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FAQ/Walkthrough by Kuro-chan_101
/ BahamutZero

Version: 1.02 | Updated: 07/24/14

   DUKE NUKEM FOREVER: EXTREME CHALLENGE - DAMN I'M GOOD GUIDE Version 1.02
                    Written by: BahamutZero & Kuro-chan_101

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     MMMMMIIIII???????????????MMMMMMMMMMMMMMMMMM???????????????IIIIIMMMMM
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          --- WARNING: This Guide contains spoilers and language. ---

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******************************** VERSION INFO *********************************
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------------------------------
Version 1.02 (July 24th, 2014)

  - Added the Duke Burger menu to THE DUKE BURGER: PART 2, under the POINTLESS
    FUN section.
  - AT Laser multiplayer data was accidentally left empty in the last version.
    This data is now included.
  - Berserker Pigcops have a fatal move on lower difficulties (They drain Ego
    too fast on DiG for this to happen). If you grapple with a Pigcop for too
    long without fighting back, it will perform a move on you that instantly
    kills Duke, regardless of your current Ego and health. Invincibility must
    be turned off for this to happen. This was originally perceived as a bug,
    but further testing shows this is consistent.
  - Assault Commander damage table was full of errors. This has been fixed.
  - Found and fixed more typos and grammar errors.
  - It turns out the information presented about how much damage Duke takes on
    "Piece of Cake" and "Come Get Some" difficulties was incorrect. Additional
    testing shows the values were off. The guide now gives the correct values.
  - Several boss' HP values were changed, including: Alien Queen, Octaking
    (Round 2) and Energy Leech.
  - Several Weapons damage values were fixed, including: Impregnader 60->65,
    Enforcer Gun 168->165 and RPG Launcher (Multiplayer) 125->135. Initial
    tests showed an inconsistency between the damage done to enemies and the
    damage Duke could receive from them. Further testing showed the values
    are a match. Multiplayer RPG Launcher damage matched up with the Railgun,
    while in campaign, the RPG Launcher matched the Pipe Bomb and Laser Trip
    Mine damage.
  - Updated the information on enemies, including how much damage they do and
    take from certain weapons. Apparently, the game does factor in fractional
    damage and does not round up/down results. It is possible the engine uses a
    much larger number for the in-game values than this guide presents, though
    the ratios between weapons and attacks still match up ideally. It is also
    possible the game changes the HP on all enemies and destructible objects,
    but since the damage% rounds to a consistent number, the guide will assume
    it is the damage that changes.
  - Updated the information on weapons, including: Re-timing the melee attacks,
    plus added "Rate of Fire" and "Reload Times". There appears to be some
    variance in both the rate of fire and melee attacks, so the values given
    are based on an average of multiple attacks (per weapon).

-------------------------------
Version 1.01 (March 19th, 2014)

  - Added a note in the survival tips part of "Damn I'm Good" difficulty
    commentary about Pipe Bombs: A single enemy Pipe Bomb can kill Duke.
  - Added several notes and strategies to several of the missions, including:
    The Duke Cave, The Lady Killer: Part 3, Vegas in Ruin, The Forkstop,
    Underground (Parts 1 and 2), The Clarifier and The Duke Side of the Moon.
  - Added the multiplayer weapons to the list, even though they are not used
    in the campaign.
  - Assault Trooper Captain HP was revised from 120 to 75. Tests conducted on
    the unit showed it was far less resilient than previously thought.
  - Assault Trooper Captains and Enforcers wear extra armour that can deflect
    incoming fire (mostly ordinance) until it is blown off. Tests show that
    armour plates take the full brunt of a bullet before being shot off. The
    units that wear them are still vulnerable in the chest area. Some weapons
    (Like AT Lasers) bypass their armour protection and still do full damage.
  - Duke Bots and Duke Clones HP were revised from 135 to 125. They can be
    killed (On normal) with as little as a Steroids melee hit or a single RPG.
  - Damage Charts are included with enemies and bosses, now showing how
    effective certain weapons are on all difficulties.
  - Found and fixed a number of typos and grammar errors.
  - Inventory section was added, covering all the pickups for campaign and
    multiplayer. Some interesting observations were made about the Beer and
    Steroids, and how much they both greatly increase defense while they are
    in use.
  - Most bosses in the game are stunned after taking so much damage. This is
    the opportunity Duke has to finish a boss off. If the player fails, the
    boss rises again and the battle continues. A "RECOVERY FROM STUN" line has
    been included in boss battles, where it applies.
  - Many weapons received additional notes.
  - "Melee Cooldown Time" has been added to the weapon descriptions.
  - Multiplayer section was added, covering some basic details. If guide
    readers are sincerely interested in more information in this section,
    email the writers.
  - Octabrain HP was revised from 180 to 175. This was tested with a Railgun +
    2 Pistol shots (doing 175 damage, on Normal), which was enough damage to
    kill one, among other tests.
  - Revised all the Boss HP amounts as a result of learning about the changes
    to the explosive weapons damage. Most of the numbers are lower then they
    used to be.
  - Revised the entire difficulty system, adjusting for (What was first
    considered to be) odd percentages. The big inconsistency with the original
    setup was weapons damage; Non-enemies were also affected by weapon damage
    on different difficulty levels. (Alien lights, certain kinds of detachable
    cover). It then dawned on the developers that it is not the enemy health
    that changes, but how much damage Duke does with his weapons, so now the
    difficulty system reflects the % of offensive and defensive power Duke
    has. The numbers 'fit' the system a lot better.
  - RPG, Pipe Bomb and Laser Trip Mine damage was revised from 135 to 125.
    Extensive testing with Enforcers and Pigcops at different difficulties
    showed that is was impossible for explosives to do sufficient damage to
    one-hit kill a Pigcop on hard difficulty. Further testing with Enforcers
    (combining Pistol damage) showed explosive weapons did marginally less
    damage than the Steroids punch.
  - Steroids damage was revised from 160 to 128. This was reported on the Duke
    Nukem Wikia. It was thoroughly tested against a number of different
    opponents on different difficulty levels. The writers of this guide believe
    the value of 128 is either correct or "close enough", so the value on this
    guide was revised.

---------------------------------
Version 1.0 (December 22nd, 2013)

  - The guide has been completed and published.

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******************************** INTRODUCTION *********************************
*******************************************************************************

--------------------------------
Who this guide is aimed towards:

Anyone who plays this game will find the overabundance of information on offer
here useful. The creators of this guide have meshed together their two existing
guides and expanded their research even further to create an intricately-
detailed compendium of Duke Nukem Forever material. From BahumautZero's "Damn
I'm Good: Guide comes multiple detailed strategies for beating each encounter
and boss. From Kuro-chan_101's detailed Ego Boost Guide comes every Ego Boost
in both the campaign and the DLC. Additional information such as enemy health
levels, weapon power and strategies for individual enemies, achievements/
trophies and many other things have all been researched, analyzed and included
by the team as well in this extensive co-production.

The editors find that, unlike a lot of other FPS games, Duke Nukem Forever does
very little in the way of 'hand-holding' throughout the whole game. As the
player, you need to figure out where to go on your own (No points presented on
the game screen, for instance), how to win the Boss Battles, how to solve the
puzzles; you get to figure it out all by yourself. While this guide does give
you the basics on how to solve all the in-game puzzles, it's main focus is on
the boss battles and how to overcome them without 'literally' doing it for you.
We are not interested in removing the fun factor of the game, but helping to
make it possible to beat.

One other thing for people who love a challenge: We have included a tiered
challenge section where you can truly test your abilities against the games
pork denizens. With rules and levels of challenge, your inner 'hardcore gamer'
will be tested. Use our strategies or find your own to overcome these herculean
tasks.

-------------
Guide Basics:

Many sections are included in this guide that are above and beyond the basics.
This list covers the purpose of them.

Many levels in the original campaign are split up into smaller parts (For
instance, the level "The Lady Killer" is split up into three parts, so it is
not possible to re-play the third part without playing through the first two).
The guide treats each level and their parts as their own individual walk-
through.

LEVEL NAME:
- The start of any section includes the level name. A walk-through for a
  section starts here.

DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THIS IS A LEVEL NAME --                                 (TEST)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

ACHIEVEMENTS OBTAINABLE:
- The marks the first (and sometimes only) opportunity to score achievements.
  The achievements listed are (more or less) the same ones that can be earned
  on the Steam / Xbox 360 and Playstation 3 versions of the game. Where
  appropriate, points and medal values are listed with the achievements.

BOSS BATTLE:
- There are eleven boss battles in the game (counting the DLC Campaign
  add-on); each with their own challenges and different ways to handle them.
  Typically, bosses can only be defeated with explosive weapons (RPG Launcher,
  Devastator, Enforcer Gun, Pipe Bombs and Laser Trip Mines) and turrets.

CHECKPOINT:
- All checkpoints are listed in-game.

ENEMY ENCOUNTER:
- While not bosses, these mark enemies that are above and beyond your regular
  encounters. For example, in "The Lady Killer: Part 3" you come across an
  Assault Commander early on. While much easier to deal with in later levels,
  you lack any heavy weapons to help deal with this one, so it gets a special
  mention.

EGO BOOSTS AVAILABLE:
- Below this will be a list of Ego Boosts you can collect along the way. Any
  boosts marked with "--NEW!" means this is the first (and sometimes only)
  chance you have to earn them.

GLITCH:
- These are potential game killers, or simply oddities that have been observed
  through game play. On rare occasion, they can be used to benefit your game
  experience.

IMPOSSIBLE DEATH:
- These mark the few times in-game where you can die in a place you would
  (normally) not be able to. This actually involves you making a real effort to
  get yourself killed. This section is more for amusement.

NOTES:
- These cover important points that are above and beyond the regular
  information presented in the strategy. Most of the time notes are
  observations about the game mechanics by the editors or alternative ways of
  handling things.

POINTLESS FUN:
- Many little tidbits of useless information are included as well.

STRATEGY:
- Tricks and tips for defeating bosses and special enemy encounters. These
  are tried, tested, and they work.

------------
Game Basics:

It is assumed that players would know how to (at least) play the game. The game
provides a basic, but useful enough tutorial on the built-in functions, such as
moving around, firing and throwing weapons, picking up and switching stuff,
jump, melee and using items. But this guide will cover some odds and ends which
can help you get through the game.

EXECUTIONS:
- Once their health is depleted, some enemies will go down on their knees. If
  you get close enough you can 'Execute' them. This kills the enemy and gives
  you a full Ego recharge, making this very useful when dealing with ambushes.
  Frozen enemies are automatically setup for Executions.
- Executions apply to:

    * Humanoid-type monsters. The more alien-type ones (Pregnators, Octabrains,
      for example) can not be executed, even if they are frozen.
    * They must not be killed with an explosive or turret weapon.
    * You cannot execute shrunken enemies (But you can stomp on them).

- If you fail to execute them after a certain length of time, they get back up
  and attack you again, at full health. Pigcops tend to lose their weapons, but
  not go berserk. They will run up to you at their normal pace and start
  punching you.

GRABBING AND THROWING OBJECTS:
- You learn this in the third mission level "The Duke Cave", but objects can be
  picked up off the ground and thrown at enemies for severe damage. Most
  'regular' enemies can be killed / execution-setup with one hit.

SHOOTING EXPLOSIVES:
- Sometimes enemies are dumb enough to place themselves near an explosive.
  Targeting the explosives and letting them blow up near your enemies will
  deal real damage. Be careful with how close you are when the explosive goes
  off. In DiG difficulty, they can seriously harm you, too.

STRENGTH TAPS:
- You will get into situations where you need to rapidly press down a button to
  perform a special action using Duke's strength. This includes opening things,
  grappling with an enemy and defeating bosses. This guide refers to them as
  "Strength Taps". The default buttons for these are:

  * PC Version - Space Bar
  * PS3 - "X" Button
  * Xbox360 - "A" Button

  Ultimately, it depends on your controller/keyboard configuration.

NOTES:
    Pregnators and Berserk Pigcops will lock onto Duke and grapple with him.
    You need to quickly perform a Strength Tap to break free of their grip, or
    die. There are also scripted Strength Taps you must pull off against Duke
    Bots and Duke Clones in the DLC Campaign Add-on.

    The only bosses you do not perform a Strength Tap on are the Mothership
    and Octaking (Both times against the creature).

    If you fail a Strength Tap on a boss, it will get back up, damage Duke, and
    regain some of it's health.

RUN 'EM OVER!
- When in a vehicle (Mighty Foot, Moon Rover, Forklift, etc.), you can kill
  many enemies just by colliding with them, rather than wasting ammo. As a
  side benefit of riding vehicles, all damage you take is reduced by 50%.

UNDERWATER ADVENTURES:
- A number of things affect Duke while underwater:

  * You are given an oxygen meter along the bottom: Seek out sources of oxygen
    and keep the meter full, or else you will suffer 10 pts. of damage a second
    (Difficulty level does not matter) until you visit the loading screen
  * Movement speed is greatly reduced
  * You cannot use Beer, Holoduke and Steroids
  * Impregnader does not function
  * Freeze Ray will freeze you, on the spot; aside from exploiting a glitch
    during the Energy Leech boss battle, this should not be used while
    submerged

USE YOUR INVENTORY:
- You are given items through the game that help to improve your situation.
  Do not shy away from using them.

  * Beer helps you shrug off a "LOT" of damage.
  * Steroids are useful in close-quarters situations where you are surrounded
    and you need to do lots of damage, quickly.
  * Holoduke is very useful for bosses and large ambushes where you need to
    distract the enemy. They will ignore you, since you becomes invisible and
    focus on the Holoduke.

USING PIPE BOMBS AND LASER TRIP MINES:
- You can setup ambushes of your own with these weapons. Throw Trip Mines along
  a wall, but low enough so enemies will trigger them and throw Pipe Bombs at
  enemies themselves while they attack you. You can also stock up on explosives
  when you find a cache; it looks like a pile of Pipe Bombs and Trip Mines
  sitting around.

-----------------------
Difficulty of the game:

Depending on the difficulty level you play on this game can be a simple stroll
through the tulips or the equivalent of headbutting your way through pure
diamond. Damn I'm Good Difficulty is frustratingly difficult at times and the
excruciatingly long loading screens when you die don't help matters (For non-PC
versions). When you are on a roll however, the challenge makes the game quite a
lot of fun (until the next brick wall anyway). It is not as controller-
throwingly hard as some of the levels of CoD: World at War on Veteran
(BahamutZero is looking at you, Blowtorch and Corkscrew and Heart of the Reich)
, but it comes close at times.

The top difficulty "Damn I'm Good" is locked, so you need to beat the game at
least once. If you beat in on "Let's Rock" or "Come Get Some", you will unlock
the Duke Nukem 3D Freeze Ray ability. This turns the already useful Freeze Ray
into a devastating weapon in your toolbox of tricks when attempting to beat
"Damn I'm Good" (And the extra Ego does not hurt, too).

------------------
Difficulty levels:

Duke Nukem comes with four difficulty levels. There are no changes to the AI,
number or types of enemies you face, so your basic strategies will remain the
same. What changes are how much damage you can do to enemies and how much
damage they can do to you. At higher difficulties, the damage increase makes it
imperative to find Ego Boosts as often and as early as possible, to help
improve your survival rating. Low Ego and heavy damage can also mean some
attacks will outright kill you, even if you have Ego strength left in your bar.

Piece of Cake
- Duke's attack damage is 125% of normal
- Enemy attack damage is 75% of normal
- This mode is useful for helping to become accustomed to playing Duke Nukem
  Forever. You can unlock the "Damn I'm Good" difficulty playing at this level.

Kuro-chan_101 Commentary:
    I do not consider this difficulty an embarrassment to play. It is what I
    first played to help me get into the game before I tried harder
    difficulties, including "Damn I'm Good". I consider this the "Learning
    Experience", especially since the AI and number of enemies do not change,
    just how much punishment they deliver and they require to bring down. If
    you are unfamiliar with the game mechanics, even Piece of Cake can be
    tricky, the first time around.

Let's Rock
- Duke's and the Enemy attack damage are at 100% of normal.
- This it the standard difficulty level of the game. Beating the game at this
  difficulty or higher unlocks a number of features in-game, including the
  Freeze Ray.

Come Get Some
- Duke's attack damage is 75% of normal
- Enemy attack damage is 150% of normal
- This is the highest difficulty you can play without beating the game once.

Damn I'm Good
- Duke's attack damage is 50% of normal
- Enemy attack damage is 200% of normal
- This difficulty must be unlocked by completing the game at least once on any
  difficulty, even on easy. The walkthrough/guide is tailored to accommodate
  this difficulty level.

----------------------------------------------------------------
Tip and Suggestions For Surviving on "Damn I'm Good" Difficulty:

Some players have not managed to beat the game on this difficulty setting. This
walk-through/guide is made with them in mind. To help survive, the editors
strongly suggest going along with tips and suggestions provided below:

- Have a full Ego Bar. Kuro-chan has provided Ego Boost Guides that are
  available on GameFAQs and Neoseeker for viewing. This walk-through/guide
  uses the Ego Boost names on those guides.

  * For the normal campaign:
  http://www.gamefaqs.com/xbox360/944794-duke-nukem-forever/faqs/67956
  http://www.neoseeker.com/resourcelink.html?rlid=752382&rid=468340

  * For the DLC add-on:
  http://www.gamefaqs.com/xbox360/944794-duke-nukem-forever/faqs/67292
  http://www.neoseeker.com/resourcelink.html?rlid=752385&rid=468341

- Grab items and throw them at enemies (Barrels, bricks, garbage cans). They
  can kill / Execution-setup lesser enemies.
- Spam the Laser Trip Mines and Pipe Bombs. It is better to use your inventory
  than to constantly re-visit the "Loading Game" screen.
- Take advantage of any and all Executions. You will need those Ego recharges
  while you are in battle.
- Avoid grappling with Pregnators and Berserk Pigcops. They do brutal damage
  up-close and the odds are not good you will survive an encounter with them.
  Play it safe and keep your distance.
- In the Hive, shoot everyone and everything. It is cruel, but will make the
  level far less annoying than dodging Octababies.
- Win the game at least once on "Let's Rock" or "Come Get Some" difficulty to
  have access to the 3D-version of the Freeze Ray. You can access this through
  Extras / Extra Game Settings. The Freeze Ray becomes a lot more useful in
  the last half of the campaign with this setting turned on. You can always
  turn it off to recharge the weapon.
- Try to be aware of all the ambushes throughout the game. That way, you come
  in better prepared. To help you out, this walk-through/guide covers all the
  ambushes and what to expect.
- Pay very close attention to all Pipe Bombs thrown in your direction. They can
  score a one-hit kill if you are too close.
- If you are a fan of headshots, try setting head scale to 150% of normal. You
  can access this through Extras / Extra Game Settings. This should be more
  helpful when using the Pistol and Ripper.

There are a few sections that will prove to be unusually difficult, if you are
not careful.

CRASH COURSE
- There is a turret section on this level that is (arguably) the most difficult
  part of the whole game. You WILL... DIE... A LOT trying to get through it.

Boss: Alien Queen
- Some people say this boss is tough because of the Pregnators and Octabrains
  that ambush you and the lack of room needed to help deal with them. Be
  equipped with a Ripper and RPG and try to keep at least a couple Pipe Bombs
  handy. The boss should always come second to any other alien you need to
  deal with.

Boss: Battlelord #2
- This is one of two boss battles that are known to be tough. The battlefield
  is long, but very narrow, which limits your ability to go around him. He also
  likes to kick vehicles around, which are potentially fatal if they hit you.
  Even trying to get ammo puts you in his field of fire. It is a dangerous
  fight, at best.

Boss: Octaking
- If you come prepared with a Shrink Ray (which you can obtain in the previous
  level), you should be able to survive the encounter. The biggest problem is
  the three Octabrains that continually spawn until you deplete around 20% of
  the Octaking's health bar, then the battle becomes much easier.

All of these sections have strategies that are proven to help you survive the
encounters.

--------
Contact:

Do you have suggestions for strategies? Found something we missed? Been doing
research on your own and found something new or inconsistent with our efforts?
You are welcome to email us about our walk-through. Both editors have easy
access to this guide and can make suitable changes as needed. Credit will be
provided for any published information.

The editors can be contacted through the following email addresses:

BahumautZero: benbutton600@hotmail.com
Kuro-chan_101: kuro101@kuro-rpg.net


                      Now, let the bacon spankin' begin!

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****************************** TABLE OF CONTENTS ******************************
*******************************************************************************

-------------------------------- INTRODUCTION ---------------------------------

Walk-through / Guide Layout:

The ambush and combat strategies are designed with the Playstation 3 and Xbox
360 versions of the game in mind, since they have a carry limit of two weapons.
A patch for the PC version increases that limit to 4 weapons, allowing for far
greater flexibility in combat.

Finding Stuff:

Just use Ctrl + F (the find function) and key in the code for the level to
skip to the portion of the guide you need.


------------------------------ TABLE OF CONTENTS ------------------------------

---------------------------------- CAMPAIGN -----------------------------------

LEVEL 01 - Duke Lives ...................................................(CH1)

LEVEL 02 - Damn! It's Late...............................................(CH2)

LEVEL 03 - The Duke Cave ................................................(CH3)

LEVEL 04 - Mothership Battle ............................................(CH4)

LEVEL 05 - The Lady Killer ..............................................(CH5)

           The Lady Killer (Part Two) ...................................(CH6)

           The Lady Killer (Part Three) .................................(CH7)

LEVEL 06 - Vegas In Ruin ................................................(CH8)

LEVEL 07 - The Duke Dome ................................................(CH9)

           The Duke Dome (Part Two) ....................................(CH10)

LEVEL 08 - The Hive ....................................................(CH11)

           The Hive (Part Two) .........................................(CH12)

LEVEL 09 - Queen Bitch .................................................(CH13)

LEVEL 10 - Duke Nukem's Titty City .....................................(CH14)

LEVEL 11 - Crash Course ................................................(CH15)

LEVEL 12 - The Duke Burger .............................................(CH16)

           The Duke Burger (Part Two) ..................................(CH17)

           The Duke Burger (Part Three) ................................(CH18)

LEVEL 13 - The Mighty Foot .............................................(CH19)

           The Mighty Foot (Part Two) ..................................(CH20)

LEVEL 14 - Ghost Town ..................................................(CH21)

LEVEL 15 - Highway Battle...............................................(CH22)

           Highway Battle (Part Two)....................................(CH23)

LEVEL 16 - Dam Top......................................................(CH24)

LEVEL 17 - The Shrunk Machine ..........................................(CH25)

           The Shrunk Machine (Part Two) ...............................(CH26)

LEVEL 18 - The Forkstop ................................................(CH27)

           The Forkstop (Part Two) .....................................(CH28)

LEVEL 19 - Generator Room ..............................................(CH29)

LEVEL 20 - Underground .................................................(CH30)

           Underground (Part Two) ......................................(CH31)

LEVEL 21 - The Clarifier ...............................................(CH32)

           The Clarifier (Part Two) ....................................(CH33)

LEVEL 22 - Blowin' The Dam .............................................(CH34)

           Blowin' The Dam (Part Two) ..................................(CH35)

LEVEL 23 - The Final Battle ............................................(CH36)

----------------------------- MISC. ACHIEVEMENTS -----------------------------

------------------- DLC CAMPAIGN: THE DOCTOR WHO CLONED ME -------------------

LEVEL 01 - Rude Awakening ..............................................(CH37)

LEVEL 02 - Going Down ..................................................(CH38)

LEVEL 03 - In Security .................................................(CH39)

LEVEL 04 - The Clone Carousel ..........................................(CH40)

LEVEL 05 - Me, Myself And I ............................................(CH41)

LEVEL 06 - Meat Grinder ................................................(CH42)

LEVEL 07 - The Doctor Is In ............................................(CH43)

LEVEL 08 - Magic Carpet Ride ...........................................(CH44)

LEVEL 09 - Drunken Crane Master ........................................(CH45)

LEVEL 10 - All Your Base... ............................................(CH46)

LEVEL 11 - Tunnel Vision ...............................................(CH47)

LEVEL 12 - The Burning Bush ............................................(CH48)

LEVEL 13 - Teleportation Spire .........................................(CH49)

LEVEL 14 - Duke Side Of The Moon .......................................(CH50)

------------------------------ MULTIPLAYER NOTES ------------------------------

----------------------------------- ENEMIES -----------------------------------

----------------------------------- WEAPONS -----------------------------------

---------------------------------- INVENTORY ----------------------------------

---------------------------- EGO BOOST MASTER LIST ----------------------------

--------------------------- ACHIEVEMENTS MASTER LIST --------------------------

------------------------------- CHALLENGE GUIDE -------------------------------

--------------------------------- LEGAL STUFF ---------------------------------

-------------------------------- FINAL COMMENTS -------------------------------


*******************************************************************************
*********************************** CAMPAIGN **********************************
*******************************************************************************

DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- DUKE LIVES --                                            (CH1)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Stop Pissin' Around! (+1 Ego) -- NEW!
The Balls Have Dropped (+2 Ego) -- NEW!
Who's That Handsome Devil? (+1 Ego) -- NEW!

- You can start collecting Ego Boosts after defeating the Cycloid Emperor.

- The list will cover all Ego Boosts that can be collected in a level. Ones
  marked with " -- NEW !" means it is the first time the Ego Boost becomes
  available. If you focus on collecting the boosts with the tag on them, you
  should have no trouble collecting them all.

- The names used for Ego Boosts are off the Ego Boost Guides created by
  Kuro-chan.

  http://www.gamefaqs.com/xbox360/944794-duke-nukem-forever/faqs/67956
  http://www.neoseeker.com/resourcelink.html?rlid=752382&rid=468340

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Turd Burglar (+10G / Bronze) - Find and steal a piece of poo

    - In one of the cubicles behind you (as you start the game) is a turd you
      can pick up and throw (The trailers really pushed this, didn't they?).

Drawrings (+10G / Bronze) - Doodle something on the whiteboard in SP

    - When you arrive at the 'Strategy Meeting', draw on the whiteboard to
      unlock this cheevo.

Sunday, Black Sunday (+5G / Bronze) - Shoot down the blimp above the stadium

    - During the Cycloid boss battle, look above you for a blimp and shoot it
      down.

One-Eyed Freak (+10G / Bronze) - Defeat the Cycloid

    - Story based, cannot be missed.

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

Stop pissing about (Or take your time, it is really up to you) and make your
way to where the troops are coming up with a strategy for taking on the Cycloid
Emperor.

POINTLESS FUN:
    If you take a long time at the urinal, an EDF soldier will come up to you
    (out of view) and offer to help you. He'll also engage in some friendly
    banter.

"Alright, step one! Alpha team straight up the middle! Blake! Flank Left!
Phillips and I head around. That's step two. Step three is... uh... um..."
"Uh, profit?"
"Right! You ready? One, two... Break!"
-- EDF soldiers discussing their strategy.

Move up after them and proceed to get knocked on your ass (for the first of
many times in this game).

CHECKPOINT

Move down the now open corridor (the one the guard is at), down the stairs and
through the hall (after turning left, then right) to pick up the Devastator.
The elevator will take you up to the football field where you can re-enact a
cool, but easier version of an important boss battle.

*******************************************************************************

BOSS BATTLE - CYCLOID EMPEROR

"It's down to you and me, you One-Eyed Freak."
-- Duke Nukem

HEALTH: 3000
RECOVERY FROM STUN: 350
DIFFICULTY: 1/5
EFFECTIVE WEAPONS: Devastator

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              60          75          100         150

ATTACKS:
    Missiles
       * Damage: Easy - 9, Normal - 12, Hard - 18, DiG - 24
       * Strafe and/or run to avoid these

    Stomp
       * Damage: Easy - 37.5, Normal - 50, Hard - 75, DiG - 100
       * Do not get too close to the Emperor. His stomp can cause severe damage
         or kill you, even if it does not score a direct hit. The attack also
         sends Duke flying into the air. Try to jump in the air as his stomp
         hits the ground.

    Charge
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * This attack will knock you to the ground if you are hit, setting you
         up to get stomped on. Keep an eye on his jetpack (flames will appear)
         and start dodging early to stay safe.

    Ground Pound
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * Like Charge, this attack knocks you to the ground. Move out of the
         way; this attack is not difficult to avoid, especially if you are
         keeping your distance from the Emperor.

    Strength Tap Fail
       * Damage: Easy - 52.5, Normal - 70, Hard - 105, DiG - 140
       * The Cycloid Emperor picks you up off his back and throws you across
         the field. Unless you have a full Ego bar and health in DiG, this is
         fatal.

STRATEGY:
    Lay into him with your Devastator while you circle-strafe around him. Keep
    your distance: His attacks are fast, but not accurate, giving you a good
    chance to dodge everything, provided you are far enough away. Even with a
    reduced Ego bar, this battle should not be difficult.

    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. Fire at him when he
    stops moving and keep your ammo topped up. At first he will attack with
    only Missiles and the Stomp if you get too close, but after knocking his
    health bar down more than halfway, he will also use his Charge and Ground
    Pound attacks. After wearing him down he will eventually drop.

    Approach, climb onto him and perform a Strength Tap to rip out the life
    support cable (If you fail this, he will grab you and throw you across the
    field for serious & potentially fatal damage). Line yourself up with his
    eyeball and "Kick the Field Goal".

NOTES:
    The claw arms are capable of blocking Devastator missiles, resulting in
    minimal, if any, splash damage. Focus fire on the chest and head for
    maximum results.

    If you leave any Devastators on the field in view of Duke kicking the
    goal, you may notice them as regular EDF crates, but they will bust open
    as soon as the Field Goal scene starts.

*******************************************************************************

CHECKPOINT

Enjoy your "Reward" and finish talking to your babes, the Holsom Twins. Get up
and move around. Before walking out into the hallway you can enter the bathroom
and pick up two Ego Boosts (toilet and mirror) and listen to your first [PHONE
MESSAGE 01/14]. After moving into the bar room, you can talk to the two babes
again and shoot some pool for an Ego Boost.

NOTES:
    Duke can hit the cue ball at any time, even when it is on move. If you see
    the cue ball heading for a corner pocket, try to hit it again and knock it
    off it's course, avoiding the frustration of losing.

BahumautZero Commentary:
    I and the human race hate this mini-game and wish it would die in a fire.

Kuro-chan_101 Commentary:
    Between Duke's apartment and Titty City, I find the pool game is marginally
    easier to play here, and definitely easier to play than inside "Duke's
    Digs", where the game suffers from combat mechanics (Duke walks around
    faster and can sprint, as opposed to non-combat situations where he walks
    slower).

Head out to the elevator and press the elevator button to open the door and
again to descend / finish the level.

IMPOSSIBLE DEATH:
    Following the battle with the Cycloid Emperor, it is possible to die. The
    small pool of water in front of the television is 'just' deep enough to
    kill you. If you crouch down in the deepest part and look straight down,
    you will trigger the oxygen meter. If it runs out, you Ego and health will
    deplete, eventually taking you back to the loading screen.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- DAMN! IT'S LATE... --                                    (CH2)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Better Not Find This on Ebay (+2 Ego) -- NEW!
Stop Pissin' Around! (+1 Ego)
That's How 'Ya Nukem! (+2 Ego) -- NEW!
Who's That Handsome Devil? (+1 Ego)

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Nobody Likes A Whiner (+5G / Bronze) - Knock out the talent at the talk show

    - When you meet the guy who continually complains (after signing the
      autograph book and talking to Johnny), smack him in the jaw.

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

Stroll on down to the set, stopping in the hallway for snacks and in the
Employee Lounge for a (Ego Boost) microwave treat (The Rat or the microwave
popcorn, whatever suits your appetite).

POINTLESS FUN / GLITCH:

    GameFAQs member GothamsSavior noticed something interesting in this section
    of the game.

    "I saw something strange in that level. Remember that guy in the pink shirt
     that passes out next to the microwave? If you throw a bag of popcorn at
     him as he's passed out, the force of the object ACTUALLY moves him! It's
     like the bag of popcorn is some unknown force, or something. XD"

    This has been tested on the XBox360 and PS3 versions of the game. Also,
    the Rat does even weirder things if you drop it on top of him.

"Wow! He's so cool!"
"Yeah, I'd thought he'd be taller."
-- Kid & his parent.

The kid and parent are physically blocking the way to the stage, so take some
time and sign an autograph for the kid on the way (Ego Boost as well), then
step onto the stage. After Duke's important interview is cancelled because half
the staff ran off to see what was going on at Duke Burger, exit the stage to
your left.

CHECKPOINT

Punch out the 'talent guy' if you feel like it (Achievement) and head through
the door at the top of the stairs. Further on there is a bathroom and a
dressing room where you pick up a couple Ego Boosts if you missed them before.
Follow the escaping civilians as they flee, get in your personal elevator and
head on up. The power cuts out just before you reach the top floor, so open the
emergency hatch and climb out the top. Perform a Strength Tap, force the doors
open and walk up the stairs to find some wannabe on your throne. The kid is
whining to have his picture taken and he is not leaving until you do, so snap
the picture, make the kid vacate your seat, and sit down on your throne to
finish the level.

IMPOSSIBLE DEATH:
    It is actually possible to die on this level. Touch Duke's finger to any
    electrical outlet and it will do a little damage. Repeat it enough to
    drain the Ego and eventually kill Duke. There are several found along the
    hallways

POINTLESS FUN:
    Take the Rat with you once you find it and carry it with you for the rest
    of the mission. When you reach the bathroom or dressing room, you can see
    your reflection and the Rat squirming around in your hand.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE DUKE CAVE --                                         (CH3)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Basket Case (+1 Ego) -- NEW!
Balls of Fail (+3 Ego) -- NEW!
Bench Presser (+3 Ego) -- NEW!
Curl It! (+2 Ego) -- NEW!
Hit it Fast (+1 Ego) -- NEW!
Like a Punching Bag (+1 Ego) -- NEW!
Who's That Handsome Devil? (+1 Ego)

* All boosts on this level can be found in the gym.
* The mirror can be destroyed, preventing you from earning the related Ego
  Boost, if you have not earned it yet.

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Balls Of Steel (+25G / Silver) - Earn a 1,000,000 pinball score in SP

    - The key to earning 1,000,000 points is to know the basics of the pinball
      game. You can use the tilt feature to shift the ball in a different
      direction, but too many times at once and the game will lock on you.
      There is also 'combos' you can earn which multiply your score by 2x, 4x,
      6x and 8x (The Nukem emblem is lit up).
    - To earn 1,000,000 easily, focus on getting at least a 2x combo. If you
      can manage to get 4x, 6x or even 8x with only losing 1 ball, you are in
      great shape. From there, you stay on the far upper left corner with your
      paddle and only score points along the far left side (the three sliding
      panels and the round thing). Use tilt to push the ball to the left if
      it strays off course. If you have to use tilt, hold the ball in place
      with the paddle for a leave the ball for a few seconds and let tilt
      'recharge' so the game does not lock on you. This is about patience.
      Play it cool and that 1,000,000 points will be yours, easily.

Flagon Of Chuckles (+5G / Bronze) - Drink a Beer in SP

    - The first Beer is found in this level (and mentioned in the guide). Hold
      onto one of them until you obtain the Steroids (later in the level) and
      take them both quickly to get substance abuser as well as the two single
      achievements.

Juiced (+5G / Bronze) - Take Steroids in SP

    - Location mentioned in the guide. See above achievement for when to use
      it.

Substance Abuser (+10G / Bronze) - Drink Beer while on Steroids or vice versa
                                   in SP

    - If you followed the above instructions you will obtain this near the end
      of this level.

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

Step off the platform and proceed to get cock-blocked by your superiors. After
the chat is over head through the door at the back of the room.

CHECKPOINT

"I've got a bad feeling about this."
-- Duke Nukem

Punch out the Assault Trooper in the door then perform a Strength Tap to rip it
open, since you don't "Need no fucking Keycard".

CHECKPOINT

Grab an object (scripted event) 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. Each of these takes 3 punches
to beat to the ground on DiG difficulty. They deserved it, since they drank all
your Beer...

GLITCH:
    Even though the door to your gym is open, the game may still prompt you to
    "Open" it.

There are a lot of things to do in the gym. Performing all the activities will
give your Ego a considerable boost. When you are finished, perform a Strength
Tap to rip open the hatch and climb into the tunnel.

Which ever path you follow, a pipe along the side will suddenly burst open and
flames will spew out. Double-back around and take the other path, then exit
into another corridor. As you exit you will walk over three cans of Beer
(consumable). Since you can only carry one with you, the other two are at your
disposal, but make sure you hold onto one for later on. There are dumbbells
behind you to throw (and curl if you missed an Ego Boost earlier) and trophies
on the ledge to the right. When two Assault Troopers appear, you can either
punch out or throw stuff at them. As you go through the next door two more
Assault Troopers will fall from the ceiling. Punch and/or throw items at them
and keep going.

When you reach the door, the Duke Cave will suffer a power failure. Enable your
Duke Vision to see where you are going, perform a Strength Tap on the door and
climb down the pipes.

CHECKPOINT

Jump off the pipes to get the 'drop' on two Assault Troopers. They cannot see
you but will react to you punching them, by taking pot shots at you with their
AT Lasers and claws. You could also ignore them, since they cannot see you.
Deal with them however you want, then perform a Strength Tap on the door and
walk into the next room.

Grab a barrel to throw at the blind Assault Trooper. Perform another Strength
Tap on the door ahead and walk into the next room. Beat up the next two
Assault Troopers. Smash the vent as the end of the room and enter the chute,
drop in and crawl around. More barrels means two more Assault Trooper
fatalities. Grab/ smash the barrel line-up holding up a pipe. Walk along the
tilting pipe to change it's angle, then walk back, jump to the next area.

CHECKPOINT

Bash down the grate and move into the reactor room. There are three Assault
Troopers inside this room. Kill the first guard and pick up your first weapon,
the AT Laser. Use this and melee to take out the remaining enemies in the
circular room. There is also a heavy weight you can pick up and throw at the
troopers while the room is still dark.

Replace two of the battery cells and a door will open, revealing Assault
Troopers. Eventually, four of them will attack you while in the small room.
Retreat to the reactor room if need be to stay alive.

Head onto the next room (to your right).

CHECKPOINT

Pick up the remote control to use the toy monster truck. The vehicle starts on
the far right side. Drive the truck down to the floor and around to the other
end of the room (left side). Climb up a slope onto the next shelf (2nd level).
Drive it along and push stuff holding up hinged shelf which will drop down.
Back up and clear the shelf, then climb up to the 3rd level. Drive around until
another hinged shelf drops you down to the 2nd level. Drive along the edge
(while steering left) to push the battery cell off the shelf. Fall onto the
floor and push the cell into in hole along the wall (far left side). When you
have pushed it far enough, Duke will set the controller down. Return the way
you came, grabbing the battery as you go. Put the battery cell back in the
casing, grab the Steroids and and use them along with the Beer.

CHECKPOINT

"Power on. Now it's time to kick some ass."
-- Duke Nukem

A total of eight Assault Troopers will drop in from chutes around the reactor
room and attack Duke. You will face a maximum of five at any time. Drink your
Beer and go around the room with the AT Laser, shooting them all in sight.
Since the Beer makes their attacks trivial, don't worry about taking cover,
just get the job as quickly as you can. Since each Assault Trooper will drop an
AT Laser after being killed, ammo is no problem.

Do not let your guard down. A door leading out of the room will open and two
Berserk Pigcops will rush in. You can use your gun to kill them off, but it
will take at least four volleys per Pigcop and you may not have the time before
they are on top of you. Their attacks are quite lethal. The safer method is to
use the Steroids and fight them on equal terms. Steroids shrug off 2/3rds of
incoming damage and you can rip a Pigcop to pieces in two hits.

CHECKPOINT

Head down the new tunnel and pick up your piece. Next is a long corridor with
eight Assault Troopers, one after another. Pick them off with headshots using
the Pistol or just spam them with your AT laser. You can find three more
Pistols along the way, so ammo will not be a concern.

Four more Assault Troopers are playing around with your turret, so show them
who's turret is bigger.

NOTES:
    If you have not curled a dumbbell yet, you will find a small stack of them
    beside the pile of crates near the entrance to the turret room. They can
    also be used as a throwing weapon against the remaining Assault Troopers
    harassing your turret.

    For the GUNSLINGER achievement, the Golden Pistol you must take is the one
    you must carry with you for the rest of the game.

After all the Assault Troopers are the equivalent of floor paintings, interact
with the turret and you will rise to the surface and the next level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- MOTHERSHIP BATTLE --                                     (CH4)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Natural Disaster 3X (+10G / Bronze) - Kill 3 aliens at once

    - This is easy to obtain by aiming at the cargo bay doors when a dropship
      arrives, destroying the three enemies inside and gaining the achievement.

Big Guns, Big Ships (+10G / Bronze) - Blow up 5 enemy gunships or dropships

    - If you are playing this on DIG difficulty you will kill far more than
      this just trying to survive.

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

Ride the turret all the way to the rooftop for a fun and exciting battle.

*******************************************************************************

BOSS BATTLE - MOTHERSHIP

This is definitely the easier of the mandatory turret battles (get used to the
turrets feeling like they do no damage) so use every spare second you have to
fire on the Mothership. You are on a timer for this level. Spend too long and
the Mothership will blow your ass to hell.

- Set your Vertical and Horizontal Sensitivity to 1 for this battle. That will
  make it a lot easier to stay with and destroy Attack Ships with as few shots
  as necessary.

- Rapidly tap the trigger button, instead of leaving it at full-auto. You
  should have nearly the same rate of fire, but it heats up at a slower rate.

- The Mothership does not attack (or do anything at all) 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 long the fight has dragged on for.

- There is no actual pattern to 'how' the ships arrive. They will approach
  from either the left or the right.

The attacking units are defined 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.

Between each wave is a small break. Use it to attack the Mothership. If you
have been keeping track of the enemy waves, you can ignore the last Attack Ship
and focus on the Mothership since your Ego will have recharged before moving on
(This only applies if you have a full Ego bar on DiG difficulty. If you are
playing with a reset bar, do NOT try this).

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.

NOTES:
    If you melee a grate to your right after entering the vents, instead of
    going to your left, you will eventually overlook a 'scene' between two
    women.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE LADY KILLER --                                       (CH5)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

There are no Ego Boosts or level-specific Achievements available on this level.

Start by exiting the vent to find you are on top of a lift with a woman who is
not coping with the stress very well. After either grabbing the brake or
waiting for the cables to snap, the lift will start falling, rather quickly.
Rescue both her and yourself by grabbing the brake and slowing the descent of
the lift. Once the elevator stops, climb down the ladder while hearing how the
babe threatens to "go down" on you, too. Perform a Strength Tap on the door,
only to find each door into the room is trapped with Shrink Pods. Courtesy of
them, you are now the size of a toy (So many things are wrong about this).

CHECKPOINT

"What the hell ever happened to crop circles and anal probes?"
-- Random person

Push the trolley out of the way and use the kid's RC car to follow the hallway.
Ignore the aliens as best you can while they get on with the latest rage of
kidnapping babes. Drive under the door and follow the path in the large
circular room, going up and down a flight of stairs. When it looks like you
have reached a dead end, turn around and see a ramp to the right of where you
jumped in from. Boost off it and follow the path until you end up down the
stairs and on the ground circle. Stay close to the fountain, then drive past,
then do a one eighty. You then need to boost onto a ramp, make contact with the
statue and use her ass (not joking) to carry you all the way to the other end
of the room. Roll under the door.

CHECKPOINT.

You will enter a darkened room. Follow it around, eventually climbing up to
the display and boosting over a platform. Observe an Assault Trooper Captain
kidnapping another babe... Dammit. Follow the path out and into another
hallway. You will see 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.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE LADY KILLER (PART TWO) --                            (CH6)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Always Bet on Duke (+2 Ego) -- NEW!

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

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.

CHECKPOINT

"Always bet on Duke."
-- Duke Nukem

Head to the roulette table. You will see some dead EDF troopers. Grab the
Pistol ammo if you need it and jump up onto the table. Jump onto the cigarette
vending machines, onto the stool which bounces you over to the next table, onto
the next stool which bounces you over to the last table, turn left and jump
onto the couch that bounced you over to the mini forest.

Once you land, two Rats will engage you. If you want, you can jump back onto
the edge of the couch. They will not follow you there, allowing you to safely
blow them to pieces with your Pistol. If you decide to face them in their
battlefield, one melee attack is all you need to dispatch one, but be careful,
since they do have the potential to kill you. After the Mickey fanclub is
debris in the potted plants, carry on, jumping over to the next pot, then
pressing the button to raise the gate.

CHECKPOINT

Climb back into your car, following the two ramps in this room until you reach
a door that opens up just enough for you to sneak through. You will enter a
casino room, full of slot machines. You will want to turn left at (what looks
like) the second-last exit. This is where the ramp you need to turbo boost is.
Cross it, then watch out because this next room is filled with Berserk Pigcops
that spawn without end. If you see one approach you, hit the turbo boost. If
you end up hitting one, it will be stunned for a bit, giving you a chance to
escape. Follow the trail and jump over the flaming pit. Once you crash land
and lose your wheels, push the trolley (or a vase) over to the switch and climb
over the couches to open the gate. Enter the next room.

CHECKPOINT

Restore yourself to full size and grab your trusty Shotgun as you and your
babes are about to be ambushed.

Wave 1) Assault Trooper Captain
Wave 2) Assault Trooper Captain
Wave 3) Assault Trooper Captains x 2
Wave 4) Assault Trooper Captains x 2
Wave 5) Assault Trooper Captains x 2

Assault Trooper Captains will start teleporting in, so use your Shotgun to
dispense some much-deserved pain (Your ally is scripted to die, so do not try
to save him). The pillars crumble if they are shot enough, so do not over-rely
on them. Rush the enemies instead if you can as it makes it far easier to hit
the with the Shotgun instead of flailing wildly around and wasting valuable
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
have not already and perform a Strength Tap to force open the security mesh.

CHECKPOINT.

"Not my babes... Not in my town. You alien motherfuckers are going to pay for
this!"
-- Duke Nukem

A difficult section will occur here (If you do not know the trick). There are
several ways you can deal with this:

STRATEGY A:
    Jump over the pit and then as soon as you hear the Berserk 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).

STRATEGY B:
    Before jumping over, pick up a vase. Jump over the pit with it and wait
    until a Berserk Pigcop appears. Kill it (easily), then sprint all the way
    to the other end where the slot machines are.

