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Batman Vengeance - Solve

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    13 de setembro de 2013 13:33:53 ART

    Batman Vengeance - Solve

    Submitted by: Dave Mclean

    WALKTHROUGH!
    ------------
    EPISODE 01: A Girl to Die For

    LEVEL 01 - THE BOMB
    Opening sequence: FMV of Gotham Chemical. Brightness mode option
    appears before you begin the game. Press triangle or X button to
    proceed. Run down the stairs. Run a little past the boxes, turn left
    and again, run down the second set of stairs. Jump on top of the boxes
    to avoid the steam. Move forward. Jump the gaps in-between. If you
    do fall, look for the ladder and climb. Locate the area where the
    steel fence is and jump down the opening. Open the door to rescue the
    mysterious woman. Run towards the time-bomb and jump down. Follow the
    path.

    LEVEL 02 - RANSOM NOTE
    After the FMV that follows, you'll discover that the woman you just
    salvaged is Mary Flynn. Take the Joker's ransom note.

    LEVEL 03 - BATCAVE TRAINING
    Enter Batgirl. After some small talk, proceed near the Batmobile area.
    Let yourself fall before you reach the walkway leading to it and you'll
    find a door. Enter training program with Alfred (a recording,
    actually) as your guide. Use the BatGrapple to retrieve BatCuffs and
    Batarangs (glide to do so). Practice your strafing skills and target-
    practice with the Batarangs. Next, warm-up your fight moves on the
    metal post. Once through, enter the next door and use the stealth move
    to avoid and turn off the laser. Exit room to take the final challenge
    which is the free fall action where you have to snare an object.
    Couple of FMVs take place afterwards.

    LEVEL 04 - ROOFTOP BATTLE
    Glide to the next building. Proceed to the other side for the grapple
    icon. Battle thug. Climb ladder and secure box of BatCuffs. Grapple
    your way to the next structure. Knockdown next hoodlum. Glide towards
    the other end or you may want to check out what's beneath the grilled
    pipes (health box). Simply locate the ladder to get out and move on.
    FMV of Mary being chased ensues. Grapple to the next edifice. Fight
    off goon. Grapple. Run the walkway and glide to the next. Enter door
    and follow toughie. Grapple then, subdue another henchman. Locate
    the part of the grills with an opening (to your left from starting
    point) to see another grapple icon. Prior to moving forward, you may
    choose to make a little stop. Move a bit forward (three short stops)
    until you drop on the REAL ledge. Go left and on the next turn, there
    is another grapple area. Do so and enter the door to discover cheat A.
    Egress via the other door which will lead you to familiar territory
    (way to open fence). Grapple to the other scene (boards). Gliding to
    your right, you will encounter a criminal. In there, you'll also find
    another health kit and a box of Batarangs. To continue chasing the
    kidnapper, go to your left (from your point of origin) and glide from
    board to board. Upon reaching the corner of the tower, glide on to the
    next then, grapple to the one with gargoyle heads. You may opt to
    glide to the next gargoyle to avoid wasting your energy on a fight and
    having to climb to reach the short distance. Proceed to the other
    end of the same skyscraper and use the last gargoyle as your
    "springboard" to the next one (with the pyramid shapes on the roof).
    Run to the opposite side of the ledge then, slide. Make sure you glide
    when you're nearing the gap to make it to the next side. The villain
    sidekick will challenge you to a round of fisticuffs. Pick-up the
    BatCuffs in the process. Episode ends with Batman providing Mary a
    BatCom-link.

