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    Damn I'm Good Walkthrough by BahumautZero

    Version: 1.04 | Updated: 09/24/12 | Search Guide | Bookmark Guide

    As this is a highest difficulty run I will assume you have collected all ego 
    rewards and have completed the game on Let’s Rock difficulty to unlock the 
    improved freeze ray which will make your time in the second half of the game 
    far less frustrating. Also on a control note I had both sensitivity (horizontal 
    and vertical) settings on two for the whole game, making overshooting your 
    target less likely and movement smoother during the turret sections.
    This is the first written guide I have posted so please leave any comments, 
    suggestions or alternative strategies and I will update and credit you in the 
    guide if I am able (email: benbutton600@hotmail.com). I have also posted this 
    under my regular username Bahumaut on the Xbox360Achievements.org website - 
    Damn I'm Good Guide/Walkthrough as well as posting it on www.neoseeker.com and 
    Version 1.04 update:
    *Several suggestions and notes have been provided by Kuro-chan 
    (email: kuro101@kuro-rpg.net) as well as a few alternate strategies for some 
    sections. I have added these in and credited each inclusion. These additional 
    notes can be found in the following levels:
    - Mothership battle
    - The Lady Killer - Part 2
    - The Lady Killer - Part 3
    - The Duke Dome - Part 1
    - The Hive - Part 1
    - Queen Bitch
    - Crash Course
    - The Duke Burger - Part 3
    - Dam Top
    - The Forkstop
    - Underground - Part 2
    - Final Battle
    So thanks Kuro-chan for the effort put into your contributions and I hope it
    helps our fellow gamers out. 
    Common Enemies:
    Assault Trooper: Weapon - AT Laser (able to fly)
    Assault Captain: Weapon - Captains Laser (able to fly and teleport)
    Assault Commander: Weapon - Charge and Missiles (able to fly)
    Enforcer: Weapon - Enforcer Gun (sometimes uses a shield and fires heatseeking
    Berserker Pigcop: Weapon - None (rushes and jumps towards you)
    Pigcops: Weapon - Pistol, Shotgun and Ripper (will often run towards you)
    Super Pigcop: Weapon - RPG launcher (will stand in place or move slowly towards
    Pregnators: Weapon - Grabs/ Fluid (locks you into quicktime event or fires
    ranged projectiles at you)
    Octababies: Weapon - Teeth/ Claws (will rush at you)
    Octabrains: Weapon - Debris/ Energy Blasts (will usually sit back and attack
    from range)
    Stop pissing about and make your way to where the troops are coming up with a 
    strategy. Move up after them and proceed to get knocked on your ass. 
    CHECKPOINT. Move down the now open corridor and pick up the devastator to 
    make your way up into the stadium. 
    Boss Battle - Cycloid Emperor 
    Missiles - Strafe and run to avoid
    Ground Pound - Move out of the way, this is easy to avoid
    Charge - Keep an eye on his jetpack (flames will appear) and start dodging 
    early to keep safe
    Lay into him with your devastator while you circle-strafe around him, his 
    missiles are far faster in this difficulty so run instead of just moving if 
    your health is low. Devastator ammo will be dropped from the sky marked by 
    flares (69 ammo, heh) starting after you run out of ammo for the first time. 
    He will begin to charge around the stadium which is easy to avoid, just take 
    your shots when he stops moving and keep your ammo topped up. After wearing 
    him down he will eventually drop. Press X and tap A rapidly to finish off the 
    Enjoy your ‘reward’ and finish talking to your babes. Move out of the room and 
    step into the elevator to finish the level.
    Stroll on down to the set, signing an autograph on the way and step onto the 
    stage. Exit the stage for a CHECKPOINT and punch out the ‘talent’ if you feel 
    like it (achievement). Follow the escaping civilians, as they flee get 
    in your personal elevator and head on up. The power cuts out so open the 
    emergency hatch and climb out the top. Force the doors open and walk up the 
    stairs to find some wannabe on your throne. Snap the picture and take a seat 
    on your throne to finish the level.
    Step off the platform and proceed to get cock-blocked by your superiors. After 
    the chat is over head through the door at the rear of the room. CHECKPOINT. 
    Punch out the alien in the door then rip it open. CHECKPOINT. Grab an 
    object and use it to kill the assault trooper crouching in the corridor. Open 
    the door to the gym and give yourself a workout by beating down the two 
    assault troopers inside. Rip open the hatch and climb into the tunnel, avoid 
    the flames and exit into another corridor. Throwable items are on a ledge to 
    the right and you can either punch out or throw items at the two assault 
    troopers. As you go through the next door two more assault troopers will fall 
    from the ceiling. Punch/ throw items at them and keep going. 
    Enable your Duke vision and climb down the pipes to get the jump on two 
    assault troopers. CHECKPOINT. Open the door and grab a bin to throw at the 
    blind assault trooper, beat up the next two assault troopers. Another barrel, 
    another two fatalities. Use the tilting pipe to reach the next area. 
    CHECKPOINT. Kill the guards (more assault troopers) and pick up your first 
    weapon (AT laser). Use this and melee to take out the remaining enemies in 
    the circular room. Open the door to the next room and prepare to be rushed 
    by four enemies, retreat to the circular room if need be to stay alive. Use 
    the toy monster truck to retrieve the battery from the shelf and return the 
    way you came. Put the battery in, grab the steroids and down them along with 
    the beer. CHECKPOINT.
    Large numbers of enemies will start spawning all around the room. Go nuts 
    until they wear out and then retreat out of the circular room to pick off the 
    last couple of enemies. Don’t let your guard down as two berserker pigcops 
    will rush into the room. Use your gun to kill them off as quick as possible 
    (ammo doesn’t matter here). CHECKPOINT. Head down the new tunnel and pick up 
    your piece. Next is a long corridor with 8 assault troopers one after another. 
    Pick them off with headshots with the pistol or just spam them with your laser 
    (they drop more ammo). Four more enemies are playing around with your turret 
    so show them your guns. Interact with the turret and you will rise up to the 
    surface and the next level. 
    This is definitely the easiest of the turret sections (get used to the turrets 
    feeling like they do no damage) so use every spare second you have to fire on 
    the mothership. One piece of advice I can give you is that if you tap the 
    aiming button you still fire at the same rate but your heat doesn't raise as 
    much and you will snap towards targets slightly. You are on a timer for this 
    level, leave it too long and the mothership will just blow your ass up. 
    Kuro-chan has made detailed notes on the wave structure and attack pattern
    as well as some extra advice which follows below:
    *Set your Vertical and Horizontal Sensitivity to 1 for this battle. That will 
    make it a lot easier to destroy Attack Ships with as few shots as necessary.
    *The Mothership does not attack until you fire the first shot (hit or miss, 
    does not matter).
    *It is important to note that one attack from an Attack Ship's laser will 
    completely take out your ego, so they should get immediate priority over the 
    Mothership, regardless of how low it's health bar is.
    *There is no actual pattern to 'how' the ships arrive.  They will approach 
    from either the left or the right.
    *If you need to shorten the amount of time it takes to kill the Mothership, 
    ignore the final attacks before each break (Except for the dropships).  Since 
    an attack will not kill you in one hit, you can allow for your ego to recharge 
    as you fire away.
    I define the attacks as follows:
    Dropship - Will drop off Assault Troopers.  Dispose of the troopers only and 
    get back to firing at the Mothership ASAP.
    Solo - One Attack Ship will fly down at you from either the left or right side. 
    The ship attacks you with a laser beam.
    Wing - Three Attack Ships will fly down at you from either the left or right 
    side. Only the ship in the middle will attack you, so target that one.
    The enemy attack pattern (they always appear one at a time). Between 
    each wave is a small break.
    Wave 1) Dropship, Dropship (If you do too much damage to the Mothership early 
    on, the 2nd dropship may not appear.)
    Wave 2) 4 x Solo, 1 x Wing
    Wave 3) Wing, Dropship (With Attack Ships as escort, ignore them), Wing, Solo, 
    Wing, Solo.
    (At this point, the waves of Attack Ships come in pretty tight, so there will 
    be no time for an ego recharge.)
    Wave 4) 5 x Wing
    ~ Mothership fires on you. You are dead now.
    Enemy dropships release assault troopers towards you and attack ships bombard 
    your turret with laser fire. Aim for the middle ships as they fly towards you 
    as the others do nothing. Tactics are, blow up a ship, take a few shots, 
    recharge and hit the next ship and so on. There’s nothing else I can really 
    tell you as it’s a matter of practice and skill. If all else fails buy a 
    bigger TV so you can see the ships earlier (kidding). After the ship blows 
    and things go downhill, you wake and crawl into a vent. Follow the linear path 
    to the next level.
    Start by exiting the vent to find you are on top of a lift with a woman who is 
    not coping with stress too well. Rescue both her and yourself by grabbing the 
    brake and slowing the descent of the lift. Force open the doors to find 
    yourself the size of a toy (so many things are wrong about this). Push the 
    trolley out of the way and use the kid's RC car to follow the hallway. Follow 
    the path as it circles around the large room until you reach the ground floor. 
    Carefully make your way around the thin ledge and use the ramp and golden 
    statue to clear the gap. Roll under the door for a CHECKPOINT.
    You will enter a darkened room, follow the path to exit out another half closed
    security door to see yet another person being killed by an assault trooper. 
    However this is when they start to notice you so avoid the trooper as best you 
    can and jump the large gap to reach a dead end and the end of the level.
    THE LADY KILLER - Part 2
    Cross the room with the two assault troopers and slip under the security door 
    to find another that is just a little too low for your car. Hop out and crouch 
    under the door to find a set of roulette tables and some dead EDF troopers. 
    Grab the pistol ammo if you need it and jump up onto the table. Cross over 
    and make your way to the door switch. 
    A word of warning from Kuro-chan:
    Probably a good thing to note that on your way over to pressing the door 
    switch to open the door and allow your toy car through (in the plant box), 
    you will get ambushed by Rats.
    Since the box you jump into is full of leaves and cover, it is possible not 
    to even notice rats until they are attacking you. They took me by surprise 
    the 1st time I played, and there is not telling how long a person will wait 
    between playthrough that they could just as easily forget.  I just thought it 
    might not be a bad idea to note.
    Press it for a CHECKPOINT and the door 
    will open up. Climb back in your car and follow the trail using the obviously 
    placed ramps to progress. Once you crash land and lose your wheels push the 
    trolley over to the switch and climb over the couches to open the gate.