Once you have reached the other end, jump over 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 (Pistol and Shotgun) that will be very useful for what is ahead.
A Berserk Pigcop will attempt to rush you so use your Shotgun (or throw a
garbage can at him) to send him on his way to death. After a few more rocks
and shakes, a hole appears in the ceiling and a spotlight will shine down,
showing you where the next waves of enemies will spawn.

NOTES:
    There is also a Beer hidden in the central area to make life easier later.
    Using it now is ill-advised. There are strategies available for this part
    which makes the next ambush far easier to handle.

Wave 1) Pistol Pigcops x 2, both go Berserk when they land
Wave 2) Shotgun Pigcops x 2
Wave 3) Assault Troopers x 2
Wave 4) Assault Captains x 2
Wave 5) Assault Captains x 2

There are two ways to easily deal with the first 2 waves.
- Rush the two waves with your Shotgun and they should pose little threat.
- Grab a garbage can and line yourself up so they will both be hit at once when
  you throw it.

The next three are a bit easier to handle with the same tactics (but still
dangerous). Race up to them and blast them when you can. You can also try a
garbage can and hit at least one of them to make the wave easier and faster.

NOTES:
    Take advantage of Executions when you can. They kill the enemy and
    recharge your Ego along the way.

There is more Shotgun ammo to the left of the glowing golden door when you are
done. Perform a Strength Tap, move through the casino and the hallway to arrive
in the room with the car to be won. You can also pick up a garbage can to use
on the way to the next ambush, if you want.

CHECKPOINT.

Some Steroids will be right in front of you as you enter. There are additional
Steroids on the other side, giving you 2 chances to use them during the next
assault. If you have a Beer, use it at the start.

Wave 1) Assault Troopers x 2
Wave 2) Berserk Pigcop
Wave 3) Assault Trooper Captains x 2
Wave 4) Berserk Pigcop
Wave 5) Assault Trooper Captains x 2
Wave 6) Berserk Pigcop
Wave 7) Berserk Pigcops x 2

Waves one to five work well with the garbage can approach, since you will have
no more than one Berserk Pigcop at a time to deal with. Stop using the can
after Wave five, as it becomes a liability. If you do not have a can (or do not
wish to use one), go with an AT Laser and Shotgun. Once Wave six comes around,
get out the Steroids and put them to use, so the Pigcops do not drive you into
a corner.

There is some Shotgun ammo to the right of the golden door so top yourself up
before moving on. Strength Tap the door to open it up and move through.

CHECKPOINT

Sprint jump across the gap to reach the end of the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE LADY KILLER (PART THREE) --                          (CH7)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Sticky Bomb Like You! (+10G / Bronze) - Put a Trip Mine on a live alien

    - A really cheap way to get this is during the "Lady Killer - Part Three"
      by sticking a Trip Mine on a stationary Rat (Yes, they count). Otherwise
      the first Assault Commander fight is a great spot to get this too.

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

As soon as you round the corner two Assault Troopers will be waiting to blast
you. Run up and introduce them to pain. Jump over the fallen statue to find
another corridor with two more Assault Troopers waiting for you. 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... literally.

CHECKPOINT

"Duke, General Graves is waitin' buddy. Looks like you gotta use yourself to
get up. Heh heh, 'use yourself', you see what I did there?"
- EDF Soldier

Kuro-chan_101 Commentary:
    I received an email from someone identifying himself as an "Old Marine",
    asking for more details on how to solve the Duke-o-Rama puzzle. The
    additional information I sent him by email has been added to the guide.

There are two Pistols in front of the display for ammo, if you need them. This
is the first puzzle of the game, so it is fairly easy. The small map below
roughly shows how things should look from a top view, how you should point the
arms:

           [][][][]    <- Arm (Mobile, with Laser Sighting)
               BIG []
           [] DUKE![]
           []      []
   Arm ->   []   [][]
(Immobile)  ^ Blue Building

            - Sign -
            - You  -

First, rotate the Duke figure until his immovable arm is next to the building
directly to your left (corner building, coloured blue). Next, raise his other
arm as high as you can and press the alien attack button. This triggers some of
the buildings to 'fall', lowering them enough so you can jump on them. Exit the
panel and jump up on the now lowered buildings to the right, traveling counter-
clockwise until you reach the "Blue Building". Ignore any damage you take
along the way; the amount is trivial. Circle around until you reach the figure.
You have a limited time to get at least halfway around the buildings, so try to
be as quick as you can. Jump onto his lower arm(gun) and climb up the statue's
shoulders, jumping on Duke's head then to the other arm. Get as close to the
ledge as you can, then jump over the gap to reach the upper level (and punch
out the guy who wouldn't shut up during all this, if you wish).

CHECKPOINT.

A Shotgun Pigcop will rush through the door, so make him see double (if he was
not already) by blasting him in the face. If you want to wait until he kills
off the EDF soldier for being an asshole, go for it. After he/they are dead,
climb in to the chute and melee the grate below you, dropping into the next
room.

When you land you will see a wall of activated Laser Trip Mines, courtesy of
the porker who set them. There is also a Pistol and your first EDF ammo cache.
These boxes refill your ammo supply. Seeing them usually means there is a
large ambush or boss battle nearby (The Duke equivalent of the JRPG save
point).

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 Laser Trip Mines. Grab them and approach the door.

CHECKPOINT.

Open the door to be accosted by four Berserk Pigcops. There are three EDF
soldiers who will also attack them, but their priority is you, so pull out the
Shotgun or grab vases and throw them. Another alternative is Steroids if you
still have a bottle from the last level. After the EDF soldiers chat about the
one guy's inability to sound impressive around Duke Nukem, the first floating
fatass with an RPG Launcher drops in.

*******************************************************************************

ENEMY ENCOUNTER - ASSAULT COMMANDER

HEALTH: 1000
DIFFICULTY: 3/5
EFFECTIVE WEAPONS: AT Laser, Pistol, Shotgun, Laser Trip Mines

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack                      20         25         34         50
- Steroids Melee                    7          8          11         16
- M1911                             40 (10)    50 (13)    67 (17)    100 (25)
- Shotgun (Point-blank)             6          7          9          14
- Laser Trip Mine                   7          8          11         16
- AT Laser(x3)                      14         17         23         34

ATTACKS:
    Melee
       * Damage: Easy - 15, Normal - 20, Hard - 30, DiG - 40
       * Does moderate damage if you get to close. Try to maintain some
         distance from the fat blob.

    RPG Launcher:
       * Damage: Easy - 30, Normal - 40, Hard - 60, DiG - 80
       * Where it comes from... Very eww... Strafe around the Commander to
         dodge these.

    Charge:
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * Spins it's blades around and charges at Duke. If this attack hits,
         Duke will be knocked to the ground. Often this is not fatal (Unless
         Ego-deprived), but it can be a problem if the Commander is not alone.

STRATEGY:
    Engage and destroy the two Shotgun Picgops as quickly as you can. A
    Garbage can will "Trash" them in one hit. If you can line them both up,
    there is a chance one throw will "Black Bag" them both. If not, you can
    dispatch them with a Shotgun, Pistol headshots, or even use your Laser
    Trip Mines to weaken them.

    The Assault Commander is the toughest unit you have faced up to date. In
    future encounters, you will have a lot more powerful weaponry at your
    disposal, but for this fight you are down to basics. Fortunately, ammo is
    not an issue.

    There are several methods you can try to do some damage to the Assault
    Commander

    - Lay some Laser Trip Mines on the ground and lure the Assault Commander
      into flying over them. You will not have enough mines to finish the
      job, but you can put a dent in the health bar.
    - The Shotgun is a decent weapon to use since it has a lot of stopping
      power per shot. However, you will need to stay close enough as Shotgun
      attacks disperse. Fortunately, it's a big target, so it is kinda hard to
      miss.
    - The Assault Commander has a headshot weakness. If you go with the Pistol,
      keep your distance and focus on it's head, since your attacks will do
      four times more damage. Be aware of your surroundings, however, as the
      creature's RPG attacks do splash damage.

    Be persistent and the creature will go down.

NOTES:
    While utter nonsense to consider even trying on DiG difficulty, it is
    possible to kill the Assault Commander with garbage cans. Four of them
    are positioned around the room (Two by the exit and two by the registers
    with a Beer). Cans do a fixed amount of damage, regardless of difficulty,
    but the Assault Commander has a LOT of HP and his RPG shots will often
    blow the cans away while they are being thrown at him.

*******************************************************************************

Once the creature is dead the front doors open. An EDF soldier will call you
over and you will get to speak with General Graves, delivering the first of
many long-winded dialogues. Once he stops talking, the level ends.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- VEGAS IN RUIN --                                        (CH8)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Right in the Jewels (+3 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Pit Champion (+25G / Bronze) - Defeat the Battlelord in Las Vegas

    - Story based, cannot be missed.

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

"Duke. Good to fucking see ya. I knew that retirement bullshit was just
bullshit. Fuck that retirement shit."
-- Captain Dylan

Head down the stairs, grabbing the Ripper along the way if you want. You will
be offered some "Power Armour" [HELMET 1/3]. Which according to Duke, is for
"Pussies".

POINTLESS FUN:
    Despite what Duke implies, the Power Armor appears to be rather strong.
    Firing your weapon at it does not even leave a bullet mark.

Follow Dylan down the road. An EDF soldier (Jenkins) will join you. There is a
trigger in the game where all the upcoming battle participants are invincible.
Once you get close enough to the turret all the units, enemies, allies and cars
(Except for Dylan and Jenkins) will start taking damage.

CHECKPOINT

The turret is a bit hit and miss, since a lot of it depends on who the enemies
attack. If they tend to go for Dylan and Jenkins, then feel free to climb on
board and use it. Otherwise, steer clear. Regardless, do NOT use it for waves
five and six (upcoming). You can also stay far from the fight, pull out the
Pistol and get to work scoring whatever headshots you can. If you stay far
enough away, the enemies will mostly attack Dylan and Jenkins, instead of you.

Wave 1) Pistol Pigcops x 2, Ripper Pigcop
Wave 2) Pistol Pigcop, Ripper Pigcops x 2
Wave 3) Assault Trooper Captains x 2
Wave 4) Assault Trooper Captain
Wave 5) Berserk Pigcops x 3
Wave 6) Berserk Pigcops x 3

CHECKPOINT

Restock your ammo at an EDF crate before continuing. Eventually you will be
attacked by a Pistol Pigcop and two Ripper Pigcops. They will be reinforced by
another Pistol Pigcop and Ripper Pigcop. Feel free to use the Ripper and
Pistol to fight them, since they will supply you with plenty of ammo after they
are laying on the ground.

Dylan will make up an excuse to run away from the rest of the fighting.
However, he will blow up the Alien Dropship debris blocking your path with Pipe
Bombs.

CHECKPOINT

Before you proceed you can detour to your left and under the bridge. A Shotgun
is laying on the ground with an EDF crate with two Laser Trip Mines and a Beer
nearby.

Dylan leaves you with "Mr. Target Practice" who decides to get himself killed
seconds after Dylan tells you not to let him die. The vehicle responsible for
it will also drop off two Assault Troopers. Dispose of them and drop into the
area the dropship ripped to pieces.

GLTICH:
    If you head back to where Dylan was standing as Jenkins moves along the
    walkway, you can actually see him disappear (instantly).

CHECKPOINT.

When you drop into the next area more Pigcops spawn.

Wave 1) Pistol Pigcop, Ripper Pigcop and RPG Super Pigcop
Wave 2) Assault Trooper Captains x 2

One of the Pigcops is coming with a barrel. Shoot the barrel before the Pigcop
has a chance to throw it at you. A direct hit is fatal on DiG. You can take
cover under the bridge while you engage the enemy forces. Be careful of the RPG
pig squatting on the bus top; he doesn’t move, but he packs a wallop.

After killing off two Pigcops, the Assault Trooper Captains will teleport in.
Be aware that the Captains can and "Will" teleport right beside/behind 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 and two Pipe Bombs in the EDF crates (along the right
path) and move on. Next will be four unarmed Berserk Pigcops, reinforced by two
more once some of them start dying. Do not even bother with the turret. They
will overwhelm you too quickly (Take careful note of the red barrels hidden
under their drop point).

- Drinking a Beer will help keep you alive.
- If you grabbed an AT Captain Laser, let it loose and do not stop firing while
  you retreat from the Berserk Pigcops. After you run out of ammo, switch to
  the Shotgun and finish the job.
- You could also use the Steroids to beat down the Berserk Pigcops, but this
  is risky, because so many of them rush you (Even with the defense bonus).
- There is an explosives cache up ahead, so you can spam your Pipe Bombs and
  Laser Trip Mines as you see fit.

After all this, you will find a 'strategically-placed' RPG Launcher (Boss
fight, duh...), so grab it and drop down into the pit of despair (Not
literally).

NOTES:
    If you want to risk it, you can try running past all the Berserk Pigcops,
    after they leap at you, then drop into the pit as quickly as you can.
    Once you enter the pit, they will not follow you.

CHECKPOINT.

"Holy shit, we've got incoming! Strap on the dildos, laddies, it's time to
tear up some alien ass!"
-- EDF Captain

After a bit of ball scratching on your allies behalf, Pigcops will be dropped
in with you. They will approach you from different places, so pay attention to
the Alien Dropships. They can also be targeted before they even land. Soften
them up by firing RPGs at the Dropship.

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, in case any of the Pigcops go berserk
(Explosions in face = not good), unless you have a Shotgun. Restock when you
need to and after everything is dead.

CHECKPOINT.

*******************************************************************************

BOSS BATTLE - BATTLELORD (#1)

"You are one ugly motherfucker."
-- Duke Nukem

HEALTH: 1800
RECOVERY FROM STUN: 400
DIFFICULTY: 3/5
EFFECTIVE WEAPONS: RPG, Pipe Bombs, Laser Trip Mines

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- RPG Launcher, Pipe Bomb,    12          15          20          29
  Laser Trip Mine

ATTACKS:
    Stomp
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * Do not get too close to the Battlelord. His stomp can still cause
         severe damage / kill, even if it does not score a direct hit. Also,
         the Battlelord may perform more than one Stomp at a time.

    Gatling Gun
       * Damage: Easy - 1.5, Normal - 2, Hard - 3, DiG - 4
       * While a single hit from this weapon sounds unimpressive, the rate of
         fire on this weapon more than makes up for it. Take cover once he
         starts firing

    Kicking Vehicles
       * Damage (Up to): Easy - 45, Normal - 60, Hard - 90, DiG - 120
       * While on the move, the Battlelord will kick vehicles at Duke. These
         can easily kill you.

    Mortar Launcher
       * Damage: Easy - 15, Normal - 20, Hard - 30, DiG - 40
       * These attacks track you, so dodge as best you can.

    Strength Tap Fail
       * Damage: Easy - 52.5, Normal - 70, Hard - 105, DiG - 140
       * The Battlelord picks you up off his back and throws you across the
         field. On DiG, if you do not have full Ego and health, you cannot
         survive this.

STRATEGY:
    The biggest problem is the Battlelord tends to quickly deplete your Ego
    Bar with it's weapons, so do your best to stay in cover. The EDF ammo
    cache in the Dropship cargo pod is too far from cover, so be sure to grab
    ammo only from the side where you dropped in. There is also an explosives
    cache beside that. You can lure the Battlelord to chase you around,
    dropping Laser Trip Mines and Pipe Bombs in it's path for more damage. It
    will take a bit of ammo to deal with this menace, but it is doable.

    After his health drops down a third, he lets out a roar (which informs you
    he is about to become a lot more dangerous) and starts launching his mortar
    rounds at you. These things have a tendency to arc and (somewhat) follow
    you, so do the best you can to avoid being killed by them.

    After his health drops down to third, he lets out another roar. His gatling
    gun scatters the shots more, making it more difficult to dodge and he will
    fire his mortar rounds at the same time.

*******************************************************************************

CHECKPOINT

One of the sewer covers is blown open with several charges. Dylan pops out,
telling Duke to head through the sewer to get to the Duke Dome. Climb up and
walk past Dylan to finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE DUKE DOME --                                         (CH9)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Can't Get Enough of His Ass (+1 Ego) -- NEW!

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

Head out of the sewer tunnels and jump over the electrical pool using the
pallets in the water. Instead of picking up the red barrel and throwing it at
the fire, shoot the fire extinguisher on the corpse that is hanging from the
pipe above (This is much safer for Duke's Ego and health). Go through the next
sewer tunnel and climb up the ladder to witness two workers talking about
their... problems. Eventually they notice you and offer to help you out. An
EDF crate containing a Beer and a Pipe Bomb can be found in the shipping
container underneath the two workers (While you are waiting around).

After lots more talking, a dumpster will be lowered for Duke to get in. Hop
aboard the bullet train (Excuse the lame joke). Once it starts moving, an
Assault Commander flies in and ruins everyone's day (Sucks to be those
workers). It kills two of them and mutates, the crane operator. Get ready for
trouble.

CHECKPOINT

Fortunately, the dumpster is well-stocked with weapons for the next part of the
game (Weapons in a construction crate?!---  Never mind, it IS an FPS). Grab the
two Pipe Bombs, RPG and Ripper(if you want it) 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
Trooper. The Trooper is easy to spot and only needs one RPG round to
destroy it, so go ahead and clear it out. When you can see the Pistol Pigcop
shooting at you, take it out by shooting the red barrel in the window he
entered from. Another Assault Trooper will jump up on the scaffolding to your
right, take care of him and then use the EDF crate to reload.

The crane will swing you to your right, then drop down a floor. Three
Assault Troopers will arrive in a truck that smashes through the wall (next to
some convenient explosive tanks) and four more will spawn as you start taking
them out. Take advantage of the explosives to thin out their numbers and use
the cover on the left to stay alive and reload after killing them.

The crane raises you up one floor. This is when things can become deadly if you
are not fast enough to deal with this. Two Ripper Pigcops will spawn on the
right side of the room. Instead of attacking you, they pick up red barrels to
throw at you. If these barrels hit, you are dead, so get out the RPG
Launcher (Or Ripper if you have trouble with this area) and blast those
barrels. Making them explode and taking the Pigcops with them. Once they are
dead, turn to your left and see another Pigcop going for a red barrel. Again,
take him out before you let that happen. Assuming the splash damage did not
kill off the Assault Trooper, you can finish it off at your leisure.

The crane will raise you up one more floor. Three Assault Troopers and one
Ripper Pigcop will engage you. Take advantage of the cover and focus on the
Pigcop. If he gets off a Pipe Bomb, odds are you will not survive it. There
is a chance the Troopers will hit the explosives on their own. If not, fire on
them to see body parts fly around. Once they are all mowed down, another wave
of the same will spawn after killing the first. After killing them you will
move on.

CHECKPOINT.

Do not relax yet. Look up to the roof on your right and see an RPG Super Pigcop
appear. Take him out before his RPGs try to do the same to you. From his spot,
a car will be thrown off, destroying the scaffolding. An Assault Trooper will
run around the parking building, while another Assault Trooper will land on
your crate. Walk to the other side of the dumpster by the cover and pick him
off with whatever you have. Reload if you have to and destroy the one in the
building. Next, you will see a Pigcop, but he does not attack. Instead he is
waving at something. Turns out that "something" is a car, driving right at the
dumpster you are on. The two objects will collide, destabilizing the crane and
knocking it to the ground and you with it. However, being Duke Nukem, a fall
from 30 feet does absolutely nothing to him, not even damaging his Ego. Restock
on ammo and move on. Near the incinerated corpse is a Railgun and Shotgun.

NOTES:
    BahamutZero suggests picking up the Shotgun for the next sequence.

    Kuro-chan_101 suggests picking up the Railgun, then grabbing a Shotgun from
    the Piggy corpses before moving on.

CHECKPOINT

Three Pigcops (Pistol, Shotgun and Ripper) are waiting for you ahead. They are
desecrating a statue of your buff self... Which means it's time to make some
piggies squeal. Engage and destroy. Once you start raking up meat for pork
chop sandwiches, another Ripper and Shotgun Pigcop will spawn.

STRATEGY A:
    Move around the entry to this area and aggressively take them down when
    they are in Shotgun range. Watch out for the Shotgun-toting Pigcops, since
    they can do a lot of damage up-close (It might be worth using a couple of
    RPG rounds as those Shotguns hurt in this difficulty).

STRATEGY B:
    This involves staying far away from the Pigcops. Get out the Railgun and
    walk over just enough so you can see the three Pigcops pull at the
    statue. Start sniping them from a distance. The Railgun is not a headshot
    weapon, so aim for the body. Two shots will take out each Pigcop. You
    should be able to finish them all off without having to go back for more
    ammo.

If you do not have a Shotgun, grab one before the next section. Shoot the red
barrel on the other side lower a container and snag the two Laser 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.

NOTES:
    Do not try to melee the crates holding up the container while underneath
    it. This can cause an instadeath...

CHECKPOINT

There are two Rippers, an RPG Launcher, a Railgun and an explosive cache.
Stock up on all the weapons and stuff you need. Also, don't forget to make a
photocopy of Duke's pants. Inside here is also your second phone [PHONE MESSAGE
02/14] on the wall.

NOTES:
    Take advantage of the unlimited Pipe Bombs and Laser Trip Mines that are
    available. In the campaign you can deploy up to ten of each before the
    older ones 'disappear'. As each wave is deployed, you can drop as many
    explosives a you want to try and thin out the numbers deployed. Also, for
    waves two and three, if you set up Laser Trip Mines in the other end of the
    building, those will help you to defeat the Pig Cops that come dropping in
    unannounced... Squealing party crashers these days...

    If you destroy the Dropship during this battle, the fight will
    automatically skip to Wave 6.

Wave 1) Assault Trooper Captain, Shotgun and Ripper Pigcops - via yard
Wave 2) Shotgun and Ripper Pigcops - via roof
Wave 3) Shotgun and Ripper Pigcops - 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 3 - via yard

Flip the switch and get started. The first lot will spawn outside and are easy
to take out with a Ripper and Pipe Bombs (Do not forget: The Assault Trooper
Captain can teleport inside). The next wave is where the fun begins so throw
down those Laser Trip Mines on the floor, in joyous anticipation (since you
will have something to go on the barbeque later). Two Pigcops will drop in from
above and 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 with a Ripper and
Railgun to choose from so go to town.

CHECKPOINT.

A Super Pigcop will burst through the fence. These oinkers have a lot of
health, plus an RPG Launcher, so concentrate your fire and bring him down fast.
This leaves you with two Ripper Pigcops remaining. After wiping the floor with
those two a group of Berserk Pigcops jumps over the fence and will begin
rushing towards your building (do not bother trying to shoot them. Until they
start climbing the portable, they are invincible). After it tips over, user
your Pipe Bombs and/or Laser Trip Mines to set a trap for them, weakening and
possibly killing them along the way. Finish the rest off with that Shotgun you
saved and then you can finally take a breather.

Retrieve the Steroids and Laser 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 with a Strength Tap. Drop down to start the next part.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE DUKE DOME (PART TWO) --                             (CH10)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

There are no Ego Boosts or level-specific Achievements available on this level.

There are four blue barrels you can pick up and carry over to a shipping
container on the far end. You use them to weigh down the far end, making it
heavy enough to support you while you walk to the other end and jump off it.
You need at least three of them to make the jump if you are good with jumping
in this game. If not, you may need all four. There is an EDF crate behind some
breakable boxes in one of the containers with Steroids in it.

Use the four blue barrels to weigh down the balancing shipping container so you
can jump across and onto the scaffolding. Do not miss the Shotgun and EDF crate
with a Laser Trip Mine inside. Drop down into the next area.

CHECKPOINT.

Your babes are being flown into the Duke Dome by Assault Troopers... Not cool.
As they fly into the Duke Dome, Two Assault Trooper Captains who are guarding
the opening will teleport and engage you. They have no reinforcements so just
play it cool. Take cover if you need it and be careful while you fight, since
you only have whatever ammo is on hand (As in do not spray the place). If you
try to operate the Crane, Duke will comment on it needing juice, so climb up to
the crane and walk along the arm (Duke does not follow safety signs). Drop
down and turn around, shooting out the red barrels in the container (a Pistol
is in the small room next to it if you need ammo). Jump in and drop out of the
newly cleared container.

CHECKPOINT

The ominous music as you drop down should be an obvious clue something is about
to happen. There are two RPG Launchers in the ute/truck, but leave them for
now. They are far more useful where they are sitting. If you saved your RPG
from part one of this mission, head over to the EDF ammo cache and restock.
Climb up the only ladder nearby and follow the path until you find the battery
and an RPG (if you need it). What's that noise? An attack ship will fly in and
start throwing grenade blasts at all the building framework, destroying
platforms. Get to cover immediately.

*******************************************************************************

ENEMY ENCOUNTER - ALIEN GUNSHIP

HEALTH: 1200
DIFFICULTY: 2/5
EFFECTIVE WEAPONS: RPG Launcher

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- RPG Launcher                8           10          13          20

ATTACKS:
    Machine Gun
       * Damage: Easy - 1.5, Normal - 2, Hard - 3, DiG - 4
       * Watch your Ego bar since it will constantly attack you while you are
         in it's line of sight. It is a very accurate and fast weapon. While
         each shot does not do much damage, it quickly adds up.

STRATEGY:
    Use your RPG to put an overly large ding in the pilot's ride. If you run
    out of ammo there are up to four locations before resorting to the ammo
    cache:
    - The small building at the base
    - (Two Launchers) In the back of the ute/truck
    - Along the front, opposite the EDF ammo cache.
    - On top of the scaffolding the attack ship shot off (If you did not pick
      it up already)

    It takes exactly twenty RPG shots to destroy the gunship (DiG). If you
    plan this carefully, you can have 25 or 30 shots (Depending on you having
    an RPG to start the level with) before needing to worry about more ammo.
    Keep in mind the EDF ammo cache against the fence is in a very exposed
    area. Trying to use it to refill your ammo is dangerous, at best. It would
    be far safer to collect the RPGs in the area first, since they are all much
    closer to (or in) cover.

NOTES:
    Unlike future attack ships, this one does not use any missiles or
    grenades to attack Duke. It only targets the building framework to
    destroy platforms.

*******************************************************************************

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.

"Have a taste of my ball."
-- Duke Nukem

Use the crane and set the height of the crane arm to as high as it will go.
Swing the crane as far to the left as possible, tear the wall a new one and
destroying any enemies that happen to be around the debris as it comes down.
You can ignore any enemy units trying to attack you. Just focus on taking down
the wall. It takes four hits to bring down the wall (You will know you are done
when your ball drops...) Lower the crane arm enough so you can walk on it again
and safely jump down into the hole you made. Open the door and get a good look
at the next boss you will eventually face. Walk over the boards and end the
level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE HIVE --                                             (CH11)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Who Needs Real Ones? (+1 Ego) -- NEW!

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

NOTES:
    During your travels through this level, you will encounter several Egg Pods
    along the way. None of them will open, so you can ignore them, if you want.

Get Duke up off his ass and moving. He's not going to kick any if he is sitting
around on his.

If you continued on in the campaign you should have some ass-kicking weapons to
start this level off (If not, you have your Golden Pistol). Start by going down
the path to the left. Under the bridge heading up is an EDF corpse with two
Laser Trip Mines. Further down the path you will see more EDF corpses. They
have a Ripper and a Pipe Bomb near them. Back up to to where you started the
mission and move up along the path to the right. There are several barricades
along the way you can bust open with a melee attack; no need to waste ammo on
these. You will hear an EDF soldier screaming, then his corpse will fly in your
direction. There is nothing you can do about it, so keep moving. Climb into a
tunnel with a purple glow and push the Bug Ball out and near the claw that
grabs it, allowing you access into the next room.

CHECKPOINT.

GLITCHES:
    If you melee the door instead of using Duke's finger to open it, you will
    find he still makes his comments about it.

    If you melee the open door the Bugball was nice enough to give it's life
    to open for you, the 'reaction' to hitting an object will still happen,
    even though Duke is melee'ing nothing but air.

If you look left after your first 'special' door there is a dead EDF soldier
(Prompting Duke to make a bad joke about space marines) with a Ripper and a
Pipe Bomb [HELMET 02/03]. There are two nests with claws regardless of which
path you take to the next door. The ones on the lower path depend on a light
and also hide an EDF crate that contains a Pipe Bomb. You can shoot the light
and the claws will retract. Also, it is possible to avoid the claws along the
upper path by staying along the far edge of the bridge.

Through the next door, An Octabrain shows up and wants to say "Hi" to you, but
there is a clear wall blocking it's path. After several attempts to force it's
way through, the Octabrain gives up and flies away... Perhaps you will have a
chance to say "Hi" to it later? Anyhow, keep moving. The next room has a long
run of explosive pods. One shot from any weapon (Pistol and Ripper are the best
choices) will cause a chain reaction and blow the entire run. Crouch down and
walk into the next chamber to see your first view of the captured babes. An
Assault Trooper Captain teleports in, but he makes no attempt to attack you and
teleports out, shortly after. It is up to you if you want to kill it or not.

POINTLESS FUN:
    If you managed to save your Railgun from "The Duke Dome", you can see
    up-close how the Pregnators fornicate with the captured babes... Miracle
    of nature at work? Hardly... Also, you will note the Pregnators "hover"
    in front of the babes. They can also be shot off without harming who they
    are attached to.

Move onto the next door. Before you go through, you can jump onto the elevated
level (on your right) and find a Ripper. Two more dead EDF soldiers are ahead
with a Shotgun and two Pipe Bombs. Get ready for your first battle on this
level. As you approach the next door, it will be opened for you, as an
Octabrain flies into your face. It is a very up-close encounter, so the Shotgun
is an ideal weapon for this fight. Three shots from your Shotgun will kill it,
but... Damn.

NOTES:
    Octabrains do not have a headshot weakness. The Pistol works okay if you
    can maintain distance from an Octabrain. (The next encounter in this level
    is a good example of that). Otherwise, Rippers, Shotguns and Pipe Bombs
    (Before they are thrown back at you) will work well. An AT Captain Laser
    can also do decent damage (Found in the next level). Keep it in mind while
    engaging an Octabrain that they only need to hit you three times (DiG
    difficulty) to score a fatality.

Move through the door and enjoy the, um... sights ...if you feel want to.
Ignore everything or shoot 'em all, it is up to you. Either way, the next door
is straight ahead.

CHECKPOINT

Through the door is another tall chamber. Three Octabrains will pass by you.
Do not shoot at them. They will ignore / not spot you if you leave them alone.
Drop down to the right and jump on the jump pad. You will land elsewhere. Walk
along and hop onto the next jump pad to send you all around the room.
Eventually you land near a door to your right.

"You little bastards. That queen bitch mother of yours is going to pay."
-- Duke Nukem

The next room is filled with Captured Babes and Egg Pods. None of them are a
threat. If you want added security there is an RPG launcher on the platform
to your left before you confront your two babes again. There is also a set of
Wall Boobs you can slap, too. After Duke delivers the worst joke in the whole
game, there will be a tragic mess to clean up. You can retreat up to the
platform above and pick off the Octababies (If you are out of reach they stand
still for easy kills).

NOTES:
   From this point on a little prevention may be better than the cure. There
   are four more Captured Babes who will explode if you get too close to them.
   While rather inhuman, if you are not sure which ones will blow up, you may
   want to consider shooting every chick along the way. They have minimal
   health, so the smallest of attacks will take one out. The Ripper and Pistol
   are ideal for this job, since they have lots of ammo. When shot the babe
   expires and the threat of them exploding stops, even if they are in the
   process.

   This guide will notify you which ones are known to carry an explosive
   payload.

After dropping down you will see another door protected by spines. This means
you need a Bug Ball to open it. There is also a set of Wall Boobs to slap and
three Captured Babes to watch out for. The babe facing the protected door
(latched onto the dick-shaped tentacle) will not explode, but the others will.
Down the corridor three Octabrains sit locked behind barriers. They will not
attack you (yet), but further up the corridor, six Octababies are in your way.
After some small-scale destruction, make your way to the Bug Ball.

CHECKPOINT

Offer the Bug Ball some incentive to curl up into a ball by using a melee
attack. Push it down the corridor. As you may have guessed the Octabrains are
out and about. One will engage you down the corridor where the Octababies were.
Since this a close encounter, the Shotgun would be the best weapon, if you have
it. Dispose of it and carry on. Keep pushing the Bug Ball down the corridor
and the other two Octabrains will engage you from inside the room where all the
Eggs were. There are a couple ways to deal with this:

- Getting in closer, using your Shotgun and Pipe Bombs to take them down.
  Retreat back into the other room if you need to recharge your Ego.
- Pick up the Pistol (Where the Octabrains were resting) and shoot at them
  from a distance. This way, you are not wasting the ammo you would prefer to
  use in closer encounters. If you run out of ammo, there is another Pistol
  in the room where you found the Bug Ball.

NOTES:
    The Octabrains stay in the room they are found and do not follow you.
    Also, their shots do not always travel through V-shaped "door". Often
    their shots explode around the door frame.

Slot the bug in, walk through the 'unlocked' door and past the light to enter
Part Two.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE HIVE (PART TWO) --                                  (CH12)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Who Needs Real Ones? (+1 Ego)

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

I Need A Towel (+10G / Bronze) - Get hit by 10 Pregnator bombs

    - Do this on a lower difficulty or against a single Pregnator in this
      level to get this achievement. Will most likely come naturally though
      unless you are a Duke Nukem god.

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

NOTES:
    Near the end of the level, you will encounter more Egg Pods. Unlike the
    last level, these ones can open up. The guide will attempt to mention which
    ones are worth shooting, along the way.

Start the level by moving toward the webbed corpse. After receiving the very
subtle hint that webbed corpses carry goodies, start violating it with melee
attacks and it will drop a Shotgun, Laser Trip Mine and Pipe Bomb. Enter the
next room. It has a number of different things to look out for:

- Two set of Wall Boobs can be slapped: to the left of where you enter and to
  the right of where you exit.
- Five webbed corpses can be found here.
  *  Nearest one (left side) has a Beer, Pistol and Laser Trip Mine
  *  Nearest one (right side) has two Pipe Bombs and a Laser Trip Mine
  *  Far one (left side) has two Laser Trip Mines and a Ripper
  *  Far one (right side) has two Pipe Bombs and a Pistol
  *  Far one (opposite side of the pit) has a Beer, Railgun and Ripper

- The claw arms along the left side and puff bombs along the right side. One
  shot of any weapon will detonate the puff bombs and there is lots of
  available ammo. The claw arms can be evaded by staying close to the pit in
  the middle of the room.

If you have a Shotgun, consider getting rid of it. Most of the enemies in this
level you will attack at mid-range, allowing you a chance to dodge their
attacks. Going at them with a Shotgun from a distance will only result in
minimal damage and lots of opportunity for them to kill you. The Ripper is your
logical weapon for the rest of the level. Pistol would be useful towards the
end, if you wish the save it. The Railgun may also work for you, since three
shots will take out an Octabrain.

Ready your chosen weapons for the Octabrain in the next room. Do not waste too
much ammo on it (If you need to, return to the previous room to restock) as two
more appear when you drop down from the ledge. Same drill as before. Use your
Pipe Bombs or Ripper to kill them before they kill you. You can use all your
Pipe Bombs if you want, since an good opportunity to re-stock will be available
shortly.

Jump up and... Great... Another Bug Ball locked door. Continue up the path
and melee the webbed corpse for an AT Laser, Shotgun and Pipe Bomb. The AT
Laser is a decent weapon against the Octabrains, since you can keep shooting
without having to reload. Also, since you will be coming back in this direction
you can leave the AT Laser behind and pick up your older weapon (If you do not
die/reload after the checkpoint).

CHECKPOINT

Same situation as in the previous level. The Octabrains are dormant and will
not attack until you steal their bug friend. There are two ways to each the
door at the top end of the path:

- Jump over and onto the path that circles around the Octabrains.
- Go through the middle of the room, jumping on the platforms, walking around
  the tentacle (going up), jumping on a couple more platforms and finally
  reaching the door. If you take this path and head down the tentacle, instead
  of up, you will find an AT Captain Laser at the end, before going back up.

Through the door there are more dormant Octabrains. As the end of the path,
you can see the Bug Ball, but it is too far away. There is also an explosives
cache and a jump pad (Any ideas..?).

NOTES:
    You can easily setup a trap for the first Octabrain before it breaks free.
    It is the one across from the door as you walk into the puzzle room. Setup
    three or four Laser Trip Mines in front of the Octabrain. As it breaks
    through, it will trip all the mines and should be either blown to pieces
    or severely harmed.

CHECKPOINT

As you push the bug down the path a single Octabrain will break out of the
doorway (Across from the door). Either with a a trap or three Pipe Bombs kill
it as soon as possible.

A slow and steady approach is the best solution to handle this room. Try to
limit how many and how quickly you engage Octabrains. Since you (potentially)
have unlimited Pipe Bombs at your disposal, those should be your main weapon
in this room.

As you push the Bug Ball down the circular path, the first Octabrain to your
left will burst out and attack you. Defeat it and keep pushing the Bug Ball
down the path. Near the end of the path two Octabrains will burst out
together. Use your weapons accordingly and/or spam your Pipe Bombs to kill
them. When the bug drops down get ready because three will spawn at the same
time when you follow it down.

NOTES:
    You can actually force them to spawn while you are still on the edge of
    the ledge, which is a far safer place to fight them than on their terms.
    You can use the entire walkway to evade their attacks and can return to
    the cache to restock on Pipe Bombs. Spam your Pipe Bombs and use what
    you have to defeat them.

After they are finally dead you can move on until the next room with your Bug
Ball. Roll it down to where the claw is and let it feed the door.

CHECKPOINT

To your right is a webbed corpse which contains an RPG Launcher, Ripper and
Pipe Bomb. Before you hit the corpse, attack the puff bombs to your left and
blow them up, then use the Corpse to stock up on Ripper ammo. The RPG Launcher
is ill-advised to carry around, since Octabrains have a tendency to "Return"
the favour and you are not done with them yet.

Use the jump pads to continue on and open the next door. There are two spot
light eyes and several claw arms surrounding them. Shooting the "eyes" will
blind the claws and force them to retreat, leaving you a window to proceed.
Also, on the path to your left are a number of puff bombs. Shooting them
reveals an alternate path and two hidden Pipe Bombs.

Go through the next door and slowly enter the area. Curve around the wall and
stay on the far left side as it curves to the right. If you did this right,
you can see a Egg Pod in the distance. It requires three shots from the Pistol
or six shots from the Ripper (On DiG difficulty) to bust open and destroy the
occupant inside (Pistol is the better choice because it has greater long-range
capabilities). If you end up too close, the egg will open and your first
Pregnator will attack you (This can be a useful spot to get the "I Need a
Towel" achievement).

NOTES:
   Egg Pods have a tendency to hatch based on proximity, not line of sight.
   Thus it is possible to snipe eggs from a distance and destroy them before
   they can hatch. As a bonus, Egg Pods require less ammo than a Pregnator.
   Keep in mind, many eggs are empty and your targeting system cannot tell the
   difference. Ultimately, it a choice between playing it safe and using more
   ammo or being ammo conservative and risking things.

   Pregnators become far more dangerous when they latch on you as they
   instantly deal a large chunk of damage. This makes you highly vulnerable if
   there are other enemies nearby. You must quickly perform a Strength Tap or
   die. Do your best to keep your distance from them.

Up ahead, in the next room, there are many things to see and interact with.
The perspective of this will be based on you entering the room opposite of the
door.

- Three more Egg Pods sit to your right. The one on your far right is
  empty, but the other two will hatch with enough time (They seem to be a
  little slow). Dispose of them as quickly as you can.
- There is an EDF crate to your left with a Pipe Bomb and Laser Trip Mine.
- The EDF corpse to your left has a Pistol nearby.
- There are two Captured Babes in the room. The one on your left (furthest
  from the door) is an Octabomb waiting to go off. The other one is safe.
- There are 2 Wall Boobs to slap along the right wall to slap.

CHECKPOINT

Enter the door and slowly head into the next room. The door behind you locks,
so you are trapped inside. There are several Captured Babes here (The first one
you see as you enter the room is an Octabomb, the rest are safe) and enough Egg
Pods to play connect-the-dots with. Fortunately, only two of the Eggs are
loaded with Pregnators. Take them out from as far away as you can and you will
have two less Pregnators to worry about.

- On the right side, it's the egg on the very far right.
- On the left side, it's the second egg from the left, closest to the Pregnator
  spawning point.

There are two spawning points on opposite ends of the room. You can see they
look like small, wide passageways which connect to the room. A total of eight
Pregnators will appear out of those holes, but only up to three at a time will
be in the room. Plus any from the eggs if you did not snipe them before they
hatch. You can either stay on the high ground while they spawn or take
advantage of the rest of the chamber and use it to evade the Pregnator attacks.
There is also an EDF crate and Shotgun near the door at the far end of the
chamber. The crate contains a Pipe Bomb and Laser Trip Mine. Along the walls
(two in the upper chamber, one in the lower near the door) are Wall Boobs you
can make physical contact with.

After you have killed ten Pregnators (two from the eggs and eight which spawn
through the two wall sphincters), an Octabrain will come racing in through the
door (once you are close enough to it). Three Pipe Bombs and the Octabrain is
toast (Do not worry about wasting your inventory; you will get a chance to
re-stock soon). Alternatively, there is the Shotgun by where the crate was.

With the door open, continue into the next room and move on to the next level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- QUEEN BITCH --                                          (CH13)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Curl It!! (+2 Ego)
Bench Presser (+3 Ego)
Like a Punching Bag (+1 Ego)
Who Needs Real Ones? (+1 Ego)
Need a Third Gun (+4 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

FBT (+10G / Bronze) - Get knocked down 10 times

    - This will most likely come naturally as you play the game, if you want
      to grind "knock downs" you can do it on the level 'Queen Bitch.' The
      alien queen will use a Psionic Blast that will knock you down if you are
      nearby (try this on Piece of Cake difficulty as on high difficulties this
      attack can be a deadly if the Alien Queen is not alone).

Not Bad For A Human (+40G / Silver) - Defeat the Alien Queen

    - Story based, cannot be missed.

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

Drop down and open the door to enter the training room. There are several
activities you can do while you are here, like lift weights, melee a punching
bag and curl a barbell. Go to the next room and stock up on an RPG Launcher
plus explosives. Back into the training room, arc a Pipe Bomb into the hole on
the other side, bouncing it on a jump pad so it lands near some dangerous
explosives on the other side of the door. Make sure you stand far enough away
before you detonate the bomb. Next room has a Railgun, RPG Launhcer, Ripper,
Wall Boobs and the path that leads you to the Alien Queen. Climb up the stairs,
open the door and jump over the debris to reach your next objective.

CHECKPOINT

*******************************************************************************

BOSS BATTLE - ALIEN QUEEN

"Baby, you make me wish I had three guns."
-- Duke Nukem

HEALTH: 2750
RECOVERY FROM STUN: 800
DIFFICULTY: 4/5
EFFECTIVE WEAPONS: RPG, Ripper, Shotgun, Pipe Bombs

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- RPG Launcher, Pipe Bomb     18          22          30          44

ATTACKS:
    Giant Claw
       * Damage: Easy - 37.5?, Normal - 50, Hard - 75, DiG - 100
       * The queen will reach up with one of her arms before launching this
         attack. Strafe (move far left or far right) from this attack as soon
         as you see her do this. The claw can kill Duke if his Ego bar is not
         at full (DiG).

    Psionic Blast
       * Damage: Easy - 22.5?, Normal - 30, Hard - 45, DiG - 60
       * You will see the Alien Queen charging up (a purple-y effect) around
         her head/mouth. This cannot be dodged under normal circumstances, so
         take cover before she attacks and knocks Duke to the ground.
       * If you need to obtain the FBT achievement, you can make her do this
         several times during the first part of the battle.

    Spawn Pregnator
       * Launches an egg onto your battlefield. Dispose of it as quickly as
         possible, since it's attack, along with the Alien Queen's will easily
         kill Duke.

    Spawn Octabrain
       * She screams, raises her arms in the air and calls forth an Octabrain
         to attack you. Use your Shotgun, Ripper and/or Pipe Bombs to take care
         of it. Avoid using the RPG.

    Strength Tap Fail
       * No damage.
       * The Alien Queen merely spits you back out onto the battlefield, not
         doing any damage.

Until you damage her she will not move, attack, or spawn anything. Take your
time and prepare for the upcoming battle while she sits there with her guard
up.

There is an ammo cache on the left side (protected) and an explosives crate on
the right (unprotected) 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.

STRATEGY:
    This can be a very tough battle before you figure out the pattern of
    attacks. Fortunately, you will only be using the RPG Launcher and Pipe
    Bombs. Nothing else will be necessary, unless you prefer.

    The Queen attacks in two phases. The first one involves her being very
    defensive, only attacking if you are wide open and throwing Egg Pods
    at you. The second stage (Down to her last third of health) is when she
    becomes a lot more aggressive and summons Octabrains to attack you.

    The easiest way to bring her down to her last third of health is to take
    advantage of the best cover available in the room; on the left side by the
    EDF Ammo cache. Fully stock up, and follow this simple procedure (while
    staying in cover unless otherwise stated):

    - Back up enough as tight to the cover as you can and throw a Pipe Bomb at
      the jump pad. Aim the cross-hairs just below the pad and it should hit.
    - Mentally count to "three" while carefully moving to the far right, but
      staying in cover.
    - Now begins the killing, followed by a light salad. Blow the Pipe Bomb
      while it is behind her 'shield' and start firing your RPG at her chest
      (Whichever boob you want to shoot at is fine, or even aim for her face).
      You can hold the trigger down since it will not shoot any faster if you
      rapidly tap it. If you time this well, Five RPG shots should hit the
      Queen before she covers herself again.
    - Get back into your cover, restock on ammo, and "wait" for the Alien
      Queen to throw an Egg Pod in your area. Wait for it to hatch, then fire
      as many RPGs as you have to at it to destroy it. Reload on RPG ammo.
    - Repeat the Pipe Bomb and RPG steps above and only take a break to run
      over for Pipe Bombs if you have to. Remember: Pregnators MUST take
      priority over the Queen. You are safer having to grapple with it in cover
      than try to kill it while out in the open.