    LEVEL 05 - THE BRIDGE
    FMV with Batgirl. Pick-up Flash Bombs. Take care of the baddie.
    Ascend ladder and retrieve cheat B (glowing item on top of one of the
    crates) by creating some leeway then, gliding (tilt slightly to the
    left - Batman's vantage of ladder) to one crate and eventually jumping
    on to the box where it is situated. With a little patience and
    practice, it's possible. Retrace your steps and descend other ladder
    or jump down. Disarm and immobilize a couple of bad guys. If you need
    to recharge, you'll find a first aid kit near the crane area. Proceed
    to the second truck (headlights off) and hug its van to secure the
    Batarangs and weave your way into the next area. FMV appears. After
    wiping out the anti-hero, check out the back of the crate near the
    strewn gas tanks and you'll find some handy BatCuffs. Grapple your way
    to the top of the bridge, cross planks, move up ladders and dispose of
    crime aids (a pair) you'll meet. There is also a first aid box
    somewhere. Enter door and grapple to an area with two antennas and
    spotlights. Here, you'll do combat with the Joker (BTW, he's carrying
    Toby) swinging on a wrecking ball. Another strength energizer and
    Batarangs are available to tide you over. To finish off the Joker,
    stay close behind an antennae (first, determine Joker's position).
    When an opportunity arises where he hits it (instead of an open area or
    worst case, you), bombard him with Batarangs (don't pause) so he won't
    get another chance to swing. For his initial defeat, the Joker gets
    back at you by dropping Toby. Mary pleads you to save her child from
    apparent death. Here's where you get to use your talent in free
    falling. Upon catching Toby, you find out that he's nothing more than
    a doll - a booby trap set up by Harley - disguised as Mary. The Joker
    and Harley have a little squabble over you. You have another
    confrontation with the Joker (in spurts), this time hand-to-hand. His
    acid trick and other gadgets are small time compared to his hands.
    Moreover, watch out for his lock and grip move -- where he keeps on
    punching you while pinning you down. Should he succeed in making this
    annoying step, quickly move your left analog stick from left to right
    (use your all fingers, not just your thumb) to kick him out of your
    face. Utilize your power move to get rid of him much faster. He'll
    ask Harley for some assistance but, he'll be snubbed because of their
    earlier quarrel. Upon hurdling the third round, the Joker makes
    another move but, Batman is quick to respond (just stay back and relax,
    the computer takes care of this round). It's deja vu afterwards (per
    the Joker). The Joker elects to die rather than get caught by pulling
    of another old trick (shocking handshake). Batman loses his hold and
    the Joker falls to his demise.
    LEVEL 05 - THE BRIDGE 2
    Harley is heartbroken at the turn of events and decides to follow the
    fate of her beloved "J." Another hangtime for Batman. After pulling
    out Quinn from disaster, she walks away and says that her days as a
    villain are over.

    EPISODE 02 - In Cold Blood

    LEVEL 06 - ISAAC EVERS
    FMV of Mr. Freeze who gets upset over the content of a video tape sent
    to him. Batman heads to the Gotham Industrial Research via Batwing.
    Save the flash frozen guard (you'll hear him moan) by boxing (to save
    on Batarangs) the blocks. Chip your way to the next area (a little to
    your left after rescuing the first guard) using a few of your jujitsu
    moves. Drop down. First, cuff the ice maiden then, rescue the sentry
    to avoid unnecessary encounter. To your left, on the same side you
    came in, create space anew. Go up the ladder and replenish your
    Batarangs. Climb a second set of stairs and work your way through the
    next entrance. On the center table is a box of Electric Batarangs. On
    your way to the door, you see Mr. Freeze on the video surveillance
    camera and a communication involving Batman and Batgirl occurs. Enter
    door. Disarm and disable the crime assistant. Free the sentinel.
    Straight ahead, you'll find some more BatCuffs. Proceed to the large
    (double) door/s (to your left, upon entering). This will lead you to a
    room with gigantic test tubes. Battle another one of the Frozen
    Madman's henchwomen. Grapple. Glide down to the next glass tube and
    knockout cold another bad babe. Cross the bridge to the next tube.
    Ascend the ladder and glide to the cylinder opposite it. Move up the
    ladder once more. Cross to reach the next point and go up again.
    Restore your health if needed. Cross the other side and rescue another
    lookout and secure Storage Area Key 1. Glide to the opening. Enter
    door.
    LEVEL 06 - ISAAC EVERS 2
    Climb the ladder on your left side. Walk near the conveyor and hitch a
    ride. Drop down near the boxes, which is a higher portion of the room.
    Replace any loss in your strength and grab some Nets (a substitute for
    BatCuffs). Move further ahead. Ascend the stairs and free the guard.
    Get Storage Area Key 2. Attack a duo of dangerous damsels below.
    Proceed to the area behind the computers and rescue another security
    person. Get near the chunk of ice blocking the bridge to reach it and
    your destination. Upon entering door, a FMV develops. Mr. Freeze
    spots you and has his hired help (total of three) kill you. Drop down
    and get a box of BatCuffs. Incapacitate the trio first to facilitate
    your crime-fighting job. After defeating all three small time
    antagonists, the Iceman cometh. Lunge at him and he stops you on your
    tracks by freezing your feet firmly on the floor. Squirm to free
    yourself from your semi-frozen form. Batman then calls on the Batwing.

