Method B - Personally used and won (requires shrink ray) Instead of using your resources up at the start you save them for the end battle. As his health bar appears lay into him with the devastator until the octabrains reach the platform. Swap to the shrink ray and shrink then pipe bomb them (they take one pipe bomb to kill when shrunk instead of three). Kill the first wave, reload explosives and ammo and use the relative lull to shoot the octaking some more. Repeat the tactic with the second wave and so on until the octaking drops down a bit, signifying the start of phase two (sometimes when throwing the pipe bombs the normal sized octabrains can steal the pipe bomb you are aiming at the shrunk octabrain so aim carefully). Chug your beer and go to town, dodging the thrown furniture and energy blasts. If you are near death, drop your holoduke and (if you haven't used it yet) grab your other beer in case. If need be sink the final beer and finish him off. A CHECKPOINT will occur, quickly fill your ammo and when his life bar refills blast him again until he finally croaks. Leave the platform and make your way past the dead octaking (giving it a few kicks/ melee swipes of hatred as you go past) and walk out on to the elevator roof. Drop down into the water below to finish the level. UNDERGROUND Leave the water and enter the room, to your left is a webbed corpse with a pistol, railgun and pipe bomb. Shoot the fire extinguisher and walk along the corridor. You will find yourself in another large generator room. Through a door on the right you will find a body with a shotgun. Return to the main room and drop down under the tentacle and up the ladder on the other side. CHECKPOINT. To progress you will need to push three red tool racks into the generator (although for some reason I only had to push in two) and climb the ladder above the broken fan to reach another CHECKPOINT. Through a door on the left you will find three octababies, a ladder leading to a freeze ray and stairs leading to the a small room with a loose vent cover. Smash the cover out of the way and climb in to reach the level exit. UNDERGROUND - Part 2 Head down the stairs and enter the water to find your first air vent. Move down the corridor and swim down to reach the next one. Here you will be presented with a choice: To the right is a dead end with a RPG launcher for you to grab (useful for the enemies ahead if you don't have a shotgun). The left path is where you need to go to continue on with the level. Open the hatch by turning the wheel to the left and quickly head inside and stand on the vent. Circle the room and as you leave prepare for a swarm of octababies to attack. Use your shotgun or RPG (I would advise using the RPG as it takes two or three shots in the right general direction instead of hitting them individually) to blow their brains out (figuratively speaking) and swim onwards until you reach a ladder. *********************************Contribution********************************* An alternate strategy for dealing with the octobabies has been outlined by Kuro-chan: "The Octobabies have a tendency to quickly surround you if you take too long to kill them (Like I do). I found the best strategy in dealing with them is to get past the turbine room, enter the next room 'just' enough to see the first Octobaby (and let it spot you), then quickly go through the turbine room again until you reach the entrance (where the bubbles are). If you can pull this off properly, all the Octobabies get stuck along a grate between the two doors and it becomes an easy turkey shoot." ****************************************************************************** Climb it to for a CHECKPOINT and to watch the Cycloid Emperor having a blast. The next room looks nearly identical to part one of this area, use the pipe on the right to reach an EDF crate with two trip mines. When you are ready, drop down for a CHECKPOINT and the generator column will be hit by an RPG, taking out the lights in this area. Turn on Duke vision and get ready for a difficult section. As you walk in a RPG wielding pigcop will spawn on the floor above. Kill him as quick as you can (you don't want him wandering around in the dark later). Around six pregnators will begin to spawn (two at a time). Once they have been defeated a door will be blown open and a shotgun pigcop will jump into the room (with an enforcer staying in the room it entered from). Take care of the pigcop and cautiously engage the enforcer (freezing is probably the easiest method). Once he has been taken care of, shoot the red barrel to open a new path and follow the corridor to the next level. THE CLARIFIER Traipse down the hallway picking up the railgun if you want and pipe bomb. A berserker pigcop will burst through the door in front of you so take the time to show him why being alone against Duke isn't a good idea. Move through the smashed door and another berserker pigcop will come to play. Do the same to him as you did his friend and take a left to pick