    After five or six full rounds of this (About 2/3rds of her health
    depleted), The jump pads will close and Queen will let out a screech while
    raising her arms in the air. This is when the battle becomes a lot more
    dangerous, because the Queen switches to being aggressive with her attacks
    and you now have to contend with Octabrains, instead of Pregnators. Do NOT
    shoot them with the RPG launcher. Instead try other tactics:

    - As soon as you see the Queen perform her "summoning", abandon your cover
      on the left side and run for the cover on the right side, staying as
      tight to the cover as you can. If you stray even slightly away from the
      cover, you can be killed easily.
    - The Octabrain will appear, but will be much further away from you on the
      right side than on the left. This makes throwing Pipe Bombs at it a
      lot safer for you. Spam your Pipe Bombs and get in three throws to score
      the kill. Try not to take too long, since the Octabrain will eventually
      close the gap and corner you.
    - Re-stock on Pipe Bombs, get back to the left side and engage the Queen,
      firing one or two shots from the RPG, taking cover as needed.
    - Pay attention to the Queen's actions. Once she raises her arms in the air
      and lets out a cry, you will need to deal with another Octabrain.

    Continue to repeat the above actions, prioritizing the Octabrain over the
    Queen and eventually you will bring her down. Perform a Strength Tap on her
    mouth and win the battle. Congratulations! You have destroyed the Alien
    Queen Bitch on "Damn, I’m Good" difficulty!

NOTES:
    While difficult, it is possible to stun her the very first time with an
    RPG. You need to aim the launcher right at the tiny crack between her
    claw shields. If the explosion it low enough, it will trigger her "Dazed"
    phase.

    The Alien Queen recovers a LOT of health if you fail to perform a Strength
    Tap to finish her off in time (800 HP, seriously?!). Try not to mess this
    one up, or you be repeating the last part of the battle for some time.

*******************************************************************************

An EDF dropship will appear right after you defeat the Alien Queen (a
"coincidence" of course) and try to revive you while you slip into
unconsciousness, fantasizing about something far more interesting...


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- DUKE NUKEM'S TITTY CITY --                              (CH14)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Basket Case (+1 Ego)
Always Bet On Duke (+2 Ego)
Balls of Fail (+2 Ego)
Can't Get Enough of His Ass (+1 Ego)
Double-D Action (+2 Ego) -- NEW!
Hole-in-One (+2 Ego) -- NEW!
Lucky Draw (+1 Ego) -- NEW!
Nukem: One, Nerd: Zero (+3 Ego) -- NEW!
Shake It, Baby! (+1 Ego) -- NEW!
Stop Pissin' Around! (+1 Ego)
Time To Abort Your Species (+1 Ego) -- NEW!
That's How 'Ya Nukem! (+2 Ego)
The Balls Have Dropped (+2 Ego)
Who's That Handsome Devil? (+1 Ego)

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Lots Of Whacking (+25G / Bronze) - Win a game of Alien Abortion in the strip
                                   club

    - To make things easy, use your left analog stick to move around, freeing
      up your right hand to 'attack' the aliens. Easy mini-game, overall.

Air-Duke (+30G / Silver) - Win air hockey with a score of 7-0 in the strip club

    - Set your Horizontal sensitivity to one and Vertical sensitivity to one.
      Stay on the defensive. Your opponent will eventually screw up enough
      shots on his own. Be patient.

Party Animal (+10G / Bronze) - Drink all of the Beers in the strip club

    - There are nine Beers to be found in the club:
      * Two in the bar fridge
      * One in the office on the desk
      * One in the bathroom, opposite from the mirror
      * One by the Security room, near the fuse box
      * One in the Show Room, near where the strippers do their dance
      * One in front of the slot machines (Game Room)
      * One near the air hockey table (Game Room)
      * One in the lap dance room on a chair (grab it before enjoying yourself)

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

After you wake up you get to participate in a variant of an RPG. You have to
play servant to a lady's needs, running around the place and fetching her
stuff.

There are many places you can pick up the items you need, but there is far more
to explore depending on what Ego Boosts and Achievements you still need. As you
start the level look on the desk to find [PHONE 03/14]. Another is waiting on a
desk to the right of the security room [PHONE 04/14]. In the code locked office
is yet another [PHONE 05/14]. The final phone is on your way to the champagne
room next to a babe standing behind a counter [PHONE 06/14].

If you have been collecting every Ego Boost as you go, here are the ones you
need to complete to get all 14 available on this mission:

- Watch the porn video in the office
- Get a blowjob in the men's bathroom
- Win a round at video poker
- Win a round of air hockey
- Win a game of alien abortion
- Get the stripper to jiggle her chest for you

Here are the places where you can find the needed items:

Office - Condom and Vibrator
Staff Room - Condom and Popcorn
Dressing Room - Vibrator and Popcorn
Men's Bathroom - Condom
Game Room - Microwave Popcorn

IMPOSSIBLE DEATH:
    It is actually possible to die on this level. Touch Duke's finger to any
    electrical outlet and it will do a little damage. Repeat it enough to
    drain his Ego and eventually kill Duke.

NOTES:
    Do not forget: The access code for the office is 4768.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- CRASH COURSE --                                         (CH15)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Catch! (+1 Ego) -- NEW!

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

Enjoy the freedom of not having to kill things for a few seconds until the
helicopter crashes.

CHECKPOINT.

Jump down the gap in the railing (right side) and use the tentacle as a path,
jumping across the gaps and shooting at any explosive pods along the way.

CHECKPOINT

Shoot the eye to retract the claws guarding the path. If they hit you they
are likely to knock you off for a very fatal fall. Grab the Railgun before
breaking through the pods and falling onto the platform below. There are three
frisbees to your right you can throw. To your left are a Shotgun, Ripper and
two Pipe Bombs. Behind you, on a small platform is an RPG. The Ripper and RPG
will be the most useful weapons, with the Railgun as a fall back in case you
are low on ammo. Several waves of enemies will drop or teleport in.

Wave 1) Assault Troopers x2
Wave 2) Assault Trooper Captains x2
Wave 3) Assault Troopers x2
Wave 4) Assault Trooper Captains x2

Waves will overlap when you start scoring bad guy points. Once everyone has
painted the tower a new colour, a piece of the building will be knocked over,
creating a new path. Climb up and shoot the eye along the path.

CHECKPOINT

Spring onto the jump pad and climb the loooong ladder to reach the most hated
turret section in the game (BahumautZero: We're not joking and you'll see why).

CHECKPOINT

******************************************************************************

ENEMY ENCOUNTER - A WHOLE CRAP LOAD OF ALIEN FIGHTERS & GUNSHIPS

The enemies appear in this order:

Wave 1) Fighters x3
Wave 2) Assault Troopers x 2
Wave 3) Fighters x3
Wave 4) Assault Troopers x 3
Wave 5) Fighters x 12
Wave 6) Assault Trooper Captain x2
Wave 7) Gunship (stays to fight)

STRATEGY A (Used by BahamutZero):

    The twelve fighters rushing at you until you are dead is the biggest
    problem with section. It offers you no regeneration time or way of
    surviving their weapons unless you are damn good with that turret.
    Sometimes it seems like the turret is 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.

    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
    difficulty.

STRATEGY B (Used by Kuro-chan_101):

    This follows an almost opposite method (as the one proposed above).

    - Set your Vertical and Horizontal Sensitivity to 1 for this battle. This
      reduces the risk of overshooting the enemy.

    - Wait until the ships are almost in range of shooting at you. When your
      cross-hairs turns red, the ship is within range of being damaged. So
      long as you wait for the cross-hairs to turn red, you can even fire at
      full automatic without your turret overheating. Be sure to stop firing
      after the ship goes down.

    - Aim for the nose of the ship. While the following is speculation, it
      seems as though aiming for the nose disrupts their firing, almost like
      it has a percent chance for pain, like enemies do in-game. If you focus
      down the ships fast enough, getting an Ego recharge during wave five is
      possible.

******************************************************************************

The turret level starts with around ten or so Alien Fighters flying by you. You
can ignore them, if you want. They do not affect the rest of the battle, in
anyway.

Start firing flat out on the first wave of three Fighters and use the tapping
trick as much as you can to kill them off. Then three Assault Troopers will
arrive by Fighters. After another set of three Fighters three more Assault
Troopers will be dropped in. Next is the most frustrating section in turret
history. Twelve Fighters will rush you in pairs (For four waves and then four
singles). After barely surviving the barrage, two Assault Trooper Captains will
spawn and start firing. Take these guys out and an Alien Gunship 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. It will attempt to collapse the framework that is holding
you up, so jump off the turret and out of the Dropship pod before it falls.

WHATEVER YOU DO, DO NOT FALL OFF WHEN GETTING OFF THE TURRET. Failing that will
force you to replay the turret section all over again (BahumautZero: Thank you
very much for that, Duke Nukem Forever. I personally experienced this situation
and wanted to cause serious harm to the game disc). Jump over the teetering
walkway.

CHECKPOINT

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.

CHECKPOINT

Move along the platform to see a dangling Devastator and an EDF ammo cache. On
the other platform is another EDF ammo cache, explosives cache and a Beer.
You know what this means right? Grab it to trigger the next fight.

*******************************************************************************

ENEMY ENCOUNTER - ALIEN GUNSHIP

HEALTH: 2000
DIFFICULTY: 3/5
EFFECTIVE WEAPONS: RPG Launcher, Devastator

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              40          50          67          100
- RPG Launcher                13          16          22          32

ATTACKS:
    Machine Gun
       * Damage: Easy - 1.5, Normal - 2, Hard - 3, DiG - 4
       * Watch your Ego bar while under attack. It is a very accurate and
         fast weapon. While each shot does not do much damage, it quickly adds
         up.

    Missile Launcher
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * Do you best to evade since they show up with little-to-no warning,
         except for when the ship makes a strafing run.

STRATEGY:
   The Gunship you fought earlier is back for more. It will start pelting you
   with machine gun fire once it sees you. Use the columns/ tentacles as cover
   and blast away at the ship, either with the Devstator or RPG you picked up
   earlier. Once you have done some damage it will start firing explosive
   blasts at you (When it has you in sight). After you knock off 1/3rd and
   2/3rds of it's health, it will go into a strafing run, moving to the far
   right side and then across the length of the platform, firing waves of
   missiles at you. If you stay behind one of the alien growths while it does
   this, you should have no trouble evading them.

*******************************************************************************

Overall, it is an easier fight (compared to what you just went through), just
don't get cocky, as the explosives can come at you more than one at a time.

CHECKPOINT

Two Assault Trooper Captains will appear and begin blasting away. Shoot them
with the devastator and then change back to your normal weapon, if you wish.

Kuro-chan_101 NOTES:
    The Devastator makes an excellent weapon for the "The Dam" boss battle.
    The trade-off is you will need to hold onto this for a long time, relying
    on your second weapon to handle all the other enemies along the way. You
    will have two opportunities (The Mighty Foot, Part 2 and Highway Battle,
    Part 2) to reload it.

After killing the two Assault Trooper Captains, a third one will appear and
initiate a Strength Tap event. Drop this guy quickly or he will drop you in
mid-air. Punch the dirt bag in the face until his head explodes (Apparently,
Duke's fists can do that). Ride the corpse (Ew!) up and around until you crash
through the windows and into Duke Burger.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE DUKE BURGER --                                      (CH16)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Checking Out the Rear (+1 Ego) -- NEW!
Stop Pissin' Around! (+1 Ego)
Who's That Handsome Devil? (+1 Ego)
Up in Smoke (+1 Ego) -- NEW!

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

There are no enemies in this part, so no need to worry about any surprise
ambushes along the way. Enjoy the break. Given the insanity of that last turret
nonsense, you certainly deserve one.

Pick yourself up of the floor (again...) and turn around head to the area
behind the tentacles. In a storage room you will find a Shotgun, Pistol, and a
Pipe Bomb along a dead EDF soldier and a cigar to smoke in a box. Make your way
back down the hallway until you reach the restrooms, picking up a Ripper along
the way, if you want it.

Inside the restroom is a mirror for you to admire yourself with, a magazine to
look at in first stall on the left, a Pistol and a Pipe Bomb in the last stall.

Step on the shrink pad and go through the small hole left of the stalls. 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 boxes, onto the
seat, over to the sinks, onto the waste can and  then into the hole in the
wall. Climb up a pole and work your way forwards until you exit the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE DUKE BURGER (PART TWO) --                           (CH17)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Bakset Case (+1 Ego)

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

Fall through the roof. If you want, you can walk past the Particle Expander for
now, shoot some puff bombs and go through a small gap into another bathroom.
Along the sinks there is an RPG launcher and Beer by an EDF corpse.

Make your way back, use the resizing thingy and stock up on Pipe Bombs and lots
of Ripper ammo. Kick down the double doors and prepare to be pin-cushioned by
micro bullets as around six tiny Pigcops (three Ripper and three Pistol) will
spawn and begin pecking away at you for tiny amounts of damage. Conserve your
ammo and re-enact the Broadway play 'Stomp'. The Pigcops will stop shooting and
cower in fear if you get very close to them. After that is done, climb through
the hole, but do not go through 'just' yet. Shoot at all the upside down cups
to reveal three more undersized Pigcops (Shotgun, Ripper and Pistol). Once they
are all dead, then you can move through... only to get shrunk again.

*******************************************************************************

POINTLESS FUN:

This is pointless trivia, since this is (probably) the only guide/ walkthrough
to bother with such detail.

The Duke Burger features a large menu of different items. The pictures on the
menu do make the items look appealing. Probably a good thing the customers do
not have access to the kitchen to see what their food is actually made from.
  __________________________________________________________________________
 | Panel #1 - EAT MORE MEAT!!!                                              |
 |                                                                          |
 |   THE REACTOR                                                            |
 |   5 Level Steak Burger                                                   |
 |   (Make it a combo)                                                      |
 |   LARGE  $10.91      X-LARGE   $12.32     MEGA  $14.12                   |
 |                                                                          |
 |   Combo Meals, Hell Yeah                                                 |
 |                                                                          |
 |   1) DUKE BURGER                                                         |
 |   The Forever Classic                                                    |
 |   LARGE   $8.19      X-LARGE   $8.83      MEGA   $9.26                   |
 |                                                                          |
 |   2) CHILI CHEESE MELTDOWN                                               |
 |   Better than Sloppy Seconds                                             |
 |   LARGE   $8.82      X-LARGE   $9.64      MEGA  $10.29                   |
 |                                                                          |
 |   3) THE FUSION                                                          |
 |   Sometimes One Meat Just Isn't Enough                                   |
 |   LARGE   $9.14      X-LARGE   $9.93      MEGA  $10.48                   |
 |                                                                          |
 |   4) THE CHERNOBYL DOG                                                   |
 |   Those Buns Weren't Made for Just Weiners                               |
 |   LARGE   $6.26      X-LARGE   $6.85      MEGA   $7.27                   |
 |                                                                          |
 |   5) ATOMIC CHICKEN FILET                                                |
 |   It's Hard to Top Our Double "D" Chicken Breasts                        |
 |   LARGE   $7.61      X-LARGE   $8.08      MEGA   $8.97                   |
 |                                                                          |
 |   6) BABY CHICKEN BREASTS                                                |
 |   Dip Some Chics in Our Special Hot BBQ Squce                            |
 |   LARGE   $8.91      X-LARGE  $14.44      MEGA  $24.44                   |
 |__________________________________________________________________________|

  __________________________________________________________________________
 | Panel #2                                                                 |
 | ----------------------- (x)   NUKED BURGERS   (x) ---------------------- |
 |   DUKE BURGER                                                    $3.23   |
 |   CHILI CHEESE MELTDOWN                                          $3.92   |
 |   THE FUSION                                                     $4.33   |
 |   THE REACTOR                                                    $5.61   |
 |                                                                          |
 | ----------------------- (x)   NUKED CHICKEN   (x) ---------------------- |
 |   ATOMIC CHICKEN FILET                                           $2.88   |
 |   HOTTER THAN HELL ATOMIC CHICKEN FILET                          $3.36   |
 |   BABY CHICKEN BREASTS                        LARGE - 29 CHICS   $4.03   |
 |                                             X-LARGE - 53 CHICS   $9.31   |
 |                                                MEGA - 99 CHICS  $19.54   |
 | PROMO                                                                    |
 | Get a FREE DUKE NUKEM ACITON FIGURE                                      |
 | When you purchase any combo meal                                         |
 |                                                                          |
 |  Duke: TIME TO EAT A DUKE BURGER                                         |
 |                                                                          |
 | --------------------- (x)   OTHER NUKED MEAT   (x) --------------------- |
 |   THE CHERNOBYL DOG                                              $2.79   |
 |   FISHION FILET                                                  $2.33   |
 |   HOTTER THAN HELL FISHION FILET                                 $3.07   |
 |   BARREL OF CHILI                                                $5.66   |
 |                                                                          |
 | ----------------- (x)   NUKED FRIES / ONION RINGS   (x) ---------------- |
 |   FALLOUT FRIES         LARGE  $2.02     X-LARGE  $2.79    MEGA  $3.28   |
 |   FALLOUT FRIES WITH CHILI/CHEESE                            ADD $3.51   |
 |   FALLOUT ONION RINGS   LARGE  $4.44     X-LARGE  $5.12    MEGA  $5.96   |
 |   FALLOUT ONION RING WITH CHILI/CHEESE                       ADD $3.55   |
 |                                                                          |
 | ------------------------- (x)   COOLANTS   (x) ------------------------- |
 |   CARBONIZED DRINKS     LARGE  $2.22     X-LARGE  $2.81    MEGA  $3.39   |
 |   ICED TEA              LARGE  $1.87     X-LARGE  $2.45    MEGA  $2.98   |
 |   CANNED WATER                                                  $10.67   |
 |   BIKINI ISLAND ORANGE JUICE                                    $15.04   |
 |   4% FAT MILK / 4% FAT CHOCOLATE MILK                             $.18   |
 |   NUKEM COFFEE          LARGE  $1.37     X-LARGE  $1.39    MEGA  $1.41   |
 |__________________________________________________________________________|

  __________________________________________________________________________
 | Panel #3                                                                 |
 | ---------------------- (x)   ISOTOPE TREATS   (x) ---------------------- |
 |   URANIUM SUNDAE  CHOCOLATE / CARAMEL / STRAWBERRY                       |
 |                         LARGE  $2.54     X-LARGE  $3.16    MEGA  $4.03   |
 |   NEUTRON MILK SHAKE  CHOCOLATE / CARAMEL/ STRAWBERRY                    |
 |                         LARGE  $3.67     X-LARGE  $4.85    MEGA  $5.62   |
 |   PROTON PIE  CHERRY / DOUBLE CHERRY / BLACK CHERRY                      |
 |                         LARGE  $4.34     X-LARGE  $5.55    MEGA  $6.44   |
 |   GAMMA BROWNIES                                                 $2.91   |
 |   COOKIE CORES         SINGLE  $1.02  HALF DOZEN  $5.88  DOZEN  $10.27   |
 |                                                                          |
 | ---------------------- (x)   ISOTOPE TREATS   (x) ---------------------- |
 |   PLASMA PLATTER     PANCAKES, EGGS, SAUSAGE, BACON & HAM       $16.28   |
 |   PANCAKES              LARGE  $5.02     X-LARGE  $8.79    MEGA $11.37   |
 |   WARHEAD WAFFLE PLATTER     EGGS, SAUSAGE, BACON & HAM         $14.53   |
 |   WARHEAD WAFFLE BISCUIT                                         $3.01   |
 |   CINABISCUIT                                                    $2.87   |
 |   HARDCORE HASH BROWNS  LARGE  $3.15     X-LARGE  $5.97    MEGA  $7.41   |
 |   BURRITO BLAST         LARGE  $4.02     X-LARGE  $5.79    MEGA  $8.32   |
 |__________________________________________________________________________|

On a Duke Burger take out box, there are a number of features and fun
activities:

- The front has his signature image and an offer for a "Free Lil Duke
  Inside!!!" (Seen several times throughout the game as an action figure).
- The right side has a cutout pattern for Duke Nukem shades.
- The left side has a "Babe Maze" game you can play. The diagram below crudely
  resembles the map:

      Duke                                               #  Pig
      Nukem  #######   #   #########   ###################  Cop
                   #####   #       #       #             #
               #####   #   #   #####   #####   #######
               #       #   #   #       #   #   #     #
               #####   #####   #   #####       #     #
               #               #   #   #   #####   #######
               #############   #####   #   #         #   #
                     #     #           #   #     #       #
               #######   ###   #########   #######   #####
               #         #         #             #   #
               #####   #########   #   ###   #   #   #####
               #   #           #   #     #   #####     #
               #   ##########  #         #   #       #####
                       #       #   #######   #####       #
               #########   #####   #             #   #####
               #       #   #   #   #   #   ###   #   #   #
               #   #           #   #   #####     #   #
               ###########   #######   #   #   ###   #####
                         #             #   #   #         #
               #######   #     #   #####   #   #   #######
                 #   ###########   #       #   #   #
      Octa-  #####   #   #     ########    #####   #########  Babe
      Brain

- The back side has a "Duke Word Find" you can play.

      D O B H A I L U        Words:
      N U K E M T O D        - DUKE NUKEM
      I T K I C K S K        - KICKS ALIEN ASS
      B T H E Y O U R        - HAIL TO THE KING BABY
      L A L I E N D K        - BALLS OF STEEL
      O S B A L L S I        - BLOW IT OUT YOUR ASS
      W S G Y O F R N
      C E S T E E L G

*******************************************************************************

To you left is a darkened front entrance with a Ripper and two Pipe Bombs, in
case you need them. Return to the light end and climb up the Pigcop figure or
jump on the boxes to grab a Shotgun and reach the counter. On the floor
of this area is a Railgun (Grab it if you want). Climb up the pipe and
wander along the shelf, picking up a Ripper and Laser Trip Mine along the way.
Step (do not jump) onto the tentacle and walk along it into the Game Room.
For some added fun, try jumping into the basketball net (where you would
normally throw a ball into) and get ready for some alien shrinking fun. You can
also pick up a Ripper off the floor (near the big pool of blood).

CHECKPOINT.

Melee the swarm of rats, then take out the explosive growths. When you are
ready, move close to the exit door.

GLITCH:
    The rats will walk through the corpse they were chewing on earlier.

As soon as you do, the door gets blown off and three (Normal-size) Assault
Troopers 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.

POINTLESS FUN:
    If you manage to salvage an Assault Trooper's dead body before it was
    shrunk, you can climb it to check out the pinball machines. The models are
    incomplete, use low-res textures for the board and include none of the
    paddles, pins, and other stuff to make the machine playable.

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. On the floor is
an EDF corpse with a Pistol. Climb up the boxes to your left left (Watch out
for the mousetrap on the boxes) and get your Ripper ready. As you step onto
the shelf, two Pigcops (both Pistol-wielders) will spawn on the opposite side.
Use the cans and 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 collecting a Pipe Bomb) and make the leap to
the opposite side. Climb the pipe, walk along the shelf, jump on the flipper
and land on a box. Collect some Ripper and Pistol ammo if you need it and smash
open the grate to see an ass-load of electrified water. Shocking...

CHECKPOINT

This is probably the closest Duke Nukem Forever gets to puzzling, so let's 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 rats will take
care of the cheesy problem for you. Jump up the cart and onto the table, into
the icebox and bounce your way onwards using the flipper. Fall in the sink and
jump over to the start button on the wall. Enter the dishwasher, get trapped
and use a Strength Tap on the other side to exit (Unlike the multiplayer
version, this dishwasher does not hurt).

CHECKPOINT

Knock over the broom and be ready to take cover behind the Heinous Anus can on
the lower shelf.

Wave 1) Pistol Pigcop, Shotgun Pigcop
Wave 2) Pistol Pigcop, Ripper Pigcop (Top shelf)
Wave 3) Shotgun Pigcop, Ripper Pigcop (Top shelf)

Fortunately you get lots of stuff to play with, including a Ripper, Pistol,
four Pipe Bombs and an RPG Launcher. When the Pigcops spawn, take cover and
keep an eye on the top shelf as another Pigcop (Ripper) will appear and try to
shoot over your cover. Two more Pigcops (Shotgun and Pistol) will drop from the
roof and another Ripper wielding pig will appear on the top shelf, totaling six
pork chop sandwiches you need to deal with.

Climb to the next level up but do not 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 (Do not try to run across the hotplate). Climb the ramp.

CHECKPOINT

Jump across the top of the heat lamp (carefully, it swings a bit like a
pendulum). Climb down and cautiously make your way along the bottom shelf,
meleeing any mousetraps. A Pistol Pigcop will knock a (big) box into the water
and shoot at you from the top of another shelf. Pick him off, then jump across
to the other side. Climb upwards once again to find a set of burners with a
griddle 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, then onto the shelves and make your way tot he toaster. Switch on
and ride the toasted waffles up to the top shelf.  Move along the shelf and
trigger a 'hook' which will carry you to the other side of the griddle (Mmm,
smell the sizzle). Jump across, over the deep fryer and finally flick the power
switch to turn off the electrical cables in the water. Now the water is safe.
Follow the babe to the now open door, jump up to the grate, melee it and walk
inside it to finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE DUKE BURGER (PART THREE) --                         (CH18)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

He's Got A Hologram! (+5G / Bronze) - Use a Holoduke in SP

    - After obtaining your first Holoduke you can activate it to obtain this
      achievement.

Hippy-Stomper (+20G / Bronze) - Foot stomp 12 aliens

    - Depending on your skill level you may want to drop down to a lower
      difficulty for this and just run around shrinking and stomping every
      enemy you can find. The achievement will unlock once twelve enemies have
      been stomped.

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

Drop out of the vent, grow up again and take the ladder to the roof. Time to
begin a long and grueling rooftop showdown! Great... You have a little time to
prepare, so start collecting what you need and want. There are lots of places
on the map where you can pick up and grab stuff.

- Near the scientist is an EDF crate with two Pipe Bombs, another EDF crate
  with three Laser Trip Mines, a Shotgun, a Shrink Ray, and three more Laser
  Trip Mines.
- In the building is an EDF crate with a Holoduke and five bricks you can pick
  up and throw.
- On the rooftop is a Shrink Ray.
- On the antenna is an EDF crate with Steroids inside. You should shoot the
  crate under it, so the EDF crate will fall to the ground.

Caution: This next part can be a real bastard to win.

Wave 1) Berserk Pigcops x 2 (right)
Wave 2) Berserk Pigcops x 2 (left)
Wave 3) Berserk Pigcop (left), Pistol Pigcop x 2 (front)
Wave 4) Berserk Pigcops x 2 (right), Berserk Pigcop (left)
Wave 5) Berserk Pigcops x 2 (right), Berserk Pigcop (left)
Wave 6) Shotgun Pigcop, Pistol Pigcops x 2 (all front)

CHECKPOINT (Gee, thanks)

Wave 7) Enforcer (right)
Wave 8) Enforcer, Berserk Pigcops x 2 (all left)
Wave 9) Enforcer x 2, Berserk Pigcop (all left)
Wave 10) Enforcer x 2, Berserk Pigcop (all left)

CHECKPOINT (Slightly easier to reach this time)

Wave 11) Assault Commanders x 2

There are several items/strategies you can take advantage of. Since you will be
dealing with a lot of Berserk Pigcops you will want to dispose of them as
quickly as possible.

- There are three drop points on the roof. If your back is facing the large
  Duke Burger sign (It is to the left of when you first climb onto the roof),
  the drop points are to the far right, far left and in front of you (slightly
  to the right).

- Between both Shrink Rays, you have twenty shots at your disposal. It's not
  enough to shrink every enemy you will encounter, so prioritize those who are
  the greatest threat (Berserk Pigcops = prime example). Try to save a couple
  shots for the Assault Commanders at the end. That will make the fight with
  them much easier. "IF" you are not worried about losing anything important,
  you could re-load the game after you reach the first checkpoint. It will
  reset all the weapons on the rooftop, giving you another 20 Shrink Ray shots
  to use.

- There are five bricks you can pick up by the destroyed wall. These will
  kill/setup the Pigcops in one hit. If you can catch them as they drop and
  line yourself up so one is behind another, it is even possible to take out
  two with a single brick. Do not waste them on Enforcers, since they will
  not do enough damage. Also, there is a good chance a brick will break after
  one use.

- Take advantage of the Pipe Bombs and Laser Trip Mines available and start
  laying traps for the drop spots. Have the Pigcops run into/through them to
  weaken/kill them off making things easier for you. You will need to lay at
  least two of either kind in order to kill anything off.

- Try using a Beer and/or Steroids for Waves 4 and 5. Their damage reduction
  capabilities will greatly help your ability to survive at least one of those
  rounds. You could even alternate: Use a Beer one round and use Steroids the
  next.

Pigcops can and will use the door in the building so be wary of it. For the
first wave drop two Trip Mines on the drop spot. Use your Shotgun or Shrink
Ray to dispose of any survivors. Second wave, head to the other side of the
rooftop and drop two Pipe Bombs at the drop point. Again hide inside the
building and Shotgun or Shrink Ray the survivors. Use the interludes to grab
more explosives.

NOTES:
    Pigcops also leave behind Pipe Bombs. Grab any when you see them.

Stay on the left side for the next wave, since you will want to take care of
the Berserk Pigcop first. Setup Laser Trip Mines to kill it off, then dispose
of the Pistol Pigcops at your leisure. Waves four and five will be more
difficult, due to the sheer number of Berserk Pigcops chasing you down. Stay on
the right side for both waves and use Laser Trip Mines and / or Shrink Ray to
make them less threatening. If you use the Shrink Ray, focus on getting them
shrunk first, rather than stepping on them while others are clubbing at you.
Last wave of this batch is a Shotgun and two Pistol Pigcops. A couple of Pipe
Bombs at the drop spot would greatly soften them up. Save your Shrink Ray ammo,
unless they go berserk. Finish them off with the Shotgun.

CHECKPOINT (Finally...)

Your first Enforcer appears. You now have a choice. You can kill him normally
(Risky, but you get his weapon. He takes (a minimum) of four shots with the
Shotgun at point-blank range), or shrink and step on him (Safer but no weapon).
Make your choice and act accordingly. If you do go for his weapon, try to stay
close to him. His melee is powerful, but slow. Circle strafe around him and
keep pelting him with your Shotgun. He will eventually go down. Compared to
later waves, this is the easy opportunity to get his weapon.

NOTES:
    When you die/reload at the checkpoint all the ammo and weaponry will
    respawn. Unfortunately any weapons you or the enemies dropped will
    disappear.

    When the Enforcers drop onto the rooftop, (at least) one of them will
    casually walk forward before attacking. This gives you a few seconds to do
    whatever damage you can to one without retribution.

The next three waves have Berserk Pigcops joining the Enforcers. Use your
Shrink Ray to make them bite-size and enforce your boot upon their fragile
bodies. Then concentrate on the Enforcers. If you have an Enforcer Gun this
works great, since they provide ammo for it upon their defeat. Alternatively,
the Shrink Ray also works well. Do this for three waves.

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 to get their attention,
run out and shrink an Assault Commander. Throw a Pipe Bomb at it or use the
Shotgun to kill it in one hit. Repeat for the second and congratulations to
you. You just beat an absolute bastard of a level.

An EDF dropship arrives with great news: The army has chosen to disregard the
Commander-in-Chief's orders and are deploying Duke Nukem to the Hoover Dam.
Climb onto the dropship and head out.


DDD__I__GGG___________________________________________________________________
D  D I G
D  D I G GG   -- THE MIGHTY FOOT --                                     (CH19)
D  D_I_G  G___________________________________________________________________
DDD  I  GGG

There are no Ego Boosts or level-specific achievements available on this level.

Congratulations, you are now halfway through the original campaign. You start
flying in an EDF Dropship, strapped onto a grenade launcher turret. 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 (For kicks, of
course) and the pilot will say they are moving to the secondary drop point.
Apparently, there is a Battlelord at the dam (Epic foreshadowing, anyone?) and
the whole area is too hot to risk a drop, so you are going to have to make it
there on your own. This is what players refer to as "Padding", similar to the
material used by half the babes who chase after Duke.

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 you destroy the Alien Dropship, or else you will be at this forever.

Once you land you will find an EDF crate with a couple of Pipe Bombs in the
other building. Jump in the monster truck and roll out.

CHECKPOINT

"Fasten your seat belts. It's gonna be a bumpy ride."
-- Duke Nukem

(Oh, Duke...  If you only knew...)

Follow the trail (to the right) until you enter a cave to finish this level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE MIGHTY FOOT (PART TWO) --                           (CH20)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Catch! (+1 Ego)
What a View! (+1 Ego) -- NEW!
What's on That Computer? (+1 Ego) -- NEW!

- All the boosts are in one area.

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Road Rage (+20G / Bronze) - Kill 15 aliens with the monster truck

    - You will have LOTS of opportunities to run down enemies. Do not worry if
      you miss any along the way.

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

The enemies are not much of a threat while you are behind the wheel. The Mighty
Foot reduces all incoming damage by 50%, so don't be afraid to run anything and
everything over, if you wish. You can also drive past enemies, if you prefer to
just 'keep going'; none of the enemies you run over in this level drop anything
important, like weapons, Pipe Bombs, etc.

Follow the trail:

    Loop around left, turn right, cross under a bridge, bank right, turbo boost
    over a cliff, under another bridge, do a 180, turbo boost over a cliff,
    turn left, go under a bridge, jump down a cliff, do a 180, drive around and
    up a hill, get a good lead and turbo boost all the way onto the highway.

CHECKPOINT

The ride will be a bit smoother but there will still be lots of Pigcops trying
to stop you. Looks like they are failing, since you are still on the move.
Bowl down any Pigcops in the way and keep going until you run out of gas
(What?! This thing has worse mileage than a V8 super car)...

CHECKPOINT

"Damn. Desert road, no gas, and no chicks."
-- Duke Nukem

Climb out and head up to the EDF ammo cache and a Railgun. You will see
another Railgun and a Ripper lying against a barricade.

Wave 1) Pistol Pigcop, Ripper Pigcop, Shotgun Pigcop
Wave 2) Pistol Pigcop, Ripper Pigcop, Shotgun Pigcops x 2

An Alien Gunship will fly overhead and knock off the EDF drop pod, clearing the
small bridge.

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 Berserk Pigcop as quick as you can (you should know the routine by
now) and use the monster truck as cover while you shoot the Enforcers with the
Railgun (five shots each) in order to win this fight. Travel up the road and
break off to the left to find some binoculars to look through. Spin around and
head for the booth. Break the lock, head through the back and jump up the wire
reels onto the roof. Fall through the broken glass panel. Grab the gas can.
Inside this building are two phones one on the wall [PHONE 08/14] and another
on the desk [PHONE 09/14].

CHECKPOINT

Pick up the two Laser Trip Mines and Holoduke. Throw the Frisbee and check out
the computer, if you want.

Melee the board panels blocking the door (Or shoot 'em if you enjoy wasting
ammo) and exit the booth. Head back to your truck, making sure to stock up on
ammo. Fill the truck up and climb back in.

NOTES:
    If you want, you can fall off the bridge where a hole was blown in it and
    the game will reset you in your vehicle, rather than killing you.

Drive down the highway, weaving to avoid the holes until you run out of road.
Drive (and fail) over to the next highway section to complete this level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- GHOST TOWN --                                           (CH21)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

That's How 'Ya Nukem! (+2 Ego)
Awesome Funbags (+1 Ego) -- NEW!

- There is a discrepancy. The first Ego Boost "That's How 'Ya Nukem!" is not
  listed in the main menu, yet a microwave and a Rat can be found in the
  'destructible' town, before you reach Morningwood.

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

Follow the linear path, pull off a couple of turbo boosts, crash through a
water tower, (pick up an RPG if you want to stop and grab it IF you took out
the Pigcop) and enter a very destructible town with a bunch with Berserk
Pigcops rolling around in the mud (Six in total). You can leave them be if you
want, since they seem really happy doing this, or you can be happy instead and
mow them down with your truck.

If you want to pick up some extra stuff along the way, at the far back of this
'town' is a sturdy building. To enter it, you will need to go behind the
building, climb on a tractor and jump in through a hole in the rooftop. Inside
the building are: A Shotgun, a Ripper, an EDF crate containing 2 Pipe Bombs, a
Beer, 2 rats and a microwave. If you are missing the microwave Ego Boost
(impossible, unless you reset the game and are playing this before you play the
strip club level), you can nuke a rat. Bon appetit.

NOTES:
    If you bust both the generators in the back, the microwave no longer
    functions. Also, this is the only microwave in the game that can be
    destroyed and it requires next to no firepower to make it happen.

When you are done here, get back into the Mighty Foot and line yourself up with
an angled roof (It is off to your right after you land in the town), boost off
it and into the next section.

NOTES:
    Try to avoid smashing the wooden bridge along the way. This helps you to
    avoid an unnecessary turbo boost shortly. You can drive over the bridge,
    instead.

One you reach a ravine, floor it downhill with the turbo boost and jump over a
bridge. You will land on the outskirts of a town... and run out of gas, again
(Seriously, WTF? Is the mileage on the Mighty Foot that bad?!)...

CHECKPOINT.

This is probably one of the most interesting levels in the whole game, given
the feeling it is trying to provide. Hop out of your truck and head to the
right, where a church sits. Inside is an Enforcer Gun, three Pipe Bombs, and a
magazine worth taking a look at. Before you enter 'town', there is a Shotgun
and Ripper leaning against a rock, with two Pipe Bombs and a Holoduke, more
than enough to get you started.

POINTLESS FUN:
    The Morningwood population seems to be in severe decline... Though they
    forgot to update the number to the recent population count: Zero... Well,
    after Duke is finished, it WILL be zero.

Wave 1) Pistol Pigcops x2, Ripper Pigcops x 2 (Saloon, 1-2 at a time)
Wave 2) Shotgun Pigcop, Ripper Pigcops x 2 (Hardware Store)
Wave 3) Pistol Pigcop (Hotel)
Wave 4) Enforcer (Barn), Pistol Pigcops x2 (Hotel)
Wave 5) Super RPG Pigcop (Barn), Pistol Pigcops x2 (Hotel)

(CHECKPOINT)

Wave 6) Assault Commander, Berserk Pigcops x2 (Barn)

Places with stuff inside:

- The bank appears to have nothing in it, but after you get your truck
  working again, you can drive out behind it, climb the ladder and enter the
  'attic', you will find an EDF crate with two Pipe Bombs inside.

- The Boot Shop has a Ripper, two Shotguns and three Pipe Bombs inside.

- The saloon has two Rippers on the bottom floor. The upstairs floor has an
  RPG Launcher. If the door to the top floor is closed, the only other way to
  get to there involves the Mighty Foot and an explosive barrel. Get the truck
  as close to the balcony as you can. "SET" an explosive barrel beside the
  truck. Jump on it, then the truck, then onto the balcony.

- The outhouse behind the saloon has Steroids. Could be helpful with wave six.

- The hardware store has a Shotgun and two Pipe Bombs inside.

- The hotel you have to come in through the windows along the sides but it
  does have a Ripper, Shotgun and two Laser Trip Mines. The top floor
  contains nothing, and it does not look like it was even designed to be
  floored. The interior light and board along the balcony glitch a bit. Also,
  if you have not knocked down any walls yet and jump over to the other side
  the only way back is through the attic in the bank.

As you walk down the street, a Pistol Pigcop will race out of the saloon on
the right so back up and take him out. Another Pistol Pigcop and Ripper Pigcop
will also pop out, often from the balcony above. One more Ripper Pigcop will
eventually come out, totaling four from the Saloon. The far building on the
right will pop out two Ripper Pigcops and a Shotgun Pigcop. After they are
dead, a Pistol Pigcop will appear from the balcony on the far left building.
Keep the body count rising and then the barn upper doors open up revealing an
Enforcer. Two Pistol Pigcops join in the assault, so keep on introducing their
faces to the dirt. A couple more Pigcops spawn with a Super Pigcop in the barn
firing away at you with an RPG Launcher. Kill them as well.

CHECKPOINT

Checkpoints tend to happen before something nasty happens, yes? An Assault
Commander will burst out of the barn and you will probably be out of Railgun
ammo at this point. Another pair of Berserk Pigcops will also spawn. Hopefully
you have a lot of distance between yourself and your opponents, or else you
will not last long. Get rid of the Pigcops with explosives, a barrage of Ripper
fire or Shotgun blasts if they get close. Then concentrate on the Assault
Commander. The house across from the saloon would make a good base while you
pick away at his health. After you kill him, you can resupply on ammo from the
dead piggies.

CHECKPOINT

Courtesy of a checkpoint, you will not have to do that fight again. Head for
the barn and complete the puzzle inside to claim your next gas can. For those
of you who want the solution:
 - Climb the ladder crank the palette to the right
 - Jump over, head left and climb the climb the ladder (Picking up a Railgun
   along the way if you want it)
 - Drop the ladder and climb down it
 - Head back to the crank and crank the pallet to the right
 - climb up the ladder (to you left), head up and over, down and over to the
   far end of the barn, jump on the pallet and grab the gas can

Drop down and leave the barn.

CHECKPOINT

The checkpoint informs you that you are about to be attacked... again. You can
either engage or make a run for it down the 'street'.

Wave 1) Pistol Pigcop
Wave 2) Pistol Pigcop
Wave 3) Shotgun Pigcop, Ripper Pigcop

Wave three will overlap, depending on how far up the road you go. Either way,
get to your car, hide behind the truck (if you are taking fire) and fill it up.
Race down the street and splat any surviving pigs. Take the ramp behind the
barn and drive into the cave to finish this level.


DDD__I__GGG___________________________________________________________________
D  D I G
D  D I G GG   -- HIGHWAY BATTLE --                                      (CH22)
D  D_I_G  G___________________________________________________________________
DDD  I  GGG

There are no special Achievements or Ego Boosts in this level.

Exit the cave and drive along the muddy path. Break down the fence and enter a
large field. Several Pigcops are enjoying the mud, but if you stay far enough
way, they won't bother you. Crash through the fence on the other side and drop
into the stream, cleaning your truck as you go.

POINTLESS FUN:
    Did you know the Mighty Foot was orange, not brown? ;)

Continue along the dirt path and up a hill until you find a pair of Pigcops
guarding a large sign. Smash into the sign, back up, then boost over your new
ramp to reach the highway once more.

CHECKPOINT

Do not stay behind the trucks with the Pigcops throwing red barrels at you.
Boost past them as soon as you can and stay ahead of them while you drive.
There are three trucks to boost past. Drop off the end of the highway and
scoot out of the way of the falling trucks. Keep driving.

NOTES:
    If you take too long to get going, a large truck carrying an extra wide
    load will appear behind and force you to move along. Colliding into this
    vehicle will cause damage.

CHECKPOINT

Drop ships will fly in front of you and boulders will roll down from the canyon
walls. Dodge as best you can, but keep moving. Boost over the final ravine
to... run... out of gas... AGAIN!? Does thing have a gas tank for something as
small as a lawnmower?! Anyhow, this level is done.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- HIGHWAY BATTLE (PART TWO) --                            (CH23)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

There are no special Achievements or Ego Boosts in this level.

Jump out of the truck and walk up ahead.

CHECKPOINT

Take note of the two Railguns propped up against the rock on the right. There
is a third one in the small tower to your left too. Pigcops will start coming
out of the EDF dropship wreckage and man the turret, one at a time. You will
need to take out four squealers for them to stop using the turret. At the same
time, three Pistol Pigcops will jump over the broken bridge and engage you
close-up. With all seven Pigcops violating local littering by-laws, you can
safely move on.

When you are near to the 'caution' sign (there is a Beer right beside it), two
Pistol Pigcops will spawn. Engage them. After you walk into the 'building'
with the Shotgun, Railgun and an EDF crate with two Pipe Bombs inside (or walk
past it) a Pistol Pigcop arrives and goes berserk, lunging at you. Deal with
it.

NOTES:
    If this Berserker Pigcop keeps sending you back to the loading screen, one
    tactic you can try is to sprint back to the 'tower' where one of the
    Railguns sits. The Pigcop will be unable to follow you, allowing you a
    quick and easy kill.

As you get close to the cliff, a Shotgun Pigcop and Pistol Pigcop arrive to
try and deny you access. Instead, get to them admit they are in denial by
blowing them away. Move ahead. Look to your left for an RPG and to the far
right (it's under the bridge) a Shotgun.

This next part can be tricky. When you start climbing up the cliff, you will
be ambushed by two Ripper Pigcops and two Pistol Pigcops. Sounds like
something you should be escaping from. Not happening, since Pistol Pigcops are
back at the crash site and manning the turret, again. If you want, you can:
- Try and brave it. There are two Beers by the lamppost in front of you. That
  will help you shrug off enough damage, so you can get through.
- Back up just enough so the turret cannot attack you and engage any incoming
  Pigcops from the front as best you can without cover (The place where you
  found the RPG is a good spot).

Defeat the four incoming oinkers, then turn around and engage the turret again.
You will need to defeat four Pigcops, but after the third, the turret will get
blown off, leaving a confused fourth one, unsure of what to do.

Move on ahead. Before you cross the bridge, there is an RPG behind the rocks
closest to the waterfall cliff, Railgun and an EDF crate with two Pipe Bombs
inside by the bridge. At the bridge, there is a Pistol Pigcop waiting for you.
Dispose of it in anyway you see fit. Cross the bridge refill on ammo and
explosives using the appropriate caches. There is an RPG and an EDF crate with
two Pipe Bombs by the crash site.

CHECKPOINT

A dropship will fly overhead, dropping off lots of Pistol Pigcops for you to
play with (a total of six, three at a time on the field). Hop on the turret
and take out the first wave of Pigcops (no Berserkers thankfully, so you
should be okay). As soon as the last one falls, get off the turret immediately
and get to cover on your right. A dropship will fly over again and blow you to
hell if you're in the open (Bad thing, BTW).

*******************************************************************************

ENEMY ENCOUNTER - ALIEN GUNSHIP

HEALTH: 1200
DIFFICULTY: 2/5
EFFECTIVE WEAPONS: RPG Launcher, Devastator

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              24          30          40          60
- RPG Launcher                8           10          13          20
- Enforcer(x3)                6           8           10          15
- Turret                      48          60          80          120

ATTACKS:
    Machine Gun
       * Damage: Easy - 1.5, Normal - 2, Hard - 3, DiG - 4
       * Watch your Ego bar while under attack. It is a very accurate and
         fast weapon. While each shot does not do much damage, it quickly adds
         up.