    LEVEL 07 - FREEZECOPTER
    Simulation has never been mine strong point so, I can't give you much
    in here. Simply avoid going head-on with the bridges, concrete trees
    and signages (during the tunnel and freeway chases). A few bumps on
    the wings won't do much damage. There's really not much need to use
    the booster as Mr. Freeze's chopper is rather slow. Nor are you
    required to use the spin move at all. Just avoid the ice blockades he
    furnishes in-between buildings during the pursuit by firing electrical
    spikes. Sometime during the chase, he'll also be releasing some
    hovering pests which fire at you. You may use the spikes to rid
    yourself of these annoyances. To do damage to the FreezeCopter, gun it
    down using the electrical pods. When the crosshair turns red, fire
    away. However, you'll have to wait for it to recharge before you can
    give it another go (don't worry, charging time is quite short). Watch
    the FreezeCopter icon (on the lower-right hand corner of the screen) as
    it undergoes several changes: the shield turns crimson then,
    disappears. From hereon, it will take just a few more blasts before
    you take Mr. Freeze's fly down. Dr. Evers is ejected but, the Bat
    comes to his aid. Dr. Evers denies he forwarded the Promethium
    publicity tape to Mr. Freeze. During Batman's investigation, he also
    caught the good doctor lying -- by saying that his research was being
    funded by the Wayne Foundation.

    LEVEL 08 - PROMETHIUM FIRE
    Batman back in Gotham Industrial to find more about Dr. Isaac Evers.
    Exit WC. Head for the huge door. The door closes behind Batman.
    Conversation with Batgirl informs you to unlock the hubs to get to Dr.
    Evers files and unlock the door. You have a quarter of an hour to
    solve the puzzle. Go straight ahead (grey monitor) to activate the
    maze. The main objective here is to connect all the blue wires
    together (they'll light up when you make the correct pattern). Sorry,
    I can't give you the exact turns that you have to perform. It's more
    of a hit-and-miss affair. When you're done with the blue wires, enter
    the next room and do the same with the yellow wires. When successful,
    proceed to the next chamber and finish the red ones. If you don't have
    the patience for this type of puzzle, you may also just while the time
    away (you will, however, miss a couple of points). (When the clock
    runs out,) (T)here'll be a rocking explosion, afterwards. Batgirl
    checks on your situation and informs you that Dr. Evers is "out of the
    icebox and into the Arctic (in cold storage, carrying a disk)." To get
    to Dr. Evers, glide (towards your right) through the "ice coffins"
    (while avoiding the steam from above) to reach the control box at the
    other end (left side). This will turn off the electric current thereby
    enabling you to wade through the knee-deep water. Next, turn off the
    other switch (just beside your starting point) that controls the line
    of steam. Enter a couple of doors and get rid of a couple of cool
    chicks. Before entering the large door on the far end, you'll find a
    strength enhancer on a small opening to your right. Turn left, then
    enter next door. Batgirl tells you of her discovery that Dr. Evers
    lost support from the Federal Funding brought about by the dangers of
    Promethium. On the other hand, Dr. Evers got to continue with his
    project following a successful bank heist by the Joker. Logically, the
    Clown Prince of Crime is behind the funding of Dr. Evers Promethium
    research. Enter door. Go straight ahead and produce an entrance.
    Turn right and create another opening. Thaw another female thug.
    Climb ladder to get Batarangs. Find another girl gangster near the
    next door. Again, get rid of that ice barricade to proceed. Defeat
    another pair of dangerous dames. Look for a ladder somewhere ahead
    (right side). Trek the other end of the walkway and discover a number
    of Bat-treasures: Batarangs (normal and electric types), BatCuffs,
    Stunners, Remote Charges, Nets, Strength Potion and Flash bombs abound!
    Go down the opening (left side) and encounter two more sensitive
    toughies. After knocking down the last one, secure laboratory key.
    There's also a box of BatCuffs in this area. Enter the door (lighter
    shade) on the right side. FMV where Mr. Freeze surprises Batman as he
    picks up the disk left by Dr. Evers. Run around from end to end. Pick
    up Remote Charges along the way. Your objective is to target the
    moving glass containers on top with the Remote Charges and time the
    release so that these fall directly on Mr. Freeze. You have to switch
    >from first to third person view every so often. This is really
    frustrating since you have to press so many buttons in order to sweep
    the boss. You need around seven to eleven hits (depending on the
    amount of damage) before he burns. Mr. Freeze gets a dose of his own
    cold medicine when Batman saves (and traps, at the same time) him.

    EPISODE 03 - Plant Food

    LEVEL 09 - SAVING BATGIRL
    Somebody provides Ivy with a vial of green chemical. When she tests it
    on one of her plants, it turns into a carnivore. Batgirl informs
    Batman that the transmitter given to Harley has been tagged on Mayor
    Hamilton Hill. Batgirl follows, is caught and calls for back-up. In
    this level, you have to constantly keep track of Batgirl's health bar
    as well or it's game over. Here's the fastest and most sensible way to
    tackle this: Climb ladder, drop down, get Electric Batarangs in
    between cars 1 and 2. Ascend ladder and defeat alien thug. Enter door
    3, electrify green goon and Exit. Pick up Remote Charges in between
    cars. Go up car 4. Nip Poison Ivy's "bud" guy. Move up car 5 and
    pluck out weedman. Climb car 6 and enter car 7. There are two vile
    henchmen in here. Get Electric Batarangs. Ascend ladder on car 8 and
    get rid of plantman. Go up car 9, burn the alien thug and again, move
    up car 10. Singe the green goon and grab the Electric Batarangs.
    Enter car 11. Scorch the last two botanical bad guys. Pull lever
    (which would activate all four electronic switches on the last car)
    then, hurry outside. While several more switches can be found inside
    the other coaches, they're too far off (eventually, they would bog down
    and you can no longer make use of the rest). Enter final destination
    and the Dark Knight rescues the damsel in distress. Trench-Coat hies
    off as soon as he sees Batman.