    Restore yourself to full size and quickly grab your trusty shotgun as you and 
    your babes are about to be ambushed. Assault captains will start teleporting in
    so use your shotgun to dispense some pain. The pillars crumble if they are shot
    enough so don't rely on them too much. Rush the enemies instead if you can as 
    it makes it far easier to hit them with the shotgun instead of flailing wildly 
    and wasting ammo. If the captains remain flying use your pistol to make them 
    crash to the ground. Once the final one eats lead the twins will be captured 
    and Duke will be most displeased (read: pissed). Use the ammo stockpile on the 
    ground if you haven't already and force up the security mesh. CHECKPOINT.
    A difficult section will occur here (if you don't know the trick), jump over 
    the pit and then as soon as you hear the berserker pigcops spawn run back the 
    way you came and clear the pit. The pigcops will hop up and down on the spot 
    and remain in the same location. Use the pistol to pick them off like ducks at 
    a shooting gallery (four in total if you use this trick or six if you don't). 
    An alternate way of dealing with the pigcops has been provided by Kuro-chan:
    In the tunnel where the pig cops spawn, I like to pick up a vase before I 
    jump over the pit, kill the first one (easily, I might add), and make a run 
    for the other end where the slot machines are.
    Once they have ceased to be jump the pile of rubble blocking your way. 
    CHECKPOINT. If you move forward and to the right after clearing the rubble 
    there is a stash of ammo that will be very useful for what is ahead. A 
    berserker pigcop will attempt to rush you so use your shotgun to send him on 
    his way. After a few more shakes rock the building a spotlight will shine down 
    showing you where the next waves of enemies will spawn (there is also a beer 
    hidden in the central area to make life easier later, I wouldn't use it now 
    because it is useless after the berserker pigcops as you want to be able to 
    see where to aim - and you will need it in Lady Killer Part Three).
    Wave 1) Berserker Pigcops x 2
    Wave 2) Shotgun Pigcops x 2
    Wave 3) Assault Troopers x 2
    Wave 4) Assault Captains x 2
    Wave 5) Assault Captains x 2
    Rush the two waves with your shotgun and they should pose little threat. The 
    next three are easiest with the same tactics (just more dangerous) race up to 
    them and blast them when you can. Unfortunately there isn't much I can tell 
    you to make this fight easier. If you have at least 20 shotgun ammo you should 
    be golden - I had 14 remaining at the end of this fight (take advantage of 
    executions when you can as they make it far easier). There is some more 
    shotgun ammo to the left of the glowing golden door when you are done. 
    After passing back through the area with the switch you will arrive in the 
    room with the car to be won. CHECKPOINT. Some steroids will be right in front 
    of you as you enter.
    Alternate strategy from Kuro-chan:
    In the room with the Steroids (and 7 waves of troops), I found there were 2 
    Steroids pickups (in front of you, and also on the other side of the room).  
    Also, if you bring one of the large garbage pails in with you from the 
    previous room, they will either kill or setup for execution anything attacking 
    you. I find it convenient against the berserk pigcops especially, given how 
    easily they can kill you if they get too close.
    Just before entering the room, you can pickup large metal trash cans and keep 
    picking them up during battle.  Assuming you are good with your aim, it 
    should make for some easy kills and help to thin out their numbers. I tended 
    to make use of the AT Laser as well (between throws) since you do not have to 
    worry about reloading it during battle.
    Wave 1) Assault Troopers x 2
    Wave 2) Berserker Pigcop
    Wave 3) Assault Captains x 2
    Wave 4) Berserker Pigcop
    Wave 5) Assault Captains x 2
    Wave 6) Berserker Pigcop
    Wave 7) Berserker Pigcops x 2
    I would wait until at least wave five before using the steroids to wrap up the 
    fight. Dodge the laser fire (easy to dodge) and put a shotgun shell in the 
    assault captains and troopers brains in the first few waves and backpedal fire 
    for the pigcops. When the second berserker pigcop spawns use the steroids and 
    race around killing everything. The duration should be more than enough to see 
    you through the rest of the fight. There is some shotgun ammo to the right of 
    the golden door so top yourself up before moving on. Sprint jump across the 
    gap to reach the end of the level.
    THE LADY KILLER - Part 3
    As soon as you round the corner two assault troopers will be waiting to blast 
    you. Run up and bring them some pain. Jump over the fallen statue to find 
    another corridor with more assault troopers inside. If you don't jump over the 
    column they will just run back and forth with the column blocking most of their
    fire. Take care of them with the pistol and follow the corridor to come face 
    to face with yourself. This is the first puzzle of the game so it's pretty 
    easy. First rotate the Duke figure until his immovable arm is next to the 
    building directly to your left. Then raise his other arm as high as you can 
    and press the alien attack button (RT). Exit the panel and jump up the now 
    lowered buildings to the right and circle around until you reach the figure. 
    Jump onto his lower arm and climb up his shoulders then jump across the gap to 
    reach the upper level (and punch out the guy who wouldn't shut up during it - 
    I wish). CHECKPOINT. A shotgun pigcop will rush through the door, so make him 
    see double (as if he wasn't already) by blasting him in the face. Climb in to 
    the air vent and drop down.
    When you land you will see a wall of activated trip mines, a pistol and an 
    ammo crate behind you. Use the pistol to shoot out the barrier and repeat 
    this process as you walk down the corridor. Once you create the wall of 
    flames, follow the on screen hint and shoot the fire extinguisher. Repeat 
    this tactic until you reach a pile of trip mines and a CHECKPOINT. Open the 
    door to be accosted by four berserker pigcops (your ally will help a little).
    A little tidbit of information from Kuro-chan:
    In the final room where the Assault Commander shows up and turns the EDF guys 
    into Pigcops, you can stick Laser Tripmines on them before they attack you, 
    severely weakening them.
    And get ready to face your first assault commander (plus his two shotgun 
    henchmen). There are is a beer in this room and if you still have the other 
    one from the earlier part of this mission you should be fine. As he spawns 
    drink the beer and take out his two henchmen. After that fire away until the 
    beer wears off. Grab the beer on the right of the area (easiest access) and 
    resume firing. After this one wears out you should only need a few more hits 
    to finish him off. Walk through the doors and talk things over with General 
    Graves before things fade out and the level ends.
    Start off by picking up the ripper which is sitting in front of the halo power 
    armour and approach the fire fight. 
    1) Ripper and Shotgun Pigcops x 3 
    2) Assault Captains x 2
    3) Berserker Pigcops x 3
    Use the turret to kill off the first two waves and then back off and let the 
    EDF troops deal with the charging pigcops, shoot them if you want (or let your 
    allies kill them) and kill any that head directly towards you. Restock your 
    ammo at an EDF crate before continuing. A few pigcops will make a stand on 
    the road ahead. Feel free to burn some ammo as they use rippers and pistols 
    so you should be back to full at the end of combat. When the bridge is shot 
    out from under you just fall off, this will keep you safe from the drop ship 
    fire. Circle round again and pick off the two flying Assault Captains and 
    continue on. CHECKPOINT. 
    When you drop into the next area more pigcops spawn. 
    Wave 1) Pistol pigcop, Ripper Pigcop and RPG Super Pigcop
    Wave 2) Assault Captains x 2
    The Ripper and the pistol carrying ones will come directly at you so hide in 
    the small bridge room and unload the ripper on them when they come knocking. 
    After killing the first two pigcops off a few more teleporting Assault 
    Captains will arrive. Just be careful of the RPG pig squatting on the bus 
    roof. He doesn’t move but he packs a wallop. Be aware that the captains can 
    and will teleport next to or even right in front of you if you shoot at them. 
    After killing them just poke your head out and take pot-shots at the big 
    piggy until he bites the dust.
    Pick up the steroids in the EDF box (right path) and move on. Next will be 
    four unarmed pigcops, don't bother with the turret as they will overwhelm 
    you too fast (although do take careful note of the red barrels hidden under 
    their drop point), just let rip and do some fancy footwork to keep out of 
    reach (Don't even try the pipe bombs as they roll everywhere and the pigcops 
    just aren't damaged much by them). If you still have any ammo left, good for 
    you otherwise go back and pick up a captains weapon so you have something at 
    least. After this you will find a "strategically placed" RPG (boss fight....
    duh), so grab it and drop down into the pit of despair (not literally). 
    After a bit of ball scratching on your allies behalf, pigcops will be dropped 
    in with you. 
    Wave 1) Ripper Pigcops x 3
    Wave 2) Ripper Pigcop and Assault Captains x 2
    Wave 3) Ripper Pigcops x 2 and Super Pigcops x 2
    There is a truck near a wall which provides excellent cover for this section 
    so make use of it. Fire off your RPG as there is ammo everywhere. Make sure 
    to pick up a ripper when you can for the berserk pigcops (explosions in face 
    = not good) and restock when everything’s dead. CHECKPOINT.
    Boss Battle - Battlelord:
    Homing Missile/ Grenade - Get behind cover or sprint to avoid this
    Machine Gun - Strafe behind cover this does generally slow damage to Duke
    Stomp - Avoid getting close to the Battlelord as this is what kills players
    In comparison to the waves beforehand this boss is actually relatively easy 
    (despite his appearance) and is mostly a simple game of ring around the rosy 
    (central pillar in this case). He has three main attacks: a homing missile, 
    a rapid fire machine gun blast and a stomp if you get too close. As a boss 
    he is only weak to missiles and explosives (forget the explosives here though). 
    Essentially just circle round the pillar taking locked on shots whenever you 
    can. Remember to run if you are hit by the missile as he will immediately 
    follow that with his machine gun fire and avoid getting close at all costs, 
    that stomp can screw you over. Try to lure him so he is locked in his machine 
    gun firing stance when you make a run for the ammo crate (don't go for the 
    one in the container as it is too exposed, only use the one in the water) 
    After enough circling you will stun him, just run up and press X and get ready 
    to tap A as fast as you can (you don't want to do that again do you?). While 
    he's reeling walk up to his 'nads and press X to pummel home your point. 
    After the boss is kaput walk over to the pipe cover and it will burst open 
    providing you with your exit to the level. 