    Missile Launcher
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * Do you best to evade since they show up with little-to-no warning

STRATEGY:
   Grab the RPG launcher (If you do not have any other explosive weapon on
   hand) and blast away (Refilling at the crate outside). Play peek-a-boo until
   the gunship explodes. Twenty RPG shots should be enough. Do not try to be a
   hero in this situation, since the dropship launches nasty little explosives
   at you. If your Ego is in bad shape, take cover and wait it out.

   You can use the turret to attack, but you cannot use it for long, since the
   gunship will target and destroy it.

*******************************************************************************

CHECKPOINT

Enter the mine. A convenient cave-in will trap you, so the only way out is
through. As you start there is a Shotgun and Pipe Bomb on the floor to your
left. If you need a weapon with decent up-close damage, then grab it. Head on
through the caves. At the junction, go straight through for an EDF crate with
two Pipe Bombs inside. Head up the ramp at the junction and you will see a mine
cart on rails (With a Ripper behind it, if you want it). Pull all the heavy
barrels out of the cart, throwing them wherever you want to. Push the cart up
the track as far as it will go. Use the cart to carry you to the next area.

NOTES:
  You can actually push the cart up the tracks even with the barrels inside,
  but it takes a long time to push it up. However, when the cart crashes on
  the other side, at least one barrel should be with you, giving you another
  weapon to throw at enemies, if you want.

CHECKPOINT

Smash the EDF crate for two Pipe Bombs, then grab the gas. A total of four
Octababies, then four Pregnators will arrive and try to attack you. Make them
sorry they were ever born. There is a Shotgun under the scaffolding, if you
need/want it for this battle. Once done, climb up the newly accessible
scaffolding the last Pregnator was nice enough to break down for you.

CHECKPOINT

Move along bashing down any blockades in your way and find another mine cart to
ride. Enjoy the roller coaster ride and another (of many) crash landing. You
will bear witness to a couple Ripper Pigcops messing with your ride. Everyone
knows the only place a Pigcop is allowed to touch is the bumper while Duke
runs one over, so teach these two about respecting Duke's property. After a
lesson well-taught, fill up the Mighty Foot and take her out for another drive.

POINTLESS FUN:
    It does not always happen, but it is actually possible to leave the Ripper
    Pigcops alone, fill up your vehicle and start driving it without them
    severely depleting your Ego.

Boost over the bridge and over a ramp into the cave. Drive on to the next
level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- DAM TOP --                                              (CH24)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Air Duke Express (+1 Ego) -- NEW!
Unicorn Time! (+4 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

A Good Dam Fight (+25G / Silver) - Defeat the Battlelord on the Hoover Dam

    - Story based, cannot be missed.

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

Exit the cave and turbo boost over the first ravine, landing on the other side.
Follow the arrow signs, turbo boosting over a broken bridge. Next, watch out
for whole bunch of rocks rolling down the hill. Do you best to dodge, but keep
moving around and up the hill. Run over or ignore the Pigcops and keep going.
Follow the arrows and jump down several cliffs.

CHECKPOINT

An Alien Gunship flies overhead and starts dropping it's payload around you.
Keep moving, dodging as best you can while dropping down a cliff and going
around. The gunship will put itself between you and your destination so crash
the Mighty Foot into the gunship, causing you to lose all your momentum and
land in the water.

NOTES:
    If you miss the gunship while jumping over the cliff, it is treated in-game
    as falling off a cliff while in your vehicle, and the game will reset you
    back onto the road, allowing you to try again. Apparently, you are supposed
    to hit the gunship with the Mighty Foot.

Duke will get out of the sinking Mighty Foot on his own. Swim up to the
surface, turn to your left and look for a glowing ladder. Climb it to the top.

"Aw, and it got such good gas mileage."
-- Duke Nukem

Head to the left for two EDF crates with two Pipe Bombs and two Laser Trip
Mines inside, then go back the other way to a happy, bubbly, warm chat with
your Commander-in-Chief. After it's done, move past him and head over to the
fight.

CHECKPOINT.

"I'd ask you what the fuck took so long, but I know it was some sexy thing with
three titties! Yeah!"
-- Captain Dylan

Meet up with Dylan and the other EDF forces. Grab the RPG Launcher, Railgun,
Holoduke and stock up on explosives nearby before engaging the Pig Cops.

Pre-Existing ) RPG Pigcop x3

Wave 1) Shotgun Pigcop, Ripper Pigcop
Wave 2) Shotgun Pigcop, Ripper Pigcop
Wave 3) Enforcer, Shotgun Pigcop
Wave 4) Ripper Pigcop, Pistol Pigcop, RPG Super Pigcop
Wave 5) Enforcers with Shields x2, Shotgun Pigcop

Wave four will appear right after Wave three takes a casualty.

Maim and kill your way to the end of the dam wall (use the RPG Launcher and the
ammo crates to make this easy). Grab an Enforcer Gun to replace your Railgun
and keep firing at enemies, re-stocking on ammo as you need to.

NOTES:
    Captain Dylan is using a Ripper during this level. Normally he carries a
    Shotgun.

GLITCH:
    If you re-start from the last checkpoint, the three RPG Pigcops that you
    start with (scattered along the dam) will be gone.

CHECKPOINT.

An EDF soldier will signal the "All-clear", although the over sized gun that
lands on his body is the obvious indicator this is not true. The gun's owner
hops over to pick it up. It's another Battlelord. You WERE warned, a long time
ago...

GLITCH:
    If you go through the waves too quickly, the Battlelord gun will appear and
    the EDF soldier will simply die wherever he is, even though the gun did not
    hit him.


*******************************************************************************

BOSS BATTLE - BATTLELORD #2

"Holy shit! Is that my mother-in-law?"
-- Captain Dylan

HEALTH: 2800(1st Time), 1000(2nd Time)
RECOVERY FROM STUN: 600
DIFFICULTY: 5/5
EFFECTIVE WEAPONS: RPG, Pipe Bombs, Laser Trip Mines

DAMAGE CHART (Round 1/2):     Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              56,20       70,25       94,34       140,50
- RPG Launcher, Pipe Bomb,    18,7        23,8        30,11       45,16
  Laser Trip Mine
- Enforcer Gun(x3)            14,5        17,7        23,9        34,13

ATTACKS:
    Stomp
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * Do not get too close to the Battlelord. His stomp can still cause
         severe damage / kill, even if it does not score a direct hit. Also,
         the Battlelord may perform more than one Stomp at a time.

    Gatling Gun
       * Damage: Easy - 1.5, Normal - 2, Hard - 3, DiG - 4
       * While a single hit from this weapon sounds unimpressive, the rate of
         fire on this weapon more than makes up for it. Take cover once he
         starts firing

    Kicking Vehicles
       * Damage (Up to): Easy - 45, Normal - 60, Hard - 90, DiG - 120
       * While on the move, the Battlelord will kick vehicles at Duke. These
         can easily kill you.

    Mortar Launcher
       * Damage: Easy - 15, Normal - 20, Hard - 30, DiG - 40
       * These attacks track you, so dodge as best you can.

    Strength Tap Fail
       * Damage: Easy - 52.5, Normal - 70, Hard - 105, DiG - 140
       * The Battlelord picks you up off his back and throws you across the
         field. On DiG, if you do not have full Ego and health, you cannot
         survive this.

This (Along with the second Octaking battle) are among the hardest boss fights
in the game. Make sure you have stocked up on ammo, explosives and a Holoduke
before you take this beast on.

STRATEGY A (As BahamutZero likes to play it):
    This battle proceeds in about three 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 half to one third health he will enter phase two
    (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 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 three.

    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 four times he will fall. Once
    again perform a Strength Tap to finish this boss off.

STRATEGY B (As Kuro-chan_101 likes to play it):
    If you saved the Devastator form all way back in "Crash Course", this is
    the reason you did. The Devastator can do a lot more damage to the
    Battlelord per ammo load than the RPG and Enforcer Gun can (1,380, compared
    to 625 and 825, respectively), so you will only need to reload four times
    during the first part of the fight. Stay near an EDF crate and blast away.

    Fortunately the Battlelord has a low pain threshold, meaning he will
    frequently flinch during his activities, mainly attacking you. You can use
    this to your advantage by continually pummeling the creature, even while
    out of cover and near an ammo cache.

    After his health drops below fifty percent, he will let out a roar and
    start moving towards you. During that roar, stop and re-stock on ammo,
    since he will not shoot at you while roaring. If he gets too close,
    retreat. Hopefully you are doing damage fast enough that you will not need
    to.

    After you drop him on his knees, do not run up to the Battlelord 'just'
    yet. Go to the closest EDF crate and stock up on ammo first, then proceed
    to do your Strength Tap. Doing this first will save you some hassle
    during the next part when the battle gets a lot tougher. At this point,
    the Battlelord recovers and proceeds with the attack. He's VERY pissed,
    but he has one third of his health from the first round. He will start to
    actively hunt you down. Keep laying on the Devastator shots. So long as
    your accuracy is good, you will only need to re-stock once. Try to keep
    firing at him to make him flinch, then make him a unicorn, signalling your
    superior ability to defeat one of the most annoying bosses in the whole
    game. :)

NOTES:
    The Enforcer Gun is a "Hit and Miss Weapon" in this battle. Although each
    volley can do a little more damage than an RPG, it is not a long-range
    weapon. Also, it has a habit of targeting other enemies in the air.

    The Battlelord take breaks in-between attacks. Use the opportunity to
    break away from cover and re-stock on ammo and explosives as needed.

    If you are trapped behind the black truck the Battlelord cannot kick away,
    go for the explosives cache, rather than the EDF ammo cache. This will
    give you four Pipe Bombs and four Laser Trip Mines to work with. Each of
    them will do as much damage as an RPG. Time your throws with when the
    Battlelord is not attacking.

    If you are pinned down and have a Holoduke, you can use it to get the
    Battlelord's attention while you retreat to the other end of the road.

*******************************************************************************

Head over to Dylan. He will start talking about his chubby and orders to hold
his position. The spool of rope will glow, allowing you to interact with it.
Bungee down to the base of the dam, head through the door by the guard to
complete the level.

NOTES:
    If you are not stocked up on Pipe Bombs, there are two in an EDF crate
    behind some regular crates in the corner opposite of where you dropped
    down.

POINTLESS FUN:
    If you talk to the guard at the bottom of the dam for long enough, he will
    comment on your rappel, but also point out the elevator was working the
    whole time.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE SHRUNK MACHINE --                                   (CH25)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Air Duke Express (+1 Ego)
Any Time of the Year (+1 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Freeze Well! (+20G / Bronze) - Kill 15 frozen aliens

    - After finding the Freeze Ray in this level, freeze fifteen aliens and
      smash them (this counts towards executions as well). The weapon is very
      useful with the 3D cheat active so if you hold onto it you will get this
      with natural progression.

I Need A Date (+5G / Bronze) - Look at every page of a calendar in SP

    - Shortly after obtaining the Freeze Ray, there is a small office area
      with a calendar on the wall. Flip through the whole thing to get this
      achievement.

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

Descend to the floor, through the door and continue straight through. Then take
the left path. This leads to a Shotgun beside a dismembered engineer. Deal with
the puff bombs then shoot the eye, retract five claw arms (talk about a nasty
ambush). Melee the webbed corpse three times for an RPG, Steroids and a Laser
Trip Mine. Turn around and wait for the way to open up again (you can try to do
this all on one try but it is risky). Shoot the eye to retract the claws and
head back to where you first entered this area.

Turn to your right for a door and a long tunnel. Crouch down into the tunnel to
pick up two Pipe Bombs. Backtrack and open the door and head into the next
room, meeting the bickering soldier and engineers. Pick up the Freeze Ray to
trigger the next scene.

GLITCH:
   When angled a certain way, it is possible to launch an RPG through the
   glass and kill the Pigcop in the other room.

"Be careful with that thing. Last time Lawrence used it, he lost a pinky!
Real dangerous, could hurt someone good."
"Why didn't you tell me that before? Now I look like an ass in front of Duke
Nukem."
- Maintenance Worker and EDF Soldier

NOTES:
    Welcome to one of the most useful weapons in the game. If you have
    completed the game on Let's Rock (or Come Get Some) difficulty, you can
    access the Duke 3D Freeze Ray game extra setting. This is far more
    effective on enemies than the regular Freeze Ray beam. Each shot does ten
    times more damage per unit of ammo (Forty, compared to four), and can
    shoot over a much greater range. The only drawbacks are a remote chance of
    a shot bouncing off a surface and hitting you instead, a slower firing rate
    and the weapon will not recharge (You will need to turn off the setting to
    allow the weapon to recharge). You can hold down the trigger button down
    for automatic fire or you can greatly speed things up by rapidly tapping
    it. It is effective on all enemies, especially Octabrains and Pigcops. It
    sets enemies up for executions, like the original Freeze Ray, giving you
    opportunities to recharge your Ego along the way. It can also Two-hit kill
    a boss later (As long as you aren't playing the patched PC version), so
    enjoy it while you have it.

The maintenance worker will open the door for you, allowing you to proceed.
However before you do, turn around and look at the cage with a lock you can
smash open. Bust the vent on the floor and crouch down into a ventilation
shaft, turning on your Dukevision along the way. Beware though, six Octababies
will bust through a vent to your right and start attacking you. Freeze Ray
and melee attacks should be more than enough to deal with them. At your size,
they are not a threat. Move further up the tunnel and four more Octababies
will spawn. Deal with them the same way. At the end of the tunnel you will
find a Pistol and an EDF crate with a Holoduke. Worth it? Who knows...

Pass through the open door and into the tunnel.

CHECKPOINT.

"These guys don't stand a chance."
-- Duke Nukem

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 seven Pigcops (three Ripper, two Pistol, one Shotgun and one
Berserk) 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 staying on your toes.
When you move towards the double doors a Shotgun wielding Pigcop will burst
out (You can find a Freeze Ray and Steroids in the office). Two more Berserk
Pigcops will also spawn in the other room and make a run for you. Retreat into
the entry tunnel to freeze and smash them. This just leaves the two Ripper
Pigcops on the balcony and (eventually) one Pistol Pigcop on the floor. Freeze
and shoot the balcony ones (Ripper, Pistol, RPG, etc.) and execute the one on
the floor.

NOTES:
    If you want to try something creative and different, you can take up to
    three barrels with you from the last area, and throw them at Pigcops.

CHECKPOINT

A door is being busted down near where you first entered this area. Two
Enforcers (One with a shield) will break through the door to the right of the
entrance. Use your Freeze Ray to make some cold lizard snacks.

NOTES:
    The Freeze Ray will knock the shield out of the Enforcer's hand.

    It is strongly advised to hold on to the Freeze Ray for the rest of the
    game. In many ways, this weapon will take a lot of pressure off you in
    trying to carefully finish this as it cannot run out of ammo.

    In the room the Enforcers came out of are puff bombs which can be
    destroyed revealing a hidden RPG.

Head back to the entrance and meet up with the guy waiting for you.

GLITCH:
    Do NOT stand directly in front of the closed door (Where you came from).
    It will open up and can crush you into the wall, killing you in the
    process.

Wait for the engineer to take his sweet time walking through the room,
commenting on the mess you made and then finally opening the locked door for
you. Walk down the stairs to finish the level.

GLITCH & IMPOSSIBLE DEATH:
    If you jump over the railing and try to open the door before the screen
    fades to black, you end up with an insta-death, forcing you to reload at
    the last checkpoint and engage the Enforcers again. Best to just walk down
    the stairs to trigger the next level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE SHRUNK MACHINE (PART TWO) --                        (CH26)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

There are no special Achievements or Ego Boosts in this level.

This level is not difficult, but there is a LOT of ground to cover. Much of
the level consists of platforms and puzzles. Start the level by opening the
door on your left.

"I hate valve puzzles."
-- Duke Nukem

Inside are a number of open steam pipes, blowing hot air in your direction.
Time it so you can walk under while it is not venting at you. The way out is
being blocked off by alien infestation, so head to your left instead. There is
a glowing valve, encouraging Duke to turn it on. Turn it once to your left and
blow off some steam on the pods, watching them deflate like cheap balloons.

Before proceeding head out and detour to your left, through an open door into
a small room filled with goodies inside. On the floor are a Ripper and two
Pistols. Inside the locker is a Holoduke. Inside the EDF crate is a Pipe Bomb.

Head back into the pipe room to find more pods in your way. If you try to get
them steamed, you will find the pipes do not connect properly, so you will need
to move some around. Turn to your right and look at the closest glowing lever.
Pull it down to unlock the mechanism and rotate it 90 degrees so it locks onto
the next pipe. Head to the far corner (same side) of the room and pull down
the next lever. Push it around until is locks. Duck under the pipe and head
left to see another level. Pull it down and rotate the pipe another 90 degrees
(totaling two rotations on the same one). Duck under the pipe and head to your
right, back to the valve. If this was done right, the steam should flatten the
pods, allowing you to walk past them and up the couple stairs.

CHECKPOINT

Use a high-ammo weapon, Freeze Ray or melee the puff bombs. Proceed through
the corridor. There is an RPG Launcher and a Railgun on the crate in front of
you. Keep going, break through the boards covering the door and get ready
for a fight.

Wave 1) Ripper Pigcop, Shotgun Pigcop
Wave 2) Ripper Pigcops x 2(One goes berserk), Shotgun Pigcop
Wave 3) Ripper Pigcop, Pistol Pigcop
Wave 4) Assault Trooper Captain x 2
Wave 5) Assault Trooper Captain, RPG Super Pigcop
Wave 6) RPG Super Pigcop

The waves will overlap each other as you score casualties.

Not a difficult run of enemies. You can always retreat back where you came
from, if you need to recover your Ego. After everyone leaves enough body parts
to play connect the dots with (or operation), you can go through the door to
your left for a Railgun if you want.

Smash the board blocking the small crank and a ladder will fall down. Climb it
and head through the door. If you want, to your left you can grab a barrel
and throw it at the RPG Super Pigcop waiting to ambush you in the next room.
The lockers to your left have a Beer and Pipe Bomb. Move up to where you
blasted the RPG Super Pigcop to pieces, then backtrack as a Pipe Bomb is being
thrown in your direction. A Ripper Pigcop shows up begging for payback. The
next room has an EDF soldier on the floor with a Ripper beside him. Open the
door, dispose of a Rat early on, and step on the shrink pod on the other side
of the room.

CHECK POINT

Jump down the edge and get ambushed by a grand total of eight rats. They come
in many colours: Brown, grey and black. In the end, however, they will all be
red.

"Not my idea of a good screw..."
-- Duke Nukem

There are two open vents to go through. The one on your right has an EDF crate
inside with a Laser Trip Mine and a Pipe Bomb inside. Next, go to the unopened
vent and unscrew the nuts, allowing the plate to fall. After the nuts drop,
continue working your way along the shaft, smash the vent below you and go for
a ride until you eventually stop in a larger shaft. Walk to the other end,
stopping just short of the the vertical shaft. There are puff bombs waiting for
you. Shoot them out of the way first, then melee the broom that is clogging the
fan, lifting you to the very top. If you want to stop along the way to pick up
a Ripper and three Laser Trip Mines, go for it.

You will end up just outside the large machine you saw when you fought off your
first waves of enemies in this level. Melee the nearby vent and walk up to
screw around with another interactive object, opening up "Access Panel 57."

CHECKPOINT

This next section is one big platform adventure. Climb up the pipe, jump onto
the spinning gear, jump onto the next platform (other side), climb another
pipe, jump onto the spinning gear and head through the 'door' to your left.
Fall through the hole, then shoot the device, causing it to break the circuit
and stop the fan from spinning. Climb under the fan and fall into another hole.

CHECKPOINT

Melee the vent and enter the heart of the machine. Climb onto the moving gear
on the other side, then jump to your right, onto the middle of the machine.
Move through a big hole in the next gear. From this point on, it becomes a
game of balancing yourself on moving gears. If you fall, it is likely you will
slip through the gears and die, so prioritize staying on top. After navigating
and going through a total of three gears, you will eventually reach a small
platform that is not spinning. Stop there for a bit and take a break, since
you got through the worst of it. When you feel ready, jump onto the next three
gears then to your left, on top of the pipes. Work your way around until you
are at the top of the machine.

Aim to your right, shoot through the vent and the device to break the circuit.
Jump around the crusher and do the same thing with the next vent and device.
At this point, the crushers get a bit faster, but you only need to worry about
going straight ahead. Once you get past all three, there is a vent to your
right you can melee along with another device to deal with. After this the
machine breaks and the huge fan you walked past stops.

"Duke one, gears nothing."
-- Duke Nukem

Go through the fan, smashing two vents along the way, dropping down. Walk to
your left, jumping over two tiny pipes. To you right is an EDF corpse on the
ground (Is anyone keeping count, by any chance?) with a Ripper and Laser Trip
Mine beside it. Jump onto the crates that lead to the shelving units. Walk
over the wooden board to the next unit, climb up the pipe, walk over the red
pipes to a window. You can watch two Octababies refusing to give a dead guy
some peace and quiet.

POINTLESS FUN:
    If you sit long enough and watch the Octababies, one of them might jump on
    top of the corpse. The way it moves around, trying to attack the body,
    tends to imply something FAR less appropriate. Necrophilia, anyone?

Break the window and shoot the Octababies from a distance (safer that way).
Jump down into the room.

CHECKPOINT.

There is a Shotgun on the floor by the crate in the center of the room. There
is also an Enforcer Gun on top a filing cabinet on the left side of the room.
To reach it you will need to manoeuvre a few items around the room to climb
onto the chair and onto the filing cabinet to reach it. The EDF corpse has a
Pipe Bomb, Pistol and Ripper next to it.

When you are done, climb onto the mop bucket and press the elevator button. An
Octababy will ambush you. Deal with it. Then, from the vents above, a total of
twelve more Octababies will pop out of the vents and try to encircle you. This
can be very dangerous, since they can do a lot of damage if they get their
claws on you.

After defeating them, the door opens up and a very dangerous opponent enters
the room.

*******************************************************************************

ENEMY ENCOUNTER - GIANT ENFORCER

HEALTH: 1920
DIFFICULTY: 3/5
WEAPONS: Freeze Ray, Ripper, Pistol

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     39         48         64         96
  Devastator(x2)
- Steroids Melee                    12         15         20         30
- M1911, AT Captain Laser           77 (20)    96 (24)    128 (32)   192 (48)
- Shotgun (Point-blank)             11         13         18         26
- Ripper                            171 (86)   214 (107)  285 (143)  427 (214)
- Railgun                           12         15         19         29
- RPG Launcher, Pipe Bomb,          13         16         21         31
  Laser Trip Mine
- Freeze Ray                        384        480        640        960
- AT Laser(x3)                      26         32         43         64
- Enforcer Gun(x3)                  10         12         16         24

ATTACKS:
    Enforcer Gun - Regular attack when you are normal size. Here however it
                   can be surprisingly dangerous so keep an object between you
                   both as much as possible.
    Smash / Stomp - Stay away from the Enforcer as best you can. These
                    attacks do a lot of damage.

STRATEGY A:
    Use the crate in the middle of the room and let the Enforcer chase you
    around it. Fire at it when you get a good opening. Do not get too far or it
    will use the Enforcer Gun on you. Do not get too close, or it will try to
    stomp. Try to find a balance and try to keep it chasing you. This
    battle should not be too difficult.

STRATEGY B (suggested by Alexey Vdovichenko):
    "When an Enforcer boss comes from the elevator at the end of 'The Shrunk
    Machine', I found the safest place is under the table right-side of the box
    (looking to the elevator). From there I could empty all my weapons into
    the boss and remain undetected. Sucker punch."

NOTES:
    This Enforcer still has a head shot weakness. The Pistol and Ripper are
    more effective at this role, and for the once, the head is easy to shoot
    at.

*******************************************************************************

Once the Enforcer is laying on the floor for good, go back to the elevator. An
Octababy will pop out of a vent. Destroy it, then navigate the railings until
you can get up to and push the elevator button, ending the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE FORKSTOP --                                         (CH27)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Armed with a 69MM (+1 Ego) -- NEW!

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

Walk out of the elevator and smash the wooden crate blocking the hole in
the fence. Use the Particle Expander to make yourself big again, open the
double doors and walk through.

Jump onto the broken forklift then onto the machine for an EDF crate with a
Holoduke inside. Jump off and walk up the stairs. To your right is another
EDF crate with two Pipe Bombs inside. Open the door and walk into the control
room (or alternatively, you an shoot the window to the control room, hop onto
the forklift and jump through the window). There is a Ripper to pick up, a
glowing switch to flip and a magazine (by the door, on the shelf) to pick up
and ogle.

Head back over to the roller door and open it up by using the control bar.
Once it up high enough, head on through. Climb up the ladder to your 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.

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. If you have the Freeze
Ray, mow them down with your all-to-eager fast trigger finger. Otherwise, grab
the Ripper in front of and put it to work. Freeze, shoot or explode them (there
are two Pipe Bombs, two Laser Trip Mines and a Ripper in the small area here)
and smash the crates to move on.

NOTES:
    There are several ways you can make this fight easier for you:

    - For a cheap strategy, retreat behind the fence and get out the Ripper.
      Even though the weapon will look and sound like the shots are bouncing
      off the fence, many of them will actually go through and still hit the
      Octabrains. Meanwhile, they will not shoot at you or throw objects. They
      still try to pick them up, but they end up dropping them along the way.
    - When you drop down, melee the crates to your right and sprint all the to
      the other side, trigger the CHECKPOINT, then go to the menu and "Load
      Last Checkpoint". When you return to your game, the Octabrains will be
      gone, allowing you skip them. You can even return to where you first
      landed and pick up some extra items.
    - You can skip this entire section by simply jumping from the ladder to
      the (), then jump onto the railing, and hop over the crates that would
      normally block your path. You can continue on, without ever spawning or
      having to fight the Octabrains.

Walk along the dam edge.

CHECKPOINT

There is a Railgun having fun sitting by itself, politely asking if you would
please use it. You will have a good opportunity to, as three Pigcops (two
Shotgun and one Ripper) come out of the roller door on the other side. One will
mount the turret while the other two move in to engage you. Use the Railgun to
snipe (at least) the one on the turret and the other two if they stay far
enough away. Stay frosty as six Octabrains will rise up out of the water (three
at a time) in succession. If you still have the Freeze Ray, put it to work
again. It takes about nine direct hits to freeze an Octabrain. If they are high
enough in the air, they will shatter once they hit the ground (and oddly
enough, the water). Alternatively, you could also retreat back behind the
fence, if you are having difficulty staying alive.

When the last one falls the Octaking will burst out of the water.

*******************************************************************************

BOSS BATTLE - OCTAKING (First Time)

"I'm not finished with you, Octapussy."
-- Duke Nukem

HEALTH: 1800
DIFFICULTY: 2/5
EFFECTIVE WEAPONS: Turret

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              36          45          60          90
- RPG Launcher, Pipe Bomb,    12          15          20          29
  Laser Trip Mine
- Enforcer Gun(x3)            9           11          15          22
- Turret                      72          90          120         180

ATTACKS:
    Psionic Blast
       * Damage(Up to): Easy - 36, Normal - 48, Hard - 72, DiG - 96
       * At the turret you can handle three at a time, but it would be wise not
         to, since your Ego may not be fully recovered in time for the next
         wave. As it fires the third shot, dismount and back up, letting the
         blast 'hit' the turret. You will take 35 damage (DiG) per hit if you
         man the turret.

    Throwing Objects
       * Damage(Up to): Easy - 52.5, Normal - 70, Hard - 105, DiG - 140
       * Dismount the turret as necessary to dodge the larger stuff. With a
         high enough Ego, you should able to handle the smaller objects.

STRATEGY:
    The only way to drive away this alien is with the turret. While you can use
    explosives to damage it, it is doubtful you will have sufficient ammo to
    complete the job (There is a hidden RPG Launcher 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 he has thrown all
    three at you, he will start rapidly firing Psionic Blasts at you. At full
    Ego you can take 3 hits, but you should only take two to ensure a proper
    Ego recharge. 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.

*******************************************************************************

An EDF soldier will attempt to raise the roller door for you, but he and his
comrade are killed, leaving you to finish the job. Strength Tap the door to
open it and finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE FORKSTOP (PART TWO) --                              (CH28)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Any Time of the Year (+1 Ego)

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Fork The Pork (+10G / Bronze) - Kill 6 aliens with the forklift

    - After obtaining the forklift, simply raise the prongs and smash into six
      enemies (there are far more than six available). Due to damage on DIG
      difficulty however you may want to try this on a lower difficulty.

Companion Barrel (+10G / Bronze) - Unlock the secret closet at the end of the
                                   Forkstop

    - Explained in the guide. Follow it to get the achievement.

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

Technically you do not actually 'need' a forklift to get through the first
part of this level. Depending on your driving skills, there are two approaches
to this first section. After all, the priority is getting through there alive.

- Pick up the Freeze Ray in the first room on your left (if you do not already
  have one) and start picking off the Pigcops from a distance.

- 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 prongs.

The first long hallway has four Shotgun Pigcops, so avoid getting too close to
them if you are walking your way through. At the end of the hall (before
turning right), there is a an EDF crate with two Laser Trip Mines.

Do not pass under the hallway. Raise the forklift up just in front of the
stairs and hop on top to pick up a Shrink Ray, if you want it.

After passing under the walkway and turning the corner, three 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.

"Alright, time to quit forkin' around."
-- Duke Nukem

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). There is a Ripper in front of the roller
door, two Pipe Bombs (to the left upon entering), an RPG (far right) and a
Railgun (near the forklift).

Enter the door on the far right side of the room and make your way to the
control room. Along the way:

- First door on the right is an EDF crate with a Holoduke inside.
- Up the first set of stairs, to your left is a locker with Steroids and two
  Pipe Bombs inside.
- If you skip past the door to the control room and keep on going, there is EDF
  crate sitting on the floor with three Laser Trip Mines inside. The lockers
  also contain a Pistol.

Open the door and head into the control room.

CHECKPOINT

There is a Shotgun to pick up and a calendar to flip through inside. When you
are ready, flip the switch inside and get ready for white meat ambush. Two
Pigcops (Ripper and Pistol) spawn inside the entrance way while another Pistol
Pigcop and Shotgun Pigcop await you outside.

A Ripper Pigcop and a Shotgun Pigcop will be on one side while a Ripper Pigcop
will be waiting for you on the ledges above. You will need to come out to
engage them but be careful. Try to stay on one far end or the other so you
are not engaged by both sides at once.

Next are two Shotgun Pigcops, a Ripper Pigcop on one side and a Ripper
Pigcop on the other. One of the Shotgun Pigcops spawns when you have inflicted
a casualty.

Next up to three Ripper Pigcops spawn on one side and a Berserk Pigcop leaps
down and rushes at you. You may want to retreat back into the corridor and set
a trap to kill/weaken it. If you still have Pipe Bombs and/or Laser Trip Mines
left.

Finally there are two Berserk Pigcops and an RPG Super Pigcop. Again, set a
trap for the Berserker if you can.

Use the Control bar to lower the forklift and drive it over to the far right
side, raising the lift as high as you can go. Jump up and over to pick up the
"Companion Barrel."  You can walk it over the rest of the way if you want.
Head over to the far left corner and press the green button. It does not go
down all the way, but it should be low enough for you to jump on a pole, then
the lift and finally onto the top floor. With your barrel, head to the left
door and drop the barrel onto the heart on the floor. The door will open and
there will be LOTS of goodies inside. Take everything you can. Grab the
Shrink Ray. It will be very useful in the fight against the next boss. Also,
make sure your other weapon has lots of ammo so you will have no problems
making it there. Pistol and Ripper are okay choice for the few enemies leading
up to the next boss, but you can grab the Devastator, or Freeze Ray, as they
would be more useful for the longer-term.

When you are done. Head in the other direction (toward the elevator), push the
button, hop in, and push another button to get the elevator started and
complete the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- GENERATOR ROOM --                                       (CH29)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Who's That Handsome Devil? (+1 Ego)
Stop Pissin' Around! (+1 Ego)
Enough Tentacles for a Hentai (+3 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Octacide (+25G / Silver) - Defeat the Octaking

    - Story based, cannot be missed.

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

"America is counting on you."
"America. Fuck yeah!"
-- General Graves & Duke Nukem

Step out of the elevator. There is a Pistol by the debris to your far right,
if you want it. The path you need to take is to your left. Open the door and
follow the linear path until you meet up with the General Graves. He seems
rather happy to see you.

NOTES:
    Since you are waiting for him to finish talking, there are a couple things
    you can do in this room. You can break into a caged room that has a Ripper
    and an EDF crate, loaded with two Pipe Bombs. Also, underneath the stairs,
    behind the debris, you can find two Laser Trip Mines.

After that pep talk (That you HAVE to sit through), walk into the main
generator room. Fall off the broken bridge and onto the lower floor. The
lockers underneath the bridge have a Shotgun if you want to take it. Head
through the alien infestation, dodging electrical shocks and blowing up puff
bombs along the way. On the way over if you look to your far left, one of the
walkways has an EDF crate on the floor with Steroids inside.

At the end of the path, climb a ladder going up and use a control bar to swing
the crane to the right and up a bit. Use the makeshift bridge to cross over to
the generators, then engage two Pregnators (one fresh out of an Egg). Squash
the little douche bags. The generator on the right has an EDF crate, containing
a Pipe Bomb and a Laser Trip Mine. 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 (also known as "Crusty Old Dude").

NOTES:
    You can take a detour around to another tentacle that takes you almost all
    the way back to the beginning of the room. There is an EDF crate with a
    Holoduke inside, if you need one. It will play a vital role in your
    upcoming boss fight.

CHECKPOINT

Climb on the platform and prepare to be bombarded by Assault Troopers and
Captains. There is an EDF crate with a Beer inside, EDF ammo cache, explosives
cache, Devastator and Ripper at your disposal.

NOTES:
    If the fight during waves takes too long, the crane will stop moving,
    until all the enemies during a wave are cleared.

Wave 1) Assault Troopers x 4 (maximum 3 at a time)

The crane will start moving again, leaving Crusty Old Dude to deliver one of
his many old-school lines.

Wave 2) Assault Troopers x 5 (maximum 3 at a time)

The crane will start moving again, leaving Crusty Old Dude to deliver another
of his lines, depicting how things were fifty years ago, etc.

Wave 3) Assault Trooper Captains x 2, Assault Troopers x 2

Your only cover is the small enclosure on the right so hide in here and take
them out as best you can.

CHECKPOINT

After the final one falls the Octaking will arrive.

*******************************************************************************

BOSS BATTLE - OCTAKING (Second Time)

"There can only be 'one' King. You fuck."
-- Duke Nukem

HEALTH: 2650(1st Time), 1000(2nd Time)
DIFFICULTY: 5/5
EFFECTIVE WEAPONS: Shrink Ray, Pipe Bombs, Devastator

DAMAGE CHART (Round 1/2):     Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              52,20       65,25       87,34      130,50
- RPG Launcher, Pipe Bomb     17,7        21,8        28,11       42,16
- Enforcer Gun(x3)            13,5        16,7        22,9        32,13

ATTACKS:
    Psionic Blast
       * Damage(Up to): Easy - 36, Normal - 48, Hard - 72, DiG - 96
       * This attack attempts to lead you. Change the direction you are moving
         or it is likely to hit you.
       * This attack has a large splash radius, so even if it does not hit you
         directly, it is still likely to cause some damage.

    Throwing Objects
       * Damage(Up to): Easy - 56.25, Normal - 75, Hard - 112.5, DiG - 150
       * Picks up large objects and throws them at you. Dodge them as best you
         can. At DiG, it is urgent you do so.

    Summon Octabrains
       * Will summon up to three at a time, depending on if any are alive.

This (Along with the second Battlelord) are among the hardest boss fights in
the game and hopefully you have come prepared from the companion barrel room
(Shrink Ray, 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 one: Spawns Octabrains and slowly fires energy balls at you.

Phase two: 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.

STRATEGY 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 will be no more. Well done for
    finishing one of the most grueling challenges in Duke Nukem Forever.

STRATEGY B (BahamutZero uses this to win):
    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.

STRATEGY C (Kuro-chan_101 uses this to win):
    When the battle starts, start with the Devastator and put as many rounds
    into the Octaking as you can. Your objective is to remove around a fifth
    to a quarter of his health (At least one and a little full volleys from the
    Devastator). It will not be long before the Octabrains are in position, so
    get to cover and engage them. The Beer will help you shrug off any damage
    coming your way, but it may have an effect on your aim, so it is your
    call. Have your Shrink Ray and Pipe Bombs ready, and target the Octabrains
    in the following order: Left side (furthest), center and right (usually
    above your cover on the crane). Use the Shrink Ray to shrink and then
    detonate Pipe Bombs near them for an instagib. On some off-chance a Pipe
    Bomb is intercepted, detonate it ASAP before it is thrown back at you. Try
    to avoid using the Holoduke and save it for the 2nd round of Octabrains.
    Once they are down, go back to Devastator and do not stop firing at the
    Octaking. It may catch some of your Devastator rounds and throw them back
    at you, so keep strafing. Since you will likely be caught out of position
    when the second round of Octabrains arrive, get to cover quickly and
    deploy the Holoduke, using it to distract and dispose of the Octabrains
    quickly. The Devastator will work fine on the Octabrains since their focus
    is not on you, or you can use the usual strategy. Once they are dead, keep
    firing at the Octaking. Once it starts throwing stuff at you, it will no
    longer spawn Octabrains; the worst of the fight is over and it gets a
    whole lot easier. It's Psionic Blasts are huge, but they only do a little
    more damage than an Octabrains... IF it hits dead-on. The strategy now is
    to purposefully throw off the Octaking attacks by heading in a direction,
    trying to get him to lead you as he fires, then change directions once he
    does. This makes the next part of the battle a bit on the easy side.

NOTES:
    Stick with the Devastator for this battle when fighting the Octaking.

    - During the first round, the Octaking will catch and re-direct some fire
      back at you. A single Devastator missile hurts, but an RPG round is
      brutal.
    - During the second round, it's psionic blasts will sometimes catch and
      pre-detonate weapons fire. Against the Devastator, it is of little
      consequence, but against the RPGs, this can greatly hinder your ability
      to damage the boss, given it's slow rate of fire.
    - Enforcer Gun is next to useless, given the distance you must fire. The
      shots are just as likely to fly elsewhere as they are to hit the boss.

CHECKPOINT

Fill your ammo and get ready for the next phase. The Octaking will pull you
towards itself and self-destruct if you get too close. This is fatal, no matter
where you are on the crane. Fire your weapons once it's life bar fills up.
Fortunately, it only has a third of HP from the start of the battle, so it
should not take very long. Keep firing, re-loading when necessary 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).

NOTES:
    If you fall off and die before walking past the Octaking corpse, you will
    have to replay the last part of the boss battle again.

CHECKPOINT

Walk into the next room and over to the elevators, detouring to the bathroom if
you want to pick up the two Ego Boosts, a Pipe Bomb and a Pistol. Drop onto the
elevator, then either drop down to the other or fall straight into the water
to finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- UNDERGROUND --                                          (CH30)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Who Needs Real Ones? (+1 Ego)
What's on the Computer? (+1 Ego)
Awesome Funbags (+1 Ego)
Air Duke Express (+1 Ego)

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

Leave the water and enter the flaming room. On the bench is a Funbags magazine.
To your left, in the next room is a webbed corpse with a Pistol, Railgun, Pipe
Bomb and two sets of Wall Boobs to smack. Go back to the flaming room, shoot
the fire extinguisher (or throw a garbage can at it) and walk along the
corridor. Under the stairs in a body with a Ripper beside it. Continuing on,
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, then drop
down under the tentacle and climb up the ladder on the other side.

CHECKPOINT.

Watch as the Egg Pod opens up and drops a Pregnator right into the spinning
generator. While it is amusing to observe the aliens screwing up, it also
serves a point that trying to cross the spinning generator is not good for your
Ego bar and health. To progress, you will need to push some red tool racks into
the generator. There are three available. Push them in until the generator
breaks and stops spinning. Drop down the damaged generator and proceed to the
other side, climbing the ladder above the broken fan.

NOTES:
    There seems to be no consistency with which toolboxes you drop into the
    generator. Sometimes you only need to drop two in, while other times it
    takes all three.

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. Upon entering it, there
are shelves to your right that hold an EDF crate containing a Pipe Bomb inside.
Further down the room are computer you can access and paper airplanes to throw
around. At the far end is a chute opening with a loose vent cover. Smash the
cover out of the way and climb into the vent. Bust open the grate fall into the
next room to reach the level exit.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- UNDERGROUND (PART TWO) --                               (CH31)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

There are no special Achievements or Ego Boosts in this level.

NOTES:
    Octababies become a very dangerous foe while underwater. They can easily
    surround you and cut off any chance of escape since they move fast. Try to
    eliminate them as quickly as possible.

Head down the stairs and enter the water to find your first air vent; you need
to rely on these to replenish your oxygen level (If you meter runs out, you
start taking damage at 10 / sec. until you die, regardless of difficulty). 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 an 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 and prepare for a swarm of Octababies to
attack. There are a couple different strategies you can try for dealing with
them:

- Use your Shotgun or RPG (It would be advised to use the RPG; it takes two or
  three shots in the right general direction instead of hitting them
  individually) to blow their brains out (figuratively speaking).
- 'Just' enter the room so you can see one Octababy, then quickly backtrack
  around the turbine room again until you reach the entrance (where the bubbles
  are). If you can pull this off properly, all the Octababies get stuck along a
  grate between the two doors and it becomes an easy turkey shoot. Occasionally
  one will get through, but they are also subject to the power of the turbine
  and will have a hard time trying to attack you.

Swim onwards until you reach a ladder and climb it.

CHECKPOINT

You can watch the Cycloid Emperor having a blast, if you want.

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 into the room.

CHECKPOINT

A 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 way above you. Kill him as quick as you
can. His RPG has the potential to kill, given the lack of open area in the room
(And you do not want him wandering around in the dark later). Eight Pregnators
will spawn/hatch from Eggs (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 (or carefully re-locate it) to
open a new path and follow the corridor to the next level.

NOTES:
    Just before you leave this level, you can pick up a well-hidden Shrink Ray.
    At the far end of the generator room, There is a ladder leading to the
    catwalk above. However, the lower ladder was blown off. To reach this upper
    ladder, you will need to stack some barrels on top of each other. Three is
    the bare minimum you will need, but four is safer to work with. There are
    three regular barrels in the tunnel leading to the end of the level. You
    could also use the exploding barrels, if you want (They are safe so long
    as you do not shoot or throw them). Arrange two (or three together), jump
    onto one of them, drop a barrel in between them, jump onto the 2nd row,
    then keep jumping at the ladder until you eventually grab it. Climb up and
    onto the catwalk and turn around to see the dead scientist laying down with
    a Shrink Ray beside him.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE CLARIFIER --                                        (CH32)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Up in Smoke (+1 Ego)

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

Traipse down the hallway, picking up the Railgun and Pipe Bomb if you want. A
Berserk 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. There is a Ripper, an
RPG Launcher on the floor and a Pistol in the locker, if you want. Move through
the smashed door and another Berserk Pigcop will come to play. Do the same to
him as you did his friend, take a left to pick up a Shotgun and two Laser Trip
Mines, then a right for a webbed corpse with a Ripper, Holoduke and Pipe Bomb.
Go through the blue door.

CHECKPOINT

The door locks behind you, so there is no turning back. Enter the office. There
is a cigar to smoke on the desk. Break though the blockade of wooden crates to
be welcomed by four Shotgun and Pistol-wielding Pigcops. Once they are dead an
RPG Super Pigcop and Enforcer will spawn as well as a Ripper Pig Cop 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... somewhere else. Squeeze down into the office and trudge down the
stairs.

NOTES:
    Even if you deliberately avoid the exploding barrels while attacking the
    Pigcop, one of the them will catch on fire and explode, regardless.

CHECKPOINT

You will be in a large open room. Pick up the blue barrel and throw it into
the container/scale to trigger the next sequence; A crazed engineer on a
scissor lift will burst though a wall, followed by an RPG Pigcop, two Ripper
and two Pistol Pigcops. You can use the time to throw in a couple of pipe
bombs or just shoot them. Regardless, dispose of them as you see fit.

NOTES:
   While it is unlikely to happen, it's possible for the RPG Pigcop to
   accidentally blow up the other Pigcops with it's firepower.

"This thing sucks."
-- Duke Nukem, commenting on the scissor lift.

Use your new found toy to retrieve the two blue barrels (one directly behind
the start point of the lift, as well as a Shrink Ray in the darkness and the
other on some scaffolding to the left of it) and throw them in as well. You
will hear banging on a door, as several enemies try to make their way into the
room. You can try to setup Laser Trip Mines to 'greet' them but it's possible
the exploding door may prematurely trigger them. Once the door is busted down,
a Berserk Pigcop, Super Pigcop and Enforcer barge in to say hello. Given
the heavy damage all three units are capable of inflicting, it is advised you
do not try to take them on directly. You can try to:

- Run 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.
- Setup the scissor lift (before the door gets knocked down) to elevate you
  above where you first dropped into the office. This prevents the Berserk
  Pigcop from attacking you and gives you excellent cover from the RPG and
  Enforcer missiles. You can also pickup any weapons you left in this area
  from earlier and use them to attack.

Immediately afterwards a door on the other side will be broken through and the
same enemies will come out. You can use the same strategy as before if it
worked for you. Once every enemy is dead, come back out and grab a blue barrel
from the second room the enemies cam from. Chuck this with the others.

CHECKPOINT

Two Assault Commanders come out to engage you. There are several ways to deal
with them:
- Hide in the office and pop your head out to land shots when you can. They
  can only shoot through the small door, so you can safely watch their actions
  through the windows.
- Hide in the long tunnel. They rarely shoot through the broken door.

Use your conventional weapons as you see fit. The Pistol scores headshots on
Assault Commanders. The Shrink Ray and Freeze Ray are both very effective as
well.

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 do not already have it) and tread down the stairs to end
the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE CLARIFIER (PART TWO) --                             (CH33)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Checking out the Rear (+1 Ego)

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Call Waiting (+25G / Silver) - Listen to all phone messages

    - All locations are listed in the guide. Once the final phone is used the
      achievement will pop.

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

NOTES:
    Recommended weapon to carry through the level (For the boss fight in
    Blowin' the Dam) - Freeze Ray (Unless playing the patched PC version)

As you descend the stairs an engineer will appear, clinging to the cage door,
screaming and begging you to save him. Back away from the cage door and watch
as he receives his unfortunate desserts and then move cautiously ahead. A Pipe
Bomb will arc over the central pipes repeatedly homing in on you, so be wary.
Five Pregnators will also be in this small area, waiting to give you a deep
kiss.