    LEVEL 10 - BATMOBILE CHASE
    Trench-Coat leaves via a stolen car. Enter Batmobile. This level is
    similar to the chopper chase with Mr. Freeze. It's a repetitive one
    (about three rounds). Important things to remember are: keep sight of
    the getaway vehicle; time your turns; lastly, make sure that you
    constantly hit the car (icon should turn red by the second round).
    Avoid bumping into traffic (this slows you down considerably) and veer
    away from the mines. When you've done enough damage, a FMV takes
    place. Batman tells Batgirl to bombard the car with smoke bombs. Make
    sure you get this right or you'll have to go through another round of
    the chase if you don't hit Trench-Coat's getaway car. The technique is
    to keep on firing away (of course, you have to make sure that you're
    hitting your target -- just keep moving your analog stick and ensure
    that the crosshair/target appears). This should take only a few
    seconds then, the next FMV appears with the vehicle careening towards a
    cliff and getting ready for...

    LEVEL 11 - THE CRASH
    Glide to the crash scene and pick up an apple. FMV at the BatCave
    where the duo are stumped (as to Harley's involvement). Batgirl
    discovers something in the apple. Something that Mayor Hill may
    have..."oh, gross!"

    LEVEL 12 - PLANT ELECTROCUTION
    Batman proceeds to Gotham Chemical Plant to check on the poor mayor.
    Jump down. Open the door to your right to discover some Electric
    Batarangs. Follow the path. Careful now as there are two of Poison
    Ivy's minions. Knock them down with the Electric Batarangs. Enter the
    opening. Go straight ahead as there are poison-spewing plants on both
    sides of the entrance. Turn left to flame another alien thug. Turn
    right. Grapple to the other side. Again, follow the path. However,
    don't just go running ahead as there are vines that will strangle you.
    First, paralyze Poison Ivy's poisonous plant pet (the one on the
    ground) with a dose of Batarangs. Hug the wall and proceed. If ever
    you're caught by any of the vicious vines, frantically move your left
    analog stick left and right. Upon reaching the fungus room, grapple.
    Make sure you step away from the yellow slime oozing on the floor (they
    sap you of your strength). Quickly glide (left) onto the next couple
    of mushrooms before they tilt you back to the ground. On the third
    toadstool, glide towards the ledge and grab the health box. Grapple
    and glide to the other part of the ledge for extra Batarangs (there's
    another set on the corner below, in case you're interested). Grapple
    to reach the top of the blocked steel staircase. Climb a few more
    steps and enter door to find Trench-Coat sneaking away. Hurl a
    Batarang on that single deadly vine below. Go down and grab the Remote
    Charges. Go up the ladder on the upper left corner. Enter. Turn
    right and slide. Open steel gate.

    LEVEL 12 - PLANT ELECTROCUTION 2
    Continue sliding. Avoid the first gap. Allow yourself to fall down
    the second cavity. Drop. Get Secret Key 1. Grapple, jump and carry
    on. Glide to stay clear of the final crack. Before going straight
    ahead, open the door to your left (right after the opening). Defeat
    the lone guard to get Cheat C. Exit and electrocute a couple of vines.
    Turn right, follow the path and get some Nets. Retrace your steps and
    proceed to the tunnel. When you reach the room full of chemical vats,
    electrify the vine in front of you. If you need some more Batarangs,
    there's a box directly below the plank and one in-between vats 3 and 4.
    Glide to the next three ledges to reach the corner. Climb ladder. If
    you still have some Electric Batarangs left, life would be much easier
    as you can take care of the three thugs at this point. Cross and glide
    >from point to point (there are three in all). After the second
    installment, you may opt to go down straight towards the door or
    recuperate if need be (there's a health kit on the other end of the
    broken bridge). After going to a series of entrances, you'll come
    across a room similar to the one with the vats. Only this time, you
    have to glide towards your left side. Subdue a solitary crime
    creature. Grab first aid kit. Cross the bridge and come face to face
    with Mayor Hill (you might want to go down the stairs first if you're
    down on your health bar as there is a first aid box on the opposite
    end, hidden between plants). Mayor Hill relates to you that Poison Ivy
    put some thing in their (politicians, businessmen) stomachs. She was
    blackmailing them for money and power in exchange for plant food that
    would sate the hunger of what's inside them -- for if not, they become
    them. That's the reason why he met with Trench-Coat -- to make a
    payment. Enter Trench-Coat. He removes his disguise. It's a
    frustrating battle since he just won't seem to go down even if he's
    already out of health. Just keep on punching him near the edge and
    watch him drop down the vat. Pick up the sub-basement key he'll leave
    behind. Batgirl contacts Batman for a lead. According to her, Harley
    admitted putting the trace on Poison Ivy because she was afraid of her
    after she turned down Ivy's proposal. She knows too much and shares
    her knowledge. She squeals that electricity is the waterloo of Poison
    Ivy's creation. Your next mission is to locate and operate the main
    power breaker located at the sub-basement.