    Jump over the electrical pool using the pallets in the water. Shoot the fire 
    extinguisher on the corpse that is hanging from the pipe above. An EDF crate 
    containing beer and a pipe bomb can be found in the shipping container 
    underneath the two people who talk to you as you enter the area. A dumpster 
    will be lowered for Duke to get in (sucks to be those guys though), so hop 
    aboard the bullet train (excuse the lame joke). 
    Quickly pick up the RPG and ripper off the floor. You will see a pigcop climb 
    up to a window above and to the left of you as well as an assault captain who 
    appears in front of you. Use the ripper to take out the pigcop by shooting the 
    red barrel in the window he entered and then shoot the assault captain. 
    Another assault captain will jump up on the scaffolding to your right, take 
    care of him and then use the EDF crate to reload. Four assault captains will 
    arrive in a truck that smashes through the wall (next to some convenient 
    explosive tanks). Use the cover on the left to stay alive and reload after 
    killing them. Two barrel throwing pigcops will spawn from the right of the 
    room next so shoot the barrels and watch them splat. Prioritise the pigcops 
    as they will attempt to throw pipe bombs in the dumpster, messing you up 
    badly. The explosions will also weaken the remaining two pigcops which makes 
    them easy targets for your ripper. The crane will move up a level and three 
    assault captains plus a ripper pigcop will attack you. Time your shot on 
    the red barrel to weaken them all and then mow them down. Another wave of the 
    same will spawn after killing the first, after killing them you will move on. 
    Don't relax just yet as explosions will soon rock your container, a pigcop 
    with an RPG is sitting on the roof so take him out. An assault captain will 
    jump down landing on your ammo crate while another assault captain spawns in 
    the parking structure. Duck back into cover, pick him off and then pick 
    yourself up. Reload from the EDF crate and continue on your merry way, 
    collecting the shotgun as you go. CHECKPOINT. Shotgun and Ripper wielding 
    pigcops are waiting for you ahead and they're desecrating a statue of 
    your buff self meaning it's time to make some piggies squeal. Move around the 
    entry to this area and aggressively take them down when they are in shotgun 
    range. Watch out for the shotgun toting pigcop (it might be worth using a 
    couple of RPG rounds as that shotgun hurts in this difficulty). I would 
    definitely recommend taking a shotgun for the next section if you don't have 
    one already. Once you're done shoot the red barrel to lower a container and 
    snag the two trip mines in the EDF crate inside.
    Drop down and circle around the back of the demountable buildings to find a 
    ladder to climb, do so and smash a glass panel to drop down into the building. 
    Stock up on explosives and weapons before activating the switch as things are 
    about to get messy.
    Some helpful advice from Kuro-chan:
    Take advantage of the unlimited Pipebombs and Laser Tripmines that are 
    available.  In the campaign you can have more than 4 of each explosive type 
    deployed.  You can spam the whole area with both types of explosives and watch 
    everything blow up.  Setup laser traps inside the building you are in so when 
    enemies drop down they will blow themselves up, instead of you.
    Wave 1) Assault captain, Shotgun and Ripper Pigcop - via yard
    Wave 2) Shotgun and Ripper Pigcop - via roof
    Wave 3) Shotgun and Ripper Pigcop - via roof
    Wave 4) Ripper and Pistol Pigcops x 4 - via yard
    Wave 5) Super Pigcop and Ripper Pigcops x 2 - via yard
    Wave 6) Berserker Pigcops x 4 - via yard
    The first lot will spawn outside and are easy to take out with a ripper (don't 
    forget the assault captain can teleport inside), the next wave is where the 
    fun begins so throw down a few trip mines on the floor in anticipation. Two 
    pigcops will drop in from above and will proceed to massacre you without 
    those trip mines (with them they lock in place and are easy to kill, take out 
    the shotgun wielding pigcop first and then concentrate on the ripper pigcop 
    if you run low on health just dance around as you shoot to regain some 
    (ripper pigcops suck with moving targets). The same thing will happen again 
    so rinse and repeat, after this another attack will come from the yard 
    there’s plenty of cover and a ripper or railgun to choose from so go to 
    town. CHECKPOINT.
    A super pigcop will burst through the fence, concentrate your fire and bring 
    him down fast. This leaves you with two ripper wielding pigcops remaining. 
    After wiping the floor with those two a group of berserker pigcops jumps 
    over the fence rushing towards your building. After it tips over chuck a 
    few trip mines down and pull out your trusty shotgun as they aren’t gone 
    yet. Finish them off and finally you can take a breath. Retrieve the steroids 
    and trip mine from the EDF crate in the shipping container and if you like 
    an RPG launcher through the hole the super pigcop made in the fence. Pick your 
    hardware, press the gate button and then manually override the gate. 
    Drop down to start part two. 
    THE DUKE DOME - Part 2
    Use the four blue barrels to weigh down the balancing shipping container 
    so you can jump across (there is a EDF crate behind some breakable boxes in 
    one of the containers with steroids in it). Don’t miss the EDF crate on the 
    scaffolding with a shotgun and trip mine inside. Drop down for another... 
    CHECKPOINT. Circle around the lot and two assault captains will spawn above 
    you. They have no reinforcements so just play it cool (as in don't spray the 
    place) and conserve what ammo you can. Climb up to the crane and walk along 
    the arm (Duke doesn't follow safety signs). Drop down and shoot out the red 
    barrels in the container (a pistol is in the small room next to it). Jump in 
    and drop out of the newly cleared container and grab an RPG from the ute/
    truck in preparation. Climb up the ladder and follow the path until you find 
    the battery the crane needs to be operated. What's that noise? An attack 
    ship will fly in and start blasting Duke and the surrounding area, so use 
    that time to scurry into the small building at the bottom where you are 
    safe from enemy fire (it also has a launcher inside). 
    Use your RPG to put an overly large ding in the pilots ride. If you run out 
    of ammo there are 3 locations. The small building at the base, the back of 
    the ute and on top of the scaffolding, there is also an EDF supply crate 
    against the fence but it is very exposed and risky to refill there 
    (unfortunately you will have to as the ship takes at least twenty shots). 
    Now wasn't that convenient the crashing ship opened a new path for you by 
    dropping a girder down as a ramp. Run up to the crane and insert the 
    battery. CHECKPOINT. Use the crane to tear the wall a new one (ignore the 
    assault captains and just break the wall). Adjust the crane arm to make 
    a bridge to the hole and jump on in for a glimpse of the next areas boss 
    and the end of the level.
    Get Duke up off his ass and moving, if you continued on in the campaign you 
    should have some kickass weaponry to start this level off (if not you get a 
    pistol (ooh, fear the pistol). Advance along the linear path until you 
    reach a CHECKPOINT. If you look left after your first manual open door there 
    is a dead EDF soldier with some pipe bombs and a ripper. Pick up another dead 
    EDF soldier's shotgun and pipe bombs on the path ahead and get ready, at the 
    next door an octabrain will fly into your face, three shots from the shotgun 
    will kill it but ... damn. 
    Some notes on Octobrains from Kuro-chan:
    Octobrains do not appear to have a headshot weakness, so I would only consider 
    the Pistol at medium to long range (and you have lots of room to strafe).  
    Otherwise, I would go in with the Shotgun and/or Ripper. Octobrains only need 
    to hit 3 times to kill you.
    Move through the door and enjoy the sights if you feel so inclined, another 
    CHECKPOINT will arrive before you move through the next door. If you want 
    added security there is a launcher on the platform to your left before you 
    confront your two babes again, after that mess retreat up to the platform 
    and pick off the octababies (if you are out of reach they stand still for 
    easy kills). 
    A little prevention is better than the cure suggest Kuro-chan:
    While rather inhuman, you may want to consider shooting every chick along the 
    way (After watching the Holsom Twins explode). The ones before them are safe. 
    The smallest of shots will take one out, so this works better with a Ripper / 
    Pistol.  It is either that or waste a lot of ammo dealing with hordes of 
    After dropping down you will see another door protected by spines (this 
    means you need a round bug-like creature to open it. The corridor full of 
    octabrains will not attack on the way up the corridor but there are some 
    octababies along the way. When you reach the bug a CHECKPOINT will happen. 
    Melee it to get it to roll up and push it down the corridor. As you may 
    have guessed the octabrains are up and about (two to start with) so use your 
    shotgun and pipe bombs to take them down. Make sure you don’t push the bug 
    down before killing the first two octabrains, as when the bug reaches the 
    bottom two more spawn and attack. There is a trick to take advantage of here.
    The octabrains can’t shoot through the v shaped area where the door is so 
    run out, take a shot or two and retreat until they are dead or just use 
    your ripper. Slot the bug in and walk through the door to enter part 2.
    THE HIVE - Part 2
    Triple melee the webbed bodies for ammo and explosives (one will drop a 
    railgun if you prefer), and ready your ripper for the octabrain in the next 
    room. Don’t waste too much ammo though (you can go back to restock before 
    you drop down) as two more appear when you drop down from the ledge. 
    Same drill so use your pipe bombs or ripper to kill them before they kill you. 
    Jump up and ... great another bug locked door. Continue up the path and melee 
    the webbed corpse. CHECKPOINT. Same situation as before, the octabrains will 
    not attack until you steal their bug friend. Before you rescue it take careful 
    note of the explosives pile (any ideas?). As you push the bug down the path a 
    single octabrain will break out before the doorway. It takes 3 pipe bombs to 
    kill an octabrain so I would advise a slow and steady approach by killing one, 
    restock, etc. As you move forward two will burst out together so unload the 
    shotgun or spam your pipe bombs to kill them quick. When the bug drops down 
    get ready because three will spawn at the same time when you follow (Note: 
    you can actually force them to spawn while you are still on the ledge which 
    is a far safer bet as you can run back to safety to restock on bombs). Spam 
    your pipe bombs and use what you’ve got. 
    After they are finally dead you can move on until the next CHECKPOINT, if you 
    look to your right there is a webbed corpse which provides ripper ammo and a 
    launcher (not too great against octabrains as they return the favour). 
    Continue on until you see the pregnator hatch, carefully move forward and kill 
    them as quick as possible (if you are quick you can stop them spawning 
    altogether). CHECKPOINT.
    Next you run into a whole room full of pregnators, stay on the high ground 
    and kill as many as you can before resorting to getting into close range. 