You can:

- Race out and kill a couple of them and retreat to lick your wounds before
  the Pipe Bomb blows you to bits.
- Let the Pipe Bombs being thrown take care of the Pregnators for you.

After killing them, an Octabrain will rise up over the pipes. It may still
throw Pipe Bombs at you, so watch for them. Pick it off with whatever you have
(Freeze Ray, included) 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 Pig
Cop. Six more Pregnators will be on the other side, so mop them up and climb up
the ladder on the right. Balance over the tentacle to reach the upper
tunnel.

NOTES:
    There are four corpses hanging around 'above' you. They drop a combined
    total of: Four Pipe Bombs, four Laser Trip Mines, two Rippers, a Shotgun
    and a Pistol.

CHECKPOINT

Travel through the tunnel, freeing a corpse for a Shotgun, Trip Mine and Beer
along the way (Look waaaay up for this one), then break open the grating to see
the whole place electrified. Captain Dylan is in the middle of the room on the
upper platform, bitching at you to get to him ASAP. 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.

CHECKPOINT

"Hmm. Guess he won't be in the sequel."
-- Duke Nukem

Back in the main room, three barrels fall drop into the mess below you. Do not
follow them. Instead look to your left for some red pipes and jump onto them.
At the intersection take a left to find a webbed corpse with a Shotgun and
Laser Trip Mine. Go back the way you came to find an incapacitated Captain
Dylan with two High Explosive Charges, his Shotgun and two more Pipe Bombs. On
the other side of him is a door blocked by crates. A SlutButts magazine is
sitting on them. His dialogue does not trigger any events, so you can continue
on.

NOTES:
    You will meet Captain Dylan again in the DLC "The Doctor Who Cloned Me",
    so don't get all teary-eyed.

Climb down the ladder and prepare for five Octabrains to assault you as you
move the platform with the glowing pad. There are several tactics you may try
to get past this section:

- Stand your ground. Works well on Easy and you have a crate with all the ammo
  you could ask for, but on DiG difficulty, you can only survive a couple hits
  and your ability to dodge the attacks is limited.

- Jump off the lower platform and use the wire spools to travel across the
  water if you are careful and hide behind the wall (it isn't easy being
  'careful' when there are three Octabrains on your ass, but what can you do?).

- Press the button and turn the platform slightly, just enough to trigger the
  Octabrains, return to the ladder, jump and press the climb button to ascend
  to the upper platform. Take all the cover you want while dodging attacks and
  returning fire.

NOTES:
    If you saved the Shrink Ray from the last mission, this will help speed up
    the battle. Since there is an ammo cache nearby, do not conserve ammo. You
    can use any weapon you want to blow the Octabrain to tiny pieces. After
    this battle, it is advised you save it for the next level (If you are not
    saving the Freeze Ray), so you have a much easier time getting to the next
    boss).

POINTLESS FUN:
    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 three quarters 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.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- BLOWIN' THE DAM --                                      (CH34)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

My Worm is Bigger (+4 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Bucket Head (+30G / Bronze) - Find all 3 helmets in the SP campaign

    - Helmet locations are in the guide. Once you find the final helmet in
      this level the achievement will unlock.

Pescaphobe (+10G / Bronze) - Kill all the catfish in the underwater level

    - Just follow this video:
http://www.trueachievements.com/a151585/pescaphobe-achievement.htm?showguides=1
      Best to attempt with more than base Ego as you can survive being out of
      air longer. There are fifteen catfish in total.

Beating The One-Eyed Worm (+35G / Silver) - Defeat the Energy Leech

    - Story based, cannot be missed.

I Am All That Is Man (+40G / Silver) - Discover all Ego cap awards

    - There are thirty-four Ego Boosts to find through the whole game. They
      are all listed in their own section at the start of each level. After
      defeating the Energy Leech the final one will trigger and the
      achievement will unlock.

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

NOTES:
    Depending on what you view as easier: the Energy Leech or Octabrains

    Octabrains are No Problem:
    - The recommended weapon to carry through the level (for the boss fight) is
      the Freeze Ray.

    Energy Leech is a Slow, Over-sized Target:
    - Shrink Ray and Pipe Bombs carried over from previous levels make a
      devastating combination against the Octabrains. The Ripper, Shotgun, AT
      Laser and AT Captain Laser are good alternatives.

    The Octabrains are much more dangerous underwater.

    - They maneuver just as well underwear as they do in the air, putting you
      at a severe movement disadvantage. You cannot put distance between
      yourself and them. If attacking in pairs, they will try to surround you.
    - During the battles there will be lots of debris for them to throw at
      you; Garbage, bodies, barrels, etc. Some of it does very little damage,
      some does lots, so it is a mixed blessing. Eventually, they will revert
      back to their normal attacks.

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. You will see an Octabrain float
by. If you do not shoot at it, it will not attack you, so leave it alone and
move on.

To the far right is a treasure chest containing a Beer and two Pipe Bombs. If
you head to the left, an Octabrain will pop out of the storage crate and attack
you.

Since there is only one Octabrain attacking you, not two, you have more
flexibility in the first fight. Keep in mind, you will need to return to the
oxygen bubbles if you take too long to fight it. Pipe Bombs are effective, but
you will end up using most of your inventory if you rely only on them now, plus
you will need them a lot more more later on. Try to hold onto at least two and
rely more on your weapons.

There is a Shotgun in the crate the Octabrain came from. 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, collecting a Pistol if you want it. Turn the valve
and get ready for another Octabrain fight.

CHECKPOINT

Unfortunately the ensuing fight is mostly down to luck. Two Octabrains spawn
from a distance and float towards you. You need to defeat one of them as
quickly as possible. Start by throwing two of your Pipe Bombs at one Octabrain,
then finish it off with your gun. Head back to the air vent and rely on your
gun for the other one. It is a difficult sequence but doable if you have those
bombs. The important thing is to kill one of them immediately.

After recovering your air, swim over the long gap to another vent and find two
more Pipe Bombs. You will see another valve. After it is turned two more
Octabrains will spawn and float towards you. Retreat back to where you came in
(they won't follow you through the gap) and shoot them from a safe distance.
Try to do this quickly since your air will only last so long.

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 and Pick up an RPG Launcher (unless you have
another explosive weapon on hand). Float up to the grating and place the next
explosive charge, only to be thrown backwards by the emerging Energy Leech.

CHECKPOINT

*******************************************************************************

BOSS BATTLE - ENERGY LEECH

"Glub, glub, glub..."
-- Duke Nukem, while underwater.

HEALTH: 2375
RECOVERY FROM STUN: 295
DIFFICULTY: 1/5(A) or 4/5(B)
EFFECTIVE WEAPONS: RPG, Freeze Ray

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              48          60          80          119
- RPG Launcher, Pipe Bomb     16          19          26          38
- Enforcer Gun(x3)            12          15          20          29
- Freeze Ray                  1+Expl.     1+Expl.     1+Expl.     1+Expl.

ATTACKS:
    Body Slam
       * Damage: Easy - 56.25, Normal - 75, Hard 112.5, DiG - 150
       * Strafe away from the leech to avoid this attack. On DiG difficulty,
         it is urgent you dodge this.

    Spark missile
       * Damage: Easy - 18.75, Normal - 25, Hard 37.5, DiG - 50
       * Strafe away if you can. The Leech retracts a bit before firing,
         giving you a heads up it plans to use this attack. Fortunately, they
         do not do much damage, but will leave you vulnerable to a fatal Body
         Slam if your Ego is not high enough.

    Suction attack
       * Damage: Easy - 30, Normal - 40, Hard 60, DiG - 80
       * This attack damages and deprives you of air while you need to swim
         back to a source. Swim away from the leech. Firing an RPG shot into
         it's mouth (If you have any) will disrupt the attack.

    Strength Tap Fail
       * Damage: Easy - 52.5, Normal - 70, Hard 105, DiG - 140
       * The Energy Leech 'shoves' you away from it.

STRATEGY A (THE EASY WAY):
    This method will take two shots to kill the energy leech... Seriously.
    Dodge him as he crashes down and freeze him (and yourself) with the Freeze
    Ray. This will deplete your Ego and health, but if you act quickly enough,
    this is not a problem. This will take down the Energy Leech's health to
    near-zero. Shoot him once with the RPG Launcher, swim up to the boss, do
    the Strength Tap and win. Easiest... Boss... Fight... Ever...

NOTES:
    Strategy A appears to have been patched in the PC version of this game,
    leaving you with only Strategy B. This strategy works fine on the Xbox
    360 version.

STRATEGY B (THE HARD WAY):
    Many gamers compare this fight to the Octaking in terms of difficulty. It
    has several devastating attacks. It will slam down on you and fire energy
    missiles. When below fifty percent health, it will do double Body Slams
    and suck you towards it. Fortunately, it has less HP than the average
    boss.

    The main danger of this fight is running out of oxygen. Focus on staying
    near any vent. Being hit by the boss' attacks while out of oxygen is what
    tends to kill a player during this fight.

    There are two EDF ammo crates to refill your RPG ammo from and four sets
    of vents to use (Although the one furthest from the Energy Leech is the
    safest one to use). Try to fire off your last shot just before going for
    more ammo as it will enter a recoil animation, giving you more time to get
    to the crate and time to avoid the ensuing Body Slam(s)that inevitably
    follow. Use lock-on as much as you can to avoid wasting ammo (if it is
    right in your face, avoid blowing yourself up). This fight is mostly just
    common sense (in terms of DNF game mechanics), but still an annoying one.

*******************************************************************************

Paddle up into the grate that the leech burst out of.

CHECKPOINT

Then 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.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- BLOWIN' THE DAM (PART TWO) --                           (CH35)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Armed With a 69mm (+1 Ego)
Air Duke Express (+1 Ego)

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

The whole place is coming down on your head, so move your ass!

In the fisrt room, if you want, you can detour to your left and pick up the
69mm magazine on the floor behind the fenced off area.

Follow the catwalks (Scooping up a Ripper, Pipe Bomb and AT Captain Laser, if
you want) and race through a few rooms (watching the Pigcops flee as well).
After you see them, get ready as a Berserk Pigcop will rush you. Take care of
him and race on. You will shortly run into a large room with a hole in the
floor (BahumautZero: I have to say listening to "Carry me home" by the Living
End is an awesome fit for this level). Grab the Ripper (optional) and take the
right path (or explode) and once the path disintegrates travel back and use the
left path as well as 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

"Where's a hammer when you need one?"
-- Duke Nukem

Follow the corridors (Possibly shooting some hidden pods to grab a Ripper,
along the way) until the water level starts rising and get ready for 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. Also, the water
level quickly rises behind you. There are three methods to climb these stairs.

- You can race up the stairs dodging the barrels. This is considered dangerous,
  since the barrel path is unpredictable and it leaves you next to no time to
  dodge them.

- Roughly (but not exactly) every second barrel thrown down the stairs is a
  red, exploding barrel. There are spots along the right side of the wall you
  can use as cover to dodge the red barrels. This is slower than a straight
  run up the stairs, but covering yourself from the red barrels greatly
  increases your odds of survival.

- Use the rising water as a shield. It will greatly slow down the barrel,
  leaving you an opportunity to dodge it. Make the most out of your oxygen bar
  and surface when you need air. This stops the barrels hitting you but means
  you might drown instead as the water level continues to rise. Another problem
  with this tactic is this leaves you very little time to kill the Pig Cop
  throwing the barrels and escape before the gate closes.

- If you have a Beer, consider drinking it. Running will be disabled, but you
  can take a LOT more punishment from stray barrels, improving your odds of
  making it up the stairs. You could also try a Steroids. It will not be as
  helpful at reducing damage, but it does increase your movement speed.

- Try shooting the red barrels with an automatic weapon (Ripper would be the
  best choice) and blow them up before they reach you. A red barrel needs to
  be hit twice before it explodes, so don't be shy with your fire. You may
  still take damage, but damage is preferable to the loading screen.

The red explosive barrels are one hit kills even with full Ego; avoid them at
all costs or you will be seeing the loading screen... a LOT.

When you reach the top, take out your frustration on the swine (Berserk Pigcop)
that was giving you so much grief (Duke WAS expecting a monkey). However, do
not waste time in this room. There is a gate to the left. Three Rats will come
crawling out and run under the gate. Once the third Rat crosses, the gate will
close. If it closes before you cross, the water level behind you starts to rise
again, leaving you trapped and underwater. The gate will also close after you
cross it, regardless of the Rat problem.

CHECKPOINT

At this point, the rising water level no longer becomes a threat. Carry on
until you see a mechanic being squished by a Berserk 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.

NOTES:
     If you have any Pipe Bombs left, lay them all down and set a trap, since
     there are no more enemies to deal with on this level.

There is a paper airplane hidden in this room. You will need to climb up onto
the duct work to obtain it.

Up ahead you will see an engineer on a bridge that collapses. Do not jump off
the bridge. On DIG difficulty, the fall is fatal. Instead, Look to your left
and find a ladder that leads to the bottom of the floor. Climb down and follow
the arrows, leading you to a ladder against the far wall. Rise up like an
avenging angel, duck to enter a waterway and race down it to be blasted into
the next level.

GLITCH:
   It is not a game killer, but at the point where Duke is blown out of the
   large pipe tunnel by the huge wave of water, if Duke is not far enough ahead
   to turn around and see the water coming, he will not say, "Holy shit!".


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE FINAL BATTLE --                                     (CH36)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Gunslinger (+50G / Silver) - Carry the gold Pistol through the whole SP
                             campaign

    - Much easier to do on Piece of Cake/ Let's Rock difficulty but if you
      want to prove yourself a Duke Nukem badass, doing this in Damn I'm Good
      is the way to go. All you have to do is keep the starting Gold Pistol
      with you through the whole game.

      A few things to note:

      * You can drop and retrieve it (unfortunately increasing the odds of a
        checkpoint screwing you over by eating it) but you must have this
        weapon with you until completing "The Final Battle."

      * You can complete levels on whatever difficulty (for example finishing
        "The Final Battle" on PoC and then carrying the gun through the rest
        of the game on DIG for it to unlock at the end of "Blowin' The Dam -
        Part Two. So you can use the Devastator and RPG in the final boss
        fight."

      * Level progression with the gun saves after completing one. So each
        level you beat holding the gun counts permanently. You could do the
        whole game piece by piece if you wanted to.

Piece Of Cake (+20G / Bronze) - Complete the SP campaign on Easy Difficulty

    - Story based, cannot be missed (stackable). There is no lower difficulty.

Let's Rock (+30G / Silver) - Complete the SP campaign on Normal Difficulty

    - Relatively easy to complete (stackable and unlocks Duke 3D Freeze Ray
      cheat).

Come Get Some (+40G / Gold) - Complete the SP campaign on Hard Difficulty

    - Slightly harder (some boss fights in particular) but still overall not
      too difficult (stackable)

Damn, I'm Good (+50G / Gold) - Complete the SP campaign on Insane Difficulty

    - Follow the guide, with a bit of grit and determination you can win
      this. You will need to beat the game at least once on any difficulty
      before you can try for this one.

Special Thanks (+5G / Bronze) - Watch the credits all the way through

    - You can use the credits here or in the menu, either is fine.

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

Enjoy the mouth-to-mouth the EDF soldier is giving you (BTW: IT IS CPR!) to
help resuscitate you. Re-equip your Pistol and head over to the President to
trigger the next scene, involving some violence, awesome quotes and a very
large alien trying to rip you to pieces.

NOTES:
    If you stand too close to the EDF Dropship while the Cycloid Emperor plays
    toy airplane with it, it can crash into you and instantly kill you,
    regardless of Ego status or if invincibility is turned on.

*******************************************************************************

BOSS BATTLE - CYCLOID EMPEROR

"I'm gonna rip your eye out and piss on your brain, you alien dirtbag."
-- Duke Nukem

HEALTH: 1600(1st Time), 2000(2nd Time), 3000(3rd Time)
RECOVERY FROM STUN: 350
DIFFICULTY: 4/5
EFFECTIVE WEAPONS: RPG, Enforcer Gun, Devastator, Pipe Bombs

DAMAGE CHART (Round 1/2/3):   Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              --,--,60    --,--,75    --,--,100   --,--,150
- RPG Launcher, Pipe Bomb     11,13,20    13,16,24    18,22,32    26,32,48
- Enforcer Gun(x3)            --,10,15    --,13,19    --,17,25    --,25,37

ATTACKS:

    Missiles (Per missile)
       * Damage: Easy - 18.75, Normal - 25, Hard - 37.5, DiG - 50
       * Strafe and run to avoid these.

    Stomp
       * Damage: Easy - 37.5, Normal - 50, Hard - 75, DiG - 100
       * Do not get too close to the Emperor. His stomp can cause severe damage
         or kill you, even if it does not score a direct hit. The attack also
         sends Duke flying into the air. Try to jump in the air as his stomp
         hits the ground.

    Charge
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * This attack will knock you to the ground if you are hit, setting you
         up to get stomped on. Keep an eye on his jetpack (flames will appear)
         and start dodging early to stay safe.

    Ground Pound
       * Damage (1st): Easy - 33.75, Normal - 45, Hard - 67.5, DiG - 90
       * Damage (2nd): Easy - 16.875, Normal - 22.5, Hard - 33.75, DiG - 45
       * Like Charge, this attack knocks you to the ground. Move out of the
         way; this attack is not difficult to avoid.
       * During the third stage, the Emperor throws many of these at once at
         you.

    Laser Guided Nuke
       * Damage: Easy - 75, Normal - 100, Hard - 150, DiG - 200
       * Used from the second phase onward.
       * A tracking laser lances out of the boss' eye. A few seconds later a
         massive explosion takes place where the laser was aimed. If the laser
         locks on, move far away from the Emperor to break the connection.
         The attack hurts you, not the laser.

    Area Pulse Explosions
       * Damage: Easy - 7.5, Normal - 10, Hard - 15, DiG - 20
       * An unusual attack that does not do much damage. This would require
         you to be within stomping distance for you to get hit. Keep your
         distance from the Emperor and this attack will not pose a threat to
         you.

    Strength Tap Fail
       * Damage: Easy - 30, Normal - 40, Hard - 60, DiG - 80
       * The Cycloid Emperor picks you up off (Where you are doing the Strength
         Tap) and throws you across across the battlefield

The Cycloid Emperor behaves and acts much like the one in the video game you
played when you first started this game. The difference being the damage of
the attacks and the different attacks he is capable of performing.

STRATEGY A:
    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 four ammo pickups, two by the
    president's corpse, the ones along opposite corners of the field (forming a
    triangle) 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 if you don't want to stop the Pigcops spawning permanently.

    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.

STRATEGY B:
    Circle the boss until his RPG wielding Pigcop lackey drops down. Kill the
    Pigcop and grab his launcher. It will require a minimum of three Pistol
    shots to the head, two Shotgun blasts or five melee attacks if you can get
    close enough (which is doable if there is only one Pigcop to deal with).
    The enemies may also drop Pipe Bombs.

    Shoot the Cycloid 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 RPGs, shoot until he falls for the first time. Run up to the
    alien bastard, climb onto him and perform a Strength Tap to rip one of the
    cables connected to an arm cannon.

    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. Climb
    onto him again and perform your second Strength Tap to rip the cable out
    of his other arm cannon.

    Continue dodging until the Devastator and an EDF Ammo cache 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 his
    attacks (using the container as a shield from the Emperor) until he falls
    for the last time. Perform your final strength tap and drop him for good.
    Walk up to his head and take a nice, long leak in his exposed eye cavity
    (You certainly deserve to at this point).

CHECKPOINT

    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.

NOTES:
    There is a glitch during this battle where enemies may stop being dropped
    It may happen after thirty or forty RPG hogs are dropped, then the
    dropships no longer appear and land units. For the glitch to happen, the
    Cycloid Emperor must not lose any HP during the fight. Even so, it happens
    rarely.

    * Kuro-chan_101: It happened to me the 1st time I was playing through,
      following a strategy suggestion BahumautZero made in his first guide.

    * BahumautZero: Hey, I got it to work. Same as General Ramm glitching out
      on my insane difficulty Gears of War run :).

    During the third round, the dropship that drops off reinforcements can be
    targeted and destroyed.

    There does not appear to be any set timit during the boss fight. The
    countdown for the nuke only starts after the battle is over.

*******************************************************************************

After the Cycloid Emperor is dead, you won't have any time to piss around. The
nuke is on it's way. Head over to the EDF dropship (on the side facing away
from the ex-dam) and trigger your melee button to grab onto General Graves arm.
If you do not do this fast enough, the nuke will drop on you and you will get
to enjoy some quality "Loading Screen Time" on the eve of your victory. After
this, enjoy the rest of the scenes.

NOTES:
    If this is your first time playing through the game, do not skip the
    credits. You can go out for a walk, play another video game, make a
    sandwich, grab some coffee, etc. but do not skip them.

We hope this guide helped you out and you did not contemplate the aerodynamic
properties of your controller too much (BahamutZero: I know I sure did a few
times when playing). So leave any questions, suggestions or alternate
strategies that you think work better and the editors will be happy to modify
the guide and credit you.

Thanks to the Duke for the memories, as those pixelated strippers meant so much
more than the dents to the TV and walls made by flying controllers.


*******************************************************************************
***************************** MISC. ACHIEVEMENTS ******************************
*******************************************************************************

Noms (+10G / Bronze) - Eat 10 pieces of food during the SP campaign

    - This can be accomplished on the level "Damn It's Late" at the earliest.
      There are several vending machines in the level you can buy food items
      from and plates of food in the employee rooms.

Extermination (+25G / Bronze) - Kill 50 aliens

    - This will easily come naturally as you progress in the campaign.

Annihilation (+40G / Bronze) - Kill 100 aliens

    - This will easily come naturally as you progress in the campaign.

Nuclear Devastation (+50G / Bronze) - Kill 250 aliens

    - This may require multiple times playing through the game to unlock or it
      may unlock during the final stages of the campaign.

Downtown Barrel Beatdown (+15G / Bronze) - Kill 10 aliens with tossed objects

    - Easy to obtain if you use objects when they are available. Most
      throw-able objects are mentioned in the guide.

Duke Angry, Duke Smash! (+20G / Bronze) - Kill 15 aliens with melee attacks
                                          while on Steroids

    - During "The Lady Killer - Part Two" you can find two lots of Steroids,
      after which waves of enemies spawn. You can kill these guys and reload
      the checkpoint to add to the counter.

Trapper (+20G / Bronze) - Kill 10 aliens with Trip Mines

    - If you use these where the guide recommends you will reach this quota
      easily.

Sticky Bomb Like You! (+10G / Bronze) - Put a Trip Mine on a live alien

    - A really cheap way to get this is during the "Lady Killer - Part Three"
      by sticking a Trip Mine on a stationary Rat (yes they count). Otherwise
      the first Assault Commander fight is a great spot to get this too.

Dead Useful (+15G / Bronze) - Kill 10 aliens with environmental explosives

    - Use barrels and cars to kill (not injure) ten enemies. With the amount
      of setup barrels in the campaign this should be easy to achieve. The
      crane level anyone?

On The Noggin (+25G / Bronze) - Kill 30 aliens with headshots

    - Use the Pistol to shoot enemies in the head. It's that simple. Ripper is
      not reliable enough to ensure the last shot hits the head.

Baron Von Nukem (+20G / Bronze) - Shoot down 20 alien fighters

    - You will get this just surviving on the turret sections.

Judge, Jury, Executioner (+20G / Bronze) - Execute 20 aliens

    - If you use the Freeze Ray this is really easy. Smashing a frozen alien
      counts as an execution and refills your Ego.

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

*******************************************************************************
******************** DLC CAMPAIGN: THE DOCTOR WHO CLONED ME *******************
*******************************************************************************

Price (Online): Typically around $9.95-$9.99, 800 Microsoft Points

This campaign is a little less than half as long as the original, but is often
credited for a more interesting plot/storyline, less 'filler' content, less
levels designed to serve as padding, less of the tedious and annoying things
in-game, (including lengthy underwater adventures) and overall more interesting
and intelligent characters (Like that says a lot, being a Duke Nukem game).

Unfortunately, the add-on is also less refined. It has many subtitle errors,
game-killing bugs and glitches to exploit (Many of those found are listed here,
in this walkthrough). Also, the gameplay is considered to be easier than the
regular campaign. Those who are pressed to beating it as quickly as possible,
should be able to wrap up the entire campaign, all Ego Boosts and Achievements
in a weekend, no problem.

Length:
- The original campaign had (the equivalent) of thirty-six levels. The Add-on
  has fourteen.

Weapons:
- Two new weapons are introduced: Impregnader, which acts like a biological
  grenade launcher and Expander, which behaves similar to the Shrink Ray, but
  in the opposite way. Also, unlike the Shrink Ray, the Expander can kill most
  enemies with 2 shots.

Ego:
- This game is played and treated as separate from the regular campaign, so
  nothing is carried over. You start with seventy Ego points. There are
  nineteen Ego Boosts that can be found, bringing your maximum Ego points
  total to one hundred and five.

Achievements:
- The DLC has it's own set of unique achievements that can only be earned by
  playing the campaign. However, many of the achievements that can be earned in
  the original campaign may also be earned here. Typically, if it is a generic
  achievement, one that can be earned anytime during gameplay, it can be earned
  on the add-on as well. Specific ones like boss encounters or special ones
  that require a special character or item (Jerk in "Damn! It's Late..." or
  the Mighty Foot) do not apply.

Like the original campaign, you must unlock DiG difficulty by beating the game
once on any other difficulty.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- RUDE AWAKENING --                                       (CH37)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Stop Pissin' Around! (+1 Ego) -- NEW!

- You can start collecting Ego Boosts immediately.

- The list will cover all Ego Boosts that can be collected in a level. Ones
  marked with " -- NEW !" means it is the first time the Ego Boost becomes
  available. If you focus collecting the boosts with the tag on them, you
  should have no trouble collecting them all.

- The names used for Ego Boosts are off the DLC Ego Boost Guides created by
  Kuro-chan.

  http://www.gamefaqs.com/xbox360/944794-duke-nukem-forever/faqs/67292
  http://www.neoseeker.com/resourcelink.html?rlid=752385&rid=468341

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

"What the hell? Where am I?"
-- Duke Nukem

Watch the flashes before your eyes and wake up in a room worryingly reminiscent
of Black Ops II's menu select system. After waking up to find you are sitting
in a chair you'll notice a large robot (Duke Bot) is about to execute you.
Perform a Strength Tap and shoot the gun into the robot, taking it offline.
Gotta love the random vibrator in a room full of torture implements right? What
kind of torture was the Duke Bot doing...? No, actually... we really don't
want to know. You automatically take the Pistol from it, afterwards.

NOTES:
   The editors of this guide/walk-through do not believe it is possible to
   fail this Strength Tap. Both editors 'sat' on this scene for some time and
   Duke was not executed. Additionally it takes around seventeen or so 'taps'
   to manoeuvre the Pistol over to the Duke Bot's head.

CHECKPOINT

Kick down the door and proceed through the hallway. There is an unarmed Assault
Trooper trying to reach out the window to grab you. He is no threat, provided
you do not get too close. Dispose of him, if you want to. Proceed through the
kicked down door on the left and enter the prison cell. To the left is a toilet
you may use to relieve yourself. To the right is a hole in the wall you need to
jump through. In the next hallway, there is an EDF ammo. cache to your right.
Assuming you have not emptied your entire clip on anything irrelevant you will
not need it. Move through the hallway, and around the corner. The door
is blocked, but there is an explosive on the other side you can shoot to blow
it out of the frame.

After walking through you'll find out the name of your captor. Dr. Proton was
Duke's original nemesis from his first ever game on DOS, back in his 2D-era
scrolling heyday. Duke blew the crap out of him at the end of it though... So,
it seems he got better.

Move ahead. There is an opening to the building entrance (with the alien
fighter sticking through the doorway). Before that, you can take a detour by
going through the door on the right and entering a small office to pick up some
Pistol ammo and the code to get through the next set of doors.

In the main entrance, if you have not picked up the code yet you will need to
look around and access the security camera monitor to find the access code.
The code happens to be 1503. Keep this in mind as you head for the door at the
back. Enter in the code and proceed to the end of the hallway, perform a
Strength Tap on the door and step onto the elevator platform to proceed to the
next level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- GOING DOWN --                                           (CH38)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Dirty Magazine (+1 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Bubble Buster (+10G / Bronze) - Kill 10 expanded enemies with melee attacks

    - There are 11 enemies on this level (counting the Rat) and two Expanders,
      giving you a maximum of 32 available shots. This can be (does does not
      have to be) earned in one try. This achievement could also be tried on
      "The Clone Carousel" where there are more enemies, as well as repeating
      levels.

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

"What the hell is this place?"
-- Duke Nukem

Take a long trip down the elevator, giving you lots of time to see the
ridiculously oversized underground city.

IMPOSSIBLE DEATH:
    You can actually jump yourself to death on this elevator. No kidding
    involved...

CHECKPOINT

Move along the bridge and be greeted by Dr. Proton. At the end of the bridge,
to your left is a ladder to climb down. Reload on Pistol ammo, if for some
reason you actually need it. Then jump over the rail at the far end and travel
along some pipes.

NOTES:
    While at the end of the bridge, you can look down to your right and safely
    jump onto the pipes, directly.

There will be a break in the pipes up ahead. Jump over them. The pipe behind
you will fall, after you make the jump. Continue to walk along the pipes until
you reach the end. Crouch and turn left to see a grate you can break open and
duct work to go through. To your left is a Rat you can amuse yourself with, if
you want. Turn right and exit. Now, because of video game logic we should all
know the answer to this simple puzzle. Shoot the fire extinguisher to put out
the blaze. There is Pistol ammo (If you actually need some) near the fire. Move
past and approach the Expander gun on the floor.

CHECKPOINT

"Time to blow shit up."
-- Duke Nukem

Pick up the Expander, since it does not hurt to have a second weapon and open
the door. The Expander is an interesting weapon that is sort of similar to the
Shrink Ray. It's first shot does not kill a target, but expands them, slowing
their movement speed, rate of fire and weapons do four times the normal damage.
A second hit from the Expander will kill an enemy, so if can be used that way
as well. A useful tactic is to rush a target hitting them with the initial
blast then melee'ing them once or twice, making them explode. Love Duke's
phrase as he picks up the gun, too.

Turn right and pick up two Pipe Bombs near the EDF corpse. This will mark your
first real battle in the DLC game. One-by-one, the following enemies will
appear:

Wave 1) Assault Trooper Captains x 2
Wave 2) Assault Troopers x 5
Wave 3) Assault Trooper Captain, Assault Trooper
Wave 4) Enforcer with Shield

NOTES:
    Some of the waves will overlap, depending on how far along Duke has walked
    on the platform and/or how long it takes to deal with a wave.

Along the way, you can pickup other weapons that can help you, like an RPG
Launcher, another Expander, a Shotgun and a Railgun (found in that order).

This section can become dangerous if you try to speed through it as there are
Assault Troopers and Assault Trooper Captains in the area. This means ground
troops will rush you while flying teleporting enemies will constantly chip away
at your Ego, preventing you from regenerating. After descending the ramp a
Captain will teleport to your right and then run away. Take note that Captains
love to teleport behind you and will do so at every opportunity. So if you see
one disappear immediately look behind you to make sure he isn't gleefully back-
stabbing your ass. Try to counter this by using using weapons that deal a lot
of damage at once, like the Shotgun.

The Captain does not run far (a few paces around the corner and can quickly be
taken out with the method described earlier (Expander + melee). Do not forget
to grab the two Pipe Bombs on the crate at your first cover point. You can also
retreat back to the box next to the doorway for a better cover point. Flying
Captains and Troopers will start bombarding you from the sky. Use your Pistol
to pick them off, taking cover when you need to heal. You can also pick up some
AT Lasers from the fallen if you desire. Repeat these tactics, moving forward
to lure enemies towards you and you shouldn't have any problems. At the top of
the stairs an Enforcer comes through the door and starts firing. These shots
hurt so back up and take cover. Head as far back in the opposite direction from
him as you can go and you will find a Railgun sitting next to an EDF corpse.
Grab it and snipe the Enforcer to get by (in the legs or eye slit to blow away
the shield, then the body).

CHECKPOINT

Enter the door the Enforcer was standing beside, through the hallway and into a
computer room. The desk on the left side beside you has a Muddy magazine you
can read. There is also a fully loaded Ripper in here as well which can come in
handy during your next fight so grab it if you want. Exit through the right
side to finish the level


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- IN SECURITY --                                          (CH39)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Fire for Your Ass, Bitch! (+1 Ego) -- NEW!
What's on the Computer? (+1 Ego) -- NEW!

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

Open the door ahead and watch the scientists get blown up by the Bombballs.
Proceed to the Bio Scanner for Stage One. When finished head over to Stage Two.
After you enter, the computer alerts you to foreign entities (Plus you can hear
Octababies), but nothing happens. After the all-clear is given, proceed to
Stage Three.

CHECKPOINT

"Shit. I don't need laser hair removal."
-- Duke Nukem

After Stage Three starts, it shuts down and the room goes dark. Turn on your
Duke Vision and brace yourself for two Octababies. Look down at the center of
the room when the lights go out to be in perfect stomping position. You can
either shoot or stomp the two Octababies that drop out of the ceiling. After
they are destroyed, the Bioscan starts up again, but this time, the lasers are
red (That should be the obvious hint they are not safe lasers this time). Leave
the small room through the open door and force open the next door as the mobile
laser is heading away from you. This means you won't instantly die from it
while you aren't in control of Duke. Quickly duck under the horizontal first
laser and time your second run to avoid both the other ones. Sprint-waddle
through the opening and closing door to see two more lasers circling a pit.
Dodge them and drop down into the opening. A chute full of (you guessed it)
lasers will greet you.

CHECKPOINT

They are slow moving and pretty easy to avoid except for the last one. This one
has a flickering middle laser that you must move through when it's off. Don't
jump into the vent as you will stand up, most likely resulting in death. Walk
into the chute on the other side.

CHECKPOINT

As you reach the exit, you end up in the middle of a Pregnator and Octababy
ambush.

Waves #1-3) Pregnators x 2
Waves #5-7) Octababies x 4, Pregnator x 1
Waves #8 & 9) Pregnator
Wave #10) Security Drones x 3
Wave #11) Pregnator x 1

NOTES:
   Two of the eggs in the room contain Pregnators: The one on the wall, and
   second from the right, behind another egg as you exit the tunnel. It takes
   less shots to kill an egg than to kill a Pregnator.

   Some waves will overlap, depending on how long it takes to kill units.

   The Pregnators have three Spawning points: Right beside where you enter the
   room, along the middle of the opposite wall, and right below the exit
   hatch. All the Octababies come from the Spawning Point below the exit
   hatch.

The room contains a number of useful items for engaging Octababies and
Pregnators.

The corner across from where you enter has a Ripper, a Shotgun and two EDF
crates. One contains two Pipe Bombs and a Laser Trip Mine. The other contains a
Pipe Bomb and a Holoduke. Also, there is a Ripper by the Spawning point below
the exit hatch.

After all the enemies are defeated, walk along the tentacle on the wall and
crawl into the hatch. Stand and jump out to enter a computer lab.

CHECKPOINT

To your left is a computer and to your right is a hot sauce you can drink.
Proceed through the rooms and get stuck listening to another of Proton's rants.
After he is finished, the door to the left unlocks. Open it, and the next door
to your left to finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE CLONE CAROUSEL --                                   (CH40)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Sudzy Magazine (+1 Ego) -- NEW!

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

Open the door and enter the room filled with Duke Bots. At the moment, they
are not doing anything, but that will change soon enough. To your left is a
smaller room which contains a Shrink Ray and an EDF Crate containing Steroids
and a Holoduke. Head to the other end of the main room to trigger a scene with
Doctor Proton. In the back corner is an ammo cache, explosives cache and an
Expander. After Dr. Proton finishes his speech, the Duke Bot units will
start to activate. From here, you have two places where you can engage them:

 - Turret: Suitable for lower difficulties, but more dangerous in DiG
   difficulty, since you are fixed on one spot.
 - By the ammo cache: You can continually refill on ammo and take cover while
   under attack. Also since you are mobile, you can pick up weapons the
   Duke Bots leave behind, RPG Launchers included.

The waves are as follows (From the perspective of manning the Turret)

Wave 1) Duke Bot (Far left) w/ RPG
Wave 2) Duke Bot (Close left) w/ Ripper, (Close right)  w/ Shotgun
Wave 3) Duke Bot (Close left) w/ Ripper, (Close right)  w/ Shotgun,
        (Catwalk), w/ Pistol
Wave 4) Duke Bot (Close left) w/ Ripper, (Close right)  w/ Shotgun,
        (Far Right), w/ Pistol

The door opposite of the turret is opened up.

Wave 5) Duke Bot w/ Ripper x 2, Enforcer x 2

STRATEGY A:
    A great combination during this battle is the Shrink Ray and Shotgun as you
    will not have time or be close enough to stomp on the Duke Bots before they
    regrow (possible but not with consistency). The Shotgun has fair range and
    is enough to kill shrunk enemies in a single shot. This makes the encounter
    ridiculously easy. Use the room with the EDF ammo cache and just hop in and
    out taking out enemies as they appear.

STRATEGY B:
    This involves using the Shrink Ray and Pipe Bombs. This technique is
    especially effective on wave five, since all four enemies are grouped
    together. When shrunk, enemies can be instantly blown up with any explosive
    weapons. Similar to the above strategy, base yourself by the EDF ammo and
    explosive cache.

NOTES:
    The Expander works like an EMP on the Duke Bots, disabling them and
    leaving them vulnerable to attacks. It is a suitable alternative if you
    want to try it out, since the Duke Bots would be unable to fight back.

    Since you lose all your weapons at the end of this level, feel free to use
    the Shrink Ray, since there is little point in salvaging anything an enemy
    drops.

    Curiously, after all the fighting there is no guitar music to signal the
    end of the fight.

Exit through the doorway the Enforcers came out of and head up the stairs. To
your far right is a computer with a Sudzy magazine you can pick up and a locker
with Pistol ammo. Open the door, across the catwalk to the next door, and walk
along the path.

CHECKPOINT

In the next room, a scientist is trapped in the door mechanism. After talking
to the scientist, do a Strength Tap on the other door to enter the Carousel
Room. Head to the right and flip a switch to drop the elevator down. Enter the
room on your right. In the lockers is a bottle of Steroids. The broken window
with the hole in it must be completely shattered. Flip the glowing switch to
turn on the first carousel. You will need to jump on and hitch a ride. Time
your jump so you land on a pod that appears lit up. Wait until you reach the
area where you can see orange pylon cones (witch's hats) in front you and then
jump off. Head left, where you can see another office and broken window.

CHECKPOINT

Upon entering the office, open the lockers for two Pipe Bombs. You can break
the window and flip another switch. activating another carousel. Hitch a ride
on it and wait until you can jump onto a central platform (Where you see an arm
taking and inserting pods. Time your movements so you can dodge the two arms,
then hitch a ride on the third carousel. After a couple spins, you will want
to jump on the top of the large 'gear' that spins once in a while (it is the
same unit the arms load / unload pods onto). Now if you want you can try to
rescue the scientist, but the results must be censored just in case any minors
are reading this.

CHECKPOINT

"Uh, that was worse than Babeland"
-- Duke Nukem

Either way, head to your right and through the unlocked door and make your way
into the room where there is a whole lot of Duke...s. There is an EDF crate on
the other end of the room with Steroids in it. Flip the switch in the center of
the room to stop the line and open a pod. Execute a Strength Tap against a Duke
Clone to defeat it and send it to it's doom. From there you will hop into the
pod and finish the level.

Kuro-chan_101 Commentary:
    Why did they bother with two bottles of Steroids, anyway? You end up losing
    them when you start the next level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- ME, MYSELF, AND I --                                    (CH41)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Basket Case (+1 Ego) -- NEW!
Bench Presser (+3 Ego) -- NEW!
Check Out The Donkey'S Ass (+2 Ego) -- NEW!
Curl It! (+2 Ego) -- NEW!
Dead Man Lifting (+2 Ego) -- NEW!
Duke VS Duke (+2 Ego) -- NEW!
Like a Punching Bag (+1 Ego) -- NEW!
Pull Up That Ego (+2 Ego) -- NEW!
Who's That Handsome Devil? (+1 Ego) -- NEW!

- All boosts can be earned before you enter the Combat Training area. After you
  complete that section, the other rooms where the Ego Boosts are no longer
  become accessible.

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Threesome (+10G / Bronze) - Kill 3 enemies within 3 seconds with the
                            Impregnader

    - Best spot to do this is when you drop down into the Motivational Room and
      fight off five Duke Clones (or just stay in the vent and shoot them from
      safety). This is easy to do on lower difficulties.
    - This is also possible to earn during the fight with the Pregnators, right
      after Dr. Proton figures out where you are.

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

Pass through the entrance to the Training Facility.

NOTES:
   While waiting in the lineup, the third clone misquotes what Duke said to
   the Cycloid Emperor. The quote was originally, "I'm gonna rip your eye out
   and piss on your brain, you alien dirtbag". The Duke clone said, "I'm
   going to rip your eye out and piss on your brain, you alien piece of shit".

   Your ID is "Duke Clone 69".

"Well, I guess I'm in disguise now."
-- Duke Nukem

Head to the Training Area to pick up a whole bunch of Ego Boosts. First, head
to Melee Training. You can look at the mirror, punch a punching bag, arm
wrestle with a Duke Clone and use the pullup bar attached to the mirror. Next,
head to the Skills Training and shoot a basketball in the hoop. Then head to
the Weight Training Room to curl a dumbbell, do some deadlifting, and assemble
a 600-pound barbell to bench press. Once you have collected the eight Ego
Boosts, head to Attitude Training, then into the Motivational Room.

Duke learns that the alien invasion is based on the Moon. Collect the film reel
and flip the switch to lower the old-style film projector. Attach the film reel
and get the Fire Safety show thing (This is the last Ego Boost of the level).
This will attract the attention of the International Duke Committee in the next
room, moving you to the top of the training list.

Head to the main hallway and up the stairs. The door will now open for you.
Proceed through and choose the door on the right, as the door on the left is
occupied by a Duke Clone (who will serve as your opponent). Step through once
the door opens and walk all the way to the end of where you are supposed to
stand.

CHECKPOINT

"Lesson One: Don't fuck with the real Duke."
-- Duke Nukem

After the Pistol platform rises, grab your Pistol and immediately retreat. Try
to score as many headshots as possible. Four headshots are needed to defeat a
Duke Clone. After the first Duke is defeated, return your weapon.

The next stage is a lot more difficult because you are fighting against 2 Duke
Clones with Shotguns, and the Duke Clones can do a LOT of damage up-close (They
can easily deplete your entire Ego bar with one shot). You must hit one a
minimum of two times with a Shotgun. Try to focus on one at a time before you
lose all your health, then evade the other one until your Ego recharges. As
soon as you start take cover behind the box behind you to your right, this will
prevent one of the Duke clones circling around behind you. Take your time and
be careful.

The third round is easier, but it is important to be fast. You are up against
one Duke, armed with a Shrink Ray. Try to shrink him down first, then stomp him
for a quick kill. If he gets to you first, run away until you re-grow. If both
of you are hit at the same time, you can either stay away or go for melee
attacks.

Return your weapon and proceed to the next area.

CHECKPOINT

You are up against Assault Troopers and Assault Trooper Captains this time.
Pick up your AT Laser and get started. It will take (a minimum of) two full
volleys to dispatch a regular trooper and three to dispose of a Captain. When
you reach the third wave (flyers), you can run around like a chicken with your
head cut off to regenerate your Ego (flyers find it hard to hit fast moving
ground targets).

Wave 1) Assault Troopers x 2
Wave 2) Assault Trooper Captains x 2
Wave 3) Assault Trooper Captains x 3 (They fly around)

CHECKPOINT

Return your weapon and proceed to the next area.

CHECKPOINT

Run up and grab the new Impregnader weapon. Fight off the waves of Pregnators.
Two shots from your new weapon will take out one of these alien bastards. Keep
in mind there can be major splashback from the weapon that can kill you quite
easily so don't fire it with stuff at point-blank range.

Wave 1) Pregnators x 2 (From the eggs)
Wave 2) Pregnators x 3
Wave 3) Pregnators x 5

NOTES:
    Do not finish off all the Pregnators during Wave 2. Leave one to strafe
    around and allow your weapon a chance to regenerate to full power before
    you kill it off.

    Don't forget the chicken run if your Ego gets too low.

After Wave Three, Dr. Proton will realizes the real Duke has been going through
his tests (Considering how easily you are blowing up and through them, it
should have been obvious).

Wave 4) Pregnators x 4

NOTES:
    Because of the Pregnator's grapple, it is possible to get through this
    sequence without picking up the Impregnader weapon. If (For some reason)
    you do not pick it up by this point, your fists will be brought up.

Crouch and enter the tunnels the Pregnators came from. If you want to fight
them it is much easier to do so while in the tunnels as they cannot jump away
in here (and your gun has infinite ammo so there's no loss in doing so). Or you
can just rush to the checkpoint; it's up to you.

CHECKPOINT

Bust open a grate and stay in the vent while raining down hell on the five Duke
Clones you distracted earlier. They will only have their fists, so the only
damage you can take is splashback from hitting the chute walls with your
weapon.

NOTES:
    The International Duke Committee appears to have far less health than
    normal. On lower difficulties, it is possible to take out one of these
    with a single Pregnator shot, or even one melee hit.

CHECKPOINT

Make your way to the entrance. First, you are up against three Duke Bots with
Pistols. Your Impregnader is powerful enough to deal with them. You can just
take them out one at a time by opening the door, blasting one and then
retreating. Be careful as you approach the door to the main hall (if it isn't
open already). A Duke Bot is waiting there with a Shotgun. Defeat it using
the same method and grab the Shotgun. It will be useful in the next area.