    LEVEL 12 - PLANT ELECTROCUTION 3
    Enter the door which was previously locked. Down the stairs and out
    the doors. You interrupt Ivy and Mayor Hill's discussion. You, in
    turn, are interrupted by Poison Ivy's Green Monster. To defeat the
    hideous creature, keep on bombarding the left and right tentacles with
    Batarangs. As soon as it releases its grip, keep on firing away at the
    tubes where it hangs on (make sure your crosshair is red) to release
    steam. This will prevent it from hooking up anew. Don't worry about
    losing ammunition as Batarangs will be available at your disposal.
    When you've disabled both sides, focus your attention on the center
    tentacle. As soon as it drops in the vat, immediately grapple to the
    other side. Take Ivy's threat seriously that you've only made it
    stronger (it's going to resurface if it takes you too long to proceed
    to the other side). However, hear her carry a different tune as soon
    as you get near the breaker. Pull the switch to permanently abort
    Poison Ivy's babies. Batman gives Mayor Hill the antidote which Poison
    Ivy drops. FMV with Batman telling Batgirl of his conversation with
    Harley re Joker's possible comeback (blimps stolen from Gotham Airstrip
    by perpetrators in white).

    EPISODE 04 - Fool's Grave

    LEVEL 13 - GASWORKS
    This level stinks. Anyways, proceed to your right, avoiding the jester
    box. Move a bit forward then, turn left. Look for the ladder and
    climb. Go right and near the boxes you'll find some BatCuffs and Flash
    Bombs (evade the gunfire in the process). Slug it out with the two
    thugs (stay away from their bear hugs). On the path to your left is a
    strength energizer. Near the boxes where you got your gadgets is a
    wheel that will close the pipes. Turn it and enter door. Run down and
    glide towards the second steel support as the first one serves as a
    trap. Follow this path until you reach the end where the mime man is.
    Knock him down and turn the wheel beside the stack of crates. Glide
    down (watch out where you land). Careful that you don't step on the
    weak floor boards. Behind the covered boxes are a set of Batarangs
    (just ignore the jacks-in-the-boxes). Enter the opening where the
    fire-breathing clowns roam (where there is a huge crack on the floor).
    Enter door and run down the hallway. Before proceeding ahead, disable
    the two hoodlums (one each above and below). Go straight, avoiding the
    two gaps on the floor. Subdue the first goon. Grapple and do the same
    on the toughie here. Glide from rail to rail (note: you'll find some
    cuffs on the boxes below and a strength enhancer behind it). Turn the
    last wheel (near the crate) after defeating the second villain on the
    top level (another note: see the grapple icon near the railing, the
    one you can't seem to access from below? Glide from there to see a
    sewer passage with a total of nine boxes all lined up. Land on one
    crate and jump until you reach the end. Cheat D is definitely here.
    Your best bet in nailing this one to the ground is to watch the
    movement of the crates. They bobble up and down so, time your jump
    when it's in lower position for you to land safe and sound. Sure, the
    boxes do break if you don't move fast enough but, believe me, ten
    seconds is an eternity here. Going back (from above), glide to the
    opening. When you reach the area where there is a grapple icon and a
    couple of clowns, it's gliding most of the way. The trick is to stay
    as close as possible to the wall and away from the gushing liquid.
    Cross the ledge you would chance upon then, glide once more. Before
    entering the opening, turn left to replenish your strength bar. Switch
    to first person view and get rid of the clown box. Go straight ahead
    and exchange blows with the first henchman. Once down, disarm the
    other one before gliding or you'll never make it across. Enter door on
    your left. Ignore the two mechanical-musical menace as they'll
    malfunction the moment they fall down from the platform. Defeat the
    villain sidekick and grab the Remote Charges behind one of the posts.
    Proceed to the inclined plane and open the door. You discover that the
    firebomb toys are being loaded in the sewer pipes which trace to the
    entire Gotham system. Fight the baddie inside the room from your
    position (you'll be giving him a great advantage if you go inside since
    there are three clown boxes that would hound you). When you've floored
    him, pull down the lever inside the room to turn the pipes. Exit the
    door where you came from for a much easier grapple. Pin down the bad
    guy and proceed to the far end and enter another room with a switch.
    Exit. Grapple again, this time to the topmost ledge where there is
    another mime plus a strength potion. Floor the guy and enter the
    switch room (final link that would connect the gas and water lines).
    Batgirl will inform you to open the main valve. Go outside and to the
    far end of the ledge where there is a Little Johnny Pyro toy. Glide to
    the opposite area (or grapple should you drop) where there are three
    sets of flywheels. Align the green portion of each wheel to the green
    indicator to open the flow of water and rid Gotham of the firebomb
    toys. However, you find out that the water valve at the pressure
    station has been closed anew. A crime aid barges in the opposite door
    and starts shooting. Unarm him before gliding to make sure you don't
    fall prey to his bullets. Punch and kick him soon as you reach his
    side to push him inside the room and give you space to maneuver. After
    putting him to sleep, get the box of Batarangs and move the lever that
    will drown the nefarious clown gadgets. You find out the nasty little
    secret that Dr. Evers (he's behind the plot to burn down the Gotham
    Industrial Plant to serve as an insurance scam) has been keeping all
    along. And the twist (the Joker's men he hired for the job turned
    their backs on him) that came with it.