up a shotgun and two trip mines. Then a right for a webbed corpse with a ripper and pipe bomb. Through the blue door you'll get another CHECKPOINT. Enter the office and break though the blockade of wooden crates to be welcomed by four shotgun and pistol wielding pigcops. Once they are dead an RPG pigcop and enforcer will spawn as well as a ripper pigcop on the balcony behind them. Smash the crates blocking the scaffolding from moving and push it up to the wall. After climbing it a pigcop will start firing at you from a (very stupid) position. Teach him the error of his ways with a well placed shot. Squeeze down into the office and trudge down the stairs. As you cross this new room a CHECKPOINT will activate. Throw the blue barrel into the container to trigger the next sequence. Shortly afterward a crazed engineer on a scissor lift will burst though a wall followed by an RPG pigcop and two ripper and pistol pigcops. You can use the time to throw in a couple of pipe bombs or just shoot them. Use your newfound toy to retrieve the two blue barrels (one directly behind the start point of the lift as well as a shrink gun in the darkness and the other on some scaffolding to the left of it) and throw them in as well. More banging on the doors signifies the pigcops are back as a berserker, super pigcop and enforcer barge in to say hello. If you need to you can retreat down the tunnel that the lift came through (there is a railgun at the end as well as some trip mines) and carve up the enemies. Immediately afterwards a door on the other side will be broken through and the same enemies will come out. Fight through these guys to find another blue barrel in one of the rooms. Chuck this in and prepare for a CHECKPOINT as well as a fight as two assault commanders blow their way into the room. I would suggest hiding in the tunnel (they rarely shoot through the broken door) and shooting them with either the shrink gun or freeze ray (with extra freeze) to finish them. Descend to the lower floor and climb up the scaffolding there so you can leap onto the crane and off the other end. Jump onto the large pipe and over the railings (there is a freeze ray here as well which you should keep for the next two missions if you don't already have it) and tread down the stairs to end the level. THE CLARIFIER - Part 2 Recommended weapon to carry through the level (for the boss fight) - Freeze ray As you descend the stairs an engineer will start screaming and begging you to save him. Watch as he receives his just deserts and then move cautiously ahead. A pipe bomb will arc over the central pipes repeatedly homing in on you so be wary. Four pregnators will also be in this small area, waiting to give you a kiss. Race out and kill a couple of them and retreat to lick your wounds before the pipe bomb blows you to bits. After killing them an octabrain will rise up over the pipes, pick it off with whatever you have and get ready for more. As you climb the ladder dividing the room another octabrain will spawn and the shotgun pigcop below will begin to fire at you. Concentrate on the octabrain then target the pigcop. Some more pregnators will be in the area so mop them up and climb up the ladder on the right. Balance over the tentacle to reach the upper tunnel. CHECKPOINT. Travel to the end of the tunnel and break open the grating to see the whole place is electrified. Climb onto the right support and drop down onto the small ledge on the right for a shotgun through the broken railing behind you. Use the floating wire spools as a bridge to cross the water. Circle round to find a ripper on the ground along with two pipe bombs. Open the blue door and follow the linear corridor, passing a pistol and RPG launcher on the way. Shortly afterwards you will find a green door. Open it for a CHECKPOINT and to see three barrels fall into the mess below. Don't follow them, instead look for some red pipes to your left and jump over. At the intersection take a left to find a webbed corpse with a shotgun and trip mine. Go back the way you came to find an incapacitated EDF soldier with two high explosive charges, a shotgun and past him two more pipe bombs. Climb down the ladder and prepare for five octabrains to assault you as you move the platform with the glowing pad. Take note, it may look like you are locked on to a tiny platform but you can use the wire spools to travel across the water if you are careful and hide behind the wall (I know its not easy being 'careful' when there are three octabrains on your ass but what can you do?). It is strangely satisfying to see them hit the water and die via electrocution (frozen of course). Head back to the central platform and turn the bridge one hundred and eighty degrees. Dodge the electricity as best you can (sprint) and stop at the constant stream. If you run jump you will take 3/4 damage and not die. Flip the switch and wait for the power flow to stop. Dive down and turn the valve to open a waterway and swim down it to enter the next level. BLOWIN' THE