Two Duke Clones come out of Weight Training and rush you with their fists.
Dispose of them with the Shotgun, and prepare for three Duke Bots with Rippers.
Defeat them and the two Duke Clones that come out of Melee Training. Head for
the main hall and blown back by an RPG blast. Duke will need to find another
way out. Look to your left and see the wall blown off. Enter the tunnel and
drop down to finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- MEAT GRINDER --                                         (CH42)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

What's on that Computer? (+1 Ego)

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

Start the level and immediately land on a Shrink Pad. Move through the duct
work and smash the grate to enter the next room. Your first target is the lab
on the left. To get to it, you will need to enter it from above. Look to your
left for a series of boxes that will serve as platforms. Jump onto them, ride
the fan through the grate and land in the air vents. Watch out for a swarm of
rats as you make your way around to the other side. Enter through the grate
they smashed open and follow all the way down. Bust the grate below and drop
into the room.

Head to the back end of the room (Where you see a bunch of Rippers and Shotguns
on display) and climb the boxes. Jump to the chair and bounce over to the
consoles. Flip the glowing switch and head into the room with the fans. Let
them 'fly' you over to the other side of the room. Jump onto the copier and
then onto the terminal. Smash the glass bottle under the severed hand to open
the doors to the Daycare centre. Do not drop down just yet. Walk to the other
end of the terminal and flip the switch to open up the chamber door.

Head for the Daycare room. Walk over to the far right corner, then onto the
sticks and jump onto the blue... something. Jump onto the wooden box, then
onto the rulers, letting them carry you to the top of the shelf. Drop down and
hop into the Holsommobile.

CHECKPOINT

"Ooh, I love it when we go fast!"
"What?"
-- the RC Car and Duke.

Before you leave the Daycare you can drive around to the front desk, hop out
of the car, jump on the car, then the chair and then onto the desk to use the
computer.

Leave the Daycare and use turbo boost to propel yourself over the ramp and into
the next area. Crash through the floor and drive around in a small cave.

CHECKPOINT

POINTLESS FUN:
    Be prepared to hear a lot of "Sexist blonde jokes" along the way from the
    car, much to the annoyance (/confusion = "What?") of Duke. Also, Duke will
    tell the car to "Shut up" or even "Shut the Fuck Up!" more than once.

Enter the tunnel and drive on the grate in the meat grinding machine. Those
two spinning nodes with the points on them. You will be navigating both of
them soon enough. Drive to the far end of the tunnel, hop down and ride the
first spinning grinder. The challenge is to avoid crashing into the spikes
while staying along the top of the grinder. At the end of the first grinder is
an elevator-like device you can ride up.

CHECKPOINT

Drive along and take notice of several ends that routinely push out. You need
to time your driving to avoid hitting them or else you need to start this part
of the course over. Try to avoid use the Turbo Boost too, as the ramps will
make your movements far more difficult to control.

Drive around the loop and repeat the two challenges you just pulled off, but in
reverse order. Drive past the first one and ride the elevator down to drive
through the second grinder.

Eventually the door at the end opens, allowing you to boost through. Turbo
Boost onto the ramp and fly down onto the dirt path.

CHECKPOINT

You can navigate this path without needing the Turbo Boost. Following along
and eventually you will come across a door that opens for you. Head left and
Turbo Boost off the ramp to finish the level (Thank God that's over, thinks
Duke).


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE DOCTOR IS IN --                                     (CH43)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Who's That Handsome Devil? (+1 Ego)
Proton Isn't the Head of Anything, Anymore! (+4 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Heart to Heart (+20G / Bronze) - Finish Doctor Proton

    - Follow the strategy in the boss section.

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

Swim through the water and into the waste pipes, dodging... um, stuff... Swim
up the one pipe and climb into the light... which turns out to be a toilet.
While in the bathroom, you meet up with Captain Dylan, presumed dead, but it
turns out he simply passed out. Eventually, he opens the door so the two of
you can move on, but he steps on a Shrink pad and becomes tiny, just like you.

He will not move ahead of you, so drop down the nearby chute and seek out a
Particle Expansion Pad. It will short out after you use it, leaving Dylan the
tiny guy for the next while. After his speech, you can pick him up and throw
him around.

POINTLESS FUN:

    Some of these comments are rather amusing to listen to, so the writers
    have decided to go ahead and post all the things Dylan likes to say while
    in your hand:

    - "Balls, man. Balls."
    - "Fuck! How the fuck do I fight now? I ain't no fuckin' ankle-biter!"
    - "Hmm. You have soft hands. What? I'm just sayin'!"
    - "Holy shit! I'm, like, the size of a dick!"
    - "Hurry up! My nuts are startin' to hurt!"
    - "I feel like a fucking potato!"
    - "I hope my tuck'n'roll reflexes are good!"
    - "I hope there aren't any rats around here. I hate rats! And fucking
      squirrels! Tooooooo fuzzy"
    - "I think I kinda like being held. ...Not by you! I meant in general
      *coughnotgay*."
    - "I think I kinda like being held, you know? ... NOT BY YOU, I meant, in
      general *coughnotgay*."
    - "Man. I could fit anywhere, like between some hooters. Mmmm-hmmmm...
      hooters."
    - "Shit. I wonder if it'll take less time to jerk off, now that I'm
      smaller..."
    - "Shit, man. What if I'm stuck like this? I'll have to... Fuck Holsom
      Twin dolls or something... Umm, no offense... Please don't squish me..."
    - "WHOA! I can see your nose hairs!"

    ...Yes, there are two quotes where Dylan says nearly the same thing.

There is a chute opening on the far right side of the room. Throw him in there
and he will unlock the door for you. Grab the Enforcer Gun, Beer and Holoduke
and head into the next room. Jump down.

CHECKPOINT

Get ready for a full assault. Dr. Proton sends a whole bunch of Bomb Balls
to take you out. Word of warning, do not stand on the well lit chute exits as
that's where the Balls arrive from (heh, Duke can get smacked down by Proton's
balls).

Wave 1) Bomb Balls x 4
Wave 2) Bomb Balls x 8
Wave 3) Bomb Balls x 12
Wave 4) Bomb Balls x 12

During these waves (or in between them) is a good time to grab yourself the
Devastator off the floor (it's handy to keep shooting with when you run out of
Enforcer ammo until you can restock).

After this, Proton decides to take care of Duke himself.

*******************************************************************************

BOSS BATTLE - DR. PROTON

"I'm gonna rip your head off, you frickin' spider monkey."
-- Duke Nukem

HEALTH: 5000
RECOVERY FROM STUN: 600
DIFFICULTY: 3.5/5
EFFECTIVE WEAPONS: RPG, Enforcer Gun

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              100         125         167         250
- RPG Launcher                32          40          54          80
- Enforcer Gun(x3)            25          31          41          61

ATTACKS:
    Melee
       * Damage: Easy - 6, Normal - 8, Hard - 12, DiG - 16
       * Dr. Proton bitchslaps you if you get too close. Not very effective.

    Tail Gun
       * Damage: Easy - 2.25, Normal - 3, Hard - 4.5, DiG - 6
       * Each shot does not do much damage, but it builds up quickly. Fire off
         whatever shots you can before it does too much damage.

    Guided Laser
       * Damage (Per tick): Easy - 9.75, Normal - 13, Hard - 19.5, DiG - 26
       * Dodge, dodge, dodge! Take cover! This can kill you almost instantly on
         DiG difficulty. Wait it out in cover, since the laser attack will
         eventually end.

    Grenade Launcher
       * Damage: Easy - 48.75, Normal - 65, Hard - 97.5, DiG - 130
       * These are registered on your HUD as Pipe Bombs. Stay away from them;
         they are very dangerous. If you see your indicator light up, take
         cover in another corner of the room.

    Strength Tap Fail
       * Damage: Easy - 52.5, Normal - 70, Hard - 105, DiG - 140
       * Dr Proton will grab you off his head and flip you across the room.

Dr. Proton has a LOT more HP than the average boss. He is well fortified, can
dish out huge amounts of damage, and is capable of recovering his HP during
battle, complicating how long it will take to beat them. Even with a full Ego
Bar, you must be careful.

STRATEGY:
    You will be spending most of the fight in cover. His Tail Gun continually
    pelts at you anytime you are exposed, plus the Grenade Launcher fires
    multiple shots in your direction. Stick with the RPG and Enforcer Guns,
    since you do not need to stray out of cover when you use them, you can aim,
    fire and get back into cover while the shot travels. Also, since the
    target is big enough, you can aim while in cover for the RPG but will
    need to peek out of cover long enough to fire your shot.

    After taking enough damage (The first time, after 500HP), Dr. Proton will
    connect himself to a generator station and start regaining health. You can
    interrupt this by going around and flipping the switch, interrupting the
    power.

    After dropping below 50% health, Dr. Proton will start to use his guided
    laser attack. This must be dodged immediately. The laser does not take
    long to kill you.

    Really, as long as you pay attention to what the boss is doing and restock
    immediately after his laser attack you shouldn't have any problems. He
    is not difficult (his attacks are all telegraphed well in advance and he
    cannot get you out of cover easily, except with the grenades), instead he
    just has a boatload of health, and is able to recover it during the fight.
    It is a slow, but uncomplicated process.

    After dropping his health bar, climb onto Dr. Proton and perform a
    Strength Tap to break his neck.

NOTES:
    If you flip a switch on a generator and Dr. Proton is not attached to it,
    a Bomb Ball will be released during the fight.

    The legs attached to Dr. Proton's machine seem capable of reducing or
    deflecting incoming fire.

GLITCH:
    Kuro-chan_101: On two occasions, the game froze during my fight with Dr.
    Proton. Fortunately, there is a checkpoint right before the battle begins.
    Heads up!

Writers Commentary:
    BahamutZero believes this battle difficulty is a 3/5, while Kuro-chan_101
    believes it is a 4/5. An average of 3.5 has been posted.


******************************************************************************

After the battle, General Graves will contact you, babbling about stuff you
already know, then the door behind you opens up. Make sure to grab a Devastator
before you leave (It will be very handy in the next level). Go through the door
and after Dylan goes on about wanting spaghetti, the level will wrap up.

NOTES:
    For the level to end, you have to be within range of Dylan as he finished
    his speech.

    If you want to play the waiting game, you can stay outside his conversation
    range and he will keep calling for you in his "Can barely hear" voice.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- MAGIC CARPET RIDE --                                    (CH44)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Dirty Magazine (+1 Ego)
What's on the Computer? (+1 Ego)
Bulls-Eye! (+2 Ego) -- NEW!

- The "A Dirty Magazine" Ego Boost does not appear on the master list in the
  main menu.

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

First, take the opportunity to grab the Ripper off the floor of the platform,
then turn on the Hovercraft and start floating through the huge corridor.

NOTES:
    This level is notorious for requiring Duke to dodge a ton of Laser Trip
    Mines (Whoever set this up in-game has a sick sense of humour and a lot of
    Laser Trip Mines to waste). These Trip Mines are invincible and grossly
    overpowered; they cannot be shot, leaving you the only option of dodging
    them and their splash radius is unusually large, since they can do full
    damage to you, even though the source of explosion may be a great distance
    from you. On DiG difficulty, you can survive (maybe) one Trip Mine. If
    another one catches you while your Ego is depleted, it will be fatal.

    If you saved the Devastator from the last level, it will serve you well
    against the regular enemies.

Most of the Laser Trip Mines in the first set lay horizontal as your Hovercraft
moves through the field. To dodge this first set: Duck, jump, duck, jump, then
duck and line yourself up, as there is one row attached to the ceiling.

CHECKPOINT

Eventually the Hovercraft stops and you are ambushed.

Wave 1) RPG Super Pigcops x 2, Ripper Pigcop x 1
Wave 2) Octabrains x 5, Maximum of 2 at a time on the field.

With the Devastator in hand and an EDF supply crate you should have no problem
with the Pigcops. When the Octabrains arrive, swap to the Ripper and unload on
them while constantly moving. They don't have anything to throw here so they
are far less lethal than usual. Avoid the blasts and keep filling them with
lead to continue. Knock the debris out of the way to resume your pilgrimage
through the huge corridor.

NOTES:
    The Octabrains still catch explosive projectiles, like RPGs, Devastator
    shots, etc., but since you have an ally on the field, they are likely to
    throw the shots at him, instead of you. So long as he is the closer of the
    two, this is one time the Devastator is safe to use against them.

CHECKPOINT

There are six sets of Laser Trip Mines to dodge. Duck and work your way around
them. Sets three and four are almost right next to each other and it will be
difficult to determine where the gaps are until they are almost on top of you,
so keep your eyes open (They are slightly to the left, then to the right).
Proceed through a couple of unlocked doors, then come to a stop in front of a
locked door.

CHECKPOINT

You are ambushed by three Ripper Pigcops. One of the best places to stand and
fight is right behind the crates your little ally stands on; The crates are
indestructible, Pigcops cannot spam Pipe Bombs at you from this distance and if
they go berserk, they do not chase you, unless your leave the platform. Feel
free to unleash your Devastator again as you still have the infinite ammo cache
of awesome to fall back to. Dispose of the enemies and eventually four more
Ripper Pigcops and a Shotgun Pigcop will replace them as you thin out the herd.
Afterwards the elevator comes down with an RPG Super Pigcop inside.

IMPOSSIBLE DEATH:
    Seriously, do NOT stand under the elevator when it is coming down. This
    should be easy enough to avoid.

Dispose of the Super Pigcop. You should be able to kill him off before he gets
to fire a shot.

NOTES:
    While the platform is docked, the energy barrier that is normally raised
    will be lowered around the whole thing. That means there is a chance you
    can fall off the platform if you are not careful. The area below is
    instant death for Duke.

Climb inside the elevator and press the red button.

CHECKPOINT

Ride the elevator up and fill up on the explosives cache along the way. You
can spam the next area with Pipe Bombs all you want. When you reach the top of
the shaft and travel forward, two Assault Troopers will move in on you. Pipe
Bombs will clear them out easily. Turn around and be ready for an Assault
Trooper Captain to attack you. After he is destroyed, the elevator will break
and fall a little bit. Climb out and up the ladder, picking up an RPG Launcher
along the way if you wish, and enter the door in front of you.

In the next room is a Muddy magazine and a keyboard to access the computer. Do
not flip the switch yet, but proceed to the next room. Inside you are ambushed
by two Ripper Pigcops (The Devastator works great here). Underneath the
catwalk is a Devastator you can grab/reload on. At the far end of the room is a
dart board you can throw darts at. There is also a Railgun and Pipe Bombs to
pick up next to the dartboard. If you walk to the dartboard an Assault Trooper
will spawn behind you, so be careful.

Head back and flip the switch. That opens up the big door and unlocks a
smaller door nearby, giving you a shortcut back to the Hovercraft. Engage and
defeat the three Assault Troopers going after Captain Dylan, then land on your
Hovercraft and get it moving again (You can do the door fandango again here if
you want, rushing out and taking some shots then hiding inside).

CHECKPOINT.

Next comes the worst of the Laser Trip Mines. Many of them are also moving
around on their own.

- Two are swinging back and forth. Time it so you dodge them by walking
  through the middle.
- A whole line of Laser Trip Mines appears, impossible to dodge. Fortunately,
  the bridge they are all stuck on can be blown open by targeting the red
  barrels above. Once they explode, the bridge breaks, and a good-sized gap
  appears in the middle.
- Two sets are swinging back and forth. Time it so you walk through a gap in
  the middle, when the sets are at their extreme angles.
- Two hover up and down while one swings. Step over them or duck under them
  while they are at their far points while staying on the side the swinging
  laser is not on.
- Two hover up and down while one set swings. Same strategy as above, except
  stay around the middle of the platform.
- As the door opens a set above swings and two single along the side swing
  as well. These can be tricky to dodge so try to time for a gap opening in
  the center and move through it.
- A whole series of Laser Trip Mines are spinning around in a circle. There
  are two ways to handle this set:
    * Start on the right side of the platform, then duck, then get over to the
      left side and stay until this run of lasers is done.
    * Stick to the far left side of the platform. No ducking required, just
      move around the first laser and none of the others come close.

Continue to ride through the passageway and open door then the level wraps up.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- DRUNKEN CRANE MASTER --                                 (CH45)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Fire for Your Ass, Bitch! (+1 Ego)
What's on the Computer? (+1 Ego)

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

Press the button on the hovercraft and ride it into the next room.

"Fuck, Duke! Check out that crane! If I wasn't so little, I'd get up there
myself and wave it around like a giant cock."
-- Captain Dylan

After the Hovercraft stops at the other end of the room, disembark. You can
pick up a Beer and Shotgun nearby, but be warned, you are about to be ambushed
by lots of enemies.

Wave 1) Ripper Pigcops x 2, Pistol Pigcop
Wave 2) Pistol Pigcop, Berserk Pigcop
Wave 3) Assault Trooper Captains x 3
Wave 4) RPG Super Pigcop
Wave 5) Assault Commander

Waves 2-4 will overlap each other when casualties are inflicted.

NOTES:
    The Devastator works well against the Assault Commander, as your shots
    will prematurely detonate his while in the air.

CHECKPOINT

Grab Captain Dylan and throw him over the gate so he can use the Particle
Expander on the other side. He will open the gate for you, allowing you to
climb the ladder and gain control of the crane.

Once you have control of the crane, your first priority is to clear away the
forklift and crates blocking the flight of stairs over to the other side. You
need to move the forklift and two of the crates out of the way so you can climb
up the stairs. It does not matter where you move the stuff, so long as you
have a clear path to walk over. The light on the crane end will tell you where
it is hovering. Once done, hop off the crane and move to the other side. Go
through the opening on the far end of the wall, up the stairs and through the
door. You will see a forklift that is still functional. Grab the switch and
lower it.

CHECKPOINT

Hop in and drive the forklift out of the room. You can jump out and head back
over to the crane. You will use the crane to pick up the forklift and bring it
over to your side. Drop the forklift and exit the crane. Hop back into the
forklift and push the large crates out of the way. Jump out and walk up to the
door.

CHECKPOINT

An RPG Super Pigcop will pop out of the door. Dispose of him, climb up the
stairs, turn right and open the door to the computer room. There is a computer
you can access here and a hot drink to gulp down. Flip the glowing switch to
open the door and head on back to the Hovercraft. Hit the switch on and get it
floating again.

*******************************************************************************

POINTLESS FUN:

The writers of this guide found an amazing 'WTF-class' bug on this level. It is
possible to solve this puzzle... while Dylan is still tiny, thus you do not
use the crane.

To demonstrate this, we will point out an interesting bug that will leave you
stuck, forcing you to go re-load your last checkpoint.

After you clear out the crane room of monsters, pick up Dylan, walk down
into the pit and try to throw him onto the upper platform on the other side of
the room (Opposite of the crane), where you get the forklift from. Normally,
when you try, he bounces back at you. This is because when you pick up Dylan, a
'invisible wall' is generated, isolating that area from you. However, there is
a way to get around that. Take Dylan with you to the pit, where the stairs are
so you bump into an invisible wall, drop him, go up the stairs, then back down
just enough so you can pick him up. You can now throw him over the ledge.
Technically, he will not 'land', but maintain his circus performance in mid-
air, just a little shy of landing. Unfortunately, if you throw him out of your
range, you will never be able to pick up Dylan and you will not be able to
continue the rest of the campaign, since the invisible wall stays up,
preventing you from going to the other side. This also creates an unusual
side-effect of magnifying many of the physics in the game. Duke is able to
push around some of the smaller crates and certain explosive weapons can send
the bigger crates flying through the air.

Now, in the following points of action, here is what you must do to pull this
glitch off. You can do this on any difficulty and with any cheats on, if you
simply want to see this work:

- Complete the usual ass-kicking when ambushed.
- Pick up Dylan.
- Carry him down the stairs and try to climb up the other stairs, only to find
  an invisible wall is blocking you.
- "Drop" (Not throw) Dylan while walking into the wall. If you do this right,
  the invisible wall should still be an issue and Dylan should still be close
  enough to pick up again. If you cannot pick up Dylan, he is too far and you
  will need to re-load the checkpoint. Just verify you 'can' pick him up and
  leave him there for the next part.
- Use an RPG or Pipe Bomb to clear the crate that is blocking your path (And
  watch with eyes wide open just how far that crate actually flies).
- Pick up Dylan and make some attempt to throw him back to the other side
  without climbing up the stairs. You should fail, but that should also
  trigger the invisible wall to drop, allowing you to go to the other side.
- Grab the forklift and drive it down into the pit. Raise the fork as high as
  you can, then pop off it.
- Grab Dylan and jump onto the forklift (Do not use the stairs) to reach the
  higher platform.
- The problem is now the pallets that are blocking your path. You will need
  to 'glitch' at least one of them into disappearing. Start by pushing
  smaller green (olive-coloured) crates, forcing it into the pallets. Applying
  considerable force to the crate will glitch the pallet, so it must be as
  tight as possible.
- Find a means to violently rock the pallet: Typically, either one of these
  work:
    * Setup Captain Dylan so he is tight between (or beside) the green crate
      and the large pallet, then swoop down to pick him up. If you angle it
      right so your arm movement moves alongside the green crate, this should
      knock the create into the pallet. This could send the crate flying and
      destroy the pallet. This may take a few tries, but this one normally
      works.
    * Use an RPG or Pipe Bomb to physically knock the crate into the pallet.

- The pallet is gone, but an invisible wall remains. Pick up Dylan. While
  walking into the invisible wall, throw him. If you do this right, you
  should be able to pass on through, flip the switch in the computer and get
  the large door to open. Fortunately, the invisible wall is one-way only, so
  you will have no problems returning to the Hovercraft
- Back track and pick up Dylan along the way. Head over to the Hovercraft,
  drop Dylan and press the button on the Hovercraft to continue on.

What you must not do, EVER:

- Climb the stairs up to the platform with the crane. This screws up the
  glitch, resetting all the physics issues.
- Press the button on the platform without Dylan there. The Hovercraft will
  not go anywhere without Dylan on it and you will be waiting 'forever' for
  Dylan to show up, since he does not move around on his own (while shrunk)
  and the barrier will block you from going to get him.

Congratulations. You have just accomplished a major WTF glitch in the DLC
add-on of Duke Nukem Forever.

NOTES:
   If you bring Dylan along while he is tiny, you will get to see and hear him
   makes his final comments in his tiny voice. At the next level though, he
   is back to full size (Since in-game you were supposed to let him use the
   Particle Expander).

*******************************************************************************

CHECKPOINT

"Hey! There's the exit! This is kinda like being born... without the pussy."
-- Captain Dylan.

Gradually float your way back up to the surface.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- ALL YOUR BASE... --                                     (CH46)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

A Sudzy Magazine (+1 Ego)
Like a Punching Bag (+1 Ego)
Curl It! (+2 Ego)

- All three Ego Boosts are together in the same small storage building (you
  travel through with Dylan and Graves), before you meet up with the Duke
  Clones.

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

Finally arriving on the surface, you are greeted by General Graves who updates
you on the situation. The hovercraft shuts down, allowing you to leave the
building. "Noooo!!! My uber crate of awesomeness! I must leave you now..."

CHECKPOINT

Head onto the battlefield (Hellooooo, Call of Duty: Nukem Edition) and you
actually get some space to run around. There are a number of different
features in this area, so they will be listed:

- On your side of the field, there is an EDF ammo cache to your left. Several
  Pipe Bombs and a Ripper sit next to the cache closest to you.
- Right in front of you are a number of sandbags piled to serve as cover. The
  one closest to you has a Railgun leaning on them.
- Inside the booth by the 'entrance' (to your right) in an explosives cache.
- At the other end of the field, you can find another EDF ammo cache (sitting
  in a truck) with an RPG Launcher beside it. Also, beside a pile of sandbags
  is a turret that faces towards the entrance.

NOTES:
    Take advantage of the unlimited ammo for this ongoing battle. Keep a weapon
    more suited for close quarters combat handy, in case a Pigcop goes berserk
    and starts chasing you down. If you are good with headshots, the Pistol
    might be the best choice. Otherwise, keep a Shotgun or Ripper handy. You
    should keep your distance from all enemies, letting an RPG lock onto
    targets from far away.

    Dylan and Graves are invincible, plus they can damage enemies. Let them be
    decoys for as long as you can, so you are not taking the hits.

You end up walking into the middle of a three-way fight between your forces,
Proton's army and the aliens. At the other end of the area, An EDF dropship
delivers some EDF soldiers, but they are instantly defeated by two Duke Bots,
wielding a Pistol and an RPG, who are in turn ambushed by two Pigcops wielding
Pistols and a Shotgun. All of these units will attack you if you get their
attention, but will also fight each other. Once dead, another dropship flies
over to the other side, dropping off a Pistol Pigcop and two Shotgun Pigcops.
One of the Shotgun Pigcops goes berserk after it gets dropped, so be ready for
some chasing time. Defeat all three Pigcops, then a Duke Bot appears along
the cliff side wielding a Railgun. This robot is very dangerous, as a precise
hit can get you in a lot of trouble, but fortunately it has lousy aim. Dispose
of it ASAP. Opposite from where the Duke Bot shot at you, the doors to a shed
(Marked with the number fifty-one above them) will open, revealing a Pistol
Duke Bot and a Ripper Duke Bot. An RPG Duke Bot will also appear from the
side door, unlocking it as well. They should be not be difficult to take out,
especially with an RPG. Inside the warehouse is a Devastator by the truck and
Steroids along the far wall if you wish to take them. The weapon can be useful
for the next battle.

CHECKPOINT

*******************************************************************************

ENEMY ENCOUNTER - ALIEN GUNSHIP (x2)

HEALTH: 875
DIFFICULTY: 2/5
EFFECTIVE WEAPONS: RPG Launcher, Devastator

DAMAGE CHART:                 Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              18          22          30          44
- RPG Launcher                6           7           10          14
- Enforcer(x3)                5           6           8           11
- Turret                      35          44          59          88

ATTACKS:
    Machine Gun
       * Damage: Easy - 2.25, Normal - 3, Hard - 4.5, DiG - 6
       * Watch your Ego bar while under attack. It is a very accurate and
         fast weapon. While each shot does not do much damage, it quickly adds
         up.

    Missile Launcher
       * Damage: Easy - 22.5, Normal - 30, Hard - 45, DiG - 60
       * Do you best to evade since they show up with little-to-no warning

Graves will yell out your next objective. Alien Gunships are inbound but you
have your weapon and on a ute/ truck outside is an EDF ammo cache. Two gunships
(on opposite end of the field) will be overhead. People having flashbacks and
fever dreams about the gunships in the main campaign can relax. These ones only
have a limited number of missiles, then they stick with the machine guns for
the rest of the battle. Still, with one on each end of the field, it is not
easy to find suitable cover from both ships. Focus fire on one, dispose of it,
then you can take out the second one more easily.

Manning the turret is not advised, since it leaves you wide open to attack.

*******************************************************************************

CHECKPOINT

Your allies will then continue their advance (Retreat? Sideways movement?
...They definitely don't go in a straight line). Another door opens up,
opposite shed fifty-one and revealing a Pistol Duke Bot and a Ripper Duke Bot.
Once they are down kick open the doorway behind them. In the small office in
front of you is a Sudz magazine, a locker with two Pipe Bombs and an EDF crate
with a Trip Mine and another Pipe Bomb. In the larger room is a punching bag
you can melee with your gun, and a locked fence which you can shoot/smack the
lock off to access. Several curling weights and an EDF crate with a Holoduke
inside await you. You can even take a dumbbell with you to throw at enemies, if
you want. Smack the door open and head back out into the rain.

CHECKPOINT

"What the fuck? Duke! There's more of ya!"
"Not for long."
-- Captain Dylan and Duke Nukem

You arrive to find three Duke Clones guarding a large entrance hall. There is a
Dukebot with a Ripper, one with a Pistol and another with an RPG Launcher, so
stay alert.

NOTES:
    Word of warning, do not take cover behind the car until after it explodes
    (BahamutZero found that out the hard way).

After they are defeated, the large door they were guarding opens up. Head on
through to finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- TUNNEL VISION --                                        (CH47)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

There are no special Achievements or Ego Boosts to worry about. Since you lose
your weapons at the end of this level, you can plow through without having to
stop for anything special.

Head forward, keeping your eyes on the left tunnel. By the concrete barriers,
you can find a Shotgun and Railgun laying on the ground. When shots ring out
grab some cover and use the divider between the two tunnels to lay into the
five Pigcops below (Two Pistol, a Shotgun and two Berserks after they start
taking casualties). Once they bite the bullet, head through the small office
between tunnels.

NOTES:
    You can get a distant lock-on with an RPG before they 'notice' you.

    Even though it does not look dangerous, falling into the pit on the right
    is insta-death.

CHECKPOINT

Wave 1) Pistol Pigcop, Shotgun Pigcop
Wave 2) Assault Trooper Captains x 3
Wave 3) Pistol Pigcop, Shotgun Pigcop, Assault Trooper Captain

As Wave Three drops in, a Ripper Duke Bot and RPG Duke Bot 'slowly' approaches
from behind them as well. They will need to be disposed of too.

Take out the first wave with the weapons you have on hand and then quickly jump
on the turret. If you are quick enough, the progressive waves won't even have
time to leave their initial cover behind the car at the end of the corridor.
You can also aim at the car to explode the Pigcops. Just watch out for the two
'idiots' you are with, as they may end up in front of you while you man the
turret.

CHECKPOINT

After going through where you fought the aliens and bots, look to your left to
see a big hole in well. Go through it and open the door ahead of you and take
a look inside the storage room. Inside you can find a Freeze Ray, an three EDF
crates, containing: Steroids, a Pipe Bomb and two Laser Trip Mines. Exit and
walk to your left where the truck trailer has rolled over. Carefully walk
around the edge and inside. Aside from a collection of packaged dildos, you can
find two EDF crates: One contains a Pipe Bomb and the other contains a Holoduke
and another Pipe Bomb.

Exit the truck and climb up the ramp. You can slightly backtrack to pick up a
Shotgun and Railgun, if you wish. Back towards the ramp, An EDF corpse with a
Ripper can be seen. Move along and a Ripper Duke Bot will open the door to
your right. Enter the door and watch an RPG Duke Clone and a Ripper Duke Clone
engage two Assault Trooper Captains. Let them fight it out and kick the crap
out of the winner or get involved for more kills, either way works. In the room
to the right of where you fight, there are two EDF crates in the far corner.
One contains a Pipe Bomb and a Laser Trip Mine. The other contains a Laser Trip
Mine

CHECKPOINT

A Shotgun Pigcop shows up, trying to ruin all the fun. Dispose of him. In that
room, the third locker from the left may be opened up to find a Beer inside.

Head out the new door back into the tunnel. As you exit the door the small
security booth is the best cover in the area for the upcoming shootout but only
the Ripper or Rail Gun will be effective from that position. There is also a
brand spanking new Rail Gun in front of this as well to use. Two Enforcers with
Shields will slowly waddle forward from the far end of the tunnel. Use the Rail
Gun or your Pipe Bombs to blow away their shields and lay into them with your
other weapons. There is also an Expander along the far end of the tunnel (by
the corpse, to your right).

Unfortunately, after the Enforcers are dead, or if you get too close to the
huge door at the end of the tunnel, a large fat party crasher (AKA Assault
Commander) drops in to have some fun at your expense. This will be the last
enemy you need to use your guns on for a while, so go ahead and throw
everything you have at it. Use the Enforcer Guns, Rail Gun or whatever else you
have on hand to make short work of this threat. The Expander cannot kill the
Assault Commander, but one shot will make it ridiculously slow and easy to
dispose of.

After the fight, Graves will curse and bitch about not being able to access the
teleporter. Then the aliens will start blowing the tunnels. Dylan will try to
lift the roller door but needs your help to open it fully. You can be a bit of
a prick here and steal his Shotgun (For all the good it does not do). After
winning the Strength Tap you will be face-to-face with the Magic School Bus.
Hop in.

CHECKPOINT

Now you're in the bus and all three enemies getting in your way will have a bad
day (An RPG Duke Bot and two Ripper Duke Bots). Use the ramps to jump gaps
and splatter enemies until you reach the cutscene outside and the level ends,
in veeeeryyyy slooooow mooootion...

POINTLESS FUN:
    Try driving the school bus backwards through the tunnel. Too bad they do
    not fix your angle for the cutscene at the end.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- THE BURNING BUSH --                                     (CH48)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Bulls-Eye! (+2 Ego)
Science Experiments Gone Wild (+3 Ego) -- NEW!
Space Shooter Duke (+3 Ego) -- NEW!
Stop Pissin' Around! (+1 Ego)

- There are several discrepancies between what is listed in the main menu and
  what you can actually earn here. The first Ego Boost "Bulls-Eye!" is not
  listed in the main menu, yet a dart board is in the main building and you
  can throws darts at it to boost your Ego. Also, boosts for looking in
  a mirror and using a computer are listed in the main menu, yet no mirror or
  computer can be found in this level.

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Scientits (+10G / Bronze) - Earn a 1,000,000 pinball score on the Scientits
                            pinball machine

    - This game has no cheap exploit you can use to rack up points like the
      first one, but it is easier to earn points as you play, so it is
      matter of getting the combo boosts as early as you can and hanging in
      there until you get the million. To earn combo, there are three points
      you need to roll over (her necklace being the most well hidden). When
      all three are lit up red, a combo is earned with a maximum of eight
      times multiplier.

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

General Graves will hop off of the bus, starting up yet another lengthy
conversation you cannot skip. (He sure likes to talk a LOT). Anyhow, he will
give you your orders: Head up to the "Burning Bush" (Hot name for a Brothel out
in the middle of nowhere, I suppose) and speak with Dr. Valencia. Drive the bus
until it runs outta gas (What is it with vehicles in Duke's universe: One
hundred gallons to the mile, or something?). Time to save the world again by
helping out a brothel... Classy...

CHECKPOINT

"Anything for science, baby."
-- Duke Nukem

There is very little you can do outside the main building (Aside from watching
Dylan make an ass out of himself), so enter the Burning Bush for an eyeful and
the most enthusiastic lip service you can imagine... Not.

Valencia is not convinced you are the real Duke Nukem, but offers you a chance
to prove yourself. You will be given three tasks to complete: Get the generator
in the back working again (Need gas for it), deal with two rude customers
(introduce them to your fists) and clean up a Rat problem in the cellar (in a
violent way).

CHECKPOINT

While you are inside the main building, there is a dart board (by the bar) you
can throw darts at, two arcade games you can play (well, one, since Duke
refuses to play the other one) and a pinball machine you can score lots of
points on. The last items are by the fireplace on the other side of the bar.

NOTES:
   In the space invaders clone game (with the Duke Nukem cabinet), only the
   yellow bombs actually damage your lives so you can ignore the red bombers.

Customer (dis)Service: This one you can start first, since the problem is
inside the establishment. There are two male customers giving their service
providers a hard time (no innuendo intended).

The first one is in a room with two doors, downstairs. One is located between
the arcade machines, the other beside the karaoke booth. Enter the room to find
Jerk Number One and teach him a lesson in showing proper respect. The girl
thanks you by offering you a freebie, but Duke passes on it (Uh, are we sure he
isn't actually a clone? Would the real Duke pass on that?).

The second one is in the bathroom upstairs. Head up the stairs and into the
furthest room on the right and greet Jerk Number Two... in a violent way. Once
his face is on the floor, the first task is done. You can also use the toilet
facilities here, if you want.

POINTLESS FUN:
   IF you go to the room along the far left end of the wall (the locked door
   closest to the stairs), you can hear a very... unusual dialogue between a
   guy and a girl. It's worth it to listen in at least once.

Generator fillin': Head back downstairs and through the kitchen (It's by the
bar). Exit the building and, turn left and head around the corner to find the
generator. Duke deduces it needs gas (like everything in his universe). There
are two places you can find gas: By the tractor at the front and in the
outhouse at the back. The one by the outhouse is closer, so head over and grab
the gas can, head back to the generator and fill it up.

Rodent Removal: Backtrack to the kitchen door. Nearby is the cellar door. Open
it up and head down to begin your rat patrol.

CHECKPOINT

There are five rats for you to stomp. Four of them are out in the open and one
is hidden. Either pick them up and play with them or squish them under your
boot... OR you can wait. Open the room in the back and get ambushed by a Shrink
Ray Pigcop. Get away from him and engage any Rats chasing after you while tiny.
Wait until you grow up again, then engage the Pigcop in a fist fight until you
defeat him. The task is completed after five rats and the Pigcop are dead.

NOTES:
    It may be easier to kill the rats while shrunk, since they will actively
    pursue and attack you.

GLITCH:
    Sometimes, Duke will say one of his lines in his regular voice while
    shrunk.

Head back to where Dr. Valencia is and speak to her again. She will ask you to
meet her by the shed. It is located to the far right of the main building
(while facing the front of it).

CHECKPOINT

You will have to collect Captain Dylan from his dream gal Sally, first (the
middle portable, where you may have seen him prostrating himself in front of
her door). Watch his inglorious exit from his lovely lady's abode and then
head back to the outhouse/ shed on top of the small hill.

"What are you like... his sidekick?"
"Hey... show me your titties!"
-- Dr. Valencia And Captain Dylan.

Meet Dr. Valencia there and she'll open it up for you (So many opportunities
for innuendo here, seriously trying not to). Enter the shed with Dylan and the
level will conclude.

GLITCH:
    After parking the bus, walk all the way back to the beginning and jump off
    the cliff (to your left) into the river with Invincibility turned on.
    Normally, this would be fatal, but it is very possible to land at the very
    bottom and walk around the bottom of the lake. Walk, not swim. The
    developers did not setup an underwater area below the water threshold. It
    looks perfectly clear while walking along. If you climb the sides high
    enough, you can eventually cross through the threshold and see the lake
    surface, but you can only see it from above, not below. There is a lot of
    ground to cover, but it is a boxed in area, with invisible walls just in
    front of each end of the lake. There is no escape from this place, however.
    You will have to load the last checkpoint to resume your game.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- TELEPORTATION SPIRE --                                  (CH49)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

There are no special Achievements or Ego Boosts in this level.

"Woo-ee! That's damn epic! Kinda makes me wanna say the word dick over and
over again... for no reason. Dick, dick, dick, dick, dick!"
-- Captain Dylan

Take the shedevator down to a familiar location. Step out and start crossing
the bridge (to the tune of Flight of the Valkyries.... we wish).

CHECKPOINT

As soon as you enter the complex, The EDF corpse has a Shotgun and Pipe Bomb
nearby you should grab. There is a Ripper and Expander here as well at the
other end of the room, along with a Holoduke in an EDF crate. Walk into the
teleporter room.

GLITCH:
   After the CHECKPOINT triggers, do not attempt to backtrack. Once the doors
   behind you close, they lock in place and cannot be opened again. If you
   backtrack to the previous room , then the doors close, you will be trapped
   and will have to re-load the last checkpoint.

CHECKPOINT

There are lots of weapons to choose from in the Teleporter Room:

- A Freeze Ray is located between the two doors you can enter from.
- A Impregnader and an EDF crate with two Pipe Bombs inside are on the left
  side.
- An EDF ammo cache can be found on the right side.
- An EDF ammo cache and Railgun can be found down the stairs and to your left.
- A Ripper can found along the very far right, near the stairs leading to the
  teleporter.

The Teleporter Beam is set on receive only at the moment (unfortunately), which
means waves of enemies are going to come pouring through it. The Expander,
Freeze Ray and Impregnader can all come in handy, here (for Berserk Pigcops).
With unlimited ammo, an ally to distract the enemies and lots of cover, you
should be able to weather this out.

Wave 1) Pistol Pigcop, Shotgun Pigcop, Ripper Pigcop
Wave 2) Pistol Pigcop, Shotgun Pigcop, Ripper Pigcop x 2  (3 show up at
        first)
Wave 3) Ripper Pig Gop, Assault Trooper Captain x 3

Two RPG Super Pigcops appear on both balconies during waves two and three.

CHECKPOINT

"Holy shit! Alien explosive dia-fucking-hrea! We gotta stem this tide! Maybe
reversing the polarity will do it! Damn! I sounded like a real scientist,
there. Fuck yeah! Sweet! I'm smart!"
-- Captain Dylan

Wave 4) Pistol Pigcop, Shotgun Pigcop, Ripper Pigcop
Wave 5) Enforcer x 2
Wave 6) Assault Trooper Captain x 1 (From the Control Room)

The Expander is difficult to use on the Enforcer, since it has little effect on
the shield. Enforcers are slow to turn sometimes, so you may be able to catch
them at an exposed angle and use the Expander then. Overall, try to use your
existing strategies for knocking off their shields, then kill them quickly.
Kill off the final Assault Trooper to enter the control room, at last.

Enter the Control Center and flip the glowing switch (Gotta love how switches
work in this universe). After Dylan bitches about having to stay behind, head
out of the room and step into the teleporter beam to finish the level.


DDD__I__GGG____________________________________________________________________
D  D I G
D  D I G GG   -- DUKE SIDE OF THE MOON --                                (CH50)
D  D_I_G  G____________________________________________________________________
DDD  I  GGG

===============================================================================
EGO BOOSTS AVAILABLE:
===============================================================================

Raise the Flag (+2 Ego) -- NEW!

===============================================================================
ACHIEVEMENTS OBTAINABLE:
===============================================================================

Bloody Red Rover (+10G / Bronze) - Kill 30 enemies with the moon rover

     - There are more than thirty enemies to run over in this level. Some will
       not appear until you drive near their crater or spawn point. If you
       take the time to spawn all the crater enemies and run over the
       unavoidable ones you should easily reach your quota. If you find you
       are having trouble during your travels, the boss battle should help
       provide lots of additional roadkill.

I Am All That Is Man - Again (+20G / Bronze) - Discover all Ego cap awards in
                                               The Doctor Who Cloned Me
                                               campaign

    - Follow the Ego Boost sections in this guide to find them all (it's a lot
      easier in the DLC add-on campaign, since there are lot less to find).

Another Piece of Cake (+20G / Bronze) - Beat the Doctor Who Cloned Me campaign
                                        on Easy Difficulty

    - Story based (stackable). There is no lower difficulty.

Let's Rock Out (+30G / Bronze) - Beat the Doctor Who Cloned Me campaign on
                                 Normal Difficulty

    - Story based (stackable). Complete the game on at least normal
      difficulty to unlock this achievement.

Come Get A Little More (+35G / Bronze) - Beat the Doctor Who Cloned Me
                                         campaign on Hard Difficulty

    - Story based (stackable). Complete the game on at least hard
      difficulty to unlock this achievement.

Damn, I'm REALLY Good (+40G / Bronze) - Beat the Doctor Who Cloned Me campaign
                                        on Insane Difficulty

    - Story based. Hopefully since you are following this Damn I'm Good
      challenge guide you are playing on this difficulty and will unlock all
      the remaining difficulty based achievements. You will need to beat the
      game at least once on any difficulty before you can try for this one.


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

This is it! The last level is finally here! You are almost done playing through
the entire campaign! This level is probably the longest one in the DLC add-on
campaign, and certain one of the longer ones in the entire game. It also has
the highest enemy count in the game (not counting unlimited spawning points).

Step off the teleporter pad and shoot the solitary Assault Trooper in the next
room. Examine the large monitors to see your babes in distress. You must go to
them. Unfortunately, they will have to wait.

"Rock and roll."
-- Duke Nukem

Enter the back room where the three small offices are located. Flip the switch
in the middle room to drop the Mako.... er, Moon Buggy... Err, Moon Rover in
the next room and hop in.

NOTES:
    Remember that underwater level (that kinda sucked) and the Mighty Foot
    levels from the main campaign? Combine them and this is what you get,
    minus the excessively-slow movement speed.

POINTLESS FUN:
    Duke may be all that is awesome, but even he cannot survive on the moon
    without support. If you look down on Duke while he is out of the vehicle,
    you can see there is some sort of energy shielding protecting him;
    possibly some alternative to a spacesuit (Maybe his Ego is given physical
    manifestation on the moon? The mysteries of Nukem have no end).

Roll into, then out of the airlock to drive onto the surface.

CHECKPOINT

Enemies in this level generally pose very little threat while you are in the
Moon Rover. The path is extremely linear until you reach a massive jump you
have to make. Start the jump at the far left side and boost over along the
right side of the hill. If you do this right, you should end up on the other
side of the canyon with lots of room to spare.

If you are trying to get the achievement for killing enemies with the buggy
check all the craters for victims. Thirty kills is very doable on one run-
through.

GLITCH:
    Before you arrive in the next area, you will (sometimes) cross a threshold
    where the quality of the graphics seem to change. If you can park your
    vehicle right on the spot where the change happens, you can see parts or
    all of your vehicle disappear off the screen.

CHECKPOINT

When you arrive at the massive expanse of alien tendrils your rover will (you
guessed it) run out of fuel. Having underwater level deja vu yet? Pods on the
tendrils can be shot away to provide jets of air to stand in. There is also an
EDF ammo cache and a Ripper near the buggy if you need to restock. Watch out
for the small claw-like arms on the large central structures. They can deal a
fair whack of damage if you are not careful. You can do this next section in
one of two ways:

- Proceed along the tentacles, passing by structures until you come to one
  where three Pregnators spawn from. Dispose of them and move on. Between
  structures is a Duke Clone on the ground (to your left) with an Impregnader
  next to it. At the next structure, two Assault Trooper Captains will attack
  you. They tend to teleport far away and attack from a distance. Try to
  dispose of them before moving on.

  The last structure will spawn three Pregnators and two Assault Trooper
  Captains. Be extra wary, since there are a lot of units attacking you. Once
  they are dead, descend into the large crater with the damaged Moon Rover.

- If you have a full Ego Bar and can make good use of being able to sprint and
  jump, you can actually make a run right for the crater. Head to the first
  pod with the claws (not the one with the Pregnators) and bust open an oxygen
  vent. When you are full of hot air (har-dee-har), sprint for the crater.
  There are no oxygen pods close enough, so do not make any attempts to detour
  to one. Just head straight there. You will run out of oxygen part-way, but
  if you are fast enough, you can reach it without your Ego bar being
  totally depleted.

This area contains the fuel cell you need to keep going. Beside the damaged
vehicle is a small crater with a flag laying on the ground. You can re-plant
it for Ego. The handy EDF ammo cache will let you stock up on ammo, plus there
is a Ripper and Expander to pick up, if you wish. Approach and grab the power
cell on the back of the Rover to trigger the next scene.

CHECKPOINT

Now, there is the small matter of the obvious ambush that awaits you. The
Expander works really well on all the flying enemies (Two shots, FTW).

Wave 1) Assault Trooper x2
Wave 2) Assault Trooper x2
Wave 3) Assault Trooper Captain x2
Wave 4) Assault Trooper Captain x2

You'll notice that jump pads have opened up on the crater wall all around you.
Jump onto the one 'behind' you, allowing you to return to your buggy.