    LEVEL 14 - SWAT CHASE
    As Batman is all set to deliver Dr. Evers behind Stonegate, he finds
    Commissioner Gordon and half the GCPD unit outside. In a wink of an
    eye, a Batarang from nowhere knocks down the Commissioner and the
    police are after the Dark Knight. He grapples to a helicopter, heads
    to the rooftops and calls on Batgirl to deliver the Batmobile. Just
    move forward then, grapple. Use Stunners, Nets to hold them or better
    yet, simply ignore the SWAT team (they're on the right side of the law,
    remember?). Climb the roof of the third room and grab some Nets and a
    health box. Grapple. Inside are two more policemen. Disregard. Just
    find the ladder, ascend and exit the door. Follow the path until you
    reach the helipad. Grab some Flash Bombs and health kit (look at the
    corners) then, grapple. Avoid the sentries, move towards the left side
    and grab some Stunners. Continue moving forward until you see a
    grapple icon. Avoid one sentinel and grab Stunners in the center part
    of the area. Move forward (VROOM billboard) until you reach the edge.
    Glide towards the lowest room (left side) and move your way up. When
    you've reached the top, glide to the next building. Go up ladders.
    Get Batarang near the antennae. Drop to your left and find some
    Stunners and Electric Batarangs. Glide to the next edifice. Stay away
    >from the two guards manning the area. Look for the door with a red
    light on top (just straight ahead). Beside it is a control panel.
    Throw a Batarang to activate the door. A box of Electric Batarangs
    await. Exit the next door. The police helicopter starts firing stun
    as you cross the connecting bridge. Batman gets impatient and calls
    Batgirl. Exit and look for the grapple section. Before doing so, you
    might want to grab some Nets on top of a box near the drums. Go
    straight ahead then, turn right while avoiding the steam. In front of
    you is a structure with a flagpole bearing what resembles a shrimp and
    what seems like a greenhouse on top. You need to be on that tower. To
    get there, jump on the steam box to reach the upper box with the lamp
    on it. By the way, in case you're low on health, there is a first aid
    kit on the next turn, some distance from the water tank. Glide towards
    the ledge of the next building. Hug the wall and use the catwalk to
    reach the terrace. Towards the middle (in-between the two trees),
    jump, look for the fence break and glide. Drop down the elevator
    shaft. When you reach the bottom floor, get off and take the
    Batarangs. As soon as the elevator goes up, descend and disable to
    controls to open the elevator door. When done, climb the stairs then,
    glide to get inside. Pick up Secret Key 2. Wait for the elevator
    shaft and ride it on your way up. Make sure you get off before the
    platform kisses the ceiling (count four ledges then, jump). Get the
    Elevator Shaft Key. Continue moving forward to find a room where Cheat
    E can be found. Leave room. Proceed inside the tunnel and ascend the
    ladder. To your right is a first aid box. You may choose to exit from
    either doors. Locate the ladder (look out for the guard) and go up.
    Turn right and follow the entire length of the ledge. When you reach a
    cul-de-sac, there's a strength energizer and a grapple point. Move
    forward and glide from building to building while avoiding the
    authorities. When you've reached the second edifice (it has a box of
    Stunners) from your where you last grappled, proceed to the rightmost
    side (you'll find a box of Batarangs on one corner). Glide to the
    neighboring structure and climb a series of ladders. When you've
    reached the last one you'll find another electric door. Again, destroy
    the control panel to activate. Exit other end and go straight. Enter
    machine room and exit using the other door. Batman contacts Batgirl
    anew and is told that she's closing in. The chopper catches up with
    Batman. Pick up the Remote Charges scattered all over and hit the
    fly's lights with it. Hit it thrice and they start firing rockets
    instead of stun ray. Hit it two more times and down she goes.
    Finally, Batgirl arrives. Back at the BatCave, Batman deduces that
    Harley is the missing link to the circumstances that are certainly not
    coincidental (stolen blimp, the gasworks, being framed with Dr. Evers
    and Promethium in the middle). He decides to give her a little
    visit...in disguise (since he's on the most wanted list by the men in
    blue).