    After you’ve killed enough of them an octabrain will spawn (you saved some 
    pipe bombs right?). Three pipe bombs and the octabrain is toast (just be 
    careful about the pregnators as they can lock you in place while the 
    octabrain blasts you). Continue into the next room and move on to the next 
    Drop down and pick up the launcher as well as some explosives, arc a pipe 
    bomb onto the bouncing pod and detonate it to blow open the doors. Restock 
    your explosives and continue onwards until you say hello to ... Queen Bitch.
    Boss Battle - Queen Bitch
    Until you damage her she won’t move and just sits there with her guard up. 
    When you’re stocked and ready to go lob a pipe bomb at one of the jump 
    platforms (the left was my favourite when I beat her on this difficulty). 
    Then when it goes behind her shield detonate it. And now begins the killing, 
    followed by light salad. She will spawn pregnators regularly until she 
    reaches just under 1/3 health and then she will spawn octabrains 
    (fair warning). She has two attacks, a slow charge energy ball (like the 
    octabrains) and smashing you with her arms. This in combination with the 
    pregnators ability to hold you in place can lead to some infuriating deaths 
    and too many visits to the loading screen. 
    There is an ammo crate on the left side (protected) and an explosives crate 
    on the right (open) so when you need bombs you must run across grabbing them 
    on the way, stop for a second next to the crumbling wall and then run back to 
    safety, all the while not getting stopped by the pregnators. To damage her 
    you must throw a bomb behind her shield, then as she’s dazed from the 
    explosion unload your RPG ammo into her boobs (why yes she does have three 
    breasts). The steps are as follows:
    1) Kill the pregnator
    2) Lob the bomb (2 chances, if you fail to stun her return to 1)
    3) Fire all 5 missiles at her (no guidance necessary) while moving towards 
    and away from her (this stops hits from the newly spawned pregnator).
    And repeat, grabbing explosives as required. It all sounds so simple right? 
    Then the octabrains come into the picture (Do not shoot them with the launcher 
    if you haven’t worked that out yet). When they appear the Queen Bitch no 
    longer hides behind her shield but rather shoots her energy ball at you if 
    you come out of cover. All you can do is:
    1) Spam grenades at the octabrain, killing it
    2) Take 2 or 3 missile shots
    3) Grab more explosives and ammo 
    Until she finally falls, race and jump up to her head and press the X button, 
    tap A repeatedly and congratulations, you’ve just killed the Queen Bitch on 
    Damn, I’m Good difficulty. 
    Another detailed strategy has been suggested by Kuro-chan:
    - Weapons on Choice: Ripper and RPG
    - The easiest way to bring her down to 1/4 - 1/3 of her health is to take 
    advantage of the only cover available in the room; on the left side by the 
    ammo crate.  Fully stock up, and follow this simple procedure. (while staying 
    in cover unless otherwise stated)
    1) Back up enough, and lob a pipbomb at the jump pad.  Aim your crosshairs 
    just below the pad and it should hit.
    2) Mentally count to '3', meanwhile you are at the far edge of the cover, 
    ready to jump out.
    3) Blow up the pipebomb, get the RPG out and let all the shots out. You should 
    get at least 4, maybe all 5 shots in, depending on how well you can time it.
    4) Escape back to your cover, restock on ammo and "WAIT" for the Queen Bitch 
    to lob an Impregnator egg at you.  Wait for it to hatch, then with either a 
    full magazine of the Ripper or an RPG, take it out.  Reload if necessary.
    5) Rinse and Repeat.
    When necessary, take a detour to pickup Pipebombs after unloading the RPG on 
    the Queen Bitch.
    After the Queen Bitch's HP is down to where she changes tactics and throws 
    Octobrains at you, make the Octobrains a priority in the battle, taking 
    advantage of Pipebombs and the Ripper.  After you kill one, stock up on ammo 
    if needed and use strafing tactics to throw an RPG at a time at the Queen 
    Bitch.  Repeat until she dies.
    Condom - Men’s Restroom
    Vibrator - Staff Locker Room
    Popcorn - Security Room and Staff Locker Room
    Grab the stuff and head to the champagne lounge
    Enjoy the freedom of not having to kill things for a few seconds until the 
    helicopter crashes for a CHECKPOINT. Use the gap in the railing and tentacle 
    as a path, jumping across the gaps and shooting at the explosive pods. Shoot 
    the eye guarding the path and grab the railgun before breaking through the 
    pods to the platform below. Two waves of three assault captains will arrive 
    via dropship shortly so grab the ripper or use the railgun to lay waste to 
    them. Once they are dead a piece of the building will be knocked over 
    creating a new path. Climb up (shooting the eye) for a CHECKPOINT. Spring 
    onto the jump pad and climb the ladder to reach the most hated turret section 
    in the game.
    Start firing flat out on the first wave of three gunships and use the tapping 
    trick as much as you can to kill them off. Then three assault troopers will 
    arrive by drop ship. After another set of three gun ships three more assault 
    troopers will be dropped in. Next is the most frustrating section in turret 
    history. Twelve gun ships will rush you in pairs (for four waves and then 
    four singles) until you are dead, no regeneration time or way of surviving 
    their weapons unless you are damn good with that turret. I swear at times it 
    feels like its firing blanks as the amount of hits you are expected to get in 
    order to kill even one gun ship let alone two is ridiculous. Believe me the 
    only way to survive this section is to master the zoom tap trick you can see 
    used in various crash course videos on youtube if you are having some 
    After barely surviving the barrage, two assault captains will spawn and 
    start firing. Take these guys out and a final gun ship will fly in from 
    the left side (close range) and start firing at you. Weaken the ship until it 
    flees and you have a few seconds to breathe before it comes back with 
    explosive ordinance. Shoot it down for the last time to leave the accursed 
    I did and hated myself for it as I had to do the whole bloody turret section 
    again, thanks very much for that Duke Nukem Forever. 
    Some more helpful alternate advice from Kuro-chan:
    I had originally followed your tactics and suggestions for the Turret segment, 
    but found I was doing lousy.  I made an effort to study how the waves 
    attacked, different ways of attacking the incoming Attack Ships, etc.  I 
    ended up developing this strategy:
    1) Set your Vertical and Horizontal Sensitivity to 1 for this battle. This 
    reduces the risk of overshooting the enemy.
    2) Wait until the ships are almost in range of shooting at you. I found that 
    the turret has either a limited range or a 'threshold' where firing at a ship 
    that is too far away does not do enough damage to be effective.  I found that 
    by the time they are ready to shoot at you, it does not take a lot of ammo to 
    destroy one.  You can even fire at full automatic without your turret 
    overheating, so long as you wait for them to get close enough.
    3) Aim for the nose of the ship. "Something" about it either seems to disrupt 
    their ability to fire or screws up the aim.  I found when I went for the nose 
    of the ship, they hit me a lot less.  During the 12-ship wave, I had enough of 
    a gap between hits that my Ego actually recharged.  That helped me out a LOT!
    Jump over the teetering walkway for a CHECKPOINT and follow it to the next 
    platform to find a ripper and a jump pad. Use the jump pad (flying over 
    the explosive pods) to reach another ledge and a CHECKPOINT. Move along the
    platform to see a dangling devastator and an ammo crate. You know what this 
    means right? A gun ship will fly down and begin pelting you with machine gun 
    fire. Use the columns/ tentacles as cover and blast away at the ship. Once 
    you have done some damage it will start firing explosive blasts at you so 
    keep out of the radius if you can. After a while it will go into a strafing 
    run, moving to the far right side and then across the length of the platform. 
    Overall it is an easy fight (especially considering what you've just been 
    through) just don't get cocky as the explosives can come more than one at a 
    time. When the gun ship falls you will get a CHECKPOINT and two assault 
    troopers will appear and begin blasting. Just shoot them with the devastator 
    and then change back to your normal weapon if you wish.
    After killing the first two a third assault trooper will appear and initiate 
    an event. Tap A rapidly and then punch the dirtbag in the face until his head 
    explodes (apparently Duke's fists can do that). Ride the corpse (Ew) down 
    until you break through the roof of the Duke Burger.
    Pick yourself up (again) and head to the area behind the tentacles, in a 
    room you will find a shotgun, pistol ammo and a pipe bomb on a dead EDF 
    soldier. Make your way back down the hallway until you reach the restrooms. 
    Step on the shrink pad and go through the small hole left of the cubicles. 
    Grow again and pull the power lever. Smash the planks out of the way and 
    then travel back to Smallville. Now that the way is clear, jump up the 
    furniture to the hole in the wall and work your way forwards until you 
    exit the level.
    THE DUKE BURGER - Part 2
    Fall through the roof (if you dodge the resize plate you can shoot open a 
    gap and find beer and a RPG launcher), go back, resize and stock up on 
    pipe bombs and ammo. Kick down the double doors and prepare to be pin 
    cushioned by tiny bullets as around 6 tiny pigcops will spawn and begin 
    blasting you. Conserve your ammo and re-enact the Broadway play stomp. 
    After that’s done climb through the hole dividing the areas and shrink 
    Watch out as more undersized pigcops will burst out of the cups and 
    packages on the floor (ripper and shotgun). Use your ripper to take them 
    out to avoid that shotgun. There will be more ammo as you move into the 
    darkened area. Return to the light and climb up the pigcop figure to reach 
    the counter. Another pigcop (pistol) will spawn but can’t reach you so 
    just shotgun him in the head from the safety of high ground. On the floor 
    of this area is a railgun so if you want it grab it. Climb up the pipe and 
    wander along the shelf, step out onto the tentacle and jump off (get ready 
    for some alien shrinking fun). CHECKPOINT. 
    Melee the swarm of rats, take out the explosive growths in preparation and 
    when you’re ready move close to the exit door. As soon as the assault 
    captains x 3 spawn run to the rear of the area and bunker yourself amongst 
    the arcade machines. The aliens will walk towards you, shrinking themselves 
    in the process, allowing you to introduce them to your friend Mr. Shotgun. 
    CHECKPOINT. Grab some of the ammo or weaponry on the floor if you wish and 
    then travel through the door. 
    You will see two shelving units on opposite sides of the room, climb up the 
    one on the left (watch out for the mousetrap on the boxes) and get your 
    ripper ready. As you step onto the shelf pigcops (ripper and pistol) will 
    spawn on the opposite side, use the cans or boxes for cover and drop ‘em. 