DAM Recommended weapon to carry through the level (for the boss fight) - Freeze ray Float along until you exit the waterway and move towards the valve in the middle of the area. When you turn it a series of bubbles will activate, allowing you to head up through a broken frame. To the far right is a treasure chest containing a beer and two pipe bombs. If you head to the left you will be attacked by two octabrains, spam your pipe bombs and then if you didn't grab them before go back and get the pipe bombs from the treasure chest. Travel back to where you were and place the explosive charge on the grating. Float along the pipe to the left and get ready for another octabrain fight after turning the valve and a CHECKPOINT. Unfortunately the ensuing fight is mostly down to luck. Start by throwing your two pipe bombs at one octabrain and then try to finish it off with your shotgun. Head back to the air vent and try to shotgun the other one to death. It is a difficult sequence but doable if you have those bombs. After recovering your air, swim over the long gap to another vent and find two more pipe bombs. You will see another valve and as soon as you turn it another two octabrains will spawn. Retreat back to where you came in (they won't follow you through the gap) and shoot them from there. Resume your jovial trip down the pipeline until you reach yet another valve. If you've managed to lug the freeze ray though this annoying level, this is where it pays off. Turn the valve (thankfully no more octabrains) and grab an RPG launcher. Float up to the grating and place the next explosive charge to be thrown backwards by the emerging Energy Leech. Boss Battle - Energy Leech: Method A - The easy way This method will take two shots to kill the energy leech... I'm serious. Dodge him as he crashes down and freeze him (and yourself) with the freeze ray. This will take him down to zero health. Shoot him once with the RPG launcher and he is done. Easiest... Boss.... Fight.... Ever. Method B - The hard way Boss attacks: Body slam - strafe away from the leech to avoid Spark missile - strafe away if you can Suction attack - swim away from the leech A lot of people compare this fight to the Octaking in terms of difficulty as the energy leech has a few annoying attacks. He will slam down on you, fire energy missiles at you and suck you towards him. The main danger of this fight is running out of oxygen, so focus primarily on this as being out of oxygen and then hit by the boss is what tends to kill players. There are two EDF ammo crates to refill your RPG ammo from and three sets of vents to use. Try to fire off a shot on the leech before going for more ammo as he will enter a recoil animation, giving you more time to get to the crate and time to avoid the ensuing body slam that inevitably follows. Use lock-on as much as you can to avoid wasting ammo (if he is right in your face don't blow yourself up). It is mostly just common sense but still a very annoying fight. Paddle up into the grate that the leech burst out of for a CHECKPOINT and follow the vents until you see a shining green hole above you. Burst up though it and jump out of the pool to finish the level. BLOWIN' THE DAM - Part 2 The whole place is coming down on your head so move your ass! Follow the catwalks and race through a few room (watching the pigcops flee as well). After you see them get ready as a berserker pigcop will rush you. Take care of him and race on and you will shortly run into a large room with a hole in the floor (I have to say listening to "Carry me home" by the Living End is an awesome fit for this level). Take the right path (or explode) and once the path disintegrates travel back and use the left path and the red pipes to cross the gap. If you fall off the pipes you will land in the water, just swim to the ladder and try again. CHECKPOINT. Follow the corridors until the water level starts rising and get ready for another one of the more annoying sections in this game. Barrels will start flying down the staircase and deal large chunks of damage if they hit you. There are two methods to climb these stairs. You can race up the stairs dodging the barrels (there is a very dangerous bit where you have to jump though a curtain of water in which you can't see the barrels so some dumb luck is needed). The other method is to use the rising water as a shield and just rise out when you need air. This stops the barrels hitting you but means you might drown instead. The red explosive barrels are one hit kills even with full ego so avoid them at all costs or you will be seeing the loading screen quite a bit. I would say to make the most out of your oxygen bar and only surface when you have to. When you eventually reach the top you can take out your frustration on the swine (berserker pigcop) that has been giving you so much grief. CHECKPOINT. Carry on until you see a mechanic being squished by a berserker pigcop. Take care of the pigcop and another two will spawn almost instantly. Get rid