    LEVEL 15 - BREAK-IN
    Nothing special about his camouflage. It's merely a bearded version of
    Bruce Wayne with a scar on the right eye.
    Go to your right all the way to the second to the last trailer
    (avoiding the searchlight, of course) and discover a clown sculpture
    covering its eyes with the number one its lower portion. Return to
    your starting point and move past the crates. To your left is a door.
    Open and see another clown statue, this time covering its ears and a
    number 6 engraved on it. Egress. Right beside the room is a trailer
    and a whole lot of boxes. Jump (yes, it's possible but, very close to
    impossible -- considering that you can easily jump on the boxes inside
    the factory which are of the same height!) until you get to the roof.
    Use your scope to see the last clown bust (holding its mouth and a
    prominent nine on it). Get the Flash Bombs as a bonus. Next, go
    forward and look for the door with the combination lock beside it (to
    your right). If you're having difficulty reaching the roof, you can
    actually view the clown carving by jumping on top of the garbage cans
    and using your scope from there (you will miss the points, tho).
    Operate the lock. Using the clues you gathered (eyes 1, ears 6 and
    mouth 9), turn the dials appropriately. This unlocks the door. Enter
    Funnibone Warehouse.

    LEVEL 16 - FUNNIBONES
    To reiterate, funny indeed, how you can climb the crates here a lot
    easier compared to the ones outside (pretty stupid, really). Anyways,
    proceed to your right until you reach a dead end. Climb one of the
    crates. Go to the one next to it (leaning on the wall). Jump to reach
    the one in front of you. Proceed to the box slightly on your left.
    Jump to reach the next one. Step on the light colored crate. Jump on
    the lower box to your left. Drop and reach for that last crate that
    will lead you out of this labyrinth. Drop again then, climb the stairs
    immediately. Don't go roaming around anymore on the lower floor or
    you'll just wake up the jacks-in-the-boxes where they'll follow you all
    the way to the top level. Go to your left and climb the crates to
    secure some BatCuffs. Battle the two goons (one in black, another in
    white). Hidden somewhere on the pile of crates to your right is a
    strength enhancer. Continue climbing the crates to your left until you
    get to a ladder. Climb. Enter door and grab another set of BatCuffs.
    Vanquish another underling roaming along the corridors. Advance to the
    far end (with a smiling clown portrait) and turn on the control to open
    the middle door (which will be indicated by a green bulb). Bear in
    mind that every time you turn on a switch, you hustle since these are
    time-locks (you have about 10 seconds to reach your other point or it
    closes anew). Put one more lackey on his knees then get the Flash Bomb
    and turn on the switch situated on the far right side of the room.
    Exit. The door to your right is now activated (beside the smiling
    clown). Enter and finish off another worthless foe. Pull the lever
    and go outside. Run near the end of the hallway (close to where you
    first entered) and turn on the control (now operational). Go back to
    the last room you entered and use the other door. Crush another
    character in the dressing room. Open the cabinet and get "Toby's"
    penknife (FMV flashback) -- a clear indication that the Joker is alive
    and well to wreak carnage and havoc.