    As you climb to the next level another two pigcops (ripper and pistol) will 
    be readying to throw cans at you, step behind the cover and shoot them in 
    the head. Walk onto the box at the end (replenishing your ripper ammo) and 
    make the leap to the opposite side. Climb the pipe, walk along the shelf 
    and smash open the grate to see an assload of electrified water. CHECKPOINT.
    This is probably the closest Duke Nukem Forever gets to puzzling so lets 
    get to it. Fall off the boxes and keep an eye out for mousetraps (they 
    hurt on this difficulty). If you move to the right of the area, the swarm 
    of mice will take care of the traps for you. Jump up the red lifting device 
    and onto the table, into the icebox and bounce your way onwards using the 
    egg flips/ spatulas. Fall in the sink and jump over to the start button on 
    the wall. Force open the dishwasher door to come to another CHECKPOINT.
    Knock over the broom and be ready to take cover behind the Heinz can on the 
    lower shelf. When the pigcops spawn take cover and keep an eye on the top 
    shelf, another pigcop (ripper) will appear and try to shoot over your cover. 
    Two more pigs (shotgun and pistol) will drop from the roof and another ripper 
    wielding pig will appear on the top shelf. If you find yourself running low 
    on ammo, there is a pistol behind the large can or a RPG launcher further 
    along the shelf, so grab either and finish making the piggies squeal. Climb 
    to the next level up and don’t try to run-jump across to the other side, 
    turn around and use the other shelf to make it safely across. 
    Grab the ammo from the dead pigcops and jump up to the next ledge. As you 
    move along the ledge to the hotplate, the shelf behind you will fall, 
    creating a ramp to the top level (don’t try to run across the hotplate). 
    Climb the ramp for another CHECKPOINT and jump across the top of the heat 
    lamp (carefully as it will swing like a pendulum). Climb down and cautiously 
    make your way along the bottom shelf, meleeing any mousetraps. A pigcop 
    (pistol) will appear on some boxes opposite so pick him off and run-jump 
    across to the other side. Climb upwards once again to find a set of burners 
    with a hotplate covered in burger buns. Roll the can onto one side of the 
    burner, then quickly jump off and onto a bun. Jump down onto the overturned 
    trolley and onto the corpse, Switch on and ride the waffle toaster and swing 
    down to find another hotplate. (smell the sizzle). Jump across and finally 
    flick the power switch to turn off the electricity in the room. Follow her 
    to the now open door, jump up to the grate and move along the vent to finish 
    the level.
    THE DUKE BURGER - Part 3
    Drop out of the vent, grow up again and take the ladder to the roof. Time to 
    begin a rooftop showdown!. great. Grab the ammo and trip mines and the shrink 
    ray (and the shotgun if you don’t have it) from under the dead scientist and 
    grab the holoduke from inside the building. I won’t lie, this part is a 
    real bastard.
    Wave 1) Berserker Pigcops x 2
    Wave 2) Berserker Pigcops x 2
    Wave 3) Berserker Pigcop, Pistol Pigcop x 2
    Wave 4) Berserker Pigcops x 3
    Wave 5) Berserker Pigcops x 3
    Wave 6) Shotgun and Pistol Pigcops x 3
    CHECKPOINT - Gee, thanks
    Wave 7) Enforcer
    Wave 8) Enforcer, Berserker Pigcops x 2
    Wave 9) Enforcer x 2, Berserker Pigcop
    Wave 10) Enforcer x 2, Berserker Pigcop
    CHECKPOINT - Slightly easier to reach this time
    Wave 11) Assault Commanders x 2
    A quick note from Kuro-chan about setting up for the first waves:
    Pipebombs are your friends for the first part of the waves.  I find it is 
    better to lay 2 pipebombs when the berserker pigcops show up and ambush them. 
    1 will not be enough to kill them. The best time to ambush them is right after 
    they get dropped off. Have your 2 pipebombs ready for when they drop and blow 
    them up at once.  If you need to take cover, a decent spot can be the roof. 
    The pigcops will either have to climb the stairs or jump up.  Either one gives
    you a small window to do some free damage (it seems).
    *** Note from the Editor: I personally avoided the roof as they repeatedly
    pincer attacked me there but that was just my personal experience. If it works
    for you then go for it! ***
    Pigcops can and will use the door in the building so be wary of it. For the 
    first wave I would suggest using two trip mines on the entrance to take out 
    the first pigcop and then shotgun down the second. Second wave drop 3 pipe 
    bombs at the door and once again shotgun the second pigcop. Use the interludes 
    to grab more explosives. You should have enough trip mines left to kill the 
    next berserker and shotgun down the two pistol wielding pigcops. Drop some 
    more trip mines. then rinse and repeat and yet again do the same with pipe 
    bombs for the fifth wave. Run around like a crazed man with the shotgun or 
    use the shrink/shotgun combo to kill off the next few waves, dropping pipe 
    bombs like a mentally deranged Santa. 
    Finally the CHECKPOINT happens and shortly afterwards your first enforcer 
    appears. You now have a choice, you can kill him normally (risky but you 
    get his weapon - he takes 6 shots with the shotgun at close range) or shrink 
    and step on him (safer but no weapon). Make your choice and act accordingly. 
    PS: when you die/reload the checkpoint all the ammo and weaponry will respawn 
    so pick up some shotgun ammo and explosives, you're going to need them. Use 
    your shrink gun and trip mines to make this as painless as possible (those 
    berserker pigcops are still a pain anyway). Once you've reached the final 
    CHECKPOINT you can make this last fight a breeze if you have the following: 
    shrink gun ammo, shotgun ammo and the holoduke. Use the holoduke, run 
    out and shrink an assault commando and shotgun kill it in one hit. Repeat 
    for the second and congratulations to you, you just beat an absolute bastard 
    of a level. 
    For the first section you don't really have to fire a shot as the enemies 
    can't do enough damage to actually kill you. Shoot if you feel like and the 
    pilot will say they are moving to the secondary drop point. CHECKPOINT. When 
    you arrive concentrate fire on the towers first, then proceed to mop up any 
    enemies on the ground. This section is pretty tame so just have fun (Make 
    sure to shoot out the drop ships though). Once you land you will find an EDF 
    crate with a couple of pipe bombs in it in the other building. Jump in 
    the monster truck and a CHECKPOINT will go off. Follow the trail until you 
    enter a cave to finish this level.
    THE MIGHTY FOOT - Part 2
    Follow the trail until you reach the highway (the enemies aren't much of a 
    threat to the truck so you can normally ignore them). Bowl down any pigcops 
    in the way and keep going until you run out of gas (this thing has worse 
    mileage than a V8 supercar). CHECKPOINT. Ahead you will see a railgun and 
    ripper lying against a barricade as well as an EDF ammo crate to your right. 
    Wave 1) Ripper and Shotgun Pigcops x 3
    Wave 2) Pistol, Shotgun and Ripper Pigcops x 4
    Wave 3) Berserker Pigcop and Enforcers x 2
    When the pigcops arrive, wait for the pigcops with shotguns to leap over the 
    barricade and fill them full of lead. Keep a wary eye out for pipe bombs 
    being thrown and use the cover to stay alive. Lean out and use your pistol 
    or railgun to kill off the pigs on the other side. After the container is 
    destroyed backpedal as enforcers are about to come out from behind the 
    overturned truck. Kill off the berserker pigcop as quick as you can and 
    use the monster truck as cover and shoot the enforcers with the railgun in 
    order to win this fight. Travel towards the building and circle around the 
    back. Jump up the wire reels and fall through the broken glass panel. Grab 
    the gas CHECKPOINT and trip mines then exit the building. Fill the truck up 
    and climb back in. Drive down the highway weaving to avoid the holes until 
    you run out of road. Drive into the air to complete this level.
    Follow the linear path (this section doesn't pose much of a threat so just 
    follow the trail). One piece of advice is when you make a long jump and see 
    a bridge in front of you, don't smash the thing when you pass under it as 
    if you do it will make your trip over it shortly a pain. Drive slowly over 
    the bridge and then floor it over the ravine to... run out of gas again. 
    As you walk down the street a pistol pigcop will race out of the saloon on 
    the right, back up and take him out. There is some ripper ammo behind the 
    bar inside. Just be careful when you go in as there are three pigcops above 
    with rippers. Pigcops will continue to spawn all around the surrounding 
    area so you can either make a stand in the saloon, the empty building across 
    the road or retreat back down the street. Once you kill the pigcops an 
    enforcer will spawn in the barn at the end of the street. Use your railgun 
    to pick him off if you can. A few more pigcops will spawn, kill them and 
    you will then get a CHECKPOINT. 
    Now, checkpoints tend to happen before something nasty happens yes? An 
    assault commander will burst out of the barn and you will most likely be 
    out of railgun ammo at this point. Another pair of berserker pigcops will 
    also spawn, get rid of them with explosives or a barrage of ripper fire and
    then concentrate on the assault commander. I would suggest using the house 
    across from the saloon as your base while you pick away at his health. After 
    you kill him you can restock from the dead pigs and a CHECKPOINT will ensure 
    you don't have to do that fight again. 
    Head for the barn and complete the puzzle inside to claim your next gas can. 
    Drop down and leave the bar, a CHECKPOINT will inform you that you are about 
    to be attacked. Sprint down the main street, hide behind the truck and fill 
    it up. Race down the street and splat the pigs, take the ramp behind the barn 
    and drive into the cave to finish this level.
    Follow the path until you find a pair of pigcops guarding a large sign, smash 
    into the sign and boost over your new ramp to reach the highway once more. 
    CHECKPOINT. Boost past the three semis with pigcops throwing barrels at 
    you. Drop off the end of the highway and scoot out of the way of the falling 
    trucks. Drive on for another CHECKPOINT, drop ships will fly in front of you 
    and boulders will roll down from the canyon walls. Dodge as best you can and 
    keep going. Boost over the final ravine to finish the level.
    Jump out of the truck for a CHECKPOINT, Take note of the two rail guns propped 
    up against the rock on the right. A pig on a turret and three pistol wielding 
    pigcops will attack you as soon as you move past the rock. Kill the pistol 
    pigcops and kill the turret pigcop with the railgun (more will spawn and 
    replace him so kill those as well). When you move up to the 'caution' sign 
    another two pistol pigcops will spawn as well as a berserker pigcop (there 
    is a shotgun and railgun inside the hut behind the caution sign). This area 
    can be quite tricky as reinforcing pigcops will jump on the turret 
    occasionally to make your life miserable as well as more waves when you make 
    your way around the path. There is a RPG launcher on your left hand side 
    before you walk into the shade. After crossing the rickety bridge a 
    CHECKPOINT will occur and a drop ship will fly overhead.