Expect three Assault Trooper Captains to "Welcome you back" to your Moon Rover
with laser fire. You can either rush to refuel it and get in or take them out.
The choice is yours. Also, do not forget about the nearby EDF ammo cache. It
would not hurt to have a full supply of ammo before you reach the end of the
level.

CHECKPOINT

Once you are back in the buggy you need to head to the far side of the large
crater from before to find a smaller one behind it. Two Assault Trooper
Captains will spawn at the base of a convenient ramp that will send you flying
over a large tendril. Splatter them, then try to aim for the right side of the
tendril as you make your jump. It appears higher, but it is much closer to you
than the left side and you should make the jump. It is a tricky jump to make,
so you may need to try a couple times.

Head down the linear path, ramming Assault Trooper Captains as you go, then
finally come face-to-face with the Alien Empress.

*******************************************************************************

BOSS BATTLE: ALIEN EMPRESS

HEALTH: 1200, 450(Ovary #1), 1500, 600(Ovary #2)
DIFFICULTY: 3/5
EFFECTIVE WEAPONS: Devastator, RPG, Ripper, Freeze Ray (if you saved it)

DAMAGE CHART (OVARIES):       Easy        Normal      Hard        DiG
_______________________________________________________________________________
- Devastator(x2)              9,12        12,15       15,20       23,30
- RPG Launcher                3,4         4,5         5,7         8,10
- Enforcer Gun(x3)            3,3         3,4         4,5         6,8

ATTACKS:
    Stomp
       * Occasionally the Empress will stomp a leg or stump. If it lands
         directly on you, it will send you flying through the air. If it sends
         you far enough, it is an instant kill, otherwise it does no damage.

    Spines (4 per volley)
       * Damage (Each): Easy - 3.75, Normal - 5, Hard - 7.5, DiG - 10
       * These fly from the back of the Empress. Easy to avoid as long as you
         keep moving.

    Dual Spines (2 per attack)
       * Damage (Each): Easy - 37.5, Normal - 50, Hard - 75, DiG - 100
       * The Empress thrusts two large spikes into the ground. These track you
         and come up under your last known position. If you are not moving,
         these can kill you in one attack on DiG difficulty.

    Spawn Assault Captain
       * Every time you smash a leg one to three of these guys will spawn at
         the stump.

STRATEGY:
    Keep moving. You should not stop for any reason. Some of the Empress'
    attacks are quite fatal, but are easy to dodge so long as you stay in the
    buggy.

    The basics of this is to use the rover to do your attacking: Smash the
    glowing tips of her legs, then run down every Assault Trooper Captain she
    spawns around there (They will not take to the sky, so there is no reason
    to get out of your vehicle). Repeat this process three more times until
    the Alien Empress reveals her hole (That's IS what the game calls it.
    Don't blame us). Ramp the moon buggy into her hole (Large run up and boost
    required) to enter her womb (Lovely). Inside you will find Pregnators, a
    dead Duke Close with a Ripper nearby, a Devastator and an EDF ammo cache
    (W-what?). Above your head and at the far end of the canal are two large
    oval shaped growths. These are her ovaries. Destroy one to get spat out
    and begin round two.

NOTES:
    The Pregnators spawn without end, no matter how many eggs you blow up.
    However, they do not tend to follow you to the other end of the womb, so
    sprint to the other end and attack the ovaries from there.

    Concentrate your fire on just one ovary. The HP bar is set to
    automatically go down to half-level, even though you do not necessarily
    cause enough damage to reach that level.

GLITCH:
    If you are equipped with an RPG, you can attack both at once by aiming for
    the 'platform' coming out of the 'ground'. However, this will glitch the
    game for the second time around. When go inside for round two, both the
    ovaries will be gone and you will be trapped inside. You will need to
    perform a "Load Last Checkpoint" (or die) for one of them to appear again.

CHECKPOINT (Yes an actual checkpoint in a Duke Nukem boss battle!)

    Get back in the buggy and resume your leg smashing rampage. The only
    differences with this run are: you have to smash all the legs this time
    and when you enter the womb for a second time. There a couple Pregnator
    eggs that hatch when you enter, but your enemies mostly consist of
    Octabrains. You can:
     * Use a Holoduke and/or Beer while blasting at the remaining ovary to
       stay alive.
     * Stay where you arrived and attack from a distance with the Devastator,
       stepping up to reload as you need to. Even if the Octabrains catch some
       of the missiles and throw them back at you, you should have enough time
       to safely dodge them.

    Once the ovary explodes you are once again vomited outside. After that it's
    just a matter of ramming your large metal buggy down the throat of the
    Empress to finish the game.

NOTES:
    While there are a couple of Pregnators running around, they come in a
    limited number. This time, the Octabrains spawn without limit.

    Even though you destroy an ovary during the first battle, sometimes you can
    shoot at the same one again, or the ovary still intact moves over to the
    side where you already destroyed one. The checkpoints appear to reset which
    one you have destroyed.

    Even after you destroy an ovary, enemies can still attack you, despite you
    not being able to see them for a few seconds, due to all the visual
    distortions happening.

    There is a bug in the game during the second phase of the Ovary attack. As
    soon are you land inside, back up to the far wall (the one behind you),
    quickly drop your Holoduke, then sprint over to the far end of the room
    and start blasting away at the remaining ovary. There is a good chance
    the Octabrains will not pursue you and will remain 'stuck' where you
    started. When you need ammo, get 'just' close enough to the EDF cache and
    repeat.

*******************************************************************************

Watch Duke get his reward and the (excessively brief) credits roll. Sounds like
Dylan will be busy for a while I'm afraid, Duke. Oh well, guess you will just
have to amuse yourself.


*******************************************************************************
****************************** MULTIPLAYER NOTES ******************************
*******************************************************************************

The editors have decided to add a few collected notes about the multiplayer
features of this game. If we receive feedback on our guide about adding more
content to this section, we will consider it.

In multiplayer, you have 80 Ego points and 20 Health points, providing you
with 100 points to work with. There are ways to cheat this value, like drinking
Beer and taking Steroids, both reduce incoming damage by a certain percentage.

Most of the weapons found in campaign are available in multi-player, though
many of them do more damage to balance out the weaker weapons. These details
can be found in the Weapons section of the guide. Beer and Steroids work in a
similar manner, but their damage reduction values are lower.

There do not appear to be any dedicated servers for the game, so a player will
have to host the game through whichever network they are connected to. The host
will always have the most ideal connection, while everyone else suffers a
'ping/lag' that depends on both the host's and your connection. Typically, if
you can keep the rating below 100, it should not affect your gameplay. If you
end up joining a game and it's over 200, you will find that more precision
weapons like Pistol, Railgun and even the Shotgun at point-blank range will be
impossible to use.

You can taunt enemies about once every 15-20 seconds during the game. Duke has
an assortment of different lines he will use.

The basic version of the game has ten maps and four game modes.

The ten maps are:
- Morningwood
- Hoover Damned
- Duke Burger
- Vegas Ruins
- Hive
- Sausage Factory
- Casino
- Erection Site
- Highway Noon
- Hollywood

Each "Game Mode" offers some different variety of game play:
- Duke Match: Every Duke for himself.
- Team Duke Match: Similar to the above, except divided between red and blue
  teams.
- Capture the Babe: A "Capture the Flag" concept where you kidnap the enemy
  babe and bring her over to your team's platform. You can defend yourself
  with her Garter Pistol, and you have to continually discipline the babe to
  keep her from disabling your vision.
- Hail to the King: A "King of the Hill" concept where you hold the point of
  interest and score points, rather than kills, to win. This setting is known
  for the ample amount of beers you can find.

There are additional maps that come with the DLC add-on "The Doctor Who Cloned
Me", each of them allows use of the Impregnader and Expander. These maps are:
- Sky High
- Command
- Drop Zone
- Bio Hazard

The are additional maps and game modes that come with the expansion pack,
"Hail to the Icons Parody Pack". Each map includes a unique weapon.

The additional maps (and unique weapons) are:
- Sandbox - Sticky Bomb
- Call of Duke - N00b T00b
- Inferno - DFG
- 2Forts1Bridge - Tittanya

The additional game modes are:
- Hail to the King FFA: Plays like the original Hail to the King, but each
  player is on their own. As a trade-off, a players gains points far more
  quickly when he/she in in control of the 'hill'.
- Freeze Tag: Equipped with Freeze Rays, teams work together to freeze and
  shatter their opponents.
- Hot Potato: Plays like the Capture the Babe, but each player is on their
  own. As a trade-off, a players gains points far more quickly when he/she in
  in control of the 'babe'. If no one is in control of the babe after she is
  dropped, she will re-spawn in a random place after 10 seconds.


*******************************************************************************
*********************************** ENEMIES ***********************************
*******************************************************************************

The enemy health is listed as a single value, since (This guide is assuming)
it is Duke's ability to do damage that changes on different difficulties.

Enemy difficulty is based on the assessments made by the writers of this
guide/walk-through. Regardless, no enemy should ever be taken lightly. In
sufficient numbers, any opponent can kill you and send you back to the loading
screen. Target and take out anything you see with extreme prejudice.

- Difficulty: 1/5 - Easy enough.
              2/5 - Somewhat harassing.
              3/5 - Dangerous. Be cautious when approaching one
              4/5 - Very Dangerous. Use some extra items when dealing with
                    one.
              5/5 - Refer to special tactics used to defeat these creatures.
                    These enemies are nuts.

All the damage ratings listed for Weapons / Attacks are based on measurements
to Duke's Ego Bar after he takes a hit, assuming Duke's EGO Bar is at 100
points when fully upgraded (105 in the DLC addon). These are rough estimates,
and may be off a point or two in either direction.

All damage numbers are listed under different difficulties.

Headshot Weakness was taken by observing if an enemy requires much less ammo
from the Pistol and Ripper to take it out. Generally, the more humanoid-like
aliens with a head are vulnerable while the more alien-like creatures do not
appear to have the weakness.

Strategies are listed for most enemies, offering basic tactics that can be used
and opportunities that can be exploited.

Damage charts listed below an enemy (where they apply) represent minimum
values. Many weapons use volleys, bursts and splash radius, so any attack that
is not a perfect hit may require more to get the job done. Numbers in brackets
represent headshots. Some attack include "Each", "Max.", etc. Each refers to an
individual attack. (For instance, Enforcers fire their gun in bursts of three).
Max. refers to the maximum damage a shot can do, since those sort of weapons
will do splash damage.


===============================================================================
- Assault Trooper
===============================================================================
Health: 60
Difficulty: 1/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * AT Laser                      2.25       3          4.5        6
    * Melee Attack 1                7.5        10         15         20
    * Melee Attack 2                15         20         30         40
    * Stomp (While you are shrunk)  37.5       50         75         100
Headshot Weakness: Yes

NOTES:
    Melee 1 and 2 are done in a sequence, so it is likely you will be hit by
    both attacks.

- Dressed in green armour, these common, easy-to-find aliens are not a serious
  threat by themselves. They can become dangerous when you face a group of
  them.
- Some fly around with jetpacks, limiting the usefulness of some slower-
  traveling weapons like the AT Lasers. While it does make their deaths more
  amusing by watching them fly around the air, out of control, it is important
  to watch where they crash to avoid taking extra damage.
- Be careful when getting to close to them. Their melee attacks can do a lot
  of damage.
- Curious thing about the melee attacks: If you can get as close to one as you
  physically can, it will attack with the AT Laser, but as soon as you move
  back slightly, it will go for a melee attack.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     2          2          2          3
  Devastator(x2)
- Steroids Melee                    1          1          1          1
- M1911, AT Captain Laser           3 (1)      3 (1)      4 (1)      6 (2)
- Shotgun (Point-blank)             1          1          1          1
- Ripper                            6 (3)      7 (4)      9 (5)      14 (7)
- Railgun                           1          1          1          1
- RPG Launcher, Pipe Bomb,          1          1          1          1
  Laser Trip Mine
- Freeze Ray                        12         15         20         30
- AT Laser(x3)                      1          1          2          2
- Impregnader                       1          1          2          2
- Enforcer Gun(x3)                  1          1          1          1


===============================================================================
- Assault Trooper Captain
===============================================================================
Health: 75
Difficulty: 2/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * AT Captain Laser              2.25       3          4.5        6
    * Light Melee                   15         20         30         40
    * Gun Melee                     22.5       30         45         60
Headshot Weakness: Yes

- Dressed in red armour and covered in armour plates, their ability to fly
  around in the air and teleport behind you makes them a more dangerous
  opponent to deal with.
- Assault Trooper Captains wear special plated armour on their arms and legs
  than can deflect incoming fire and melee attacks before it flies off. This
  can give them the appearance of having more health than they actually do.
  Their chest does not have this plating, so you can safely shoot there and
  not waste ammo.

STRATEGY:
    Their ability to teleport can make them frustrating: They become invincible
    once they start their teleport, resulting in wasted ammo if you do not stop
    firing and you have to wait around for them to re-appear. When they can,
    they will try to teleport behind you. Try to anticipate this, when
    possible.

    Shotgun, RPG Launcher, Railgun and other weapons that deal a lot of damage
    per shot are more useful against this enemy because of their frequent
    desire to teleport after being hit.

    Ripper, AT Laser, Devastator and weapons that deal only a little damage
    per hit will 'frequently' trigger the Captain's teleport ability, making
    you waste a lot of ammo in the process. The one exception appears to be
    Turrets; they do not appear to trigger their teleport ability often.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     2          2          3          4
  Devastator(x2)
- Steroids Melee                    1          1          1          2
- M1911, AT Captain Laser           3 (1)      4 (1)      5 (2)      8 (2)
- Shotgun (Point-blank)             1          1          1          1
- Ripper                            7 (4)      9 (5)      12 (6)     17 (9)
- Railgun                           1          1          1          2
- RPG Launcher, Pipe Bomb,          1          1          1          2
  Laser Trip Mine
- Freeze Ray                        15         19         25         38
- AT Laser(x3)                      1          2          2          3
- Impregnader                       1          2          2          3
- Enforcer Gun(x3)                  1          1          1          1


===============================================================================
- Assault Commander
===============================================================================
Health: 1000
Difficulty: 3/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * RPG Launcher                  30         40         60         80
    * Spinning Blade Charge         22.5       30         45         60
    * Melee                         15         20         30         40
Headshot Weakness: Yes

- These flying fat blobs are dangerous and should be respected in any
  circumstance. They fire explosives out their butts and require a lot of
  firepower to bring down.

STRATEGY:
    Shrink Ray will reduce it in size. Finish it off with the Shotgun or Pipe
    Bomb.

    The Expander is unable to kill this unit in one hit. However, the Expander
    will still greatly reduce it's attack and movement speed while leaving it
    more vulnerable to conventional damage; It turns the Assault Commander into
    target practice while under this effect.

    Freeze Ray (3D-Mode) is a good weapon to use since the creature is not
    very fast. With lots of ammo and a good rate of fire, it should be simple
    enough to bring one down with it.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     20         25         34         50
  Devastator(x2)
- Steroids Melee                    7          8          11         16
- M1911, AT Captain Laser           40 (10)    50 (13)    67 (17)    100 (25)
- Shotgun (Point-blank)             6          7          9          14
- Ripper                            89 (45)    112 (56)   149 (75)   223 (112)
- Railgun                           6          8          10         15
- RPG Launcher, Pipe Bomb,          7          8          11         16
  Laser Trip Mine
- Freeze Ray                        200        250        334        500
- AT Laser(x3)                      14         17         23         34
- Impregnader                       13         16         21         31
- Enforcer Gun(x3)                  5          7          9          13


===============================================================================
- Bombball
===============================================================================
Health: One-hit from anything to trigger it's explosion.
Difficulty: 3/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Suicide (Max.)                30         40         60         80
Headshot Weakness: No

- Small, fast and quite evasive, they can be tricky to take out. Also, they
  never appear alone.
- The DLC loading screen identifies these opponents as Bombballs.

STRATEGY:
    The two times you normally face them in-game you have a limited number of
    different weapons at your disposal (Depending on how you handle things in
    "Going Down", there is a chance you may encounter 1-3 of them, there).

    IN SECURITY:
    * Three Bombballs appear while you are fighting off the waves of Pregnators
      and Octababies. If you are lucky, they will attack them, instead of you.
      If not, either the Shotgun or Ripper will work fine. So long as two of
      them do not deliver their full payload to Duke's personal body, you can
      get through this.

    THE DOCTOR IS IN:
    * At this point in the game, your weapon options will be limited to:
      Pistol, Shotgun, Ripper, RPG Launcher, Enforcer Gun, Devastator, and
      Impregnader. The Ripper's high rate of fire can hit these quickly and
      trigger their explosive payload. It is probably the best-suited weapon
      for this endeavor. Devastator, Enforcer Gun and Shotgun are decent
      choices, but the Devastator and Enforcer Gun are risky, because
      explosive weapons tend to drive them to fly at you before they explode.
      The Pistol's low rate of fire makes it possible, but not the best
      choice. The Impregnader's limited range and firing arc and the RPG
      Launcher's poor ability to track the enemy's quick movements makes them
      ill-advised to use.


===============================================================================
- Duke Bot
===============================================================================
Health: 125
Difficulty: 2/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Melee                         6          8          12         16
    * Pistol / Ripper               3          4          6          8
    * Shotgun (Max.)                60         80         120        160
    * Railgun                       45         60         90         120
    * RPG Launcher (Max.)           22.5       30         45         60
    * Pipe Bomb                     67.5       90         135        180
    * Shrink Ray - (Shrinks Duke)
Headshot Weakness: Yes

- Also known as Dukeinators (Some websites) and Security Bots (General Graves
  and in-game waiting screen guide), this challenge guide/walkthrough goes by
  how they are identified in the DLC add-on campaign mission, "Me, Myself and
  I" when you speak to one.
- These bots are slow, but can be quite lethal if you do not take care in
  handling them. They are equipped with the same weaponry as Pig Cops, but
  their melee attack is not as strong.
- Dr. Proton identified these bots as Phase I in his project.

STRATEGY:
    Trading speed and Berserk Mode for more health, Duke Bots are 'marginally'
    easier than Pigcops.

    The Expander functions like an EMP on Duke Bots and temporarily disables
    them. They are still left vulnerable to increased damage from regular
    weapons.

    The Shrink Ray works effectively on a Duke Bot. In the level "The
    Carousel", the Shrink Ray is often a preferred weapon over the Expander.

    Duke Bots are very easy to get behind. If you are close to one, take
    advantage of this and shoot/melee them from there.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     3          4          5          7
  Devastator(x2)
- Steroids Melee                    1          1          2          2
- M1911, AT Captain Laser           5 (2)      7 (2)      9 (3)      13 (4)
- Shotgun (Point-blank)             1          1          2          2
- Ripper                            12 (6)     14 (7)     19 (10)    28 (14)
- Railgun                           1          1          2          2
- RPG Launcher, Pipe Bomb,          1          1          2          2
  Laser Trip Mine
- Freeze Ray                        25         32         42         63
- AT Laser(x3)                      2          3          3          5
- Impregnader                       2          2          3          4
- Enforcer Gun(x3)                  1          1          2          2


===============================================================================
- Duke Clone
===============================================================================
Health: 125
Difficulty: 2/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Melee                         6          8          12         16
    * Pistol / Ripper               3          4          6          8
    * Shotgun (Max.)                60         80         120        160
    * RPG Launcher (Max.)           22.5       30         45         60
    * Grapple (The Carousel)        7.5        10         15         20
    * Shrink Ray - (Shrinks Duke)

Headshot Weakness: Yes

- Generally, these robots are faster than the original Duke Bots and can wield
  a number of different weapons. Aside from their speed boost, they are near-
  identical to their chrome-plated counterparts.
- Dr. Proton (possibly) identified these bots as Phase II in his project.
- Duke Clones have not been observed throwing Pipe Bombs.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     3          4          5          7
  Devastator(x2)
- Steroids Melee                    1          1          2          2
- M1911, AT Captain Laser           5 (2)      7 (2)      9 (3)      13 (4)
- Shotgun (Point-blank)             1          1          2          2
- Ripper                            12 (6)     14 (7)     19 (10)    28 (14)
- Railgun                           1          1          2          2
- RPG Launcher, Pipe Bomb,          1          1          2          2
  Laser Trip Mine
- Freeze Ray                        25         32         42         63
- AT Laser(x3)                      2          3          3          5
- Impregnader                       2          2          3          4
- Enforcer Gun(x3)                  1          1          2          2


===============================================================================
- Egg Pod
===============================================================================
Health: 25
Difficulty: 1/5
Headshot Weakness: No

- The egg itself is no threat. However, some eggs do contain Pregnators and
  open up when Duke gets close enough. They also seem to open up, even if they
  cannot see Duke, so their methods are based on proximity, not line of sight.
  If you can manage to stay far enough from an egg, it is possible to shoot it
  before it opens up.
- Shooting an destroying an egg before it opens will also destroy the contents
  inside, killing the Pregnator if the egg carries one.
- The name "Egg Pod" is taken from the loading screen.
- Egg Pods are unaffected by the Shrink Ray.
- Egg Pods explode with one shot from the Expander.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     1          1          1          2
  Devastator(x2)
- Steroids Melee                    1          1          1          1
- M1911, AT Captain Laser           1          2          2          3
- Shotgun (Point-blank)             1          1          1          1
- Ripper                            3          3          4          6
- Railgun                           1          1          1          1
- RPG Launcher, Pipe Bomb,          1          1          1          1
  Laser Trip Mine
- Freeze Ray                        5          7          9          13
- AT Laser(x3)                      1          1          1          1
- Impregnader                       1          1          1          1
- Enforcer Gun(x3)                  1          1          1          1


===============================================================================
- Enforcer
===============================================================================
Health: 300
Difficulty: 2/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Enforcer Gun(Each, Max)       3.75       5          7.5        10
    * Melee                         33.75      45         67.5       90
Headshot Weakness: Yes

- Quite different from the Enforcers in Duke Nukem 3D. Instead of being
  equipped with a chaingun-like weapon, they use their own Enforcer Guns;
  launchers that fire guided weapons in bursts of three. They are slow on the
  field, but can take a lot of damage.
- Some Enforcers carry around large shields. These must be blasted off to gain
  easy access to the creature's internal organs, though sometimes you can catch
  them at a bad angle, and damage them. They have around 100 HP and protect
  the Enforcers from physical attacks, Shrink Ray and Expander blasts. The
  shields can be blasted off by the Freeze Ray.
- Enforcers can still hit Duke with a melee attack while carrying a shield.
- Enforcers wear special plated armour on their arms and legs than can deflect
  incoming fire and melee attacks before it flies off. This can give them the
  appearance of having more health than they actually do. Their chest does not
  have this plating, so you can safely shoot there and not waste ammo.
- Enforcers are not damaged by splash damage from their own other Enforcers'
  attacks. However, the attacks can still blown the armour plates off.

STRATEGY:
    There are ways to approach an Enforcer: Stay very far away and use a long-
    range weapon to take it out, or get very close to the creature and
    'encourage' it to waste it's time trying to melee you. Either way, take
    advantage of any and all available cover. Their weapons work best in
    mid-range and enjoy tracking you down.

    Shrink Ray and Expander work very nicely in quickly taking out this
    opponent, provided they are not using a shield.

    If you get close to one, go with either Steroids or a fully-loaded Shotgun
    to minimize the amount of time it will take to drop one to the ground. On
    DiG difficulty it will take at least four shells (point-blank) or five
    Steroids punches to take one out. Getting close also means dealing with
    their own melee attack. On DiG difficulty, an Enforcer can kill Duke in
    two hits hits. Fortunately, their attacks are slow, somewhat choreographed
    and not difficult to dodge. If you can learn how they melee, you should
    have no trouble engaging them at close-quarters.


Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     6          8          10         15
  Devastator(x2)
- Steroids Melee                    2          3          4          5
- M1911, AT Captain Laser           12 (3)     15 (4)     20 (5)     30 (8)
- Shotgun (Point-blank)             2          2          3          4
- Ripper                            27 (14)    34 (17)    45 (23)    67 (34)
- Railgun                           2          3          3          5
- RPG Launcher, Pipe Bomb,          2          3          4          5
  Laser Trip Mine
- Freeze Ray                        60         75         100        150
- AT Laser(x3)                      4          5          7          10
- Impregnader                       4          5          7          10
- Enforcer Gun(x3)                  2          2          3          4


===============================================================================
Pigcop / Berserk Pigcop:
===============================================================================
Health: 100
Difficulty: 2/5 or 4/5 (Berserk)
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Melee                         22.5       30         45         60
    * Pistol / Ripper               3          4          6          8
    * Shotgun (Max.)                60         80         120        160
    * RPG (Max.)                    22.5       30         45         60
    * Pipebomb (Max.)               67.5       90         135        180
    * Grapple (per second)          15         20         30         40
    * Can of Food (Shrunk, max)     26.25      35         52.5       70
Headshot Weakness: Yes

- One of the most common enemies in the game, along with Assault Troopers,
  Pigcops attack in abundance. Unless you are equipped with a Shotgun or
  Steroids, do not engage them in close quarters. Their potential to go
  berserk during battle makes them dangerous to tackle.
- Beware Berserk Pigcop Grappling. Pigcop grappling requires a lot more effort
  to break free from than Pregnator grappling. Also, if you grapple with a
  Berserker Pigcop for too long without fighting back (On lower difficulties),
  the Pigcop will instantly kill you, regardless of your health and Ego bar.
- There is one Pigcop in "The Burning Bush" that is equipped with a Shrink Ray,
  but it is a scripted event, since the ray breaks after one use.

STRATEGY:
    Pistol and Ripper Pigcops:
    * Fortunately, they have weapons that do not perform instant killing
      damage, but their attacks will quickly add up. Try to avoid mid-range
      combat, and either pick them off from a great distance, or get
      up very close with the Shotgun or Steroids.

    Shotgun Pigcop:
    * You 'need' to stay away from these guys. The damage potential of their
      weapons makes them very dangerous to engage up-close. Pick them off
      at either mid-range or long-range with anything other than a Shotgun.

    RPG Pigcop:
    * Their RPGs are slow and not difficult to dodge. Either keep some
      distance and pick them off with long-range weapons, or get up close and
      melee it.
    * RPG Pigcops can berserk, but it rarely happens.

    Berserk Pigcop:
    * When a Pigcop goes Berserk, it performs an animation by stretching out
      it's arms and letting out a squeal then it quickly runs around on all
      fours and chases after Duke. A Pigcop becomes far more dangerous when it
      is like this and should be taken out immediately. Shotgun or Steroids
      work well if you want/have to risk a close encounter with it. Pistol is
      tricky, but headshots are possible from any distance, though the greater
      the better. If you have the room, you could also try running away from
      it and see what happens.

    * If a Berserk Pigcop is too far from Duke or you are in a position where
      the Pigcop cannot reach, it will give up the chase and stay in a single
      position, waiting for a chance to attack. You can pick it off easily,
      this way.

    The Pigcop does have a headshot weakness. It's non-berserk movements are
    not fast, allowing you a chance to pick them off from above the shoulders.
    Three shots from the Pistol on DiG difficulty can take out a Pigcop from a
    considerable distance.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     2          3          4          5
  Devastator(x2)
- Steroids Melee                    1          1          2          2
- M1911, AT Captain Laser           4 (1)      5 (2)      7 (2)      10 (3)
- Shotgun (Point-blank)             1          1          1          2
- Ripper                            9 (5)      12 (6)     15 (8)     23 (12)
- Railgun                           1          1          1          2
- RPG Launcher, Pipe Bomb,          1          1          2          2
  Laser Trip Mine
- Freeze Ray                        20         25         34         50
- AT Laser(x3)                      2          2          3          4
- Impregnader                       2          2          3          4
- Enforcer Gun(x3)                  1          1          1          2


===============================================================================
- Octababy
===============================================================================
Health: One-hit kill, normal size / 20 while Duke is shrunk
Difficulty: 1/5, 3/5 or 5/5, depending on circumstances
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Claws / Melee                 3.75       5          7.5        10
Headshot Weakness: No

- Octababies are mini versions of the Octabrains, minus the floating around and
  shooting psionic blasts part. They will approach you, jump around, melee,
  claw, bite and bash you, trying to inflict what little amount of damage they
  can. Octababies appear in different scenarios, so their difficulty is based
  on how you face them
- Octababies can be shrunk and will still attempt to attack you.
- Octabbaies explode with one shot from the Expander.

Difficulty Circumstances:
- 1/5: Normal circumstances. The Octababies can be easily squished under foot
  if you wish to save on ammo.

- 3/5: Duke is shrunk. Suddenly the Octababies are a lot faster and can
  easily surround Duke. Luckily they do not require much ammo to deal with.

- 5/5: Duke in underwater. This only happens once in the campaign, but it
  makes the Octababies very lethal, given how slow Duke is while swimming. The
  Octababies come in a large swarm and can easily surround and kill Duke.
  There are strategies listed in the guide on how to deal with this one-time
  circumstance.


===============================================================================
- Octabrain
===============================================================================
Health: 175
Difficulty: 3/5, 4/5 while underwater
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Psionic Blast / Suicide       22.5       30         45         60
    * Throwing Objects - Variable, depends on the object
Headshot Weakness: No

- Octabrains are dangerous opponents in any circumstance. They unleash
  high-damaging psionic blasts that can seriously harm Duke. Their attacks
  can also 'lead the target' when Duke is on the move. You can use this to
  your advantage to misdirect the Octabrains to shooting in one direction,
  then quickly move the other way, after it fires.
- Octabrains can also telekinetically levitate objects, then 'throw' them at
  Duke. This also means they can catch certain physical objects Duke can use
  in attacks, including anything that was picked up (Garbage cans) and most
  explosive weapon projectiles.
- When stuck with a Laser Trip Mine, an Octabrain will start doing an insanely
  fast spin while flying toward you, exploding shortly after. This is a
  one-hit kill, regardless of difficulty.
- When a Octabrain dies, it explodes, doing damage to anything nearby it.

STRATEGY:
    The lack of headshot weakness makes the Pistol an ineffective weapon to
    use.

    AT Laser, AT Captain Laser, Shotgun, Ripper, and Freeze Ray (both settings)
    work well against Octabrains. Railgun users should wait until the target
    is about to attack before shooting, to ensure they are sitting still long
    enough. On DiG difficulty, three Railgun shots are needed.

    Explosive weapons are a dangerous thing to fire at Octabrains because of
    it's ability to catch and throw objects at you.

    * Do not use the RPG under normal circumstances, at all. The rate of fire
      is too slow and the Octabrains will catch and throw back 'every' shot
      fired.
    * The Octabrains will catch and also throw Devastator missiles back at
      you, but they can only catch one at a time. Most shots will still get
      through if you hold down the fire button. If you are far enough from the
      Octabrain and can strafe well, this may still work for you.
    * Octabrains tend to do a number of different things with Enforcer Gun
      shots. They can, scramble the direction on all three, re-direct one shot
      to a target while the other two hit, or even re-direct all three shots
      to a target.
    * Pipebombs will be caught by the Octabrain, but can still be remotely
      detonated before being thrown at you, making them a very effective
      weapon.

    Octabrains are still vulnerable to effect weapons like Shrink Ray.

    Expanders work on Octobrains, but they can quickly shake it off. You would
    have 'just' enough time to destroy one with two shots, but not enough to
    switch to another weapon to finish the job.

    Octabrains are vulnerable to the use of a Holoduke (and tiny Captain Dylan)
    and may target it/him with prejudice. While attacking the Holoduke, they
    will sometimes ignore incoming attacks, including RPGs and Devastator
    missiles, but even if they catch them, they will re-direct their attack on
    their other target (As in: Not you). This is the one time it is safe to
    put those guns to use.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     4          5          6          9
  Devastator(x2)
- Steroids Melee                    2          2          2          3
- M1911, AT Captain Laser           7          9          12         18
- Shotgun (Point-blank)             1          2          2          3
- Ripper                            16         20         26         39
- Railgun                           2          2          2          3
- RPG Launcher, Pipe Bomb,          2          2          2          3
  Laser Trip Mine
- Freeze Ray                        35         44         59         88
- AT Laser(x3)                      3          3          4          6
- Impregnader                       3          3          4          6
- Enforcer Gun(x3)                  1          2          2          3


===============================================================================
- Pregnator
===============================================================================
Health: 40
Difficulty: 2/5
Weapons / Attacks:

Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Fluid Launcher                18.563     24.75      37.125     49.5
    * Melee                         11.25      15         22.5       30
    * Grapple (per sec.)            15         20         30         40

Headshot Weakness: No

- Disgusting from head, to sack, to claws, Pregnators are giant fornication
  machines, intent on reproducing with or killing targets. They attack by
  launching fluid bombs at Duke (limited range, not too difficult to dodge).
- Their more dangerous ability is to grapple onto Duke. This can do a LOT of
  damage very quickly and is often fatal if your Ego bar is not at full
  strength. Quickly pull off a Strength Tap to rip it to pieces.
- It rarely uses it's melee attack. If Duke is too close, it will pull out
  it's proboscis and use it like a whip. This action can also be seen on the
  Impregnader weapon if Duke melees an opponent.
- When stuck with a Laser Trip Mine, it tends to stay put for a little, acting
  like it does not want to move, knowing what will happen, but eventually, it
  moves and the mine will explode.
- Pregnators explode with one shot from the Expander.

NOTES:
    The Pregnator's Fluid Launcher attack seems to have a weird number on DiG
    difficulty. Two hits will reduce Duke's EGO to exactly one point, so all
    the damage numbers now reflect that.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     1          1          2          2
  Devastator(x2)
- Steroids Melee                    1          1          1          1
- M1911, AT Captain Laser           2          2          3          4
- Shotgun (Point-blank)             1          1          1          1
- Ripper                            4          5          6          9
- Railgun                           1          1          1          1
- RPG Launcher, Pipe Bomb,          1          1          1          1
  Laser Trip Mine
- Freeze Ray                        8          10         14         20
- AT Laser(x3)                      1          1          1          2
- Impregnader                       1          1          1          2
- Enforcer Gun(x3)                  1          1          1          1


===============================================================================
- Rat
===============================================================================
Health: One-Hit Kill
Difficulty: 1/5
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * Claws / Bite (While Shrunk)   3.75       5          7.5        10
Headshot Weakness: No

- When full size, rats may approach Duke but take no action. When Duke is
  shrunk is when they become dangerous. They will quickly approach Duke and
  try to bite him to death. Melee attacks and weapons with lots of ammo are
  your best choices when dealing with them.
- Try to avoid using weapons with slow-traveling projectiles. Rats have a
  tendency to jump and strafe around.
- Rats are unaffected by Shrink Pods and Shrink Ray.
- Rats explode with one shot from the Expander.


===============================================================================
- Super Pigcop
===============================================================================
Health: 150
Difficulty: 2/5
Weapons / Attacks:
Weapons / Attacks + Damage:         Easy       Normal     Hard       DiG
    * RPG Launcher (Max.)           22.5       30         45         60
    * Pipe Bomb (Max.)              67.5       90         135        180
    * Melee                         22.5       30         45         60
Headshot Weakness: Yes

- Beefed up, super-size versions of the regular Pigcop. The comparison is
  most obvious on the level "Magic Carpet Ride" when you engage regular and
  Super Pigcops side-by-side.
- Super Pigcops are larger and tougher than their smaller counterparts, but
  they are slower and do not berserk. However, they are equipped with RPG
  Launchers, thus they are a considerable threat.
- You can risk trying to beat them down with melee attacks if you manage to
  get close enough.

Damage Chart:                       Easy       Normal     Hard       DiG
_______________________________________________________________________________
- Melee Attack, Freeze Ray(3D),     3          4          5          8
  Devastator(x2)
- Steroids Melee                    1          2          2          3
- M1911, AT Captain Laser           6 (2)      8 (2)      10 (3)     15 (4)
- Shotgun (Point-blank)             1          1          2          2
- Ripper                            14 (7)     17 (9)     23 (12)    34 (17)
- Railgun                           1          2          2          3
- RPG Launcher, Pipe Bomb,          1          2          2          3
  Laser Trip Mine
- Freeze Ray                        30         38         50         75
- AT Laser(x3)                      2          3          4          5
- Impregnader                       2          3          4          5
- Enforcer Gun(x3)                  1          1          2          2


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

------------------------------------------
Destructible Items Found Through the Game:

There are a number of different items that Duke can destroy. How much firepower
it requires to destroy them is dependent on your difficulty level.

Alien Light: 40
Cactus: 20
Car Engine: 60
Computer Equipment: 100
Desert Tree: 20 (Non-bullet attacks)
EDF Crates: 40
Fire Hydrant: 40
Lamp post: 20
Metal Plates: 50
Microwave: 20
Road Signs: 50
Portable Generator: 50
Wooden Barrel: 40
Wooden Barricade: 20
Wooden Chair: 10
Wooden Crate: 40
Wooden Pallet: 40
Wooden Table: 20


*******************************************************************************
********************************** WEAPONS ************************************
*******************************************************************************

It appears the game take fractions into account when the damage is being
determined. It is also possible the game is using a completely different set of
numbers then this guide, however the ratios appear to match, based on the
testing conducted.

===============================================================================
- Melee Attack (Fists / Weapon Smash)
===============================================================================
First Appearance
    * Campaign: The Duke Cave
    * DLC: Rude Awakening
Damage:                             Easy       Normal     Hard       DiG
    * Campaign                      50         40         30         20
    * (On Steroids)                 160        128        96         64
    * Multiplayer: 100, One-hit Kill on Steroids
Melee Cooldown Time (Avg.): (Fists) 0.84 seconds
Advantages
    * Does not require ammo.
Drawbacks
    * Not a lot of damage per hit on DiG difficulty
    * Many enemies have their own melee attacks

- Try to avoid getting into fist-fights with enemies that can grapple you,
  like Pregnators and Berserk Pigcops.
- RPG Pigcops tend to be vulnerable to melee attacks. If you can avoid their
  rockets, bashing them into submission should not be difficult.
- Enforcers can pack a lot of damage with their melee hits, but are slow to
  react. If you manage to get close to one, try to circle-strafe around it
  while pounding away. If it looks like you will be hit, back away, and do not
  be afraid to overcompensate.
- Duke Bots circle around slowly. It is easy to get behind them and use melee
  attacks to beat them down.
- Melee attacks are very effective against enemies under the effects of the
  Expander. It should be easy to get up-close and melee one without worry of a
  counter-attack.


===============================================================================
- M1911 / Duke's Golden Pistol
===============================================================================
First Appearance
    * Campaign: The Duke Cave
    * DLC: Rude Awakening
Damage:                             Easy       Normal     Hard       DiG
    * Campaign                      25         20         15         10
    * (Headshot)                    100        80         60         40
    * Multiplayer: 40, no Headshot capabilities
Magazine Capacity: 8
Maximum Ammo. Carried: 64
Rate of Fire (Avg.): 0.4 seconds (Can be fired faster, manually)
Melee Cooldown Time (Avg.): 0.56 seconds
Reload Time: 2.25 seconds
Enemy Drop: Yes
Advantages
    * 4x damage when scoring a headshot
    * Good long-range capabilities
    * Fastest Melee attacks of all weapons, including fists only
    * Lots are found during the campaign, making it a sustainable weapon
      through the original campaign
Drawbacks
    * Low DPS on non-headshot hits
    * Only eight shots per magazine

- This weapon is often underestimated, especially on harder difficulties. The
  potential of it doing headshot damage means Pigcops can go down in as
  little as three shots, even on DiG difficulty.
- The Pistol and Ripper are the only weapons in the game capable of scoring
  headshot bonus damage. The Pistol is far more accurate, in comparison.
  This ability is useful against humanoid enemies and robots. Some of the more
  'alien' enemies (Pregnators and Octabrains, for example) do not have a
  headshot weakness, limiting the usefulness of the Pistol against them.
- The Pistol tends to overlap to role of a designated marksman rifle, as it has
  surprisingly good long-range accuracy, provided you limit how quickly you
  fire the weapon.
- The Gold-plated Nukem Pistol has no advantage over a normal M1911 Pistol.
- The "GUNSLINGER" achievement can be earned by carrying the Golden Pistol
  through the entire original campaign. This does not apply to the DLC add-on.
- The Pistol can fired like an automatic weapon by holding down the trigger
  button, but it can fire much faster by rapidly tapping it, greatly
  increasing it's rate of fire.


===============================================================================
- Shotgun
===============================================================================
First Appearance:
    * Campaign: The Lady Killer (Part 2)
    * DLC: Going Down
Damage (Per Pellet):                Easy       Normal     Hard       DiG
    * Campaign(Per pellet)          18.75      15         11.25      7.5
    * Campaign(Total damage)        187.5      150        112.5      75
    * Multiplayer: 20 per pellet, maximum 200 per shot.
Magazine Capacity: 7
Maximum Ammo. Carried: 28
Rate of Fire (Avg.): 1.04 seconds
Reload Time: 0.65 seconds to pull the Shotgun up (or place across Duke if
             crouched), 0.53 seconds per shell & 0.93 to pump the Shotgun
Melee Cooldown Time: 0.84 seconds
Enemy Drop: Yes
Advantages:
    * Excellent up-close damage
Drawbacks:
    * Shots greatly scatter over a longer range.
    * Very slow reload time

- The Shotgun serves as an excellent close quarters weapon. It can take out a
  lot of enemies on DiG difficulty in as few as two shots. However, it is
  crucial to keep the weapon fully loaded when possible.
- Try to avoid reloading during a fight, as it leaves you 'very' vulnerable to
  counter-attack. It takes a long time for Duke to load seven shells back into
  the Shotgun. If required, switch over to your other weapon(s) to finish the
  job.
- There is no in-game evidence to suggest the Shotgun's damage per pellet is
  variable. All tests conducted in the campaign and multiplayer show a
  consistency in how much damage the Shotgun does to a target

GLITCH:
    There is a glitch in the design of the Shotgun. Whenever the shotgun is
    pumped, a shell casing should be ejected. However, when Duke reloads the
    Shotgun, he tends pump the gun when the firing button is not already held
    down and nothing comes out. In theory, he would be ejecting unused shells
    every time he re-loads his gun.

    This is a common error in many video games.


===============================================================================
- Ripper
===============================================================================
First Appearance:
    * Campaign: Vegas In Ruin
    * DLC: Going Down
Damage:                             Easy       Normal     Hard       DiG
    * Campaign                      11.25      9          6.75       4.5
    * (Headshot)                    22.5       18         13.5       9
    * Multiplayer: 18
Magazine Capacity: 50
Maximum Ammo. Carried: 200
Rate of Fire (Avg.):
    * Campaign: 0.0867 seconds
    * Multiplayer: 0.0867 seconds
Melee Cooldown Time (Avg.): 0.84 seconds
Reload Time: 2.75 seconds
Enemy Drop: Yes
Advantages:
    * Good at triggering a unit's pain reaction
    * High rate of fire
    * Bonus headshot damage
Drawbacks:
    * Cannot fire for long before needing to reload
    * Shots spread out over longer ranges

- The Ripper has an impressive rate of fire, even though each shot does not do
  much damage. Use the Ripper to focus fire down single targets with ease.
- The Pistol and Ripper are the only weapons in the game capable of scoring
  headshot bonus damage. However, with the Ripper, this can be a lot more
  difficult to perform, except at point-blank range, due to the scattering
  nature of Ripper fire.
- The Ripper behaves much like a sub-machine gun; effective up-close, but the
  shots tend to spread out over greater distances. Thus, it tends to overlap
  the role of the Shotgun, to an extent; better suited for close-quarters.


===============================================================================
- Railgun
===============================================================================
First Appearance
    * Campaign: The Duke Dome (Part 1)
    * DLC: Going Down
Damage:                             Easy       Normal     Hard       DiG
    * Campaign                      168.75     135        101.25     67.5
    * Multiplayer: 135
Magazine Capacity: 3
Maximum Ammo. Carried: 12
Rate of Fire (Avg.): 1.50 seconds
Melee Cooldown Time (Avg.): 0.84 seconds
Reload Time: 2.25 seconds
Enemy Drop: No
Advantages:
    * 5x Scope for precision hits
Drawbacks:
    * Considerable cooldown between shots
    * Most enemies in DiG difficulty require more than one hit to kill
    * No headshot capability (ironically)
    * Only 12 shots, limiting their potential to be carried through the
      campaign

- The Railgun is an very good weapon to use in long-range engagements, but is
  less effective when in close quarters, due to it's low rate of fire. These
  weapons do not appear often, so unless you are near an EDF ammo. cache, do
  not get too comfortable with carrying one.
- With a limit of 12 shots and most enemies in DiG difficulty requiring (at
  least) two shots to kill, it will not last long in combat.
- This weapon does not have a headshot capability, so aim for the body when
  firing this weapon (Firing at the head adds an amusing cosmetic effect to
  their death, but does nothing to change how much damage it does).


===============================================================================
- RPG Launcher
===============================================================================
First Appearance
    * Campaign: Vegas In Ruin
    * DLC: Going Down
Damage:                             Easy       Normal     Hard       DiG
    * Campaign                      156.25     125        93.75      62.5
    * Multiplayer: 135
Maximum Ammo. Carried: 5
Rate of Fire (Avg.): 1.36 seconds
Melee Cooldown Time (Avg.): 0.97 seconds
Enemy Drop: Yes
Advantages:
    * Can lock onto targets and seek them out
    * Considerable damage per hit
    * Large splash radius
    * No reloading
Drawbacks:
    * Attacks can damage Duke
    * Low ammo cap, requiring a nearby EDF ammo cache to maintain continuous
      fire
    * Most enemies will not die in one shot on DiG difficulty
    * Octabrains re-direct RPGs back to you. Given the low rate of fire on an
      RPG, an Ocatbrain can catch every RPG you fire

- The RPG Launcher is the most common explosive weapon to use against bosses.
- The lack of ammo it carries, combined with inconsistent appearance
  throughout the game will limit the appeal in trying to carry one for as long
  as possible. Areas with bosses always have a means to take it out nearby,
  so if you want to swap it out with another weapon, go for it.
- Do not engage an Octabrain with this weapon under any circumstances, unless
  you are using a Holoduke to distract the Octabrain.
- The difference in damage between campaign and multiplayer is odd, but all
  tests point to the RPG and Railgun damage being the same in multiplayer, and
  the RPG, Pipe Bomb and Laser Trip Mine damage being the same in campaign
  mode.