    EPISODE 05 - Infernal Jest

    LEVEL 17 - LAUGHING GAS INFERNO
    The Joker's blimp is over at the gasworks. "His death has been a part
    of something bigger" and the Bat intends to find out what the nitty-
    gritty details are all about. Follow the path. Grab the Flash Bombs
    and enter the chicken-wire gate. Before heading for the smoking door
    pick up the BatCuffs. Kaboom! The Joker has resurrected from the
    grave. The "joke": Joker's not dead and Gotham is. The "punchline":
    it's all Batman's fault when he was led into opening the pipes that
    would burn the whole city of Gotham to the ground! Even Poison Ivy
    played her part, albeit unknowingly, as the "wenchtable" became the
    quietest way to mass produce the Joker toxins. It's all "flames and
    giggles (to quote the Joker)" now unless the pipes are reversed...
    Run away from the crooked hunks. Throw them some Batarangs so they'd
    put down their flamethrowers ASAP. Now, all's fair. Watch out since
    these guys have higher AI. Always be on the defensive. After singing
    them a lullaby, Batman seeks Batgirl's advice on how to close the
    pipes. Enter the flaming door -- carefully. You wouldn't want to miss
    the health potion on Batman's right corner. Drop down. Avoid the
    flames. Snub the three stooges that would charge at you and head
    straight for the opening (slightly left of center). Follow the path
    and enter the coop-wire entrance. You meet with the Joker. Sorry, you
    can't get through this way with another boss, "Fatty (the rocket thug)"
    blocking your path, literally. Go back (exit gate) and enter the door
    to your left side. There's another thorn blocking the door to the
    valves. Run past this bozo, grab the health box and enter. This is
    similar to the green to green (activate) puzzle only now, it's red on
    red (deactivate). Exit the opposite door. Climb the ladder. Be
    astute and conserve your energy for the battle with Fatty instead of
    the two meanies blocking your path. Joker's all red after your stunt
    and decides to escape. He lets his assistants keep you company while
    he makes his getaway. Run around and regularly grab the Batarangs
    available to you. First, disable Fatty's rocket launchers. Target
    those which are ready to fire (red light). Make sure you keep a safe
    distance since he utilizes flame throwers when you get near him. Also,
    avoid his depth charges, those explosives that project instead of going
    directly at you. One last thing, he also fires heat seekers whenever
    you get him. The best way to avoid this would be to stay behind the
    concrete posts and strafe to lock your target. Of course, when they
    have already been fired, you need to outrun them. Hit him four times
    and he's down for the count. He bumps the towering pedestal where
    Harley is, knocks her down and then, crushes her with his entire weight
    (sweet retribution!). To use an age old aphorism, it's like hitting
    two birds with one stone!

    LEVEL 18 - THE JOKER'S BLIMP
    Batman manages to catch up with the Joker's blimp. Avoid the lasers at
    all costs. Stay away from the gaping holes as well. Go to your left
    and jump on the box. Glide to the switch in front of you (this weakens
    the laser position of the switch near the ladder). Return to the
    crate. Move towards the center steel post. Proceed to the switch
    slightly behind the crate (this turns off the laser roaming around the
    other panel). Go to the third switch well beyond your starting point
    (to your right) and deactivate. Proceed to the ladder. Ah, the much
    awaited battle with the Joker. Watch out for his gunfire and do watch
    your back, at least until after you have decapitated five jacks-in-the-
    boxes. They go scot-free from their hiding place every time the
    Joker's bullets hit the crates. Now, you're ready. Strafe and look
    for a suitable position (try one step away from where the Batarangs
    near the door appear) where your crossfire turns red. When it does,
    maintain this position as you keep on throwing Batarangs at Joker (wait
    for the gunfire to subside before doing so). As soon as you catch a
    glimpse of him dropping his weapon, charge! Do not hesitate or he'll
    get the opportunity to pick up his tommy gun and start his trigger
    happy ways again. The thing to avoid is his grip. The style is to
    keep on moving. When he squirts you with acid, go near him and knock
    him with a power move. Three advanced moves on him and he'll be
    counting stars. Take the Blimp Cockpit Key. Jump on the platform near
    the entrance of the pilot room and go inside. Proceed to the control
    area. Defuse the bomb by mixing the gases to produce Purple (Blue and
    Red) and Green (Blue and Yellow), the Joker's color motif. First
    select then, inject the right colors. After combining the first two
    colors, mix tube to begin with the next phase. Again, select and
    inject and everything will fall into place. The Joker, however, wants
    to have the last laugh so he chooses to commit suicide (again) by
    jumping off the blimp. But, not without bringing his machine gun along
    (as an insurance). As expected, Batman wants him in Arkham Asylum,
    instead of being six feet under the ground.

    LEVEL 19 - FREE FALL
    Tip: you might want to try inverting your crosshair. It works well
    for me.
    Stay clear of the bursting balloons the Joker hurls at you. They
    certainly pack a wallop. Just keep on moving in circles. Adjust your
    speed as necessary. Watch out for his gunfire as well every time you
    get near. Snare him and it's game over!
    The camera dollies to the special cells of the villains in Arkham
    Asylum: Mr. Freeze shoos; Poison Ivy blows a kiss; Harley Quinn
    watches nonchalantly and the Joker laughing hysterically as the camera
    focuses on what appears to be a plush Batman doll hanging on a noose.
    Next, FMV takes place where Commissioner Gordon calls Batman via the
    BatSignal and apologizes for the earlier blunder. It was Harley all
    along that threw the Batarang at him. And like a thief in the night,
    the Dark Knight disappears without a trace...
    Cinematic of the classic Batman pose.

    THE END

     

    • 125842 posts
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