of them and head down the path behind where they spawned. Whatever you do don't follow the engineers as they are screwed. Look to the left to find a ladder to the bottom and work your way to the ladder against the far wall. Rise up like an avenging angel and race along the long waterway to be blasted to the end of the level. FINAL BATTLE Wake up to an unwelcome sight, once you get over that terrible shock the president starts berating you. Ignore him like usual until the Cycloid Emperor gives him his 'full cooperation.' It's go time so prepare to engage in the final battle... Boss Battle - Cycloid Emperor Charge Attack - This attack will most likely kill you the most so sprint to the side to avoid it. Missiles - Just keep moving to avoid these as he doesn't lead his shots. Stomp (Close range) - Backpedal or just don't get in close range if you can avoid it. Common Strategy - Normally recommended Circle the boss until his RPG wielding pigcop lackey drops down. Kill the pigcop and grab his launcher (he may also drop a pipe bomb you can use). Shoot the emperor with a few shots (some people leave two shots to take care of the spawning pigcops) and wait until the next pigcop/s spawn. Kill, steal RPG, shoot until he falls for the first time. Run up press X and then tap A to rip one of his arm cannons. After removing the first arm cannon the emperor will gain a new attack a laser guided nuke. The laser won't hurt you but the blast will. Get out of the area and resume your normal tactics. Using the pistol or shotgun to take out the pigcops. After the first group of pigcops is dead, an enforcer and flying assault captain will arrive to annoy you. Use your collected pipe bombs or headshots to take out the enforcer and ignore the assault captain. Shoot the emperor with the enforcer's weapon until it is empty and then retrieve an RPG launcher from the newly spawned pigcops. Another enforcer will spawn after this so either use some RPG ammo or the tactics outlined above. Repeat until the emperor falls for the second time. Press X and tap A to pull off the quicktime event. Continue dodging until the devastator and an ammo crate is dropped into the center of the area and use this to fill up your weapons (and grab the devastator) before going berserk on the emperor. Continue dodging and firing (using the container as a shield from the emperor) until he falls for the last time. Race in and complete the event (tap A rapidly and piss in his eye for a CHECKPOINT) to finish the Cycloid Emperor and if you have followed this guide from the start the game. Savour the feeling as that will be one of the most difficult fifty gamerscore you will ever earn. Alternate Strategy - Personally used and won *********************************Contribution********************************* I have been told that it is possible to destroy ALL the reinforcements for the boss battle thus stopping them completely. This info was provided by Kuro-chan and may help make the fight easier for you. It was possible to actually run out of enemies for the 'ships flying above' to drop. After they dropped around 30-40 Rocket Hogs, they suddenly stopped dropping anymore, leaving me a mountain of RPGs to use. (At this point, I was down to my last clip of ammo to pickup and only a few shotgun shells left.) In addition, this carried on through the rest of the fight. I only had to deal with the boss itself! No reinforcements! This made the rest of the fight easy as hell to finish. ****************************************************************************** The main problem of this fight is the lack of ammo for your weapons. So instead of using the RPG launcher ammo on the boss straight away spend your time killing the spawning pigcops over and over again at the start of the battle. Empty your pistol (including the two ammo pickups) and around half the shotgun ammo. At this point (if you are a decent shot, have used your ammo sparingly as well as some melee attacks to kill the pigcops) you should have enough ammo stockpiled to take the boss straight to phase three. Leave one pigcop alive (and keep him alive so no enforcers or new pigcops spawn) and proceed to rip the boss a new one. Once he falls for the second time make sure you keep the RPG as well as picking up the devastator when it drops (as you can reload both from the ammo crate). Put the emperor out of your misery secure in the knowledge that you did it the easier way with no enforcers and a blaze of RPG fire. Hope this guide helped you out and you didn't contemplate the aerodynamic properties of your controller too much (I know I sure did a few times when playing). So leave any questions, suggestions or alternate strategies that you think work better and I'll be happy to modify the guide and credit you. Thanks to the Duke for the memories as those pixelated strippers meant so much more then ***************************************************************** Copyright 2011 Ben Buttenshaw This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.