    Hop on the turret and take out the first wave of pigcops (no berserkers so 
    you should be okay). As soon as the last one falls leave the turret and get 
    to cover to your right. A drop ship will fly over again and blow you to hell 
    if you're in the open. Grab the RPG launcher and blast away (refilling at the 
    crate outside). Play peek-a-boo until the gunship explodes for another 
    CHECKPOINT. Enter the mine and use the cart to move to the next area. After 
    your little ride, grab the gas. Pregnators and octababies will spawn, make 
    them sorry they were born. Climb up the newly accessible scaffolding and 
    find another mine cart to ride. Enjoy the rollercoaster and another crash 
    landing. Cap the pigcops messing with your ride and fill her up. Take the 
    ramps out, enter the cave and move on to the next level.
    Follow the linear path until you drive through the drop ship, splashdown and 
    climb the nearby ladder. Head to the left for two EDF crates and then have a 
    happy little chat with your commander in chief. CHECKPOINT. Meet up with the 
    EDF forces and lure the pigcops into getting killed by them. Grab the RPG 
    launcher straight ahead from where you enter this section. Maim and kill 
    your way to the end of the dam wall (use the RPG and the ammo crates to make 
    this easy). When you reach the end you will encounter a CHECKPOINT.
    Boss Battle - Battlelord:
    Another helpful piece of advice from Kuro-chan before we start:
    - The Battlelord on this level was the toughest boss for me to fight. It took 
    a while for me to realize that he actually takes breaks in-between his 
    attacks, giving you a few seconds to do stuff with impunity.
    This battle proceeds in about 3 phases. Phase 1) He climbs onto the dam and 
    stands there firing at you. Backpedal to the taxi and ammo crate at the far 
    end of the wall, arc the missiles over the taxi and take him down to nothing. 
    If you are too close at 1/2 - 1/3rd health he will enter phase 2 (unless you 
    run to the far end of the wall to start with). The Battlelord will run towards 
    you and follow you all the way to the other end of the wall and then stop 
    and shoot at you. Retreat to the far end of the dam (if you didn't already) 
    at the end there is an overturned van and ammo crate to get him down to 
    empty. When he goes down sprint all the way down to meet him and press X 
    then tap A rapidly to move onto phase 3. 
    Continued from above information:
    - I found for stage 3, it is better to play the waiting game with the 
    Battlelord and only go for explosives when he stops shooting, giving you 
    'just' enough time to sprint to the Explosives Cache, grab stuff and run back 
    to cover.  From there, lay pipe bombs at his feet and blow them all up at once 
    when you get a chance.
    As soon as you complete this retreat all the way back to where you came 
    from and hide behind the metal van (this is the best safe spot from his 
    missiles). The risky element comes from reloading. Either use the 
    explosives reload or sprint to the crate by passing behind the taxi, grab the 
    ammo and sprint back to safety before the approaching missile hits. To hit 
    him lean out on the right side of the van and he won't be able to hit you so 
    lock on and fire. Once you do this 4 times he will fall. Once again press X 
    and then tap A to finish this boss off. 
    Bungie down to the base of the dam, head through the door by the guard to 
    complete the level.
    Descend to the floor and then take the left path. This leads to a shotgun 
    and a webbed corpse. Grab the RPG if you wish as well as the beer. Be careful 
    when you turn around as the tentacles will be waiting to grab you, smack the 
    eye and return to the right path. Meet the bickering soldier and engineers 
    and grab the freeze ray. Welcome to one of the most useful weapons in the 
    game. If you have completed the game on Let's Rock difficulty you can access
    the Duke 3D freeze ray game extra setting. This is far more effective on 
    enemies and you can turn off the extra to regain ammo for the freeze ray.
    It can also two hit kill a boss later so enjoy it while you have it. Pass 
    through the open door to reach a CHECKPOINT.
    The next room will be full of pigcops, use your new toy (while staying in 
    the entrance tunnel) to freeze, execute the enemies and regain your ego in 
    one fell swoop. There are around seven or eight pigcops with rippers, pistols 
    and shotguns who will run in and attack you. When you think the room is 
    clear, undo the cheat to regenerate your ammo then move ahead while keeping 
    on your toes. When you move towards the double doors a shotgun wielding 
    pigcop will burst out. Two more berserker pigcops will also spawn in the 
    other room. Retreat into the entry tunnel to freeze and smash them. This 
    just leaves the two pigcops on the balcony, freeze one and shoot it to 
    kill it, repeat with the other and a CHECKPOINT will happen. Two enforcers 
    will break through the door to the right of the entrance. Freeze them (the 
    freeze gun will knock the shield out of the enforcers hand) and you are done. 
    I strongly advise you to hold on to the freeze gun for as long as you can 
    from now on as it makes things so much easier. Wait for the engineer to 
    open the locked door and walk down the stairs to finish the level.
    This level is really easy and is mostly platforming so you should be fine as
    you have your freeze ray. Just take it slow and execute any enemies you come
    across and smack any fuses you find. When you get to the enforcer I hope you 
    kept that freeze ray. Circle around the box firing as fast as the gun will 
    allow, after about 120 shots he will finally freeze, just finish him off with 
    your secondary weapon. Enter the elevator and press the button to finish the 
    A strategy for dealing with the enforcer was 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 rightside of the box 
    (looking to the elevator). From there I could empty all my weapons into the 
    boss and remain undetected. Sucker punch."
    Walk out of the elevator and smash the wooden crate blocking the hole in 
    the fence. Re-enlarge yourself and open the double doors and grab the stuff in 
    the EDF crate at the top of the stairs. Walk into the control room and flick 
    the switch on the wall. Open the roller door and climb up the ladder on the 
    left. A delightful electrical display will be waiting for you. Stream one: 
    time the short gap in the bolts and walk through. Stream two: Follow the 
    bolt as it moves forward and it will arc back behind you so step away when 
    you are clear. Stream three: If you are on full health just run through it 
    and you should be fine. Proceed to the next ladder for a CHECKPOINT. Smash 
    the crate or move the barrel to jump through the fence. Two octabrains will 
    rise up out of the water and start attacking you. Freeze, shoot or explode 
    them (there are two trip mines, a pipe bomb and a ripper in the small area 
    here) and smash the crates to move on. 
    Walk along the dam edge to the next CHECKPOINT, note the rail gun sitting 
    there just begging to be used, pigcops will run out from a roller door at the 
    end of the path and mount the turret. Use the rail gun to snipe the one on 
    the turret and deal with the others however you wish. Stay frosty as six 
    octabrains will rise up out of the water in succession. Aren't you glad you 
    still have the freeze gun? Freeze them and watch them smash on the ground. 
    When the last one falls the Octaking will burst out of the water.
    Boss Battle - Octaking:
    The only way to damage this guy is the turret (or possibly the RPG that is 
    hidden to the right when facing the turret). Lay into him with the turret 
    as quick as you can as the more damage you do the less attacks you have to 
    dodge in the end. 
    He will begin by slowly throwing dumpsters at you. Once you have damaged 
    him significantly (about half health) he will start rapidly firing psychic 
    blasts at you. At full ego you can take a maximum of 3 hits from these 
    before dying so two is OK and then exit the turret and either just crouch/
    walk backwards slightly or run to the tentacle on the far right to regain your 
    ego. Run back to the turret and repeat until the Octaking pisses itself and 
    buggers off. Open the roller door to proceed to the next mission.
    THE FORKSTOP - Part 2
    Depending on your driving skills there are two approaches to this first 
    section, walk down the corridors shooting the spawning pigcops or use the 
    forklift to drive like a bat out of hell into any and all pork chops 
    foolish enough to get in the way of your massive prong(s). For any fellow 
    freeze gun enthusiasts there is one just a little bit on from the entrance 
    to the level. The first hallway contains four shotgun and pistol pigcops
    and at the end an EDF crate with some trip mines. After passing under the 
    walkway and turning the corner, three shotgun and ripper pigcops are waiting 
    for you. As you approach the end of this hallway a shotgun pigcop will drop 
    down and rush at you, take him out in whatever manner pleases you and use the 
    busted forklift to scale the fence. 
    There is an RPG against the wall to the right as you drop down. The next 
    section will feel a bit deserted as you enter the dark room. Do a bit of 
    "house keeping" first by destroying the crates in the area (this gives the 
    enemies later no cover from your bullets). Enter the door to the right and 
    follow the path to the control room door (there is a room with an EDF crate 
    with a holoduke on the way as well as a locker with steroids and two pipe 
    bombs). If you go to the right when you reach it and jump over the debris 
    there is another EDF crate sitting there with a trip mine inside. Open the 
    door CHECKPOINT and flip the switch inside. Get yourself ready before you 
    open the door again as a shotgun and pistol pigcop will be waiting for 
    you. A large amount of pigcops will also spawn in the darkened room so use 
    the door into it as a choke point to take out any pigcops who try to rush 
    in (keep an eye out for thrown pipe bombs though).
    Once the first four pigcops (two waves of two) are dead move out and then 
    duck back to safety as more appear on the walkway at the back of the room. 
    These pigcops seem particularly pipe bomb spam happy so be careful. If you 
    leave the safety of the corridor be warned there will be pigcops on the 
    overhang behind you as you exit. There will be one pigcop in front as you 
    exit and two on the balcony behind you so act accordingly. After those 
    three are dead another wave will spawn in the same place as the last (one 
    in front and three behind). Kill them off (I used the freeze gun and 
    shotgun combo) and yet again another wave will spawn. There will be a 
    berserker pigcop to look out for as well as two gunners in front of you. 
    Once again another wave approaches with two berserker pigcops (you should 
    have plenty of time to hit them as they get stuck in the door) and a super 
    pigcop. Run around the area spraying him with your weapon of choice (he fires
    too fast to make sniping possible) until he is no more.
    I would advise doing the companion barrel part (use the forklift to reach the 
    barrel and place it on the heart icon on the floor next to a door before the 
    end of the level) to stock up for the next level as its going to be rough. I
    strongly suggest getting the shrink ray for the Octaking fight ahead but at 
    least pick up the holoduke and beer. 