===============================================================================
- Devastator
===============================================================================
First Appearance
    * Campaign: Duke Lives, Crash Course (Officially)
    * DLC: The Doctor Is In
Damage (Each rocket):               Easy       Normal     Hard       DiG
    * Campaign                      25         20         15         10
    * Multiplayer: 25
Maximum Ammo. Carried: 69 (35 volleys)
Rate of Fire (Avg.): 0.33 seconds (per 2 shots)
Melee Cooldown Time (Avg.): 0.87 seconds
Enemy Drop: No
Advantages:
    * Large ammo. cap
    * High rate of fire
Drawbacks:
    * Attacks can damage Duke
    * Octabrains can catch Devastator shots
    * The only explosive weapon (fired from a launcher) that does not track a
      target

- A great weapon to use while you have ammo for it. You first in-game weapon
  is the Devastator in "Duke Lives", during the video game, but your 'real'
  first Devastator is found on "Crash Course", following the dreaded turret
  sequence.
- The biggest problem IS having ammo for it during the regular campaign. It
  is less of an issue in the DLC add-on, due to the number of EDF ammo caches
  you find. This is one of five weapons in the whole game where enemies do not
  drop one. Typically, many players will drop it once it no longer has any
  ammo, or finds another weapon with a more tactical suitability.
- While still dangerous to engage an Octabrain with, it is far safer than with
  the RPG Launcher. The Octabrain can only catch and re-direct one shot at a
  time, leaving all your others shots to hit and damage it.
- If, by some chance, you are in a scenario where you have an ally/Holoduke
  present that is closer to the Octabrain than you are, the Octabrain will
  attack that target instead. This makes the Devastator a much safer weapon
  to use, since it will catch and re-direct the weapons to them, rather than
  you.
- This weapon is effective against Battlelords. It will frequently trigger
  their reaction to being hit (Pain chance %), and they will stop firing while
  reacting to the attack rather than attacking you, allowing you more
  opportunity to move around on the battlefield, stock up on ammo., etc.
- Tests have shown the Devastator does not have the best DPS in the game. The
  Freeze Ray, Impregnader, Pistol(Headshot), Ripper(Headshot) and Shotgun all
  have higher DPS values.


===============================================================================
- Shrink Ray
===============================================================================
First Appearance
    * Campaign: The Duke Burger (Part 3)
    * DLC: The Clone Carousel
Maximum Ammo. Carried: 10
Rate of Fire (Avg.): 0.2 seconds charge up, then 0.58 seconds per shot
Melee Cooldown Time: 0.96 seconds
Enemy Drop: No
Advantages:
    * Disables an enemy target, making them easy to kill
    * Minor splash radius; one shot can affect more than one target if they
      are close enough together
Drawbacks:
    * Cannot shrink a 'large' target while shrunk in the campaign
    * Limited ammo.
    * Weapon does not actually kill a target, requiring an alternative attack
      to finish them off

- The Shrink Ray serves as a support weapon in the right situations, able to
  disable any enemy (Save bosses).
- While shrunk, enemies are vulnerable to one-hit kills with regular and
  explosive weapons. (This does not seem to apply to Duke on Campaign Mode).
- The Shrink Ray will shrink down robots as well. Duke Bots and Duke Clones
  are vulnerable to this weapon.
- It is unknown if a Shrink Ray will work on Bomb Balls, since the opportunity
  to use one against them is not present.
- Duke and enemies will do (around) 10% of their normal damage to a target
  while shrunk.


===============================================================================
- DLC Campaign Weapon: Expander
===============================================================================
First Appearance
    * DLC: Going Down
Maximum Ammo. Carried: 16
Rate of Fire (Avg.): 0.53 seconds
Melee Cooldown Time (Avg.): 0.96 seconds
Enemy Drop: No
Advantages:
    * Disables a target by reducing their movement and attack speed and leaving
      them vulnerable to normal attacks
    * Functions like an EMP on a Duke Bot, disabling them
    * Two shots will explode a target, save for an Assault Commander, and
      robotic targets
Drawbacks:
    * Assault Commanders are immune to the fatal blast, but can still be
      expanded, turning them into slow, easy targets
    * Projectiles travel slow, limiting their use over longer ranges

- When a target is hit by the Expander, they are four times more vulnerable to
  all other forms of damage, including melee, bullets, rockets, etc.
- Some enemies will explode after being hit once by an Expander. These include:
  Egg Pods, Pregnators, Octababies and Rats.


===============================================================================
- Freeze Ray
===============================================================================
First Appearance
    * Campaign: The Shrunk Machine (Part 3)
    * DLC: Magic Carpet Ride
Damage (Per unit):                  Easy       Normal     Hard       DiG
    * Campaign                      5          4          3          2
    * Multiplayer: 8
Maximum Ammo. Carried: 200
Rate of Fire (Avg.): 0.0312 seconds (per 1 unit)
Melee Cooldown Time: 0.87 seconds
Enemy Drop: No
Advantages:
    * Recharges when not in use, meaning you will never run out of ammo
Drawbacks:
    * Shortest range of all range weapons.
    * Requires a lot of ammunition to effectively freeze a target on DiG
      difficulty, limiting it's effectiveness in a sustained conflict
    * Weapon does not actually kill a target, unless it falls from mid-air,
      requiring a different attack to finish the target off

- The Freeze Ray in it's original configuration, is a bit of a mixed blessing
  weapon. It's ability to recharge when not in use allows it quickly return to
  full charge with enough time. However, time is often a problem when engaging
  multiple targets and the Freeze Ray only has 'just' enough ammo to freeze
  four Pigcops (as a DiG example) before it must recharge.
- Freeze Ray will not kill a target, but it will set them up for an execution,
  resulting in an Ego recharge, unless the frozen target is hit by a different
  weapon. Keep in mind, not all enemies can be executed (Pregnators, for
  example), so you will to use a regular melee to finish them off.
- Freeze Ray does not work properly underwater. When used, it will freeze Duke
  (removing his Ego, too). However, this can exploited as a glitch during the
  Energy Leech boss battle.
- Oddly enough, you can reload a Freeze Ray at an ammo cache.
- When frozen, Duke's HP will not recover. It only starts to recover along
  with the Ego bar after Duke becomes unfrozen.


===============================================================================
- Freeze Ray (Duke Nukem 3D mode)
===============================================================================
First Appearance
    * Campaign: The Shrunk Machine (Part 3)
    * DLC: Magic Carpet Ride
Damage (Per unit):                  Easy       Normal     Hard       DiG
    * Campaign                      50         40         30         20
Maximum Ammo. Carried: 200
Rate of Fire (Avg.): 0.363 seconds (per 1 unit)
Melee Cooldown Time: 0.87 seconds.
Enemy Drop: No
Advantages:
    * Very high damage potential
Drawbacks:
    * Does not recharge
    * Rate of fire is slow when the trigger button is held down, but can be
      greatly sped up by rapidly tapping it
    * Shots travel slow, giving the enemy a chance to evade them
    * Weapon does not actually kill a target, unless it falls from mid-air,
      requiring an alternative attack to finish the target off

- For those who have beat the campaign on "Let's Rock" or "Come Get Some"
  difficulties, there is an option to set the Freeze Ray to function like the
  Duke Nukem 3D version. Each ammo point now does 10-times more damage, from 4
  to 40, making it very lethal and one of the most useful weapons in the entire
  game, especially since you can set it back to the original configuration to
  recharge the weapon when you are not in combat.
- Freeze Ray will not kill a target, but it will set them up for an execution,
  resulting in an Ego recharge, unless the frozen target is hit by a different
  weapon. Keep in mind, not all enemies can be executed (Pregnators, for
  example), so you will to use a regular melee to finish them off.
- Freeze Ray does not work properly underwater. When used, it will freeze Duke
  (removing his Ego, too). However, this can exploited as a glitch during the
  Energy Leech boss battle.


===============================================================================
- AT Laser
===============================================================================
First Appearance
    * Campaign: The Duke Cave
    * DLC: Going Down
Damage (3 lasers per volley)        Easy       Normal     Hard       DiG
    * Campaign                      25         20         15         10
    * (Total damage)                75         60         45         30
    * Multiplayer: 50 each, Total damage: 150
Maximum Ammo. Carried: 60 (20 volleys)
Rate of Fire (Avg.): 0.833 seconds (per volley)
Melee Cooldown Time (Avg.): 0.96 seconds
Enemy Drop: Yes
Advantages:
    * No reloading involved
Drawbacks:
    * Cooldown between bursts
    * Shots are slower than bullets, requiring you to be closer or good at
      leading the target

- When facing larger groups of Assault Troopers, they will drop AT Lasers upon
  falling to the ground, leaving you lots of ammo to pick up and use against
  them. On DiG difficulty, six shots from an AT Laser will take one out.


===============================================================================
- AT Captain Laser
===============================================================================
First Appearance
    * Campaign: Vegas in Ruin
    * DLC: Going Down
Damage                              Easy       Normal     Hard       DiG
    * Campaign                      25         20         15         10
Maximum Ammo. Carried: 80
Rate of Fire (Avg.): 0.97 seconds spin-up time & 0.177 seconds per shot
Melee Cooldown Time (Avg.): 0.96 seconds
Enemy Drop: Yes,
Advantages:
    * No reloading involved
    * Very rapid fire
Drawbacks:
    * Requires the barrel to start spinning before attacking, delaying the
      attack, initially
    * Shots are slower than bullets, requiring you to be closer or good at
      leading the target

- The rapid fire feature of his weapon can make it very useful in the
  appropriate tactical situations, perhaps in places where you need better
  range than the Shotgun, and without the drawback of reloading, like with the
  Ripper. Still, the weapon does not appear very often, limiting it's overall
  use in battle.
- This weapon is very effective against Berserk Pigcops, since the lack of
  reloading means you can keep firing at the target(s) while back-peddling to
  avoid being hit.


===============================================================================
- Enforcer Gun
===============================================================================
First Appearance
    * Campaign: The Duke Burger (Part 3)
    * DLC: Going Down
Damage (3 rockets per volley)       Easy       Normal     Hard       DiG
    * Campaign                      68.75      55         41.25      27.5
    * (Total damage)                206.25     165        123.75     82.5
    * Multiplayer: 40 each, Total damage: 120
Maximum Ammo. Carried: 15 (5 volleys)
Rate of Fire (Avg.): 1.375 seconds (per volley)
Melee Cooldown Time: 0.96 seconds
Enemy Drop: Yes
Advantages:
    * Good splash damage
    * Works as a viable weapon to use against bosses
Drawbacks:
    * Attacks can also damage Duke
    * Limited ammo, attacking in bursts of three
    * Not useful in long-range engagements
    * Shots tend to aim for their own targets

- Enforcers are nice enough to leave you this weapon when you take one out.
  It is quite handy in most situations, supplementing your own weapons during
  ambushes and even against bosses if you want to risk getting close enough to
  one. Due to Enforcers being the only source of ammo (Most of the time) for
  these, it is ill-advised to get too attached to one.
- In multiplayer, this gun is one of the most sought after, given it's splash
  damage and ability to home in on targets. As a drawback, it tends to be one
  of the most difficult weapons to obtain


===============================================================================
- DLC Campaign Weapon: Impregnader
===============================================================================
First Appearance
    * DLC: My, Myself and I
Damage                              Easy       Normal     Hard       DiG
    * Campaign                      81.25      65         48.75      32.5
    * Multiplayer: 45
Maximum Ammo. Carried
    * Campaign: 24
    * Multiplayer: 30
Rate of Fire (Avg.):
    * Campaign: 0.43 seconds
    * Multiplayer: 0.288 seconds
Melee Cooldown Time (Avg.): 0.87 seconds
Enemy Drop: No
Advantages:
    * Slowly recharges
    * Small splash damage
Drawbacks:
    * Attacks can also damage Duke
    * Shots arc, limiting it's accuracy and range

- The Impregnader is a powerful weapon with a slow recharge rate, negating the
  urgent need for EDF ammo caches. However, since you spend a good chunk of the
  DLC add-on campaign with easy access to ammo caches, it make the recharge a
  bit redundant.
- The recharge and rate of fire in multiplayer is faster than in campaign.
- The Impregnader does not work underwater.
- As bizarre as it sounds, you can reload an Impregnader at an ammo cache.


===============================================================================
- Multiplayer Weapon: DFG
===============================================================================
Map Appearance: Inferno
Damage: One-hit Kill!
Maximum Ammo. Carried: 2
Rate of Fire (Avg.): 1.92 seconds
Melee Cooldown Time: 0.87 seconds.
Advantages
    * Best splash damage radius of all the weapons in the game
Drawbacks
    * Attacks can also damage Duke
    * Requires a good length of time to start firing once the trigger is pulled
    * Very low ammo. cap

- The DFG: Duke's "Something" Gun, is in a class of it's own.
- The splash damage radius is so impressive, you can miss your target by a
  considerable distance and they will still get caught in the blast.
- This weapon will score a one-hit kill, even if they are pumped full of
  Steroids. The damage listed above refers to that.


===============================================================================
- Multiplayer Weapon: Garter Pistol
===============================================================================
Map Appearance: All maps where CTB can be played
Damage: One-hit Kill!
Magazine Capacity: 50
Maximum Ammo. Carried: Unlimited
Rate of Fire: 1.12 seconds, minimum (Manually)
Reload Time: 2.25 seconds
Advantages
    * One-hit kills.
Drawbacks
    * Can only use while holding onto a babe in "Capture the Babe" and "Hot
      Potato" modes
    * No melee
    * Low ammo. cap and rate of fire

- The Garter Pistol is the babe's hidden weapon and Duke can use when he has
  captured one. Arguably, it is the most powerful weapon in multiplayer, tied
  with DFG and Steroids punch, since you can kill a Duke in one hit, even
  under the effects of Steroids.


===============================================================================
- Multiplayer Weapon: N00b T00b
===============================================================================
Map Appearance: Call of Duke
Damage: 125
Maximum Ammo. Carried: 6
Rate of Fire: 0.625 seconds
Melee Cooldown Time: 1.04 seconds.
Advantages
    * Excellent splash damage
    * High rate of fire (For an explosive weapon)
Drawbacks
    * Attacks can also damage Duke
    * Shots arc, limiting it's accuracy and range

- An interesting substitute for the RPG. It has an improved rate of fire and
  larger ammo. cap than the RPG, but in return it behaves like a grenade
  launcher and you lose the ability to lock onto targets.
- The explosive weapon is not a normal rocket or grenade, but a potato.


===============================================================================
- Multiplayer Weapon: Tittyana
===============================================================================
Map Appearance: 2Forts1Bridge
Damage: 6 bullets, 11 per bullet, maximum 66 per shot.
Rate of Fire (Avg.): 0.62 seconds charge up, 0.107 seconds per shot
Maximum Ammo. Carried: 200
Melee Cooldown Time: 0.53 seconds.
Advantages
    * Can defeat several opponents at once with very little ammo consumption
    * Exceptional DPS, more than any other weapon in the entire game
    * No reloading
Drawbacks
    * Movement speed is greatly reduced when using this weapon
    * Requires a good length of time to start firing once the trigger is pulled
    * Shots scatter over greater distances

- This weapon is considerably overpowered. It combines the best of the Shotgun
  and Ripper properties, and with almost none of their drawbacks. Still, this
  weapon has a critical weakness: The reduced mobility. While firing this
  weapon, the user becomes the equivalent of target practice for return fire.
  Fortunately, this reduced mobility only happens while the gun's barrel is
  spinning.

Kuro-chan_101 Commentary:
- Why, oh why, oh why is the weapon shaped like a male's package...? :(


===============================================================================
- Pipe Bomb
===============================================================================
First Appearance
    * Campaign: Vegas in Ruin
    * DLC: Going Down
Damage                              Easy       Normal     Hard       DiG
    * Campaign                      156.25     125        93.75      62.5
    * Multiplayer: 125
Maximum Ammo. Carried: 4
Enemy Drop: Yes
Advantages:
    * Can be picked up again if not used
    * Considerable splash range
Drawbacks:
    * Can seriously harm Duke as well if it detonates too close
    * Some Pigcops will attempt to escape if they spot a Pipe Bomb being thrown
      their way

- Pipe Bombs are an ideal weapon to use against groups of enemies, bosses and
  other Dukes.
- In the campaign, you can throw down a maximum of ten Pipe Bombs. If you
  throw down any more, they will 'remove' the older ones thrown. In Multi
  Player, you can throw down four Pipe Bombs and will be unable to pick up
  replacements until those are re-collected or detonated.
- Pipe Bombs can also be used to ambush incoming enemies, like the Laser Trip
  Mines. Set up ambushes in places where you have easy access to them.


===============================================================================
- Laser Trip Mine
===============================================================================
First Appearance
    * Campaign: The Lady Killer (Part 3)
    * DLC: In Security
Damage                              Easy       Normal     Hard       DiG
    * Campaign                      156.25     125        93.75      62.5
    * Multiplayer: 125
Maximum Ammo. Carried: 4
Enemy Drop: No
Advantages:
    * Laser carries over a long range
    * Will "Stick" to an enemy, doing maximum damage
Drawbacks:
    * Can seriously harm Duke as well if it detonates too close
    * On DiG difficulty, Laser Trip Mines are unlikely to kill the target
    * The further away a target is from the Mine when the laser is tripped,
      the less damage it does

- Enemies (Or Duke) who cross the red laser and trip a mine will take serious
  damage.
- In the campaign, you cay throw down a maximum is ten Trip Mines. If you
  throw down any more, they will 'remove' the older ones thrown. In Multi
  Player, you can throw down four Trip Mines and are unable to pick up
  replacements until those are detonated.
- Ideally, these are used in smaller corridors/spaces where it is
  near-impossible for an enemy to go around the Trip Mine.
- You can stick a target with a Laser Trip Mine. Some enemies will attempt
  (and fail) to remove the device before it goes off. If you stick one to an
  Octabrain, it rapidly rolls around in circles while flying at you, exploding
  shortly after it is stuck (regardless of difficulty).


===============================================================================
- Multiplayer Weapon: Sticky Bomb
===============================================================================
Map Appearance: Sandbox
Damage: 125
Maximum Ammo. Carried: 4
Advantages:
    * Considerable splash damage
    * Can stick to an opponent
Drawbacks:
    * Can seriously harm Duke as well if it detonates too close
    * Will detonate after a fixed length of time

- Sticky Bombs can be stuck onto opponents, but unlike Laser Trip Mines, they
  have a good throwing range.
- Sticky Bombs have around a 3-second timer once it starts to 'hum',
  regardless if it has stuck to a surface or not. This means it could also
  detonate in mid-air.


===============================================================================
- Garbage Can / Brick / Barrel / Vase / Trophy / etc.
===============================================================================
First Appearance
    * Campaign: The Duke Cave
    * DLC: In Security
Damage: 100 (All difficulties)
Maximum Ammo. Carried: 1
Advantages:
    * Kills / Execution sets up enemies with one hit
    * Sometimes the attack will carry on to an enemy behind your target
Drawbacks:
    * Easy to miss a target when it is strafing
    * Requires time to pick up an object
    * Some objects break after use (Vases and sometimes Bricks)
Most useful against: Berserk Pigcops, Assault Troopers and Assault Trooper
                     Captains

- The biggest advantage with using this is the ability to kill / execute setup
  weaker targets with only one hit.
- These items are more useful in the earlier stages of the original campaign,
  where you first learn the advantages of throwing objects at enemies.
- Berserk Pigcops easily fall prey to thrown objects, since they (more or
  less) stay in a straight line when approaching you. The one thing to watch
  out for is when they 'suddenly' leap at you.
- Thrown objects are useless against Octabrains, since they will catch them
  and throw them back at you.
- Thrown objects are effective against Assault Commanders, but they only do a
  fraction of the regular damage.


===============================================================================
- Mighty Foot / Moon Rover / School Bus
===============================================================================
First Appearance
    * Campaign: N/A
    * DLC: Duke in Space
Damage: 300 (All difficulties)
Advantages:
    * Can travel much faster
    * Easily run over enemies, even when driving slow
    * Damage taken from enemies appears to be reduced
Drawbacks:
    * Requires fuel to operate these vehicles... LOTS of fuel

- Vehicles always serve as mandatory plot devices, since there are often long
  pits to cross that require the vehicle's "Turbo Boost" to achieve, so you
  will not be traveling on foot.
- Enemies can be easily run over with a vehicle. The damage is based on hitting
  an Enforcer, which is the toughest non-boss enemy you will encounter while
  driving vehicle. It has 300 HP.
- This vehicle cannot kill Rats.


===============================================================================
- Forklift
===============================================================================
First Appearance
    * Campaign: The Forkstop
    * DLC: Drunken Crane Master
Damage: 100 (All difficulties)
Advantages:
    * Run over enemies
    * Does not suffer from fuel issues (unlike every other vehicle)
Drawbacks:
    * Slow and difficult to maneuver

- Typically, Forklifts are used for puzzle-solving or platforming purposes, but
  they can also be used as a weapon on one occasion.
- The only enemies you will run across while driving one of these are Pigcops.
  One hit from the Forklift can kill a Pigcop on any difficulty.


===============================================================================
- Turret
===============================================================================
First Appearance
    * Campaign: Vegas in Ruin
    * DLC: The Clone Carousel
Damage: 25 (Easy), 20 (Normal), 15 (Hard), 10 (DiG)
Rate of Fire (Avg.): 0.125 seconds
Advantages:
    * Can deliver damage as quickly as the Devastator, without it's advantages
      and drawbacks
    * High rate of fire
Drawbacks:
    * "CRASH COURSE"
    * Turns Duke into a sitting duck for all incoming attacks
    * Turret can overheat if used for too long

- In many situations, turrets are stationed not far from EDF ammo caches, so
  turrets (often) do not serve the role of 'Conserving ammo'.
- Considering the 'vulnerable' nature of being on a Turret, the DiG guide
  will discourage players from using them, except in a few situations where it
  makes sense to (For instance, you are 'far' from enemies).
- To help reduce how quickly the turret overheats, try rapidly tapping the
  fire button instead of holding it down.
- There is a grenade launcher variant, though it is only used on one
  occasion (The Mighty Foot). It seems to pack enough power to kill Pigcops
  with one hit on normal difficulty, so each shot must do a minimum of 100
  damage.


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

---------------------------------------------------------------------------
Additional Weapons and Effects Found Through the Game That can Damage Duke:

- The ones marked with a (Max.) tag means this is the most the weapon can do
  to you for damage. If the explosion is further away, it will do less damage.
- "Per tick" is not a specific unit of time and can vary, though it tends to
  be much faster than a second.

  Damage:                           Easy       Normal     Hard       DiG

  Alien Claw                        10         20         30         40
  Alien Pod                         26.25      35         52.5       70
  C9 Tank                           56.25      75         112.5      150
  Electrical Outlet                 0.75       1          1.5        2
  Electrical Shock (Light)          18.75      25         37.5       50
  Electrical Shock (Heavy)          30         40         60         80
  Explosive Barrel                  56.25      75         112.5      150
  Exploding Car                     37.5       50         75         100
  Fire Extinguisher                 45         60         80?        120
  Fire (per tick)                   2          2          2          2
  Flame                             15         15         15         15
  Generator Turbine (Underwater)    50         50         50         50
  Lack of Air (per second)          10         10         10         10
  Lamp Post                         16.875     22.5       33.75      45
  Lasers (IN SECURITY, /tick)       30         40         60         80
  Propane Cylinder                  56.25      75         112.5      150
  Propane Tank                      202.5      270        405        540
  Steam (per tick)                  5          5          5          5

--- Your own attacks ---

  Devastator (/rocket)              15         20         30?        40
  Enforcer Gun (/shot)              20.625     27.5       41.25      55
  Freeze Ray Cube                   30         40         60?        80
  Impregnader (Max.)                48.75      65         97.5       130
  Laser Trip Mine (Max.)            46.875     62.5?      93.75      125
  Pipebomb (Max.)                   93.75      125        187.5      250
  RPG (Max.)                        46.875     62.5       93.75      125

--- Other Stuff while shrunk ---

  Burger Griddle                    10         10         10         10
  Deep Fryer                        10         10         10         10
  Electrocuted in Water (/ tick)    11.25      15         22.5       30
  Heat Lamp (/tick)                 2          2          2          2
  Mouse Trap                        15         20         30         40
  Stove Top Flame                   13.5       13.5       13.5       13.5

--- Multiplayer Content ---

  Dish Washer (/second)             30
  Deep Fryer (/tick)                10
  Explosive Barrel                  125
  Open Flame (Tiny, /tick)          10


*******************************************************************************
********************************** INVENTORY **********************************
*******************************************************************************

There are a number of different items, pieces of equipment and power-ups
throughout the campaign and during multiplayer fights.

===============================================================================
- Beer
===============================================================================

Damage Reduction
   * Campaign: 80%
   * Multiplayer: 40%

Combined Damage Reduction (With Steroids):
   * Campaign: 93.33% (14/15ths)
   * Multiplayer: 70%

A Beer will reduce all incoming damage by a significant percentage, in exchange
for your vision becoming blurry. This is useful in situations where you need to
engage in close and mid-range combat. Relying on weapons where you do not need
to aim so carefully would work to your benefit, like explosive and automatic
types.

In multiplayer, this will allow Duke to survive a single hit from any weapon
except:
- The DFG
- Another Duke using Steroids
- Certain explosive weapons while under the influence of "Double Damage"
- Garter Pistol

Beer and Steroids can be combined for an even greater damage reduction value.
In the campaign, that means for every 15 damage an enemy can normally do, they
will only score 1 point.

It takes around 3.8 seconds to consume a Beer and lasts for around 24 seconds
of gameplay.

You cannot run while under the effects of a Beer in campaign, but you can in
multiplayer.

Kuro-chan_101 Commentary:
    I am surprised there isn't an achievement for driving the Mighty Foot
    while under the effects of a beer. Drinking and driving, anyone? :p


===============================================================================
- Dukevision.
===============================================================================

This is a campaign-exclusive item

Always available, beginning during the mission "The Duke Cave". These are
useful in helping to see in areas where it is dark.


===============================================================================
- Double Damage
===============================================================================

This is a multiplayer-exclusive item.

Shaped like one of Duke's trophies, Duke is able to do twice the normal damage
for (approximately) 15 seconds of gameplay, once you come in contact with it.


===============================================================================
- Invincible
===============================================================================

This is a multiplayer-exclusive item.

Shaped like a whiskey bottle, Duke becomes invincible for (approximately) 15
seconds of gameplay, once you come in contact with it. This does not save Duke
from certain suicidal-related deaths, like falling off a cliff.


===============================================================================
- Jetpack
===============================================================================

This is a multiplayer-exclusive item.

Picking this up, you can fly through the air and move around a little faster
with this item turned on. There is enough fuel for Duke to fly around for
(approx.) 3 minutes of game play. As a drawback, it is vulnerable to explosive
weapons. If a flying Duke is caught within range of any explosive, the Jetpack
will explode, taking the flying Duke with it.


===============================================================================
- Holoduke
===============================================================================

You become invisible while a fake Duke runs around, pretending to be you.
Enemies tend to fall for the fake Duke, allowing you a chance to inflict as
much damage as you want. This is quite useful during boss battles and tough
ambushes, notably against Octabrains and Enforcers.

In multi-player you need to be more careful, since you do give off a
distortion/shimmer while invisible, so it is still possible to be spotted.


===============================================================================
- Steroids
===============================================================================

Damage Reduction
   * Campaign: 66.67% (2/3rds)
   * Multiplayer: 50%
Ego Reduction: 25%
Melee damage
   * Campaign: 128
   * Multiplayer: One-hit Kill!

Combined Damage Reduction (With Beer):
   * Campaign: 93.33% (14/15ths)
   * Multiplayer: 70%

Steroids turn Duke into a heavy damage-dealing opponent that can move around a
lot faster on the ground. You can beat down most regular enemies in campaign,
and in multiplayer, you can smash any Duke with one fist blow, regardless of
what enhancements they are under the influence of (except Invincibility).

In multiplayer, this will allow Duke to survive a single hit from any weapon
except:
- The DFG
- Another Duke using Steroids
- Certain explosive weapons while under the influence of "Double Damage"
- Garter Pistol

When combined with the Beer, you become a more dangerous opponent, able to do
heavy damage and shrug off the incoming damage. This is especially helpful
against swarms of Berserk Pigcops as they will barely be able to harm you while
you 2-hit punch them into pieces(DiG).

Some equipment and machines can still be operated under the effects of
Steroids during the campaign, like turrets.

It takes around 1 second to consume Steroids and lasts for around 21 seconds
of gameplay.

Running is disabled while under the effects of Steroids. This applies to both
campaign and multiplayer.

In Campaign, you can consume the Beer and Steroids in any order, but in
multiplayer, if you plan to use a Beer and Steroids, you must consume the Beer,
first.


*******************************************************************************
************************** ACHIEVEMENTS MASTER LIST ***************************
*******************************************************************************

===============================================================================
- Regular Campaign
===============================================================================

Turd Burglar (+10G / Bronze)
   - Find and steal a piece of poo
Drawrings (+10G / Bronze)
   - Doodle something on the whiteboard in SP
Sunday, Black Sunday (+5G / Bronze)
   - Shoot down the blimp above the stadium
One-Eyed Freak (+10G / Bronze)
   - Defeat the Cycloid
Nobody Likes A Whiner (+5G / Bronze)
   - Knock out the talent at the talk show
Balls Of Steel (+25G / Silver)
   - Earn a 1,000,000 pinball score in SP
Flagon Of Chuckles (+5G / Bronze)
   - Drink a Beer in SP
Juiced (+5G / Bronze)
   - Take Steroids in SP
Substance Abuser (+10G / Bronze)
   - Drink Beer while on Steroids or vice versa in SP
Natural Disaster 3X (+10G / Bronze)
   - Kill 3 aliens at once
Big Guns, Big Ships (+10G / Bronze)
   - Blow up 5 enemy gunships or dropships
Sticky Bomb Like You! (+10G / Bronze)
   - Put a Trip Mine on a live alien
Pit Champion (+25G / Bronze)
   - Defeat the Battlelord in Las Vegas
I Need A Towel (+10G / Bronze)
   - Get hit by 10 Pregnator bombs
FBT (+10G / Bronze)
   - Get knocked down 10 times
Not Bad For A Human (+40G / Silver)
   - Defeat the Alien Queen
Lots Of Whacking (+25G / Bronze)
   - Win a game of Alien Abortion in the strip club
Air-Duke (+30G / Silver)
   - Win air hockey with a score of 7-0 in the strip club
Party Animal (+10G / Bronze)
   - Drink all of the Beers in the strip club
He's Got A Hologram! (+5G / Bronze)
   - Use a Holoduke in SP
Hippy-Stomper (+20G / Bronze)
   - Foot stomp 12 aliens
Road Rage (+20G / Bronze)
   - Kill 15 aliens with the monster truck
A Good Dam Fight (+25G / Silver)
   - Defeat the Battlelord on the Hoover Dam
Freeze Well! (+20G / Bronze)
   - Kill 15 frozen aliens
I Need A Date (+5G / Bronze)
   - Look at every page of a calendar in SP
Fork The Pork (+10G / Bronze)
   - Kill 6 aliens with the forklift
Companion Barrel (+10G / Bronze)
   - Unlock the secret closet at the end of the
Octacide (+25G / Silver)
   - Defeat the Octaking
Call Waiting (+25G / Silver)
   - Listen to all phone messages
Bucket Head (+30G / Bronze)
   - Find all 3 helmets in the SP campaign
Pescaphobe (+10G / Bronze)
   - Kill all the catfish in the underwater level
Beating The One-Eyed Worm (+35G / Silver)
   - Defeat the Energy Leech
I Am All That Is Man (+40G / Silver)
   - Discover all Ego cap awards
Gunslinger (+50G / Silver)
   - Carry the gold Pistol through the whole SP campaign
Piece Of Cake (+20G / Bronze)
   - Complete the SP campaign on Easy Difficulty
Let's Rock (+30G / Silver)
   - Complete the SP campaign on Normal Difficulty
Come Get Some (+40G / Gold)
   - Complete the SP campaign on Hard Difficulty
Damn, I'm Good (+50G / Gold)
   - Complete the SP campaign on Insane Difficulty
Special Thanks (+5G / Bronze)
   - Watch the credits all the way through
Noms (+10G / Bronze)
   - Eat 10 pieces of food during the SP campaign
Extermination (+25G / Bronze)
   - Kill 50 aliens
Annihilation (+40G / Bronze)
   - Kill 100 aliens
Nuclear Devastation (+50G / Bronze)
   - Kill 250 aliens
Downtown Barrel Beatdown (+15G / Bronze)
   - Kill 10 aliens with tossed objects
Duke Angry, Duke Smash! (+20G / Bronze)
   - Kill 15 aliens with melee attacks while on Steroids
Trapper (+20G / Bronze)
   - Kill 10 aliens with Trip Mines
Dead Useful (+15G / Bronze)
   - Kill 10 aliens with environmental explosives
On The Noggin (+25G / Bronze)
   - Kill 30 aliens with headshots
Baron Von Nukem (+20G / Bronze)
   - Shoot down 20 alien fighters
Judge, Jury, Executioner (+20G / Bronze)
   - Execute 20 aliens

Total G Points: 1000
Bronze Medals: 38
Silver Medals: 10
Gold Medals: 2


===============================================================================
- DLC Add-on
===============================================================================

Bubble Buster (+10G / Bronze)
   - Kill 10 expanded enemies with melee attacks
Threesome (+10G / Bronze)
   - Kill 3 enemies within 3 seconds with the Impregnader
Heart to Heart (+20G / Bronze)
   - Finish Doctor Proton
Scientits (+10G / Bronze)
   - Earn a 1,000,000 pinball score on the Scientits pinball machine
Bloody Red Rover (+10G / Bronze)
   - Kill 30 enemies with the moon rover
I Am All That Is Man - Again (+20G / Bronze)
   - Discover all Ego cap awards in The Doctor Who Cloned Me campaign
Another Piece of Cake (+20G / Bronze)
   - Beat the Doctor Who Cloned Me campaign on Easy Difficulty
Let's Rock Out (+30G / Bronze)
   - Beat the Doctor Who Cloned Me campaign on Normal Difficulty
Come Get A Little More (+35G / Bronze)
   - Beat the Doctor Who Cloned Me campaign on Hard Difficulty
Damn, I'm REALLY Good (+40G / Bronze)
   - Beat the Doctor Who Cloned Me campaign on Insane Difficulty

Total G Points: 205
Bronze Medals: 10


*******************************************************************************
*************************** EGO BOOST MASTER LIST *****************************
*******************************************************************************

===============================================================================
- Regular Campaign
===============================================================================

Stop Pissin' Around! (+1 Ego)
The Balls Have Dropped (+2 Ego)
Who's That Handsome Devil? (+1 Ego)
Better Not Find This on Ebay (+2 Ego)
That's How 'Ya Nukem! (+2 Ego)
A Basket Case (+1 Ego)
Balls of Fail (+3 Ego)
Bench Presser (+3 Ego)
Curl It! (+2 Ego)
Like a Punching Bag (+1 Ego)
Hit it Fast (+1 Ego)
Always Bet on Duke (+2 Ego)
Right in the Jewels (+3 Ego)
Can't Get Enough of His Ass (+1 Ego)
Who Needs Real Ones? (+1 Ego)
Need a Third Gun (+4 Ego)
Double-D Action (+2 Ego)
Hole-in-One (+2 Ego)
Lucky Draw (+1 Ego)
Nukem: One, Nerd: Zero (+3 Ego)
Shake It, Baby! (+1 Ego)
Time To Abort Your Species (+1 Ego)
Catch! (+1 Ego)
Up in Smoke (+1 Ego)
Checking Out the Rear (+1 Ego)
What a View! (+1 Ego)
What's on That Computer? (+1 Ego)
Awesome Funbags (+1 Ego)
Air Duke Express (+1 Ego)
Unicorn Time! (+4 Ego)
Any Time of the Year (+1 Ego)
Armed with a 69MM (+1 Ego)
Enough Tentacles for a Hentai (+3 Ego)
My Worm is Bigger (+4 Ego)

Starting Ego: 40 pts.
Boosting Total: 60 pts.
Final Total: 100 pts.

===============================================================================
- DLC Add-on
===============================================================================

Stop Pissin' Around! (+1 Ego)
A Dirty Magazine (+1 Ego)
Fire for Your Ass, Bitch! (+1 Ego)
What's on the Computer? (+1 Ego)
A Sudzy Magazine (+1 Ego)
A Basket Case (+1 Ego)
Bench Presser (+3 Ego)
Check Out The Donkey'S Ass (+2 Ego)
Curl It! (+2 Ego)
Dead Man Lifting (+2 Ego)
Duke VS Duke (+2 Ego)
Like a Punching Bag (+1 Ego)
Pull Up That Ego (+2 Ego)
Who's That Handsome Devil? (+1 Ego)
Proton Isn't the Head of Anything, Anymore! (+4 Ego)
Bulls-Eye! (+2 Ego)
Science Experiments Gone Wild (+3 Ego)
Space Shooter Duke (+3 Ego)
Raise the Flag (+2 Ego)

Starting Ego: 70 pts.
Boosting Total: 35 pts.
Final Total: 105 pts.

All the names for these Ego Boosts are "Made Up", since there are no official
names for these. Rather than re-posting the two Ego Boost guides Kuro-chan has
come up with (This guide is already big enough in inflate even Duke's Ego!), we
decided to provide links to the page instead.

* For the normal campaign:
http://www.gamefaqs.com/xbox360/944794-duke-nukem-forever/faqs/67956
http://www.neoseeker.com/resourcelink.html?rlid=752382&rid=468340

* For the DLC Add-on:
http://www.gamefaqs.com/xbox360/944794-duke-nukem-forever/faqs/67292
http://www.neoseeker.com/resourcelink.html?rlid=752385&rid=468341

*******************************************************************************
****************************** CHALLENGE GUIDE ********************************
*******************************************************************************

Difficulty setting for all challenges is to be set to Damn I'm Good and cannot
be altered after starting the campaign/ first level. The concept behind this
idea is: It is a personal challenge, above and beyond the ease of "Damn, I'm
Good" difficulty, pushing the difficulty to greater heights by imposing
limitations on your gameplay.

------------------------------
Ego Boost Level Clarification:

Ego Boost Level A
- Allowed to carry over the bar from previous play-throughs and keep any you
  acquire in the current play-through that you might of missed.
- Commentary: It does make the first few levels a lot easier.

Ego Boost level B
- Re-start your bar from the beginning when doing a play-through, but allowed
  to hold on everything earned along the way.
- Commentary: This will be difficult right from the start. Many attacks are
  fatal with one serious hit. Rely heavily on throwing objects and executions
  early on to get through.

Ego Boost Level C
- Re-start your bar from the beginning when doing a play-through. The only Ego
  Boosts you are allowed to earn are the mandatory ones. This includes all the
  boss fights, using the microwave and signing the book.
- Commentary: Difficult from the start, and increasingly more as you go through
  the game. Concentrate on one opponent at a time. Do not try to be a hero, or
  else you will frequently visit the "Loading Screen".

Ego Boost level D
- Re-start your bar every time you play through a level. This will require you
  to re-start the game each time you gain an Ego Boost.
- In the original campaign, this will happen frequently, as there are several
  bosses, plus two unskippable regular boosts.
- In the DLC add-on, this will be required a minimum of two times (After "Me,
  Myself and I" and "The Doctor is In").
- Do not attempt to reset your bar until you have completed 'all parts' on a
  mission.
- Commentary: The most difficult way to get through any level. This will be a
  struggle.

-------------------------
Weapon Slots Explanation:

Duke has the ability to hold two weapons at any given time (Four in the PC
version with the patch add-on). There are three options on how to handle this
in the challenges:

Normal: Any weapon can be used at any time.

Explosive weapon required in weapon slot:
- Explosive weapons include the RPG, Devastator and Enforcer Gun. Due to the
  lack of ammo these can be swapped between in the same slot but one must be
  held at all times they are available. The earliest point in the game (besides
  the opening battle after which they vanish) is Vegas In Ruins. From this
  point forwards an explosive weapon must always be carried.

Golden Pistol:
- The Golden Pistol from the first level must be carried through the whole game
  without being swapped out. Level resetting (for Ego purposes) will give you
  this Pistol back as well so they do not clash. Learning to master the
  headshot potential of this weapon will help to keep it very useful against
  many enemies.
- This applies less to the DLC add-on, since for part of the game, you do not
  have access to a Pistol. However, the first chance you can, grab one.

---------------------------
Thrown Weapons Explanation:

Throwable Items: Pipe Bombs and Laser Trip Mines

Settings:

Yes - You may throw as many of them as you want and as you can.

No - You may not use your Pipe Bombs and Laser Trip Mines. There is ONE
     exception to this rule: The fight with the Alien Queen, since it is
     near-impossible to get through her arm barrier with her claws, so the
     Pipebombs are allowed for this fight.

-------------------------
Usable Items Explanation:

Useable items - Beer, Steroids and Holodukes.

Settings:

Yes - You can use any of these items however much you want.

Once - Each one of these items can only be used once per level. One example of
       the increase of difficulty this presents is during the Octaking fight.
       If you've used a Beer, you cannot use the second one provided during the
       level.

None - You cannot use any of these. This will make some boss challenges far
       more interesting (The Octaking fight, notably).

-------------------------
Established Difficulties:

Here is the current list of available challenges we offer for you to try.

The editors have managed to accomplish the following on their own:

BahamutZero: ARE YOU NUTS? (****)
Kuro-chan_101: ARE YOU NUTS? (****)


-------------- GRUELING HARDSHIP (Normal Damn I'm Good Mode)-------------------
                               Difficulty: *
-------------------------------------------------------------------------------

* Ego Boost level:      A
* Weapon restrictions:  Normal
* Thrown weapons:       Yes
* Useable items:        Yes

---------------------------- FIENDISHLY DIFFICULT -----------------------------
                               Difficulty: **
-------------------------------------------------------------------------------

* Ego Boost level:      A
* Weapon restrictions: 	Explosive Weapon
* Thrown weapons:       Yes
* Useable items:        Yes

-------------------------- RIDICULOUSLY FRUSTRATING ---------------------------
                               Difficulty: ***
-------------------------------------------------------------------------------

* Ego Boost level:      B
* Weapon restrictions: 	Golden Pistol
* Thrown weapons:       Yes
* Useable items:        Yes

-------------------------------- ARE YOU NUTS? --------------------------------
                               Difficulty: ****
-------------------------------------------------------------------------------

* Ego Boost level:      B
* Weapon restrictions: 	Golden Pistol
* Thrown weapons:       No
* Useable items:        Yes

------------------------- PLEASE GO BACK ON YOUR MEDS -------------------------
                               Difficulty: *****
-------------------------------------------------------------------------------

* Ego Boost level:      C
* Weapon restrictions: 	Golden Pistol & Explosive Weapon
* Thrown weapons:       No
* Useable items:        Once

------------------------------ CUSTOM DIFFICULTY ------------------------------
                              Difficulty: ?????
-------------------------------------------------------------------------------

If you want to make it harder than that, be our guest and decide your own
rules/ fate. Feel free to submit the information to our guide for
consideration/posting. :)


*******************************************************************************
************************* INTERESTING IN-GAME GLITCHES ************************
*******************************************************************************

These glitches tend not to be level-specific and happen at any point in the
game. The only exception is anything referring to the "My Digs" section.

- If you leave certain buffs active on one account (like invincibility) and
  change accounts on your Xbox 360, those buffs may stay on the other account,
  even if you cannot normally access them.

- Turning on and off the Xbox Guide while trying to access the DNF main menu
  can trigger a glitch whereby the game continues to play, even though you are
  on the main menu.

- In "My Digs", the pinball game may be glitched when you try to play it.
  Normally there are two pegs that block your ball from going down through the
  sides, but they lower after making contact with the ball. It is possible to
  play this version of pinball and those pegs will never drop, meaning the only
  way to lose the ball is through the hole at the bottom.

- On the 360 version, if you try to sign onto Xbox Live while on the loading
  screen and fail, it can disable your analog sticks, L1 and R1 buttons while
  in-game.  The only way to fix this is to quit the game.


*******************************************************************************
********************************* LEGAL STUFF *********************************
*******************************************************************************

Copyright 2013 Ben Buttenshaw & Kuro-chan_101

Written by:
- BahamutZero
- Kuro-chan_101

Additional Contributions:
- Alexey Vdovichenko (Additional Strategy for the giant Enforcer battle)
- GothamsSavior (Noticed the physics glitch in "Damn! It's Late...")

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
website or as a part of any public display is strictly prohibited, and a
violation of copyright.

Current sites with permission to host this Walk-through/Guide:

GameFAQs (www.gamefaqs.com)
Neoseeker (www.neoseeker.com)

The following sources were used for research and information for this
walk-through. Keep in mind, a lot of the data presented on this site was also
the result of research, testing, trial and error, etc.:
- Duke Nukem Forever game, Xbox 360 version (For both editors involved).
- Duke Nukem Wikipedia (dukenukem.wikia.com) was useful for helping in
  figuring out enemy and boss health, and weapon damage. All the information
  posted there was tested on our own and it is of the opinion of the editors
  that not all the information posted on the website is correct.
- Various forums and Youtube videos for bits and pieces of information on the
  PC version update for the game.


*******************************************************************************
******************************* FINAL COMMENTS ********************************
*******************************************************************************

Thank you for reading through this walkthrough!

Kuro-chan:
    Whew! A lot of work, but definitely worth it. Nothing like cataloguing
    information on an unpopular, but still interesting enough game :). I will
    admit, this is the first walk-through I have ever worked on and completed.
    I have done a couple odds and ends, reviews on my own site and stuff, but
    nothing this detailed. I will admit though, it was fun, even if some of the
    data was painstaking to research and collect.

    In addition to working on the guide, for Version 1.01, I went through and
    ripped apart all the relative game data I could possibly collect, testing
    all the different pieces of info as best I could, often in different
    difficulties and posted the end results. I strongly believe all the data
    presented is correct and accurate to within a reasonable degree. However,
    if I am proven wrong on any of these variables, feel free to let me know.

BahamutZero:
    After writing up my first walk-through for this game I thought I was pretty
    thorough. I was wrong... So very wrong. Still, I'm sure the Duke will live
    on now that Gearbox Software has the rights to the franchise (makers of
    Borderlands and SHiFT). Hopefully Duke's next adventure will live up to his
    awesome legacy. Duke Nukem Forever 2, Come Get Some!

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