Batman Vengeance – Solve – Gamecube

Batman Vengeance - Solve - Platform: Gamecube

Submitted by: Dave Mclean

WALKTHROUGH!
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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


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