    Step out of the elevator and just follow the path until you meet up with the 
    general. After that pep talk walk into the main generator room and use the 
    ladder to reach a control panel. After manoeuvring the pipes into a makeshift 
    bridge and walking across you will be accosted by a pair of pregnators. 
    Squash the bugs and climb up the ramp to the generator that is shooting out 
    electricity. You will notice there is a gap in the railing that lets you 
    fall down onto a tentacle so do this. Another pair of pregnators will be 
    waiting for you after you drop down, so take care of them. Climb up to the 
    next generator and use the tentacle to reach the metal walkway and crane 
    operator. CHECKPOINT. Climb on the platform and prepare to be bombarded by 
    assault troopers and captains.
    Wave 1) Assault captain, Assault troopers x 2 
    Wave 2) Assault captain, Assault troopers x 2
    Wave 3) Assault captain, Assault trooper
    Wave 4) Assault captain
    Your only cover is the small enclosure on the right so hide in here and take 
    them out as best you can. After the last one finally falls a CHECKPOINT will 
    mark the arrival of the Octaking. 
    Boss Battle - Octaking (Round Two)
    This is probably the hardest boss fight in the game and hopefully you've 
    come prepared from the companion barrel room (Holoduke and beer). A devastator 
    and spare beer are next to the control box and should be used during the 
    battle. The octaking has two phases: Phase 1) Spawns octabrains and slowly 
    fires energy balls at you. Phase 2) Destroys all the cover with thrown 
    objects (they can still damage you) and then shoots energy balls rapidly, 
    leading the shots in the direction you are heading. 
    Method A - Commonly given as advice
    Start by grabbing the devastator, get in some shots as he rises and chug 
    your first beer as the octabrains fly towards you. Strafe back and forth 
    along the edge shooting off as many rockets as you can at him until your 
    ego is nearly depleted. Once it is low use your holoduke, reload and fire 
    off as much as you can (some people say to use steroids but I would advise 
    you save them until his second phase if you are near death). After the 
    holoduke fades (one full devastator clip + ammo crate reload) if you are 
    lucky you will have weakened him enough for him to enter phase two once 
    you have killed the floating octabrains. 
    Retreat back into the small frame and start throwing pipe bombs at the 
    octabrains. Use your second beer to keep Duke safe and just keep chucking 
    those bombs. Once the final octabrain falls fire off some more devastator
    rounds at the octaking just to make sure he has entered phase two (otherwise 
    more octabrains will continue to spawn). He will start by destroying the cover
    on the platform so use this time to get in some free hits. Once he has thrown 
    the fan/propeller get ready to start dodging (run a direction until he fires 
    the blast and then double back as he leads his shots). Only attempt to grab 
    ammo if you are at full health. If he wings you and you are nearly dead, 
    swallow the steroids to give yourself another chance (just remember you will 
    move faster so don't run into the blasts). With a lot of luck and skill the 
    Octaking is no more, well done for finishing one of the most gruelling 
    challenges in Duke Nukem Forever.
    Method B - Personally used and won (requires shrink ray)
    Instead of using your resources up at the start you save them for the end 
    battle. As his health bar appears lay into him with the devastator until 
    the octabrains reach the platform. Swap to the shrink ray and shrink then 
    pipe bomb them (they take one pipe bomb to kill when shrunk instead of 
    three). Kill the first wave, reload explosives and ammo and use the relative 
    lull to shoot the octaking some more. Repeat the tactic with the second wave 
    and so on until the octaking drops down a bit, signifying the start of phase 
    two (sometimes when throwing the pipe bombs the normal sized octabrains can 
    steal the pipe bomb you are aiming at the shrunk octabrain so aim carefully). 
    Chug your beer and go to town, dodging the thrown furniture and energy 
    blasts. If you are near death, drop your holoduke and (if you haven't used 
    it yet) grab your other beer in case. If need be sink the final beer and 
    finish him off. 
    A CHECKPOINT will occur, quickly fill your ammo and when his life bar refills 
    blast him again until he finally croaks.
    Leave the platform and make your way past the dead octaking (giving it a 
    few kicks/ melee swipes of hatred as you go past) and walk out on to the 
    elevator roof. Drop down into the water below to finish the level. 
    Leave the water and enter the room, to your left is a webbed corpse with a 
    pistol, railgun and pipe bomb. Shoot the fire extinguisher and walk along 
    the corridor. You will find yourself in another large generator room. Through 
    a door on the right you will find a body with a shotgun. Return to the main 
    room and drop down under the tentacle and up the ladder on the other side. 
    CHECKPOINT. To progress you will need to push three red tool racks into the 
    generator (although for some reason I only had to push in two) and climb 
    the ladder above the broken fan to reach another CHECKPOINT. Through a door 
    on the left you will find three octababies, a ladder leading to a freeze 
    ray and stairs leading to the a small room with a loose vent cover. Smash 
    the cover out of the way and climb in to reach the level exit. 
    UNDERGROUND - Part 2
    Head down the stairs and enter the water to find your first air vent. Move 
    down the corridor and swim down to reach the next one. Here you will be 
    presented with a choice: To the right is a dead end with a RPG launcher for
    you to grab (useful for the enemies ahead if you don't have a shotgun). 
    The left path is where you need to go to continue on with the level. Open 
    the hatch by turning the wheel to the left and quickly head inside and 
    stand on the vent. Circle the room and as you leave prepare for a swarm of 
    octababies to attack. 
    Use your shotgun or RPG (I would advise using the RPG as it takes two or 
    three shots in the right general direction instead of hitting them 
    individually) to blow their brains out (figuratively speaking) and swim 
    onwards until you reach a ladder.
    An alternate strategy for dealing with the octobabies has been outlined by 
    "The Octobabies have a tendency to quickly surround you if you take too long 
    to kill them (Like I do). I found the best strategy in dealing with them is 
    to get past the turbine room, enter the next room 'just' enough to see the 
    first Octobaby (and let it spot you), then quickly go through the turbine 
    room again until you reach the entrance (where the bubbles are).  If you can 
    pull this off properly, all the Octobabies get stuck along a grate between 
    the two doors and it becomes an easy turkey shoot."
    Climb it to for a CHECKPOINT and to watch the Cycloid Emperor having a blast. 
    The next room looks nearly identical to part one of this area, use the pipe 
    on the right to reach an EDF crate with two trip mines. 
    When you are ready, drop down for a CHECKPOINT and the generator column 
    will be hit by an RPG, taking out the lights in this area. Turn on Duke 
    vision and get ready for a difficult section. As you walk in a RPG wielding 
    pigcop will spawn on the floor above. Kill him as quick as you can (you don't 
    want him wandering around in the dark later). Around six pregnators will 
    begin to spawn (two at a time). Once they have been defeated a door will 
    be blown open and a shotgun pigcop will jump into the room (with an enforcer 
    staying in the room it entered from). Take care of the pigcop and cautiously 
    engage the enforcer (freezing is probably the easiest method). Once he has 
    been taken care of, shoot the red barrel to open a new path and follow the 
    corridor to the next level.
    Traipse down the hallway picking up the railgun if you want and pipe bomb. 
    A berserker pigcop will burst through the door in front of you so take the 
    time to show him why being alone against Duke isn't a good idea. Move through 
    the smashed door and another berserker pigcop will come to play. Do the same 
    to him as you did his friend and take a left to pick up a shotgun and two 
    trip mines. Then a right for a webbed corpse with a ripper and pipe bomb. 
    Through the blue door you'll get another CHECKPOINT. 
    Enter the office and break though the blockade of wooden crates to be 
    welcomed by four shotgun and pistol wielding pigcops. Once they are dead an 
    RPG pigcop and enforcer will spawn as well as a ripper pigcop on the 
    balcony behind them. Smash the crates blocking the scaffolding from moving 
    and push it up to the wall. After climbing it a pigcop will start firing 
    at you from a (very stupid) position. Teach him the error of his ways with 
    a well placed shot. Squeeze down into the office and trudge down the stairs. 
    As you cross this new room a CHECKPOINT will activate. 
    Throw the blue barrel into the container to trigger the next sequence. 
    Shortly afterward a crazed engineer on a scissor lift will burst though a 
    wall followed by an RPG pigcop and two ripper and pistol pigcops.
    You can use the time to throw in a couple of pipe bombs or just shoot them. 
    Use your newfound toy to retrieve the two blue barrels (one directly behind 
    the start point of the lift as well as a shrink gun in the darkness and the 
    other on some scaffolding to the left of it) and throw them in as well. More 
    banging on the doors signifies the pigcops are back as a berserker, super 
    pigcop and enforcer barge in to say hello. If you need to you can retreat down 
    the tunnel that the lift came through (there is a railgun at the end as well 
    as some trip mines) and carve up the enemies. Immediately afterwards a door 
    on the other side will be broken through and the same enemies will come out. 
    Fight through these guys to find another blue barrel in one of the rooms. 
    Chuck this in and prepare for a CHECKPOINT as well as a fight as two assault 
    commanders blow their way into the room. I would suggest hiding in the tunnel 
    (they rarely shoot through the broken door) and shooting them with either 
    the shrink gun or freeze ray (with extra freeze) to finish them. 
    Descend to the lower floor and climb up the scaffolding there so you can 
    leap onto the crane and off the other end. Jump onto the large pipe and over 
    the railings (there is a freeze ray here as well which you should keep for the
    next two missions if you don't already have it) and tread down the stairs 
    to end the level.
    THE CLARIFIER - Part 2
    Recommended weapon to carry through the level (for the boss fight) - Freeze 
    As you descend the stairs an engineer will start screaming and begging you 
    to save him. Watch as he receives his just deserts and then move cautiously 
    ahead. A pipe bomb will arc over the central pipes repeatedly homing in on 
    you so be wary. Four pregnators will also be in this small area, waiting to 
    give you a kiss. Race out and kill a couple of them and retreat to lick 
    your wounds before the pipe bomb blows you to bits. After killing them an 
    octabrain will rise up over the pipes, pick it off with whatever you have 
    and get ready for more. As you climb the ladder dividing the room another 
    octabrain will spawn and the shotgun pigcop below will begin to fire at 
    you. Concentrate on the octabrain then target the pigcop. Some more 
    pregnators will be in the area so mop them up and climb up the ladder on 
    the right. Balance over the tentacle to reach the upper tunnel. CHECKPOINT.
    Travel to the end of the tunnel and break open the grating to see the whole 
    place is electrified. Climb onto the right support and drop down onto the 
    small ledge on the right for a shotgun through the broken railing behind you. 
    Use the floating wire spools as a bridge to cross the water. Circle round 
    to find a ripper on the ground along with two pipe bombs. Open the blue door 
    and follow the linear corridor, passing a pistol and RPG launcher on the 
    way. Shortly afterwards you will find a green door. Open it for a CHECKPOINT 
    and to see three barrels fall into the mess below. Don't follow them, 
    instead look for some red pipes to your left and jump over. At the 
    intersection take a left to find a webbed corpse with a shotgun and trip 
    mine. Go back the way you came to find an incapacitated EDF soldier with 
    two high explosive charges, a shotgun and past him two more pipe bombs.
    Climb down the ladder and prepare for five octabrains to assault you as 
    you move the platform with the glowing pad. Take note, it may look like 
    you are locked on to a tiny platform but you can use the wire spools to 
    travel across the water if you are careful and hide behind the wall (I 
    know its not easy being 'careful' when there are three octabrains on your 
    ass but what can you do?). It is strangely satisfying to see them hit the 
    water and die via electrocution (frozen of course). Head back to the central 
    platform and turn the bridge one hundred and eighty degrees. Dodge the 
    electricity as best you can (sprint) and stop at the constant stream. If you 
    run jump you will take 3/4 damage and not die. Flip the switch and wait for 
    the power flow to stop. Dive down and turn the valve to open a waterway and 
    swim down it to enter the next level.
    Recommended weapon to carry through the level (for the boss fight) - Freeze 
    Float along until you exit the waterway and move towards the valve in the 
    middle of the area. When you turn it a series of bubbles will activate, 
    allowing you to head up through a broken frame. To the far right is a 
    treasure chest containing a beer and two pipe bombs. If you head to the 
    left you will be attacked by two octabrains, spam your pipe bombs and then 
    if you didn't grab them before go back and get the pipe bombs from the 
    treasure chest. Travel back to where you were and place the explosive charge 
    on the grating. Float along the pipe to the left and get ready for another 
    octabrain fight after turning the valve and a CHECKPOINT. 
    Unfortunately the ensuing fight is mostly down to luck. Start by throwing 
    your two pipe bombs at one octabrain and then try to finish it off with 
    your shotgun. Head back to the air vent and try to shotgun the other one 
    to death. It is a difficult sequence but doable if you have those bombs. 
    After recovering your air, swim over the long gap to another vent and find 
    two more pipe bombs. You will see another valve and as soon as you turn it 
    another two octabrains will spawn. Retreat back to where you came in (they 
    won't follow you through the gap) and shoot them from there. Resume your 
    jovial trip down the pipeline until you reach yet another valve. If you've 
    managed to lug the freeze ray though this annoying level, this is where it 
    pays off. Turn the valve (thankfully no more octabrains) and grab an RPG 
    launcher. Float up to the grating and place the next explosive charge to be 
    thrown backwards by the emerging Energy Leech.
    Boss Battle - Energy Leech:
    Method A - The easy way
    This method will take two shots to kill the energy leech... I'm serious. 
    Dodge him as he crashes down and freeze him (and yourself) with the freeze 
    ray. This will take him down to zero health. Shoot him once with the RPG 
    launcher and he is done. Easiest... Boss.... Fight.... Ever.
    Method B - The hard way
    Boss attacks:
    Body slam - strafe away from the leech to avoid
    Spark missile - strafe away if you can
    Suction attack - swim away from the leech
    A lot of people compare this fight to the Octaking in terms of difficulty 
    as the energy leech has a few annoying attacks. He will slam down on you, 
    fire energy missiles at you and suck you towards him. The main danger of this 
    fight is running out of oxygen, so focus primarily on this as being out 
    of oxygen and then hit by the boss is what tends to kill players. There are 
    two EDF ammo crates to refill your RPG ammo from and three sets of vents 
    to use. Try to fire off a shot on the leech before going for more ammo as 
    he will enter a recoil animation, giving you more time to get to the crate 
    and time to avoid the ensuing body slam that inevitably follows. Use lock-on 
    as much as you can to avoid wasting ammo (if he is right in your face don't 
    blow yourself up). It is mostly just common sense but still a very annoying 
    Paddle up into the grate that the leech burst out of for a CHECKPOINT and 
    follow the vents until you see a shining green hole above you. Burst up 
    though it and jump out of the pool to finish the level.
    BLOWIN' THE DAM - Part 2
    The whole place is coming down on your head so move your ass! Follow the 
    catwalks and race through a few room (watching the pigcops flee as well). 
    After you see them get ready as a berserker pigcop will rush you. Take care 
    of him and race on and you will shortly run into a large room with a hole 
    in the floor (I have to say listening to "Carry me home" by the Living End is 
    an awesome fit for this level). Take the right path (or explode) and once 
    the path disintegrates travel back and use the left path and the red pipes to 
    cross the gap. If you fall off the pipes you will land in the water, just 
    swim to the ladder and try again. CHECKPOINT. Follow the corridors until 
    the water level starts rising and get ready for another one of the more 
    annoying sections in this game. 
    Barrels will start flying down the staircase and deal large chunks of 
    damage if they hit you. There are two methods to climb these stairs. You 
    can race up the stairs dodging the barrels (there is a very dangerous bit 
    where you have to jump though a curtain of water in which you can't see 
    the barrels so some dumb luck is needed). The other method is to use the 
    rising water as a shield and just rise out when you need air. This stops 
    the barrels hitting you but means you might drown instead. The red 
    explosive barrels are one hit kills even with full ego so avoid them at 
    all costs or you will be seeing the loading screen quite a bit.
    I would say to make the most out of your oxygen bar and only surface 
    when you have to. When you eventually reach the top you can take out 
    your frustration on the swine (berserker pigcop) that has been giving 
    you so much grief. CHECKPOINT. Carry on until you see a mechanic being 
    squished by a berserker pigcop. Take care of the pigcop and another two 
    will spawn almost instantly. Get rid of them and head down the path 
    behind where they spawned. Whatever you do don't follow the engineers as 
    they are screwed. Look to the left to find a ladder to the bottom and 
    work your way to the ladder against the far wall. Rise up like an avenging 
    angel and race along the long waterway to be blasted to the end of the 
    Wake up to an unwelcome sight, once you get over that terrible shock the 
    president starts berating you. Ignore him like usual until the Cycloid 
    Emperor gives him his 'full cooperation.' It's go time so prepare to engage 
    in the final battle...
    Boss Battle - Cycloid Emperor
    Charge Attack - This attack will most likely kill you the most so sprint to 
    the side to avoid it.
    Missiles - Just keep moving to avoid these as he doesn't lead his shots.
    Stomp (Close range) - Backpedal or just don't get in close range if you can 
    avoid it.
    Common Strategy - Normally recommended
    Circle the boss until his RPG wielding pigcop lackey drops down. Kill the 
    pigcop and grab his launcher (he may also drop a pipe bomb you can use). 
    Shoot the emperor with a few shots (some people leave two shots to take care 
    of the spawning pigcops) and wait until the next pigcop/s spawn. Kill, steal 
    RPG, shoot until he falls for the first time. Run up press X and then tap 
    A to rip one of his arm cannons.
    After removing the first arm cannon the emperor will gain a new attack a 
    laser guided nuke. The laser won't hurt you but the blast will. Get out of 
    the area and resume your normal tactics. Using the pistol or shotgun to 
    take out the pigcops. After the first group of pigcops is dead, an enforcer 
    and flying assault captain will arrive to annoy you. Use your collected pipe 
    bombs or headshots to take out the enforcer and ignore the assault captain. 
    Shoot the emperor with the enforcer's weapon until it is empty and then 
    retrieve an RPG launcher from the newly spawned pigcops. Another enforcer 
    will spawn after this so either use some RPG ammo or the tactics outlined 
    above. Repeat until the emperor falls for the second time. Press X and tap
    A to pull off the quicktime event.
    Continue dodging until the devastator and an ammo crate is dropped into the 
    center of the area and use this to fill up your weapons (and grab the 
    devastator) before going berserk on the emperor. Continue dodging and firing 
    (using the container as a shield from the emperor) until he falls for the 
    last time. Race in and complete the event (tap A rapidly and piss in his eye 
    for a CHECKPOINT) to finish the Cycloid Emperor and if you have followed 
    this guide from the start the game. Savour the feeling as that will be one 
    of the most difficult fifty gamerscore you will ever earn.
    Alternate Strategy - Personally used and won
    I have been told that it is possible to destroy ALL the reinforcements for the 
    boss battle thus stopping them completely.
    This info was provided by Kuro-chan and may help make the fight easier
    for you.
    It was possible to actually run out of enemies for the 'ships flying above' 
    to drop.  After they dropped around 30-40 Rocket Hogs, they suddenly stopped 
    dropping anymore, leaving me a mountain of RPGs to use. (At this point, I was 
    down to my last clip of ammo to pickup and only a few shotgun shells left.)  
    In addition, this carried on through the rest of the fight.  I only had to 
    deal with the boss itself! No reinforcements!  This made the rest of the fight 
    easy as hell to finish.
    The main problem of this fight is the lack of ammo for your weapons. So 
    instead of using the RPG launcher ammo on the boss straight away spend your 
    time killing the spawning pigcops over and over again at the start of the 
    battle. Empty your pistol (including the two ammo pickups) and around half 
    the shotgun ammo. At this point (if you are a decent shot, have used your 
    ammo sparingly as well as some melee attacks to kill the pigcops) you should 
    have enough ammo stockpiled to take the boss straight to phase three. Leave 
    one pigcop alive (and keep him alive so no enforcers or new pigcops spawn) 
    and proceed to rip the boss a new one. Once he falls for the second time 
    make sure you keep the RPG as well as picking up the devastator when it 
    drops (as you can reload both from the ammo crate). Put the emperor out of 
    your misery secure in the knowledge that you did it the easier way with no 
    enforcers and a blaze of RPG fire.
    Hope this guide helped you out and you didn't contemplate the aerodynamic 
    properties of your controller too much (I know I sure did a few times when 
    playing). So leave any questions, suggestions or alternate strategies that 
    you think work better and I'll be happy to modify the guide and credit you. 
    Thanks to the Duke for the memories as those pixelated strippers meant so 
    much more then
    Copyright 2011 Ben Buttenshaw
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.

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